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Tencent’s investment roadmap into JapanMay 29, 2020Tencent has spent $65 million purchasing a 20% stake in the Japanese game studio Marvelous, becoming the largest shareholder. Marvelous, best known for Story of Seasons and Deamon X Machina, plans to use the money to develop its current game franchises and roll out new ones to the Western market.
Tencent reported strong revenue growth amidst the COVID-19 pandemicMay 14, 2020Tencent reported Q1 2020 results on 14 May 2020. Compared to the same period last year. Amid the pandemic, Tencent’s Q1 online advertising revenues grew 32%. Tencent’s online video subscription service, Tencent Video, gained almost 6 million new subscribers during first quarter of 2020, with 26% year-over-year growth compared to 19% in previous quarter. Meanwhile, smartphone games business experienced a sharp quarterly increase of 34%.Subscribers Only
Games-related M&A Q1 2020: Acquisitions fall as Chinese tech giants seek to diversify revenue streamsMay 06, 2020There was a broad reduction in games-related acquisitions and funding rounds in Q1, which was largely fuelled by declining activity in China. The mobile games segment remained strong and represented the majority of deals, underlining the state of the global games market as mobile-first.
China PC Online Games Market 2019April 29, 2020Total consumer spend within the Chinese PC online gaming market was RMB 78.3 billion ($11.3 billion) in 2019, representing a year-over-year decrease of 5.4%.
Sony invests in Bilibili to expand the Aniplex IP portfolio in ChinaApril 10, 2020Sony Corp., via its subsidiary in the US, is investing US$400million in cash for a 4.98 percent stake in Bilibili. Bilibili established its business as an anime and comics site, and has since expanded to other entertainment categories such as video game operation and a UGC streaming service.
Tencent’s Q4 results reflect international expansionMarch 19, 2020Tencent reported that online games revenue reached RMB30.3billion, representing a 25% growth year-over-year. International markets contributed 23% of total games revenue. This significant growth reflects the strong performance of PUBG Mobile and Call of Duty Mobile (which Tencent develops) in addition to the consolidation of Supercell’s results. Also, it was offset by the decline of PC client games; particularly Dungeon & Fighter.
Plague Inc. the most-downloaded premium app in Italy and USA amidst coronavirus outbreakMarch 16, 2020Ndemic Creations’ strategy simulation game Plague Inc. challenges players to spread a deadly virus across the globe. It recently became the top-ranking paid app in both the USA and Italy.
The impact of coronavirus outbreak on the Chinese online gaming marketFebruary 07, 2020The first quarter is usually the peak season for Chinese online gaming market thanks to the Chinese New Year holiday, and major publishers - namely Tencent and NetEase - introduce content updates and relevant events to accelerate growth of in-game spending and active users. The coronavirus outbreak in 2020 has made the holiday season more significant for the online gaming market.
Tencent’s international mobile games business eclipses NetEase for the first timeJanuary 30, 20202019 saw the major Chinese companies truly establish themselves as competitors in the global market. According to Priori Data, Tencent saw international mobile games market growth of 278% in 2019, out-performing domestic rival NetEase.
China: Tencent to launch Nintendo Switch on 10 DecemberDecember 04, 2019After months of waiting, Tencent and Nintendo confirmed that they would be officially launching Nintendo Switch in mainland China on 10 December, 2019 just in time for the major Double 12 shopping event but with only one official game title available, New Super Mario Bros U Deluxe.
China: New regulation to limit child spending in online and mobile gamesNovember 06, 2019Mainland China's General Administration of Press and Publication has introduced a series of policies aimed at reducing video game addiction in children. This insight note is our initial view of what impact these policies will have on the games market in the territory.