17 июня 2016 года в17.06.2016 09:44 71 0 10 1

After Warcraft billions in future games how to play

From the global game revenues in terms of size, 2015 Global Games reached 91.8 billion dollars, an increase of 9.8%. Mobile games, host games, Full anti-waterproof plunger keyboard PC games revenue accounted for, respectively, and 33%, and 28%. Mobile game for the first time over host games and PC games.

According to Newzoo prediction, global games in 2016 is expected to generate $ 99.6 billion revenue in 2015, increasing 8.5%. 2015-2019 year compound annual growth rate of the global game market to 6.6% sustainable development, finally reached 118.6 billion dollars the total market.

* Note: mobile games mainly refers to the Smartphone user handheld devices such as tablet computers as the processor Terminal, runs on mobile online game PC game refers to computer games and online games (MMO).

* Source: Newzoo, CaiGin

From the global game market pattern, host games and handheld games markets have entered a recession, the market share decreased; mobile games become the game industry main driving force of growth, the market share increased, expected size of 2019 revenues nearly 50%.

* Source: Newzoo, CaiGin

Gaming market segments:

1. the mobile games industry to maintain high growth. 2015 global mobile gaming market reached $ 30.294 billion, an increase of 34.2%, has already surpassed the host games and PC games. Continued high growth in the mobile gaming market, has become the main driver of growth. Newzoo expects mobile gaming industry will continue to remain high, move games expected by 2019 nearly 50% per cent of total income, gaming revenue of $ 52.5 billion.

* Source: Newzoo, CaiGin

2. host games and handheld games narrowed the overall market share. According to newzoo data, starting from 2009 is in the host market in a volatile downward trend, and gaming market share decline, slipped to 2015 from 2009 56% 30%. Overall, the hosting market has entered a period of decline.

3.PC games slowing market stabilized. 2015 per cent growth for the PC game 6%, within the next 5 years the average growth at 5%.

1. e-sport has great potential in the future.

E-sports is one of the main theme of the 2015 games market, in the field of PC gaming esports games dominated the market, in the field of hand also gives the whole market moved very high expectations. On the industry side, including game development and distribution companies, clubs, events, mobile platform, mobile esports industrial parts such as live streaming platform, a relatively complete mobile esports industrial ecology has been constructed.

According to Newzoo report, 2015 global e-sports gaming revenues reached US $ 325 million, compared with growth rates of up to 67.4% 2016 global e-sports gaming revenue is expected to reach $ 463 million, up although growth has slowed, but still 42.6%. Global e-sports viewers are growing year by year and is expected to grow at a compound annual growth rate of 11%.

* Source: Newzoo,2016 Global Esports Market Report.

2. rising game company entertainment, shadow tour linkage becomes hot.
Game industry increased interaction with other creative field, cross-media integration accelerated, and by way of linkage, explore a new, industrial chain around the entertainment industry.

Beginning in 2014 the whole Pan-increasing weight of entertainment games, attracted include entertainers, film, anime fiction has the effect of IP, such as "product" and game products for joint cooperation, which also led to the rapid development of pan-industry.

2016 most hot of movie Warcraft is adapted since Blizzard Entertainment (United States listed company moving depending on Blizzard of subsidiary) of classic game world of Warcraft, released short 5 days within created has 1 billion China box office, success validation has quality IP of huge value, future around with quality IP variable now will brings more big of value growth, thus game leading company began more of to pan entertainment direction transformation.

3.VR layout become the new trend in gaming industry.

VR (virtual reality), there is no doubt that 2016 is one of the most popular topics, according to Gartner expects the end of 2018, virtual reality equipment sales will reach 25 million units.

Short term VR games it's difficult to gain acceptance. For VR industry for, currently VR Head of PC version main customer also is heavy degrees of game players, Sony PlayStation need and host connected, HTC, and Oculus for computer of configuration has high of requirements, for general user for, in content enough rich of premise Xia, universal need must of time; for VR equipment for, main is VR video of watch and mild game application, short-term within compared to training user of paid habits.

But in the long run, and VR will change the way of communication between the players, and the way players interact with the game content, and will become one of the main forms of the game. Which game companies earlier in the VR field layout? Seize the future VR gaming market? Will be the focus of attention.

(D) the featured games portfolio

Through artificial intelligence model select five stocks associated with the gaming industry stocks:

1. $ Activision Activision Blizzard (usATVI) $

Activision Blizzard (Activision Blizzard, ATVI) is a United States game developers, publishers and distributors. The new situation facing the game industry's continuing, Activision began the transition of:

(1) the field of bigger picture involved in hand. Last November, Activision for $ 5.9 billion large acquisition of developers of the legend of candy King Digital, will also own hand--Hearthstone legend to a new height, launched the third adventure: explorers Association, makes Hearthstone legend a strong supporting performance of the company.

(2) set up a division of Activision Blizzard esports. Last December, Activision for $ 46 million acquisition of United States the biggest esports League Major League Gaming (abbreviation: MLG), MLG nearly 14 years will be transferred directly to rain event resources, and MLG.tv this video platform.

(3) play contrast games interactive. In June last year, Activision Blizzard announced the establishment of a film Studio, specialized in are owned by Blizzard's Diablo and owned by Activision's call of duty, classic games, and recently acquired the legend of candy into movies. Flush with high quality IP for Activision Blizzard, movie powder is definitely a good deal.

On June 8 this year, released by the film adaptation of the game world of Warcraft Warcraft was a huge success, released after the 5th China exceeded 1 billion at the box office.

Company's latest earnings report showed that fiscal 2016 fiscal first-quarter profit of $ 336 million, down 14.72%. Fiscal 2016 fiscal first-quarter revenue of $ 1.455 billion, an increase of 13.85%. Revenues and earnings, the contrast is so great, mainly due to the end of 2015 Activision did a lot of acquisitions, have an impact on corporate earnings.

2. Electronic Arts $ EA (usEA) $

Electronic Arts (Electronic Arts, EA) is a leading global interactive entertainment (300043) software company, mainly engaged in all kinds of video game development, publishing and marketing business, mainly for computer games, console games, online games, mobile game development, publishing and sales activities.

According to EA's latest earnings report, fourth quarter net revenues of $ 1.308 billion, up from $ 1.07 billion in the same period last year net profit of 899 million dollars, 128% over the $ 395 million in the same period last year. Electronic Arts comes from the product in the last quarter's revenue of $ 695 million, up from $ 669 million in the same period last year; from services and other business revenues of $ 613 million, up from $ 516 million in the same period last year.

3.Zynga$Zynga(usZNGA) $

Zynga is a social gaming services provider, was first established, timing of the rise of the Zynga took social networking platform, player interaction with friends is viral, has become one of the most successful gaming companies.

But tours the rise of Zynga to accompany page, and decline with hand. Zynga now transformed from social games mobile games, reported figures show that mobile gaming revenue has accounted for the proportion of 76%. Whether Zynga can pass in transition back to life, is the focus of market attention.

In the latest in the first quarter of 2016, Zynga earned $ 187 million, a loss of $ 26.6 million, more than $ 46.5 million in the same period last year to narrow. Compared to the previous quarter earned $ 186 million, a $ 51 million loss digital, Zynga persuaded Wall Street to see a little more hopeful: the revenue growth and reduced losses exceeded Wall Street's expectations, after announcing earnings, share prices once rose to 14%.

4. $ NetEase NetEase (usNTES) $

NetEase (NetEase, NTES) as one of the leading game development company, NetEase has been in online game developed by the front of the field.
NetEase 2016 1.228 billion dollars of net revenue in the first quarter, an increase of 116.3% net income of $ 382 million, an increase of 94.6%. NetEase online gaming services net income for the first quarter of 2016, $ 933 million, an increase of 104.5%, mainly due to the hand, such as fantasy westward journey and the Tour Edition of westward, and agent from Blizzard Entertainment (United States listed company subsidiary of Activision Blizzard), the Hearthstone legends: Heroes of Warcraft.

5. nvidia NVIDIA $ (usNVDA) $

NVIDIA (English: NVIDIA, Nasdaq:NVDA) is the market leader of graphics processing technology, 2016 special Gaming design fake mechanical Keyboard and its graphics and communications processors have broad market. NVIDIA in nearly three years on the structure adjustment, increase the game, graphics processing and automatic driving, also in line with the current direction in science and technology. These games, data centres, intelligent automotive chips business fast, games section 2015 of which grew 36%.

In the past month, 80% analyst upgraded NVIDIA expected in the new fiscal year, EPS forecast is up 12.1%. NVIDIA's price-earnings ratio is currently around 30, compared with 75.2 per cent of average earnings of semiconductor industry, with a large margin of safety, medium to large room.

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