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Electronic Arts (EA) Q2 Earnings Preview: What You Should Know Beyond the Headline Estimates
ZACKS· 2025-10-23 22:16
核心财务预测 - 华尔街分析师预测公司季度每股收益为127美元,较去年同期下降409% [1] - 公司季度营收预计为186亿美元,较去年同期下降104% [1] - 净预定额预计为186亿美元,低于去年同期的208亿美元 [6] 盈利预测调整 - 过去30天内,市场对季度每股收益的一致预期被下调02%至当前水平 [2] - 盈利预测修正趋势与股票短期价格表现存在强相关性 [3] 关键业务指标预测 - 实时服务及其他业务净预定额预计达114亿美元,同比下降87% [5] - 完整游戏下载业务净预定额预计为47941亿美元,同比下降12% [5] - 实体包装商品业务净预定额预计为25583亿美元,同比下降109% [6] 近期股价表现 - 过去一个月公司股价上涨20%,同期标普500指数仅上涨02% [6] - 公司当前Zacks评级为3级(持有),预示其表现可能与整体市场一致 [6]
Electronic Arts, NFL Partnership Expands to Extend Reach of Offerings
WSJ· 2025-10-23 00:49
EA said its partnership with the NFL is expanding in an effort to boost the video-game maker's Madden NFL franchise and college-football offerings. ...
Light Up the Season With a Trip to Nintendo SAN FRANCISCO and Exclusive Holiday Merchandise
Businesswire· 2025-10-22 23:14
公司营销活动 - 公司于假期季推出Nintendo SAN FRANCISCO My Nintendo Holiday Sweepstakes活动 [1] - 公司位于旧金山和纽约的门店将转变为假日消费目的地 提供独家商品 季节性娱乐和购物赠礼等体验 [1] - 门店将设置特色橱窗展示和节日装饰 旨在提升到店体验并促进消费 [1]
Earnings Preview: MGM Resorts (MGM) Q3 Earnings Expected to Decline
ZACKS· 2025-10-22 23:07
Wall Street expects a year-over-year decline in earnings on higher revenues when MGM Resorts (MGM) reports results for the quarter ended September 2025. While this widely-known consensus outlook is important in gauging the company's earnings picture, a powerful factor that could impact its near-term stock price is how the actual results compare to these estimates.The stock might move higher if these key numbers top expectations in the upcoming earnings report, which is expected to be released on October 29. ...
EA SPORTS and The NFL Expand Partnership to Power the Future of Interactive Football
Businesswire· 2025-10-22 22:33
REDWOOD CITY, Calif. & NEW YORK--(BUSINESS WIRE)--Electronic Arts (NASDAQ: EA), EA SPORTSâ"¢ and the National Football League today announced an expanded, multi-year exclusive agreement to grow American football worldwide. This is the most comprehensive partnership to date between EA SPORTS and the NFL. Under the partnership, EA SPORTS and the NFL will continue to drive innovation and expansion of the celebrated Madden NFL franchise, which will continue as the exclusive action simulation game for. ...
Take-Two Interactive Software's Quarterly Earnings Preview: What You Need to Know
Yahoo Finance· 2025-10-22 20:49
Valued at a market cap of $48 billion, Take-Two Interactive Software, Inc. (TTWO) is a leading global video game publisher and developer known for creating, publishing, and marketing interactive entertainment content. The New York-based company generates revenue through digital and physical game sales, in-game purchases, subscriptions, and licensing. It is scheduled to announce its fiscal Q2 earnings for 2026 after the market closes on Thursday, Nov. 6. Ahead of this event, analysts expect this Grand The ...
What the US$55 billion Electronic Arts takeover means for video game workers and the industry
TechXplore· 2025-10-22 05:20
收购交易核心信息 - 电子艺界(EA)同意以550亿美元的价格被收购,此为游戏行业历史上规模第二大的收购交易[1] - 收购财团包括沙特阿拉伯主权财富基金、私募股权公司Silver Lake和Affinity Partners,将以每股210美元的价格向EA股东支付[2] - 交易中有200亿美元为债务融资,收购完成后公司将私有化[2] 行业整合趋势 - 此次收购强化了创意领域的整合趋势,与音乐、电影和电视行业的类似交易相呼应[3] - 这标志着大型游戏公司持续被更庞大的实体收购,例如微软在2023年对动视暴雪的收购[3] 对员工的影响 - 收购可能导致EA旗下工作室进行重组,进而造成游戏项目取消、工作室关闭和岗位流失[4] - 针对大型成功公司的收购,财务工程手段更为常见,通常会导致裁员或缩减规模以增加现金流和偿还债务[8] - 外包的质量保证人员在成功组建工会后于2022年被解雇,外包、裁员和重组的担忧可能阻碍未来的工会组织努力[17][18] 收购方动机与策略 - 沙特公共投资基金(PIF)旨在增加其在游戏行业利润丰厚领域的持股,作为其多元化战略的一部分[6] - 私募股权公司遵循“买入为了卖出”的模式,专注于在短期内获得显著回报[6] 财务化与工作场所变化 - 游戏行业的财务化问题突出,即利润越来越多地来自金融交易而非商品和服务的生产[9] - 财务化创造了“裂痕工作场所”,所有权模式复杂多层,将失败风险转移给被收购公司,而金融玩家在决策中拥有重要影响力[10][11] 成本削减与潜在风险 - 公司可能流向工资更低、劳动保护更少、税收激励更显著的地区,例如不列颠哥伦比亚省将其互动媒体税收抵免提高至25%以留住工作室[12][13] - 增加人工智能使用可能成为积极削减成本的一种方式,但这可能对工作岗位数量和质量以及游戏质量产生负面影响[14] - 游戏玩家对质量转变和掠夺性货币化策略容忍度低,收购可能导致开发时间延长、创新受限和创造力受阻[15] 创意控制与行业稳定 - 收购可能影响EA的创意方向和编辑决策,可能导致内容限制增加[16] - 此次交易无助于为已经波动剧烈的行业带来稳定,EA仍然面临很大风险[19]
美股异动 | 哔哩哔哩(BILI.US)涨逾6% 《逃离鸭科夫》爆火销量突破50万份
智通财经· 2025-10-21 22:00
公司股价表现 - 周二公司股价上涨逾6%至29.32美元 [1] 游戏产品表现 - 公司旗下游戏工作室碳酸小队开发的《逃离鸭科夫》发售3天内销量突破50万份 [1] - 该游戏在Steam国区热销榜排名第一 全球热销榜排名第三 [1] - 游戏获得7416条玩家评测 好评率高达95% 同时在线玩家峰值达到14万人 [1]
Netflix reports earnings as the rest of the streamers are quickly looking to catch up
Business Insider· 2025-10-21 21:46
(Hopefully) good morning! It wasn't that way for plenty of you yesterday thanks to AWS' outage. From rogue Alexa devices to issues ordering ahead at Starbucks, here's everything that went wrong. One group had a particularly rough one: Wordle users. In today's big story, Netflix reports earnings this afternoon as the king of streaming tries to retain its crown amid increased competition.What's on deck: Markets: Beyond Meat's share price has beefed up. We spoke to a catalyst for its incredible rally.Tech: I ...
《吸血鬼:避世血族2》是平庸之作吗?
36氪· 2025-10-21 19:07
延期5年后,《吸血鬼:避世血族2》(Vampire:The Masquerade—Bloodlines 2)终于发售了,这个饱经波折的游戏就跟它的前作一样问题重重,但两者 的差异在于,2004年的《吸血鬼:避世血族》把叙事做到了满分,却因为完成度问题销量惨淡;而今天(10月21日)发售的《吸血鬼:避世血族2》完全 反了过来——它的开发商The Chinese Room尽心尽力地把这个多次换血的项目做完了,它有足够的完成度、强大的氛围塑造,叙事结构和玩法却并不出 彩。 《吸血鬼:避世血族2》让我想到了一句古语:"取法于上,仅得为中,取法于中,故为其下。"某种意义上,我觉得这不仅是这一款游戏的问题,也部分 出现在今年的数款开放世界游戏中,也就是:设计师们似乎失去了设计有深度的系统的能力和意愿,而另外一边,似乎所有媒介也都失去了严肃探讨问题 的能力。 这听起来好像是个地狱笑话:10多年前兴起的轻量化浪潮终于到了尽头,当玩家和市场终于开始需求更有深度、更有个性的作品时,回头一看却发现大半 个行业都已经失去了做规则和叙事的能力;再加上社会共识越发支离破碎,每个群体都有可能随时被冒犯的前提,连讲一个有深度的宏大故事也困难 ...