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INDUSTRIES
&
MARKETSVideogameindustryM&ACHAPTER
01OverviewMarketcapitalizationofthelargestgamingcompaniesworldwideasofApril2024(inbillionU.S.dollars)Marketvalueofthelargestgamingcompaniesworldwide2020-2024NintendoElectronic
ArtsTake-Two
InteractiveSoftware,
Inc.Roblox
Cor2020-052021-032021-062021-112022-022022-052023-012023-042023-112024-0453.7364.7374.7153.2360.2852.1548.5347.834.3437.4341.6435.3237.8236.1333.7335.1235.9634.8316.1318.9821.4719.5619.514.2117.4820.9826.2625.7953.6959.564Description:AsofApril2024,Nintendoheldthetopspotamongthelargestgamingcompaniesbymarketcap.ThemultinationalgamingcompanyisheadquarteredinKyoto,Japan,anddevelopsaswellaspublishesbothvideogamesandgamingconsoles.Nintendo’smarketcapwas59.56billionU.S.dollars,aheadofsecond-rankedElectronicArtswith34.83billionU.S.dollars.ReadmoreNote(s):Worldwide;May2020toApril2024;selectpubliclylistedcompanies;excludinggamingsegmentsofMicrosoft,SonyandTencentSource(s):YahooLargestvideogameindustryacquisitionsworldwideasofFebruary2023,bydealvalue(inbillionU.S.dollars)Biggestall-timevideogameindustryacquisitions2023ValueinbillionU.S.dollars01020304050607080ActivisionBlizzardacquiredbyMicrosoft(Jan2022)ZyngaacquiredbyTake-TwoInteractive(Jan2022)SupercellacquiredbyTencent(Jun2016)68.712.78.6ZeniMaxacquiredbyMicrosoft(Sep2020)7.55.93.62.5KacquiredbyActivisionBlizzard(Nov2015)BungieacquiredbySonyInteractiveEntertainment(Jan2022)MojangStudiosacquiredbyMicrosoft(Sep2014)GluMobileacquiredbyElectronicArts(Feb2021)OculusacquiredbyFacebook(Mar2014)2.125Description:Mergersandacquisitionsinthegamingindustryareoftenworthbillionsandcreatelotsofbuzz.InJanuary2022,thetwobiggestgamingacquisitionseverhappenedwithinbarelyaweekofeachother-onJanuary10,Take-TwoInteractiveannounceditspurchaseofsocialgamingcompanyZynga,signalingastrongerfocusonmobilegaming.January18,2022,sawthesurprisenoticeofMicrosoftacquiringActivisionBlizzardfor68.7billionU.S.dollars.ReadmoreNote(s):Worldwide;February2023;excludinggamblingandcasinoSource(s):GamesRadar+Largestannouncedvideogameindustryacquisitionsworldwidein2023,bydealvalue(inmillionU.S.dollars)Biggestvideogameindustryacquisitions2023ValueinmillionU.S.dollars0500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000
5,500ScopelyacquiredbySavvyGamesGroup(Apr2023)Kahoot!acquiredbyGoldmanSachsAssetManagement,andothers*(Jul2023)TechlandaquiredbyTencent(Jul2023)4,9001,7201,580RovioacquiredbySega(Apr2023)775422SciPlayacquiredbyLight&Wonder(May2023)InnplayLabsacquiredbyPlaytika(Sep2023)300YoudaGamesacquiredbyPlaytika(Jul2023)165nDreamsacquiredbyAonic(Nov2023)11010097.1DigitalMediaManagementacquiredbyKeywordStudios(Mar2023)TheMultiplayerGroupacquiredbyKeywordStudios(Dec2023)6Description:Mergersandacquisitionsinthegamingindustryareoftenworthbillionsandcreatelotsofbuzz.ThebiggestannouncedvideogamingM&Adealof2023wastheacquisitionofmobilegamescompanyScopelybytheSavvyGamesGroupinApril2022for4.9billionU.S.dollars.TheSavvyGamesGroupiswhollyownedbytheSaudigovernment’sPublicInvestmentFund,signalingcountry'sinterestinexpandedgaminginvestment.However,thevalueof2023gamingM&Adealsdonotholda[...]
ReadmoreNote(s):Worldwide;2023Source(s):DrakeStarPartners;VentureBeatMostcoveredvideogamecompaniesworldwidein2023,bynumberofarticlesMostbuzzworthygamingcompaniesworldwide2023Number
ofarticles30883426808524442418979311540880500YoY-16%-15%-9%XboxPlayStationNintendoMicrosoftSony+6%-25%+172%-12%+115%-16%-18%-19%+10%-37%ActivisionBlizzardNvidia68302ElectronicArtsUbisoft4777342886EpicGamesTwitch3672628376BethesdaSquareEnix28215267787Description:ApartfrombeingoneofthemostvaluableJapanesebrands,Nintendowasalsothemostcoveredvideogamecompanyin2022asabout26thousandarticleswerepublishedaboutconsolemakerandgamepublisher.Microsoftwasrankedsecondwith17thousandarticles-however,thisrepresentsa28.4percentyear-over-yeardeclineforthetechcompany.ReadmoreNote(s):Worldwide;2023Source(s):;ICOPartnersAmountofcashandequivalentsheldbyleadingpublicgamingcompaniesbasedasof1stquarter2024(inbillionU.S.dollars)Leadinggamingcompaniesbasedoncashandequivalentsheld2024CashandequvalentsinbillionU.S.dollars02468109.612NintendoNetEase3SEA2.82.7ElectronicArts(EA)Krafton2.4Nexon2Konami1.711.1Others18Description:Asofthebeginningof2024,Nintendowasbyfarthegamingcompanythatheldthelargestamountofcashandequivalents.TheJapanesegaminggiant'scashandcashequivalents(CCE)amountedto9.6billionU.S.dollars.
ReadmoreNote(s):Worldwide;Q12024;doesnotincludetechcompanieswithgamingdivisions(Microsoft,Amazon,Metaetc)Source(s):KonvoyMostactivevideogameindustryacquirersbasedonnumberofpublicM&Adealsin2023BiggestvideogameindustryM&Abuyers2023Number
ofdealsDisclosed
dealvalue
in
million
U.S.
dollarsTencent(incl.subsidiariesSumoGroup,RiotGames,Miniclip,Supercell)51580KeywordsStudiosSavvyGamesGroup(PIF)Sony433322221212.14900BehaviourInteractivePlaytika465EmbracerGroupAonic11040DevolverDigitalSega7759Description:Tencentanditsvarioussubsidiarieswerethetopstrategicbuyersintermsofvideogameindustrymergersandacquisitionsin2023,closingfivepublicdealsatavalueofmorethan1.58billionU.S.dollars.Tencent'sM&AactivitieswererankedfirstindealvolumebutSavvyGamesGroupplacedfirstintermsofgamingM&Adealvalueduringthemeasuredperiod.In2023,thePIF-backedgamecompanyspentabout4.9billionU.S.dollarsingaming-relatedmergersandacquisitions.
ReadmoreNote(s):Worldwide;2023;dealvalueonlyincludespubliclydisclosedtransactionvaluesSource(s):DrakeStarPartners;PitchBook;S&PCapitalIQ;VentureBeatCHAPTER
02ValueofdealsAnnualvalueofvideogamingindustrymergersandacquisitions(M&A)worldwidefrom2013to2024YTD(inmillionU.S.dollars)AnnualgamesindustryM&Atransactionsvalueworldwide2013-2024YTD90,00080,00070,00060,00050,00040,00076,761.241,367.533,398.728,423.630,00020,00010,000023,239.5201815,509.1201412,095.920208,08820134,758.220155,116.120174,876.820192,04920162021202220232024Q111Description:In2023,videogamingindustryM&Avalueamountedto76.76billionU.S.dollarsacross152transactions.Thisrepresentsa85percentincreaseinvaluecomparedtothepreviousyear.TheclosingofMicrosoft'sacquisitionofActivisionBlizzardfor68.7billionU.S.dollarsaccountedforabout90percentoftheyear'sM&Avalue.ReadmoreNote(s):Worldwide;2013to2024YTD;basedondisclosedtransactionsvaluesSource(s):DDMAnnualvalueofvideogamingindustrymergersandacquisitions(M&A)worldwidefrom2013to2024YTD,bysegment(inmillionU.S.dollars)AnnualgamesindustryM&Atransactionsvalueworldwide2013-2024YTD,bysegmentAR/VRConsole/PCMobileTech/OthereSportsBrowserMCG*90,00080,00070,00060,00050,00040,00030,00020,00010,0000201320142015201620172018201920202021202220232024Q112Description:In2023,thevideogamingindustryM&Avalueamountedto76.76billionU.S.dollarsacross152transactions.Theconsolesegmentaccountedfor68.8billionU.S.dollarsinmergersandacquisitionvalueduringtheyear,almostentirelyduetotheclosingofMicrosoft'sacquisitionofActivisionBlizzardfor68.7billionU.S.dollars.Sofarin2024,themobilesegmentaccountedforthebiggestvalueofmergerandacquisitionspending.ReadmoreNote(s):Worldwide;2013to2024YTD;basedondisclosedtransactionsvalues;*MassCommunityGames(MGC)aregamesdrivenbyonlinecommunityplay.IncludesMMO,MOBA,battleroyale,andmetaversegames.Dataregardingearlier[...]
ReadmoreSource(s):DDMAnnualvalueofvideogamesindustrydealsworldwidefrom2020to2023,bytype(inbillionU.S.dollars)Globalvideogameindustryannualdealvalue2020-2023,bytypePrivateinvestmentsM&AsPublicofferings908070605040302010078.240.838.824.515.712.712.110.75.94.23.62.7202020212022202313Description:In2023,M&Aactivityintheglobalvideogameindustryincreasedcomparedtothepreviousyear,amountingto78.2billionU.S.dollarsworthofdeals.However,thisalsoincludesthefinallycloseddealofMicrosoft'sacquisitionofActivisionBlizzard.Incontrast,privateinvestmentsinthevideogameindustrydeclinedsignificantlyto2.7billionU.S.dollars.ReadmoreNote(s):Worldwide;2020to2023Source(s):GameWorldObserver;InvestGameValueofclosedvideogamesindustrymergersandacquisitions(M&A)worldwideasof4thquarter2023(inbillionU.S.dollars)GlobalvideogameindustryclosedM&AvalueasofQ42023ValueinmillionU.S.dollarsNumberofdeals80706050403020100100908070605040302010014Description:Inthefourthquarterof2023,M&Aactivityinthegamingindustryhititshighestpointinthelastthreeyearswiththevalueofcloseddealsreaching68.7billionU.S.dollars-however,thisblockbusterquarterwasdowntothefinalclosingofMicrosoft'sacquisitionofActivisionBlizzard.Withoutthatmega-deal,theclosedM&Aactivityduringthemostrecentlyreportedquarteramountedtoabout400millionU.S.dollars.RegularvideogameM&Aactivityvaluepeakedinthesecond[...]ReadmoreNote(s):Worldwide;Q12020toQ42023;closedM&AdealsSource(s):InvestGame;Varioussources()Annualvalueofexitsinthevideogamingindustryworldwidefrom2013to2024YTD(inbillionU.S.dollars)Annualexitvalueofvideogamingcompanies2013-2024YTD16014012010080142.877.46042.94032.728.828.124.625.320010.19.24.82.1201320142015201620172018201920202021202220232024Q115Description:In2023,theannualvalueofvideogameindustryexitsamountedto77.4billionU.S.dollars.Intotal,therewere164companyexitsinthegamingindustryworldwide,eitherviamergersandacquisitionsorinitialpublicofferings.In2024sofar,thevalueofgamingindustryexitsamountedto2.1billionU.S.dollars.ReadmoreNote(s):Worldwide;2013to2024YTD;M&AandIPOsSource(s):DDMCHAPTER
03VolumeofdealsAnnualvolumeofvideogamingindustrymergersandacquisitions(M&A)worldwidefrom2013to2024YTD(inmillionU.S.dollars)AnnualgamesindustryM&Atransactionsvolumeworldwide2013-2024YTD4003513502953002502001501005023317515214712011310610895410201320142015201620172018201920202021202220232024Q117Description:In2023,theglobalvideogamingindustryM&Avolumeamountedto152transactionswithavalueof76.76billionU.S.dollars.Thisrepresentsa50percentdecreaseinvolumecomparedtothepreviousyear.Sofarin2024,thetotalnumberofgamingindustrymergersandacquisitionsamountedto41.ReadmoreNote(s):Worldwide;2013to2024YTD;basedondisclosedtransactionsvaluesSource(s):DDMAnnualvolumeofexitsinthevideogamingindustryworldwidefrom2013to2024YTDAnnualexitvolumeofvideogamingcompanies2013-2024YTD45040035030025020038630724618016415215010050127116117110101420201320142015201620172018201920202021202220232024Q118Description:In2023,therewere164companyexitsinthegamingindustryworldwide,eitherviamergersandacquisitionsorinitialpublicofferings.Thisfigurerepresentsa48percentdecreaseinexitvolumecomparedto2022.Sofarin2024,thenumberofgamingcompanyexitsamountedto42.ReadmoreNote(s):Worldwide;2013to2024YTD;M&AandIPOsSource(s):DDMAnnualnumberofvideogamesindustrydealsworldwidefrom2020to2023,bytypeGlobalvideogameindustryannualdealvolume2020-2023,bytypePrivateinvestmentsM&AsPublicofferings551600500400300200100056740336232223122112183684323202020212022202319/statistics/1391656/manda-video-game-industry-numberIn2023,M&Aactivityintheglobalvideogameindustryamountedto121deals,translatingto78.2billionU.S.dollarsindealvalue.Incontrast,privateinvestmentsinthevideogameindustrytotaled402dealsworthonly2.7billionU.S.dollarsintotal.
ReadmoreNote(s):Worldwide;2020to2023Source(s):GameWorldObserver;InvestGameVideogameindustrymergersandacquisitions(M&A)worldwidein2022,bytargettypeGlobalvideogameindustryM&A2022,bytargettypeDealvalueNumberofdeals9080706050403020100PC/consoleMobilePlatform/toolsHardware*eSports*Blockchain*20Description:In2022,merger&acquisitiondealsinthePCandconsolegamingsegmentaccountedfornearlythreequartersofglobalgamingindustryM&Adealvalueandaboutaquarterofthenumberofdeals.Themobilesegmentaccountedfor75ofthe324announceddeals.ReadmoreNote(s):Worldwide;2022;*DealvaluedatanotavailableReadmoreSource(s):DrakeStarPartners;VentureBeatCHAPTER
04InvestmentactivityAnnualvalueofinvestmentsinthevideogamingindustryworldwidefrom2013to2024YTD(inmillionU.S.dollars)Annualinvestmentvalueinvideogamingcompanies2013-2024YTD45,00040,00035,00030,00025,00020,00015,00041,374.514,081202213,628202010,0005,00007,991.920177,672.920196,97720184,465.220232,958.920142,238.120132,102.620152,425.320162,242.920212024Q122Description:In2023,investmentsinvideogamingcompaniestotaled4.46billionU.S.dollars,thelowestsince2016.Sofarin2024,gamingindustryinvestmentamountedto2.2billionU.S.dollars.Lookingbackatthegamingindustrysectorinvestments,2021wasthestandoutyearwithover41.37billionU.S.dollarsraisedbygamingcompaniesworldwide.ReadmoreNote(s):Worldwide;2013to2024YTDSource(s):DDMAnnualvolumeofinvestmentsinthevideogamingindustryworldwidefrom2013to2024YTDAnnualinvestmentvolumeinvideogamingcompanies2013-2024YTD1,2001,0008009699076606005014003543203122672392302191782000201320142015201620172018201920202021202220232024Q123Description:In2023,therewere660disclosedinvestmentsinvideogamingcompaniesworldwide,representingadeclineinvolumefromthe969investmentsinvideogamecompaniesinthepreviousyear.Thetotalinvestmentvaluein2023amountedto4.46billionU.S.dollars.Sofarin2024,thenumberofvideogameindustryinvestmentstotaled178.ReadmoreNote(s):Worldwide;2013to2024YTDSource(s):DDMAnnualvalueofinvestmentsinthevideogamingindustryworldwidefrom2013to2024YTD,bysegment(inmillionU.S.dollars)Annualinvestmentvalueinvideogamingcompanies2013-2024YTD,bysegmentAR/VRConsole/PCMobileTech/OthereSportsBrowserMCG*
(MMO,
MOBA,
BR,metaverse
etc)201320142015201620172018201920202021202220232024Q193.831.34291.6914.621255.091953.791150.92375.59424.54772.2815.369.815.81.221.4522.755.870141.88115.8985.36122.7179.01175.91141.7431.69131.45452.43409.86546.58711.34711.081319.92547.59573.1469.41176.96292.24274.14217.19138.32762.35617.56198.6427.85960.32261.331648.42949.532877.621777.819520.331676.68616.65178.013169.28945.962324.523705.022616.564746.317172.4555.76323.671241.363472.932087.9631.56199.39922.274.3117.19799.64632.5472.3134995.998326.933476.351067.55119.075042.431305.321646.1824Description:In2023,worldwideinvestmentsinvideogamingcompaniestotaled4.46billionU.S.dollars.Thegamingtech/othersegmentperformedbest,withgamingcompaniesfocusingontech,raisingabout1.3billionU.S.dollarsininvestments.Mobilegamingwasrankedsecondwithabout1.07billionU.S.dollarsofinvestmentvalue.Sofarin2024,thetech/othersegmenthadalreadysurpassed2023investmentlevels.
ReadmoreNote(s):Worldwide;2013to2024YTD;*MassCommunityGames(MGC)aregamesdrivenbyonlinecommunityplay.IncludesMMO,MOBA,battleroyale,andmetaversegames.Dataregardingearlierperiodsthan2023werepreviouslypublished[...]
ReadmoreSource(s):DDMDistributionofinvestmentvalueinthevideogamingindustryworldwideasof1stquarter2024,bysegmentShareofinvestmentvalueinvideogamingcompaniesasofQ12024,bysegmentQ32023Q42023Q12024140%120%100%75%80%5%60%40%20%0%32%9%18%26%11%8%1%15%1%20%3%29%27%4%10%7%1%Browser1%AR/VRConsole/PCMobileTech/OthereSportsMCG*25Description:Inthefirstquarterof2024,theAR/VRvideogamingsegmentaccountedforonepercentofinvestmentvalueinthevideogamingsector.Techandotherwasthehighestsegmentbyvalue,accountingforalmostthree-quartersofgaminginvestmentsduringthemeasuredperiod.ReadmoreNote(s):Worldwide;Q32023toQ12024Source(s):DDMDistributionofinvestmentvolumeinthevideogamingindustryworldwideasof1stquarter2024,bysegmentShareofinvestmentvolumeinvideogamingcompaniesasofQ12024,bysegment2023Q32023Q42024Q1100%90%80%70%60%50%40%30%20%10%0%27%32%14%16%25%30%8%11%30%13%4%8%4%29%9%8%18%9%2%1%2%AR/VRConsole/PCMobileTech/OthereSportsBrowserMCG*26Description:Inthefirstquarterof2024,theAR/VRvideogamingsegmentaccountedforfourpercentofinvestmentvolumeinthevideogamingsector.ConsoleandPCwastheleadingsegmentbyvolume,accountingfor32percentofgaminginvestmentsduringthemeasuredperiod.ReadmoreNote(s):Worldwide;Q32023toQ12024Source(s):DDMCHAPTER
05Mega-merger:MicrosoftandActivisionBlizzardMicrosoft'sannualrevenueworldwidefromFY2002toFY2023(inbillionU.S.dollars)Microsoft'sglobalrevenue2002-20232502001501005002002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023Fiscalyears28Description:Microsoft'sglobalrevenuegrewfromfiscalyear2022to2023,increasingbyaboutsevenpercentyear-on-yearandreachingover212billionU.S.dollars.Thismarksanotherrecord-settingyearforthesoftwaregiantintermsofsalesrevenue.
ReadmoreNote(s):Worldwide;FY2002to2023Source(s):MicrosoftNetrevenuegeneratedbyActivisionBlizzardfrom2005to2022(inmillionU.S.dollars)ActivisionBlizzard(ABK)netrevenue2005-202210,0009,0008,0007,0006,0005,0004,0008,8038,0867,5007,5287,0176,6086,4894,8564,7554,6644,5834,4474,4084,2793,0263,0002,0001,34920071,01820067801,0000200520082009201020112012201320142015201620172018201920202021202229Description:In2022,ActivisionBlizzard'sannualrevenueamountedto7.53billionU.S.dollars.ActivisionBlizzardpublishesgamessuchasCallofDuty,GuitarHero,StarCraftandWorldofWarcraft.AlongsideWoWthatcontinuestosuccessfullysellnewexpansionspacksforthegame,CallofDutyisanotherprofitabletitlecarriedbyActivision.Thefranchisehassoldmillionsofcopiesinitslonglifetime.AsforActivisionBlizzarditself,thecompanymanagedtosecureaspotinarankingofleading[...]ReadmoreNote(s):Worldwide;2005to2022Source(s):ActivisionBlizzardNetincomegeneratedbyActivisionBlizzardfrom2005to2022(inmillionU.S.dollars)ActivisionBlizzard(ABK)netincome2005-20223,0002,5002,0001,5001,0005002,6992,1971,8481,5031,5131,1491,0851,010966892835418273227139113450-107-50020052006200720082009201020112012201320142015201620172018201920202021202230Description:In2022,ActivisionBlizzard'snetincomeamountedtoover1.5billionU.S.dollars.Thisisasignificantdeclinefromthe2.7billionU.S.dollarsin2021netincome,whichwasthecompany'shighestresultyet.Thegamingindustryasawholeprofitedfrom2020,asmanypeoplewhostayedathometurnedtovideogamestosocializeandkeepthementertained.ReadmoreNote(s):Worldwide;2005to2022Source(s):ActivisionBlizzardGamingrevenuegeneratedbyMicrosoftfromfiscal2017to2023(inmillionU.S.dollars)Microsoftannualgamingrevenue2017-202318,00016,00014,00012,00016,23015,46615,37011,57511,38610,35310,0008,0006,0004,0002,00009,051201720182019202020212022202331Description:InMicrosoft'sfiscalyear2023,spanningfromJuly2022toJune2023,thegamingrevenuereached15.47billionU.S.dollars,downfrom16.23billionU.S.dollarsinthepreviousfiscalperiod.Microsoft'sgamingsegmentincludesrevenuesfromXboxhardwareandXboxcontentandservices,comprisingdigitaltransactions,XboxGamePassandothersubscriptions,videogames,third-partyvideogameroyalties,cloudservices,andadvertising.
ReadmoreNote(s):Worldwide;fiscalyear2017to2023;TheMicrosoftCorporationoperatesonafiscalyearfromJuly1toJune30Source(s):MicrosoftGamingrevenuegeneratedbyMicrosoftfromfiscal1stquarter2019to2ndquarter2024(inmillionU.S.dollars)MicrosoftgamingrevenueasofQ220248,0007,0007,1116,0005,0315,0005,4424,7584,2323,9193,7143,7403,5933,6103,6073,4914,0003,0002,0001,00003,5333,4553,3273,3573,0922,7382,5422,3632,3492,05332Description:InthemostrecentlyreportedfiscalquarterendingDecember2023(2024Q2),Microsoftgeneratedapproximately7.11billionU.S.dollarsthroughitsgamingsegment.Thetechcompany'sgamingsegmentincludesXboxhardwareandXboxcontentandservices,comprisingXboxLive(transactions,subscriptions,cloudservices,andadvertising),videogames,andthird-partyvideogameroyalties,aswellasgamingrevenuesfromitsrecentlyclosedacquisitionofgamingcompanyActivisionBlizzard.
ReadmoreNote(s):Worldwide;2019Q1to2024Q2;TheMicrosoftCorporationoperatesonafiscalyearfromJuly1toJune30.Source(s):MicrosoftYear-over-yeardevelopmentofXboxcontentandservicesrevenuesgeneratedbyMicrosoftasoffiscal2ndquarter2024XboxcontentandservicesrevenuedevelopmentasofFYQ2202470%60%50%40%30%20%10%0%65%61%40%34%30%13%10%5%4%3%2%2%0%-3%-4%-6%-11%-12%-10%-20%2020Q12020
Q22020
Q32020
Q42021
Q12021
Q22021
Q32021
Q42022
Q12022
Q22022
Q32022
Q42023
Q12023
Q22023
Q32023
Q42024
Q12024
Q233Description:Inthesecondfiscalquarterof2024(OctobertoDecember2023),revenuesofMicrosoft'sXboxcontentandservicessegmentrevenueincreasedby61percentcomparedtothepreviousyear.Thecompanynotedthat55pointsofthisyear-over-yeargrowthwasdrivenbytheclosedacquisitionofgamingcompanyActivisionBlizzard.ReadmoreNote(s):Worldwide;FYQ32020toQ22024;excludinghardwarerevenue,percentagechangeY/Y(GAAP)Source(s):MicrosoftNumberofsubscribersofXboxGamePassworldwideasofFebruary2024(inmillions)NumberofXboxGamePasssubscribersworldwide2020-2024403530253425201815151051002020-042020-092021-012022-012024-0234Description:FirstlaunchedinJune2017ontheXboxOne,XboxGamePassisMicrosoft'scross-platformgamingsubscriptionservice,whichallowsuserstoplayonlinemultiplayer,accessarotatinglibraryofgames,andotherservices,dependingonthesubscriptiontier.XboxGamePassreported34millionsubscribersinFebruary2024.TheoverallreachoftheMicrosoftXboxNetworkwasanestimated120millionmonthlyactiveusers.
ReadmoreNote(s):Worldwide;April2020toFebruary2024Source(s):Microsoft;TheVergeOnlinegamersintheUnitedStatesonthelikelihoodofsubscribingtoXboxGamePassservicesfollowingActivisionBlizzardgamesinclusioninJanuary2022andOctober2023U.S.XboxGamePasssubscriptionsafterActivisionBlizzardacquisition2022-2023ShareofrespondentsOct202340%Jan202250%0%10%8%20%30%60%70%80%90%100%VerylikelySomewhatlikelyNotatalllikely5%9%7%83%88%35Description:InOctober2023,MicrosoftfinalizeditsActivisionBlizzardacquisitionfor69billionU.S.dollars-thebiggestdealtodateforthegamingindustry.AccordingtosurveysconductedintheUnitedStatesinJanuary2022andOctober2023,thenumberofrespondentswhowereverylikelytosubscribetoXboxGamePassfollowingtheActivisionBlizzardgamesinclusionincreasedbythreepercentsincelastyear,whilethosesomewhatlikelytosubscribegrewfromseventoninepercent.Overall,[...]
ReadmoreNote(s):UnitedStates;January2022andOctober2023;18yearsandolder;2,978respondentsfromJanuary18to25,2022;2,209respondentsfromOctober13to16,2023;rebasedtoexcludethosealreadysuscribedSource(s):CivicScienceShareofXboxGamePassnon-subscribersintheUnitedStateswhoplayselectedActivisionBlizzardvideogamesatleastonceperweekasofOctober2023U.S.gamerswhoregularlyplayActivisionBlizzardvideogamesweekly2023Shareofrespondents0%10%9%20%30%40%50%60%70%80%CallofDutyWorldofWarcraftDiablo9%9%Hearthstone8%Overwatch5%Sekiro:ShadowsDieTwiceSpyroReignitedTrilogyNoneoftheabove2%4%70%36Description:AccordingtoanOctober2023surveyofadultgamersintheUnitedStateswhowerenotsubscribedtoXboxGamePass,CallofDuty,WorldofWarcraft,andDiablowerethemostregularlyplayedActivisionBlizzardvideogames,withninepercentofgamersreportingtoplaythemregularly.Overall,Hearthstonewasplayedweeklybyeightpercentofadultgamers.Overall,eightpercentofrespondentsplayedHearthstoneweekly,followedbyOverwatchwithfivepercent.Microsoft'sacquisition[...]
ReadmoreNote(s):UnitedStates;October13to16,2023;791respondents;18yearsandolder;rebasedamongthosewhoaren'tsuscribedtoXboxGamePassSource(s):CivicScienceCHAPTER
06Spotlight:consolidationimpactShareofvideogamersintheUnitedStateswhoareconcernedabouttheimplicationsofgamingindustryconsolidationasofMay2023U.S.gamerconcernsabout
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