Computer Games

Re: Computer Games ( incl. Mobile )

Postby winston » Wed Apr 10, 2019 8:46 pm

not vested

VanEck Vectors Video Gaming and eSports ETF ( ESPO )

VanEck Vectors Video Gaming and eSports ETF is a thematic equity ETF, with market cap of approximately USD 15.81 million and expense ratio of 0.55%.

The ETF invests in companies involved in video game development, eSports, and related hardware and software.

To be eligible for the holdings, each company must generate at least 50% total revenue from video gaming or eSports related industry.

Esports are a form of competitive video gaming, multiplayer spectator events. Esports has created new potential revenue streams from game publisher fees, media rights , merchandise, ticket sales and advertising.

According to Newzonn's global Esports market report 2017, Esports revenue is expected to reach USD 1.7 billion in 2021 from USD 906 million in 2018, which is a 23% compound annual growth rate.

The competitive video gaming audience has grown from 205 million to 380 million during 2014-2018. Due to the shift of cultural paradigm, Esports athletes and competitions are considered to be on par with traditional sporting events.

For example, the popular video game, League of Legends 2017 world final attracted more viewers than the deciding games of MLB World Series, NBA Finals, and the NHL Stanley Cup.

Hence, a broad consortium of companies are actively investing in esports related ventures, with a growing number of collaborations between video game developers, tech companies, and traditional sports franchises.

Therefore, investors can capitalize the growth of Esports industry via ESPO. Recommend to buy at $32, target price $40, cut loss if drop below $28.

Source: Phillips
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Re: Computer Games ( incl. Mobile )

Postby winston » Tue Apr 23, 2019 7:31 am

China spells out game approvals

Chinese regulators have sketched out new requirements for videogame approvals, following a year of scrutiny, providing more clarity to Tencent (0700) and other players struggling with a crackdown in the world's largest gaming market.

The State Administration of Press, Publication, Radio, Film and Television issued notices on April 19, that detailed the documentation and processes required to get games approved for release in the country.

Among other things, publishers will now have to submit more information from measures to curb play addiction to detailed scripts.

Daniel Ahmad, an analyst at Chinese game researcher Niko Partners, said the announcement was "extremely important." The regulator will now simultaneously work through the backlog of titles submitted since August, as well as new applications after April 22, the company said in a blog post.

It expects fewer than 5,000 new games to get the green light this year, with low-quality copycat, poker and mahjong games, most likely to fail.

Meanwhile, Tencent said yesterday it will keep children under the age of 16 out of their targeted customers in a new online game.

The company will use real-name verification to make sure that users are older than 16, it said.

Source: The Standard

http://www.thestandard.com.hk/section-n ... 0423&sid=2
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Re: Computer Games ( incl. Mobile )

Postby winston » Thu Jun 06, 2019 11:13 am

not vested

VanEck Vectors Video Gaming and eSports ETF ( ESPO )

VanEck Vectors Video Gaming and eSports ETF is a thematic equity ETF, with market cap of approximately USD 15.81 million and expense ratio of 0.55%.

The ETF invests in companies involved in video game development, eSports, and related hardware and software.

To be eligible for the holdings, each company must generate at least 50% total revenue from video gaming or eSports related industry.

Esports are a form of competitive video gaming, multiplayer spectator events. Esports has created new potential revenue streams from game publisher fees, media rights, merchandise, ticket sales, and advertising.

According to Newzonn's global Esports market report 2017, Esports revenue is expected to reach USD 1.7 billion from USD 906 million in 2018, which is a 23% compound annual growth rate.

The competitive video gaming audience has grown from 205 million to 380 million during 2014-2018.

Due to the shift of cultural paradigm, Esports athletes and competitions are considered to be on par with traditional sporting events. For example, the popular video game, League of Legends 2017 world final attracted more viewers than the deciding games of MLB World Series, NBA Finals and the NHL Stanley Cup.

Hence, a broad consortium of companies are actively investing in esports related ventures, with a growing number of collaborations between video game developers, tech companies, and traditional sports franchises.

Therefore, investors can capitalize the growth of Esports industry via ESPO.

Suggested to buy at $31.43, target price $34.5, cut loss if drop below $30.68.

Source: Phillips
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Re: Computer Games ( incl. Mobile )

Postby winston » Wed Jun 19, 2019 7:42 am

Videogame sales fall 11% as software joins hardware in doldrums

By Jason Aycock

Videogame sales dropped by double digits in May as a decline in software sales joined hardware in slumping vs. last year.

Overall sales fell 11% to $641M, according to NPD Group.

Hardware sales dropped 20% to $149M, continuing a trend ahead of next-gen console launches to come, and with momentum from Nintendo's Switch slowing (it was still the top-selling platform in units and dollars). But software sales fell 13% in their worst May since 2013, to $262M.

Sales of accessories and game cards, recently a bright spot, were flat at $230M.

Year-to-date spending is now 3% lower than in 2018 overall, with hardware down 17% to $1.07B, partly offset by 2% growth in software spending and 3% growth in accessories/game cards.

Source: Seeking Alpha

https://seekingalpha.com/news/3472252-v ... email_link
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Re: Computer Games ( incl. Mobile )

Postby winston » Tue Aug 06, 2019 4:03 pm

Videogame makers slump after Trump points fingers

By Yoel Minkoff

Videogame maker shares came under heavy selling pressure on Monday after President Trump referenced the industry after two mass shootings that shook the country over the weekend.

"We must stop the glorification of violence in our society," he said during a press briefing. "This includes the gruesome and grisly video games that are now commonplace."

Activision Blizzard (NASDAQ:ATVI) tumbled 6%, Electronic Arts (NASDAQ:EA) dropped 4.6% and Take-Two (NASDAQ:TTWO) slipped over 5%.

Source: Seeking Alpha

https://seekingalpha.com/news/3487283-v ... email_link
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Re: Computer Games ( incl. Mobile )

Postby winston » Tue Sep 24, 2019 12:08 pm

not vested

VanEck Vectors Video Gaming and eSports ETF ( ESPO )

VanEck Vectors Video Gaming and eSports ETF is a thematic equity ETF, with market cap of approximately USD 15.81 million and expense ratio of 0.55%.

The ETF invests in companies involved in video game development, eSports, and related hardware and software.

To be eligible for the holdings, each company must generate at least 50% total revenue from video gaming or eSports related industry.

Esports are a form of competitive video gaming, multiplayer spectator events. Esports has created new potential revenue streams from game publisher fees, media rights, merchandise, ticket sales, and advertising.

According to Newzonn's global Esports market report 2017, Esports revenue is expected to reach USD 1.7 billion from USD 906 million in 2018, which is a 23% compound annual growth rate.

The competitive video gaming audie nce has grown from 205 million to 380 million during 2014-2018.

Due to the shift of cultural paradigm, Esports athletes and competitions are considered to be on par with traditional sporting events.

For example, the popular video game, League of Legends 2017 world final attracted more viewers than the deciding games of MLB World Series, NBA Finals, and the NHL Stanley Cup.

Hence, a broad consortium of companies are actively investing in Esports related ventures, with a growing number of collaborations between video game developers, tech companies, and traditional sports franchises.

Therefore, investors can capitalize the growth of Esports industry via ESPO.

Entry Price: USD 34.73Stop Loss: USD 33.7Target Price: USD 40.0

Source: Phillips
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Re: Computer Games ( incl. Mobile )

Postby winston » Tue Apr 28, 2020 7:29 am

China's video-gaming revenue jumps to 73b yuan

China's video-gaming industry is among the few industries immune to the coronavirus as market revenue exceed 73.2 billion yuan (about US$10.34 billion) in the first quarter, surging over 25 percent quarter on quarter, an industry report said, state media reported.

The solid growth came after the unprecedented coronavirus outbreak in China forced millions of people to stay at home, according to a report jointly released by the Game Publishing Committee of China Audio-video and Digital Publishing Association and global market research firm International Data Corporation.

The report noted that the mobile game market surged in the first quarter. Revenue soared by 46.25 percent year-on-year to 55.37 billion yuan.

E-sports also reported robust growth, with the scale of users expanding to 482 million, the report added.

Source: The Standard

https://www.thestandard.com.hk/breaking ... o-73b-yuan
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Re: Computer Games ( incl. Mobile )

Postby winston » Tue Dec 01, 2020 8:22 pm

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Roundhill Esports & Digital Entertainment ETF (NERD)

Expense ratio: 0.5%

All of the video game ETFs could be included on this list, but NERD makes the cut for a simple reason: up 76.63% year-to-date, it’s the best of the bunch.

NERD is also being featured here because relative to its rivals, it’s the purest ETF play on gaming.

Much of that purity is derived from NERD’s index, which has qualifiers from entry whereas other benchmarks in this space skew toward traditional technology stocks.

“This classification includes, but is not limited to: video game publishers, streaming network operators, video game tournament and league operators/owners, competitive team owners, and hardware companies,” according to Roundhill.

Of course, NERD features exposure to some of the familiar names among game software publishers, but a significant portion of the allure here is the ETF’s inclusion of international equities and up-and-coming, less heralded gaming equities.

And there’s the esports exposure. Television viewership of those competitions will increase 11.7% this year and is on pace to eclipse all major U.S. sports except for the NFL.

Source: Investor Place
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Re: Computer Games ( incl. Mobile )

Postby winston » Wed Aug 04, 2021 10:41 am

People's Daily: Internet Protection for Minors More Imminent; New Law Specifies Responsibility of Parents, Schools

The overseas version of People's Daily mentioned in its article that the newly amended Law of Protection of Minors of the PRC had earlier been enforced, in which the additional chapter "Network Protection" specifically targets to protect network lives of adolescents through legislation.

The new chapter, first of all, clarified the responsibility of "Network Protection" should be shared between parents and schools.

Under which, parents should install network protection software for teenagers timely, and schools should ban smartphones during classes, etc..

Secondly, the chapter also proposed "hardcore" requirement on network product and service providers, such as no online game services are allowed for teens between 22:00-08:00 everyday.

The article accentuated that "Network Protection" should prevent not only internet addiction of minors, but also new chaos wreaked by new internet applications, which makes internet protection for minors more imminent.

Source: AAStocks Financial News
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Re: Computer Games ( incl. Mobile )

Postby winston » Thu Aug 05, 2021 1:49 pm

Securities Times Critique: CN Game Sector's Tax Shall be Moderately In Line with Traditional Sectors'

China's online game industry has been repeatedly singled out for criticism.

A Securities Times critique says online games are certainly a fly in the ointment despite being a kind of cultural and recreational activity to relax.

The online game sector has been denounced for enjoying tax incentives as a software service industry, the article mentions.

Thus, it suggests the gaming industry be moderately brought into line with other traditional sectors when it comes to taxation.

Source: AAstocks.com
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