2019 Year-in-Review: Three Biggest Trends in Gaming

The games industry is changing, perhaps more rapidly now that ever before. With the appetites of consumers evolving, new major players emerging plus existing companies adapting to where and how people want to play, 2019 will go down as a significant time when looking back at the direction of gaming and its technology overall.

Because of this, I’ve identified three major trends in gaming that dominated headlines and mind-share during 2019. Each of these is significant on their own of course, though taken together provide a broader illustration of the industry’s future.

This year is the last one before a new traditional console generation, as Microsoft’s Xbox One and Sony’s PlayStation 4 entered their sixth year on market. Both companies have announced new consoles for this time next year. Yet 2019 marks a more transitory period for these platform holders in terms of services and ecosystem, plus similar efforts from competitors like Nintendo and now Google to appeal to shifting audience dynamics.

Similarly, digital ownership is on the rise. Which means more varied ways to access a gaming library, plus newcomers in the space of virtual storefronts. In terms of actually playing games and their increasing popularity, video creators and streamers are more important than ever.

So. What’s driving the direction of gaming? Scroll it out to see.

Subscription Services & Cloud Streaming

2019 served up many trends. None more important than this.

The growing movement toward subscriptions, services and streaming is the first on my list because it’s the most impactful of all. Namely due to its potential for major long term ramifications on how people collect and access their library of games.

Pushing beyond the traditional model of buying a game at retail or even digitally then owning it in perpetuity, companies are ramping up the subscription side of the business model to enhance offerings as part of a broader ecosystem. One in which gamers stick around to try a variety of experiences, and pay for that privilege. Picture it like Netflix or Disney+ as opposed to buying individual films or TV seasons.

All of the “big three” now sell subscription services in which players pay a monthly fee to access a catalog of curated games, some of which are exclusive to the respective platform. Microsoft’s Xbox Game Pass with its broad selection of hundreds of games, Sony’s PlayStation Now boasting downloads as part of its service plus Nintendo’s Switch Online housing a catalog of retro games for its Nintendo Entertainment System (NES) and Super NES legacy systems.

Beyond the major platform holders, individual publishers are even trying to slice a piece of the pie. This includes Ubisoft’s Uplay+, Electronic Arts’ EA Access plus a variation of Microsoft”s Xbox Game Pass strictly for PC all with their own list of titles.

These represent the effort by each company to not just attract but also keep people active within an ecosystem while simultaneously benefiting from an ongoing revenue stream rather than the usual one-time purchase. I ultimately believe it’s a win-win for individuals and console makers. There’s really no better way to access that many games at once for the price. The tricky part is determining which is most appealing to one’s taste, because the cost starts to add up quickly.

Then there’s cloud streaming, technology by which players can stream games by leveraging a company’s remote servers instead of playing titles locally on a console or PC. Compared to the aforementioned subscription services, which offer digital downloads and feel more like “ownership,” streaming is an even more exotic way to interact with games.

There are older cloud services like PlayStation Now and NVIDIA’s GeForce Now that launched in some form prior to 2019, albeit with limited buzz and varying degrees of quality. The two major streaming platforms from this year are Microsoft’s Project xCloud, beginning as a beta in October, then Google Stadia stumbling its way to market in November.

Much has been made of the differing approaches, where Microsoft clearly labelled xCloud as pre-launch tech while Google rushed to formally release Stadia lacking a number of promised features and, frankly, enticing games. Still, the fact that streaming is becoming a more viable option as a counterpart proves it will remain part of the conversation. Especially as the technology improves, developers spend more time with it and more games are present.

The services trend will influence the future of gaming, even if the streaming option is unproven, which makes it the most important topic of 2019.

Digital Transition & Storefront Competition

It’s no secret that players are moving towards digital ownership. According to SuperData, worldwide sales from digital PC games totaled $35.7 billion in 2018 as compared to $33 billion in 2017, while the console segment hit nearly $13 billion versus $8 billion the prior year.

Earlier this year, Sony reported digital full game software ratio on PlayStation 4 hit 53%, meaning this was the first quarter ever where digital sales outpaced physical. It’s an even more significant milestone because it’s full game software as opposed to digital goods or in-game items boosting the metric.

Broader digital figures skyrocket when including mobile of course. The point above is that even segmented into console and PC, the share is growing. Intriguingly, this doesn’t mean physical is diminishing. NPD Group noted that digital sales should not cannibalize retail sales in the domestic market in its predictions for 2019, since it’s more the overall amount is growing while diversifying across segments.

Alongside this digital transformation is a trend that intensified specifically in 2019, and that’s competition among virtual storefronts. Just like brick-and-mortar stores compete with one another, virtual marketplaces battle for consumer dollars.

For years, the main player in digital PC games has been Valve Corporation’s Steam platform with 90 million active users and one billion accounts in 2018. Smaller challengers like CD Projekt’s GOG.com and others offer an alternative, especially for indie publishing, though only recently has a new storefront generated buzz and disdain quite like when Fortnite creator Epic Games launched the Epic Games Store in late 2018.

What started then carried over to this year, as more and more games announced partnerships with Epic Games Store in order to capitalize on its more favorable revenue sharing rates. Ubisoft’s Tom Clancy’s The Division 2, Metro: Exodus from Deep Silver and Take-Two’s Borderlands 3 are prime examples of those with some sort of deal with Epic Games.

The latest true challenger to Steam’s dominance reveals a parallel to console competition in that major companies and smaller self-publishers alike see upside in moving away from the platform with an effective monopoly. 2019 will be remembered as the year of the continued rise of digital distribution, even for console gaming, plus the rise of Epic Games Store and the consumer sentiment surrounding its ascension.

Content Creation & Community Support

The third biggest gaming trend of 2019 is video content creation and the fostering of communities that support the creators, plus those companies that pay in hopes to boost popularity of games through this more modern avenue for advertising. Content is key for streamers and video creators trying to make a living off playing games, and it’s certainly working.

Amazon’s Twitch is the main platform for gamers to stream directly to an audience, while Google’s YouTube remains the place for video uploading. Earlier this year, Twitch reported 15 million daily active users. YouTube is ubiquitous when it comes to online video, Google said in May that more than 200 million people watch gaming content on the platform every day.

Talk about major opportunities for building and supporting a community. The biggest Twitch streamers not only have staggering following numbers, like Tfue (7.3 million) and Myth (5.6 million), they earn hundreds of thousands of dollars via a combination of subscriptions and advertising deals. Like the model for professional athletes.

Recently, Microsoft has made serious moves in this space by doling out cash to some of the most popular video creators to move to its Mixer streaming platform. The most noteworthy is of course Tyler “Ninja” Blevins, who racked up a million followers within days of moving to Mixer in August. Ninja used to make $500K per month playing mainly Fortnite, and was paid by Microsoft for the move though the amount was not disclosed. Another marquee example is Shroud, real name Michael Grzesiek and a former Counter-Strike pro, shifting to Mixer in October after a long run on Twitch.

It’s not just about the individual streamers now. It’s also how their massive audiences can benefit the likes of platform holders like Microsoft and Sony plus publishing firms. I hate using the word, but can’t deny it’s a reality: “Influencers” are super important these days trying to boost the popularity of a new release. Pay-for-play is a term used for when a popular streamer is paid to promote a game near launch, a tactic used more now than ever by businesses to establish mind-share off the bat.

When Electronic Arts stealth launched Apex Legends in February, big streamers were there day one. The aforementioned Blevins was reportedly paid $1 million to do so. This reveals the position that major content creators have in the industry. It’s big business, whether more casual names or eSports pros, for both the gamers themselves and the companies that benefit from their gigantic audience reach.

And there we have it. While these most certainly aren’t the only trends, my three biggest trends in 2019 revolve around services and streaming, the movement towards digital ownership and the storefronts that offer virtual games then content creation, the audiences that follow and the companies that pay in hopes of benefiting from them.

Honorable mentions include virtual reality, live multiplayer games, cross-play popularity, China’s regulations, Japan’s consistency, mobile explosion, developer labor conditions and the further legitimizing of eSports. All of which are worthy of discussion.

What do you think of the final list? What about the honorable mentions? Are there other trends that stand out to you? Comments here or on Twitter are more than welcome!

Next up in the Working Casual 2019 Year-in-Review will be the Top 5 Most Impressive Gaming Companies. Catch you then.

Sources: Epic Games, Google, Influencer Markekting Hub, Microsoft, NPD Group, Sony, SuperData, Tubefilter, TwitchMetrics.

-Dom

Working Casual’s 2019 Year-in-Review Round-Up

A celebration is in order.

Yes, another year is coming to a close. Though not just any year. The absolute *best* year ever for the site!

Strictly because of you taking time to swing by, 2019 was Working Casual’s best of all time in terms of visitor numbers and impressions. I’ve added reviews to the mix in addition to the usual sales round-ups and thought pieces on gaming, tech and media, so I’m forever grateful for your generous support during this expansion. I’m having a blast.

While the year is nearly done, I’m most certainly not. We’ll talk the future a bit later. For now, it’s time to revisit the past.

And what a time it’s been to follow gaming. It’s a transitory period for the industry, as current generation Xbox and PlayStation consoles near the end of their lifespans which stands in stark contrast to Nintendo’s steadfastness in its software support and model updates for its Switch hybrid hardware. All major platform holders dropped notable games in 2019, with Nintendo as the most prolific of the three with titles in the Fire Emblem, Yoshi, Zelda, Mario Maker and Pokémon series among others. Microsoft and Sony boasted major titles of their own in Gears 5 and Death Stranding, respectively. I’d argue it’s even more significant that these companies pushed to strengthen their service offerings in an increasingly digital world, with varying degrees of success.

Microsoft emerged as the ecosystem front-runner on the service side, with its ever-expanding Xbox Game Pass subscription system. Loop in Tencent, which remains a bellwether on the mobile and online PC side, marked 2019 with global expansion into new markets and overcoming challenges locally after Chinese regulators backed off of a hold on new releases. Then Google entered the market with Stadia in November, albeit with a stumble. Epic Games, maker of Fortnite, launched its own digital store to compete primarily with Valve Corporation’s Steam, beginning a sort of storefront fight akin to earlier days of console wars.

On the software side, the general “more variety than ever” trend remained in full effect. For better or worse, I might add. Japanese development teams in particular settled nicely into the late generation cycle, the likes of Capcom and Square Enix responsible for some of the year’s most impactful titles. Ongoing, live service games continued to thrive as newer competitors like Apex Legends from Respawn Entertainment proved there’s still room for competition in the space. As long as it’s of a certain quality.

Mobile games grew market share by attracting the casual audience, partly due to spin-offs from traditional franchise like Call of Duty: Mobile and Mario Kart Tour. Independent development remains a realistic avenue for some creators, with publishers like Annapurna Interactive and Devolver Digital carving out a niche within the broader space. 2019 also had examples of consolidation within the independent segment, with Sony acquiring Insomniac Games and Embracer Group (formerly THQ Nordic) scooping up a myriad of smaller studios.

Then there’s the transition to digital ownership, China’s relaxing regulatory environment, a movement towards cross-play, the Oculus Quest making wireless VR a.. reality, the growing role of content creators, lousy labor conditions unearthed by dedicated journalists and eSports pushing towards broader legitimacy which all made 2019 a memorable end to the decade.

All three major platform holders released cool projects in 2019, with Nintendo as the most prolific then Microsoft and Sony each boasting a major title of their own. More notably these companies pushed to strengthen their service offerings in an increasingly digital world, with varying degrees of success.

Since I can’t cover all of these important topics in a single piece, that means multiple posts! The more the better, I say. Here’s the plan to recap the year over the next few days.

Three Biggest Trends in Gaming: Documenting and critiquing the major trends across the industry.

Top 5 Most Impressive Gaming Companies: Which teams rose above the rest in delivering great experiences for gamers throughout the year?

Independent Studios of the Year: Smaller teams with major dreams, and accomplishments to back them up.

Dom’s Top 10 Games of the Year: One of the most prestigious of top game lists. Naturally.

After each post, I’ll update this round-up with links to keep everything in order. Only then can we move onto 2020!

It’s a quickie for now. We’ll certainly chat again soon.

-Dom

Earnings Calendar Oct & Nov 2019: Gaming, Media & Tech Companies

Back again. Earlier in the week it was sales, now it’s all about earnings.

‘Tis the season. For company reporting and executive conference calls, of course. Lots of numbers and some jargon on top. Plus, reactions from yours truly as I plan to write in depth about select events.

To help us navigate this latest quarterly earnings season, I’ve gathered up notable reporting dates for companies across the gaming, technology and media sectors.

Above in the image, below in Google Docs. Then some quick hitters on three notable names I’m watching in the next few weeks. Let’s a go.

Working Casual Earnings Calendar Oct & Nov 2019: Gaming, Media & Tech Companies

Microsoft (MSFT): Wednesday, October 23rd

Last month, Microsoft announced a handful of updates to its investor reporting standards. The most noteworthy of these is the introduction of “year-over year percentage revenue growth for Xbox content and services” as opposed to the inclusion of dollar sales from its gaming segment within its earnings press release and presentation slides. As noted in the excerpt above, content and services includes Xbox Live, software sales and third-party game royalties.

The unfortunate part is the new metric is merely growth as opposed to a raw amount, the latter of which is always preferable. Upside is that Microsoft will still report overall gaming revenue, it’s just that it will only be included in its quarterly or annual filings with U.S. regulators. Which are usually published a day or so after its earnings press release. So we won’t know the dollar amount from content and services, though we’ll still see the revenue figure. After a bit of patience.

Capcom (9697): Tuesday, October 29th

Capcom’s rejuvenation continues with its recent announcement that Monster Hunter World: Iceborne, the latest expansion for its best-selling game ever, moved an impressive 2.5 million copies within a week of its release back in September. In its integrated report for 2019, the Japanese developer and publisher also expressed an intent to utilize dormant IP and remakes after successful launches of titles in the Resident Evil and Devil May Cry franchises.

While the company has been.. hm, beasting over the past couple years, the main notable game in its upcoming slate is the spin-off multiplayer title within the Resident Evil universe dubbed Project Resistance. How will its forecasting look this quarter? Does it indicate a new mainline entry in one of its properties, maybe at the launch of next generation? My guess is Capcom will look towards the fighting game genre next, a segment in which it used to excel, since both Street Fighter V and Marvel vs. Capcom: Infinite were underwhelming at best.

Activision Blizzard (ATVI): Thursday, November 7th

Blizzard, one half of major domestic publisher Activision Blizzard, has been in the news lately for all the wrong reasons after suspending a professional Hearthstone player for speaking out in support of Hong Kong protesters then fumbling through the aftermath. It’s been a public relations nightmare for the developer of Warcraft, Diablo and Overwatch.

Its annual Blizzcon event will be over by the time the earnings call happens, though I’ve got a feeling it won’t be the last of this latest news cycle and I expect at least a couple analysts to ask executives to address this situation. Especially with rumors swirling that Diablo 4 and a sequel to 2016’s hero shooter Overwatch could be revealed at the event.

On the Activision side, the obvious subject of interest will be any indication of Call of Duty: Modern Warfare forecasting with its release happening later this week. I anticipate the game will be the best-selling console title of 2019, plus has a chance to set a record for launch dollar sales in the franchise (which would be anything above a $550 million opening weekend). Expect management to be extremely bullish on its prospects, because anything else would be newsworthy on its own.

Thanks friends for stopping by, though check back often in the coming weeks. I look forward to writing more about individual companies during this season plus chatting about it on Twitter like usual!

Sources: Company Investor Websites, Kotaku, GameSpot.

-Dom

Nintendo Reports Best Results in Nearly a Decade Despite Missing Switch Target

Shuntaro Furukawa, Nintendo’s President.

Japanese gaming giant Nintendo shared its latest annual results today. I didn’t want to jump (like Mario, get it?) to conclusions, so I’ve read through carefully. The outcome? I’m equal parts impressed and cautious, the former due to the results themselves and the latter due to where executives see the company next year.

The good news is that the games manufacturer hasn’t experienced this sort of financial bump in years. In particular, software is performing incredibly well even compared to its estimates. It broke through the forecast of 110 million to an impressive 118.55 million copies sold during this latest year, on the strength of titles like Mario Kart 8 Deluxe and Super Smash Bros. Ultimate.

If the teams working at or with Nintendo are experts at one thing, it’s making compelling games specifically for its platforms. While Switch hardware numbers often grab headlines, it’s the quality of games that support its business. A console can’t succeed without the support of a software lineup.

Diving into some numbers for a moment, I’ve built the above chart to illustrate results over time and expand on my headline. This is net revenue, which is overall sales achieved by Nintendo. Current revenue figure is around $10.8 billion when converted to dollars, though the chart is in local currency.

Similarly the above shows operating profit, which takes into account certain expenses. Another quality result, driven by the higher revenue offsetting slightly increased sales including those from selling and marketing its products.

Downside though is that its current generation Switch console saw sales of 16.95 million units, which means it fell short of the 17 million Nintendo expected to sell during this time frame. In fact, this target was initially upwards of 20 million around this time last year. Turns out that both of these figures were optimistic.

Which leads me back to my point on software sales, and why they are so key to Nintendo’s success. Many individual offerings are maintaining impressive momentum, especially those we’d call “evergreen” which means they are more timeless than others. Mario Kart 8 Deluxe remains the best-selling title on Switch, hitting 16.69 million units compared to just above 15 million last quarter. For a game that technically had its start on Nintendo’s prior generation Wii U device, this is excellent and conveys the power of a fine family-friendly multiplayer game.

Super Mario Odyssey and Super Smash Bros. Ultimate round out the Top 3, with 14.44 million and 13.81 million copies to date respectively. While I expected stellar results from Odyssey, it’s Smash that is the real winner here, fighting its way towards the top of the list.

So. If it’s doing so well financially, and selling software, why might I be cautious?

Well, because of where Nintendo itself expects to go. It’s just as much about guidance as it is results. Guidance which I consider to be conservative, and even timid considering its upcoming prospects.


First, the firm anticipates 18 million Switch units and 125 million software units in the year ending March 2020, which would be up a modest 6% and 5% respectively. On the financial side, execs think both sales and profit will increase 4%. These are.. lackluster, though not entirely unexpected given this past year’s result and considering the new leadership of President Shuntaro Furukawa.

Given the rumors of new Switch models as early as this year, plus key software titles in Super Mario Maker 2 (announced for a late June release), Pokemon Sword & Shield and a new Animal Crossing, I was hoping for more ambitious targets from Nintendo. This is also supported by recent reports of expansion into the world’s largest gaming market of China, which to call a massive opportunity is an understatement.

Still. Maybe some of these drivers are further out that I thought. During the call associated with this earnings release, President Furukawa revealed they won’t be talking new hardware or revisions during June’s major Electronic Entertainment Expo (E3) event. We’ll have to wait further to see if the manufacturer will try to bolster sales using either a “mini” iteration or a more powerful version of the Switch. There’s also no timeline for the China expansion, so that could push further into future fiscal periods.

One additional point before we wrap up:

Nintendo’s foray into mobile continues, with the beta for the previously-announced Mario Kart Tour beginning this summer. This past year, mobile titles like Dragalia Lost drove growth of 17% within its mobile segment to just over $400 million in sales. It’s certainly a small portion of the overall business, however it’s the one segment that many cite, including myself, as having the best upside.

All told, Nintendo’s solid financial performance is undeniable. However, I see a disconnect between what I expect for its future prospects and what the company itself thinks. Similar to fans of upcoming games like Bayonetta 3 and Metroid Prime 4, which are currently listed as “To Be Announced” in Nintendo’s pipeline, I’m left both wanting and quite curious about what the future holds.

Sources: Nintendo Investor Relations. Bloomberg. Wall Street Journal. Fortune.

-Dom

Earnings Calendar Apr & May 2019: Gaming, Media & Tech Companies

Updated: April 29, 2019

Back again!

Which means, let’s get down to.. business. Here’s the rundown of notable dates for gaming, technology and media results this quarter. Many fiscal periods end in March, so we’ll see a bevy of annual results during the next couple months. Which obviously means extra fun, all around.

See the above calendar image or below for a Google Doc which offers quick access to each investor site.

After that, I’ve highlighted three companies that I’ll be watching closely. What about you? Let me know here or on Twitter. Thanks for swinging by!

Working Casual Earnings Calendar Apr & May 2019: Gaming, Media & Tech Companies

Nintendo Co., Ltd (NTDOY): Thursday, April 25th.

It’s true that Nintendo makes this list virtually every quarter, though it’s especially noteworthy as its Switch hybrid console moves into its third year on market. It’s the end of the Japanese company’s 2019 fiscal year, one in which it previously predicted sales of 20 million Switch units. However, it recently backtracked to say this goal would not be reached. I was bullish on the hardware in recent posts, and still am even if it misses this lofty target, namely because of the rumor that two new models may be out soon. Not to mention its stellar software output. Nintendo has undoubtedly the most prolific short-term lineup of the “big three” manufacturers, with Super Mario Maker 2, Fire Emblem: Three Houses, Luigi’s Mansion 3, a new mainline Animal Crossing plus, most importantly, its flagship Pokemon Sword & Shield due in Q4. In fact, regardless of hardware, I expect software numbers to be above its guidance of 110 million copies from its last report.

Take-Two Interactive Software Inc (TTWO): Monday, May 13th.

Red Dead Redemption 2 from Take-Two Interactive’s Rockstar Games had an amazing launch last October and was the best-selling game last year in the States, wrangling a whopping 23 million copies moved globally to date per last quarter’s results. However, there are questions about how much momentum its Red Dead Online mode can sustain amidst heavy saturation in the online multiplayer space. The good news? One of its main competitors is Grand Theft Auto Online, also owned and published by Take-Two. Separate of Rockstar, I’m anticipating we could see increased guidance from the publisher now that Gearbox Software has announced Borderlands 3 for a September release. A new game in the Borderlands franchise combined with 2K Games’ steady-selling NBA 2K this fall is why I’m predicting the firm could not just boost its forecast going forward, but also then achieve it.

Ubisoft Entertainment (UBI): Wednesday, May 15th.

This will be the French gaming software maker’s annual earnings and the first report after the release of Tom Clancy’s The Division 2, the successor to 2016’s record-breaking Tom Clancy’s The Division. Early indicators are showing strength, though it will be difficult to eclipse the massive $330 million opening week of the original. We also should hear Ubisoft reiterate its plan for 3 to 4 “AAA” titles through March 2020. Especially important since there’s no Assassin’s Creed game in 2019. (Fans can rest easy knowing that it will return in 2020, in what’s likely going to be a Viking setting.) Many expect the lineup to include the previously announced pirate game Skull & Bones, a third Watch Dogs entry plus potentially a Tom Clancy’s Splinter Cell title. I’m not holding my breath on the last one. I’m leaning towards a sequel to 2017’s more action-heavy Tom Clancy’s Ghost Recon Wildlands. Even though the publisher will likely save full reveals for the Electronic Entertainment Expo (E3) gaming conference upcoming in June, any juicy tidbit or guidance adjustment would give a better indication of how its pipeline is.. rounding out.

As always, I appreciate you hanging out for discussion on the busy earnings season for companies in these sectors. Check back soon for updates to those that haven’t yet announced firm dates!

-Dom

Sources: Company Investor Relations Websites/Press Releases, NPD Group, Internet Game Database (IGDB), Nintendo Life, Wall Street Journal, Business Insider, Kotaku.

Earnings Calendar Jan & Feb 2019: Gaming, Tech & Media Companies

Updated: 1/29/2019

It’s a new year, which means another earnings season is underway!

Do you like numbers? And charts ? And corporate buzzwords like “tailwinds” or “compound growth?” Then you’ll dig the next few weeks as we’ll hear reports from major companies around the globe with updates on how each of them are doing.

(And if you don’t, you probably wouldn’t be here amirite?)

With a new earnings season comes my usual post, featuring essentially a calendar of events that no one visiting here wants to miss. Above is a snapshot, while below gives you access to a Google Doc for easy navigation to each investor site.


Working Casual Earnings Calendar Jan & Feb 2019: Gaming, Media & Tech Companies

Notable companies on my radar this quarter are:

There’s been a lot of chatter lately about Nintendo $NTDOY and whether it can hit its lofty hardware target of 20 million Switch units sold during its fiscal year ending in March. I’m on the record as being optimistic it will hit this goal, especially after December’s NPD sales report showing it was the best-selling console in the States during 2018. However I’m actually more interested in its software figures after hearing how well Super Smash Bros. Ultimate is tracking in particular after its December release.

In my recent piece about Capcom’s Resident Evil 2 Remake, I explained why I’m upbeat on the Japanese publisher’s latest title. Today the company revealed it’s shipped 3 million copies of this remake in its first week on sale, eclipsing the launch of Resident Evil 7 in 2017 which moved around 2.5 million. Between this resurgence and the ongoing support of Monster Hunter: World, I anticipate strong results when the firm reports on Monday, February 4th.

Major U.S. publisher Electronic Arts $EA has been in the news for all the wrong reasons lately. Word of another Star Wars game being cancelled broke recently, its upcoming blockbuster game from BioWare called Anthem had a rocky demo this past weekend plus now the company has caved to pressures in Belgium to stop offering “loot box” transactions there for its FIFA franchise after local regulators deemed them gambling. The key here won’t be its actual results on February 5th, but instead its future guidance and overall tone when answering analyst questions. Especially with Anthem releasing next month.

What companies are you interested in hearing from this time around? Did I miss any that you want me to cover? Feel free to leave a message here or on Twitter, I’d be happy to chat. Thanks for stopping by.

-Dom

Sources: Company Investor Relations Websites/Press Releases, NPD Group, VentureBeat, Erica Griffin on YouTube, Kotaku, GamesIndustry.Biz, BioWare.

Earnings Calendar Oct & Nov 2018: Gaming, Media & Tech Companies

 

As the weather here in the States gets colder, the last earnings season of 2018 is heating up. Which can mean only one thing of course: It’s calendar time!

 

See image above for a snapshot of the public companies planning on releasing results during the next couple of months, and below you can access in Google Doc form complete with investor relations links for further details.

 

Working Casual Earnings Calendar Oct & Nov 2018: Gaming, Media & Tech Companies

 

Among the biggest story lines during this busy pre-holiday season include:

 

 

Hearing from Sony Corp $SNE on how Marvel’s Spider-Man, its fastest-selling exclusive game of the year with over 3.3 million units moved at launch in September, has impacted its gaming division and overall profitability.

 

 

Perhaps a hint from Take-Two Interactive $TTWO on early sales for Red Dead Redemption 2, hands down its largest and most important release from its flagship studio Rockstar Games, makers of the Grand Theft Auto franchise.

 

 

Contributions to Apple Inc $AAPL results from its latest iPhone models, XS and XS Max, perhaps even an early indication of consumer demand for the iPhone XR, which went up for pre-order last week.

 

 

As you’ll see, there are some companies that haven’t revealed dates yet so please check back soon for updates on the remaining names. Thanks for stopping by!

 

-Dom

 

Sources: Company Investor Relations Websites/Press Releases, MarketWatch, NASDAQ.

Earnings Calendar Jul & Aug 2018: Gaming, Media & Tech Companies

 

Better late than never, right!

 

Above and below are my usual handy quarterly calendars for which notable companies within the gaming, media and technology spaces are reporting fancy figures and newfangled numbers. Except for some stragglers that like to either not tell us until the last minute, or are a couple weeks out still.

 

Working Casual Earnings Calendar Jul & Aug 2018: Gaming, Media & Tech Companies

 

This will be a quick one today, I’ll be spicing it up way more on Twitter as these figures come in over the upcoming weeks. Thank you very much for checking in this quarter, feel free to drop me a line here or there!

 

-Dom

 

Sources: Company Investor Relations Websites/Press Releases, MarketWatch, NASDAQ, Bloomberg, Google.

Earnings Calendar Apr & May 2018: Gaming, Media & Tech Companies

Updated: 4/24/2018

 

Hi all. It’s time again for some numbers. Well let’s be honest, for a whole lot of numbers!

 

Our quarterly celebration of numerical values, financial performance and corporate updates is upon us as the latest earnings season is now underway. We will see most gaming, media and technology-related companies report results in the next few weeks then a handful of stragglers later on down the line.

 

To help guide through this particular season, I’ve compiled the usual calendar with dates and investor links in case you want to track these sorts of events individually. I’ll update it above and below at the Google Docs link as the last few come in with official dates.

 

Working Casual Earnings Calendar Apr & May 2018: Gaming, Media & Tech Companies

 

As for notable results to watch this quarter, here are three I’m watching:

 

 

Facebook Inc ($FB): Wednesday, April 25th

 

To say that Facebook and its wunderkind CEO Mark Zuckerberg have been in the spotlight lately is an understatement, with its latest data scandal and questions on the privacy of its user information. Financially, the company beat analyst estimates last quarter and I expect its results will be consistently strong again, so I’m more interested in how Zuckerberg and his fellow executives answer tough questions on its conference call with analysts rather than the underlying figures themselves.

 

 

 

Capcom Co Ltd ($9697): Tuesday, May 8th

 

The Japanese publisher has a huge hit on its hands in January’s Monster Hunter: World, which at last count has moved over 7.5 million units to become the best-selling individual release in the company’s storied history (not accounting for re-releases, re-makes etc). Since this is the first quarter where this massively successful title will contribute to sales, I’m very interested to hear about what kind of growth Capcom sees and also whether its financial outlook changes based on these stellar shipment numbers for its latest flagship title.

 

 

 

Ubisoft Entertainment SA ($UBI): Thursday, May 17th

 

This will be the first time French developer and publisher Ubisoft announces results since news that Vivendi has divested its stake in the company, putting to bed any rumors of a potential acquisition by the French media conglomerate. Separately, as I’ve said before and I’ll say again, Ubi has been doing exceptionally well in terms of both releasing new games and supporting its older titles. It released Far Cry 5 in late March, and at least one analyst estimates it sold 5 million units right after release to become the second largest launch in the firm’s history. Ubisoft also shared that Tom Clancy’s Rainbow 6 Siege has eclipsed 30 million players since it came out nearly 3 years ago, one of many examples of how the firm is generating ongoing revenue to invest in upcoming projects. It’s a good time to be either a fan, or a stakeholder, or both!

 

 

 

Thanks all for visiting, and for checking back in if you bookmark this page for future updates!

 

-Dom

 

 

Sources: Company Investor Relations Websites/Press Releases, MarketWatch, CNBC, NASDAQ, Bloomberg, Boursier.

Earnings Calendar Jan & Feb 2018: Gaming, Media & Tech Companies

 

Hello friends and folks, it’s that time again!

 

The quarterly earnings season is upon us, during which time public companies bless fellow financial nerds and the investing public with a bevy of numbers, charts, tables plus all manner of corporate terminology to describe how business is faring. Sift through the technical jargon and biz-speak and I guarantee there’s interesting information to be gathered and crucial indicators that reveal a company’s health individually and within its broader industry.

 

As always, I’ve got you covered on a lineup of earnings dates for games, tech and media firms through the next few weeks. Bookmark this page and use the image above or the link below, as I’ll periodically update both once some of the stragglers start announcing firm dates.

 

Working Casual Earnings Calendar Jan & Feb 2018: Gaming, Media & Tech Companies

 

Lastly, here are three big names I’m following closely this season. Thank you as always for reading!

 

 

 

Nintendo $NTDOY (Wed 1/31): Yes, I’ve listed Japan’s Nintendo as a company to watch every single quarter. But that’s because it continues to be the most innovative and noteworthy of all companies in its industry, whether hardware maker or software publisher. It boasts the hottest product in gaming and one of the must-have gadgets right now in the Switch, which has sold-through 10 million consoles to consumers in around nine months on sale. And it recently announced crazy, cardboard construction “kits” in a line of products dubbed Nintendo Labo which is so outlandish that it just might work enough to impact its future guidance. Expect Nintendo to have its best annual results since the tail end of the Wii’s popularity almost a decade ago.

 

Analysts: Nintendo is reporting both Q4 2017 and full-year results. Consensus is it will generate sales of ¥433 billion ($3.89 billion) for Q4, which would be up more than 150% year-on-year, though earnings-per-share will decline 30% to ¥373 ($3.36). On the year, analysts see revenue of  ¥1.01 trillion ($9.09 billion) and ¥953 ($8.42) in earnings-per-share, which would be increases of 108% and 12% respectively. Needless to say, count me as among those who think Nintendo will beat these numbers.

 

 

Apple $AAPL (Thu 2/1): Though Apple normally doesn’t break out revenue or unit sales by each of its products within each product category (iPhone, iPad, etc), I’m hoping it can *hint* at a bit of granularity for iPhone sales in light of its high-end iPhone X release back in November plus recent reports of production adjustments for its high-end smart phone. Even so: When it seems like the market is completely and utterly saturated, Apple continues to have impressive sales and earnings beats, so I vow to never, ever underestimate it.

 

Analysts: For Apple’s first quarter 2018 fiscal, analysts forecast almost $86 billion in quarterly sales and around $3.80 in earnings per share. Up 10% and 13% over last year, respectively.

 

 

 

 

NVIDIA $NVDA (Thu 2/8): Next week, the world’s hottest graphics card manufacturer (and crytpo-currency mining catalyst) NVIDIA will reveal both its final quarter and full-year 2018 results. And I fully anticipate it will continue its streak of record results driven by both gaming and, yes, our beloved bitcoin. The company’s stock surged almost 87% last year, and is up another 28% in January alone, and yet I still think it has room to grow. I see almost limitless earnings potential in the current environment where demand is sky-high, as many have learned when checking prices on its products while trying to build a powerful new gaming computer. As long as it can keep up with production, which I believe it absolutely will in the short to medium term, NVIDIA will continue its extraordinary run.

 

Analysts: Estimates are for $2.66 billion in quarterly revenue, earning $1.30 or so a share. Both would boast double-digit growth rates since the same time last year. As for its annual sales, consensus is $9.5 billion in revenue (up almost 37%), with earnings growing even faster at a rate of 48% to $4.52. I have to check historically, but I believe this would be a record year for the company overall. Stay tuned for an update.

 

Updated: 1/30/2018

 

-Dom

 

Sources: Company Investor Relations Websites/Press Releases, MarketWatch, CNN, NASDAQ, Bloomberg.