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Activision Blizzard Third Quarter 2019 Financial Results
Pubblicato
07/11/2019 alle 18:24
da
Archimtiros
Activision Blizzard just finished their third-quarter financial results conference call, with positive mentions across the board for the three main pieces of the company between Activision, Blizzard Entertainment, and King. The full
powerpoint presentation
contains more information, and you can check out their Q3 Financial Model along with previous calls on their
Events & Presentation
page. After a rough start this year revenue has fallen slightly compared to this time last year, however they're also competing against several box releases in 2018 including
Battle for Azeroth
and
Destiny 2: Forsaken
which generate a large volume of direct sales. Overall, they've exceeded expectations this quarter in terms of both revenue and earnings per share, with several new releases in the near future such as
Warcraft 3: Reforged
,
Diablo: Immortal
, and a host of announcements from this year's BlizzCon.
“Our third quarter results exceeded our prior outlook for both revenue and earnings per share. Recent launches have enabled significant growth in the size of our audiences for our Call of Duty and World of Warcraft franchises. As we introduce mobile and free-to-play games based on our franchises we believe we can increase audience size, engagement and monetization across our wholly owned franchises. With a strong content pipeline and momentum in mobile, esports and advertising, we are confident we will remain a leader in connecting and engaging the world through epic entertainment.”
- Bobby Kotick, Chief Executive Officer of Activision Blizzard
Highlights
Blizzard Entertainment
Had 33 million monthly active users (MAUs) in Q3 2019.
The release of
World of Warcraft: Classic
drove the biggest quarterly subscription increase in WoW history worldwide.
The Overwatch League™ concluded with a sell-out crowd of over 11,000 fans watching the San Francisco Shock defeat the Vancouver Titans in the Grand Finals at the Wells Fargo Center in Philadelphia in September.
Overwatch Season Two average minute audience grew 18% year-over-year.
Activision
Had 36 million monthly active users (MAUs) in Q3 2019.
Call of Duty: Black Ops 4
reach and revenue from in-game purchases grew considerably compared to
Call of Duty: WWII
in Q3 2018.
Call of Duty: Mobile
reached over 100 million downloads in the first month, topping the mobile app download charts in over 150 countries and regions, with a 4.9-star rating in the U.S. iOS store.
Year to year sales on PC grew by over 50% (Activision has noted elsewhere that
Call of Duty: Modern Warfare
is the highest selling game in the CoD franchise in this console generation, with over $600 million in sales within the first three days).
King
Had 247 million monthly active users (MAUs) in Q3 2019.
Candy Crush
was once again the top-grossing franchise in U.S. app stores. Year to year mobile reach has grown, driven by
Candy Crush Friends Saga
.
Continued to grow profitably, with near doubling year to year net bookings.
Is on track to exceed $100M in net bookings in 2019.
The Q&A portion at the end of the conference call didn't include too many interesting tidbits, though there were several mentions of reinvesting profits into future growth and player retention over short term profits, which always sounds good, as well as repeated expressions of pride in how well the the company has done and their best days being ahead of them.
There was a lot of talk about mobile gaming, particularly their reach and how success of games like
Hearthstone
breeds competition which is good for the industry. One question regarding mobile strategy and the prospect of future mobile titles in other franchises like WoW and Overwatch didn't get much of an answer other than mobile gaming is big and franchise familiarity matters, but there
are
more mobile titles to come (which we already have some knowledge of coming out of
BlizzCon 2018
).
Regarding retention value of WoW Classic, Blizzard is looking at WoW as a "total community"; combining the Classic subscription with the Retail one was intentional move to create one large player base with frictionless movement between Classic and Modern WoW. Classic player engagement has been extremely high and subscription rates continue to grow moving into the fourth quarter.
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