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Friday, 07/21/2017 10:17:07 AM

Friday, July 21, 2017 10:17:07 AM

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ZNGA: $65,000,000,000.00 BILLION, MOBILE REVENUE,







STUDY: MOBILE GAME REVENUES TO PUSH $65 BILLION



THE REPORT POINTS OUT THAT THE ASIA-PACIFIC IS BY FAR THE LARGEST REGION, WITH CHINA EXPECTED TO GENERATE $27.5 BILLION



SOME BUY SIDE ANALYSTS ARE ALSO PROVIDING THEIR ANALYSIS ON ZYNGA, INC., WHERE

4 ANALYSTS HAVE RATED THE STOCK AS STRONG BUY,

4 ANALYSTS HAVE GIVEN A BUY SIGNAL,

7 SAID IT’S A HOLD,

1 reported it as Underperform

AND 0 ANALYSTS RATED THE STOCK AS SELL.




BIZREPORT : MOBILE MARKETING :

JULY 21, 2017

STUDY: MOBILE GAME REVENUES TO PUSH $65 BILLION


ACCORDING TO A NEW MOBILE GAMING FORECAST FROM APPLIFT, BY 2020, MOBILE GAMING REVENUES WILL PUSH THE $65 BILLION MARK.
That kind of number will likely PUSH MORE ADVERTISERS INTO THE SPACE. We asked AppLift's Stefan Benndorf about the report.
by Kristina Knight

Kristina: What most surprised you about this research?

STEFAN BENNDORF, MANAGING DIRECTOR OF APPLIFT: In 2014, we conducted similar research with Newzoo on the mobile gaming landscape, focused on mobile gaming insights about key global regions. By comparing research, we found that the APAC region remains the largest mobile gaming market worldwide. Based on stats from this year, WE HAVE SEEN REVENUE IN THE APAC REGION DOUBLE, WITH OVER $27.5BN IN GAINS. THE LATAM REGION IS SHOWCASING SIGNIFICANT POTENTIAL IN TERMS OF GROWTH AND IS A REGION TO WATCH, as well.

Kristina: In your opinion, what do these results mean for mobile gaming, as a whole?

Stefan: The global mobile market has been growing for many years and is finally starting to grow at an exciting pace. The results from our infographic study reaffirms that mobile remains a lucrative segment, with revenues from smartphones expected to reach $64.9BN by 2020, representing more than half of the total games market.

Kristina: How can developers use this data to improve their offerings?

Stefan: Developers can use these insights to better understand revenue levels, acquisition cost, and growth opportunities across the globe, all targeted for user acquisition.

Kristina: What trends are you watching now in mobile gaming?

Stefan: AR AND VR IS TRENDING! AR AND VR GAMING IS A HOT TOPIC BEING COVERED AT ALL OF THE MOBILE GAMING EVENTS AND WE KNOW IT WILL GAIN EVEN MORE STEAM. We expect it will approach new unconventional market segments, such as health, and change the traditional gaming experience. The speed at which AR/VR will penetrate the mass market will depend on how much money the big guys from Oculus, Google, Sony, Apple or Microsoft will put towards increasing the user experience, primarily solving the motion sickness and the invasiveness of the hardware.
WE'RE ALSO SEEING THAT THE INCREASED AMOUNT OF TIME PEOPLE SPEND ON THEIR SMARTPHONES AND TABLETS IS CREATING AN EXPLOSIVE GROWTH IN MOBILE GAMING, DRIVEN BY THE ACCESSIBILITY OF SMARTPHONES ESPECIALLY IN APAC AND EMERGING COUNTRIES.

Kristina: What do you expect to see in the space through THE FIRST HALF OF 2018?

Stefan: APAC AND LATAM ARE ON THE RISE THIS YEAR AND WE ONLY EXPECT TO SEE THIS GROW MORE over the next few years. LATAM is also a market to watch, WITH BRAZIL SET TO BE THE FIFTH LARGEST AD MARKET IN 2019.


Source:


www.bizreport.com/2017/07/study-mobile-game-revenues-to-push-65-billion.html



MOBILE GAMES BOOMING AS GLOBAL GAMES MARKET HITS $108.9B IN 2017 - NEWZOO
RESEARCH FIRM ESTIMATES THAT SMARTPHONE AND TABLET GAME REVENUES WILL ACCOUNT FOR 42% OF WORLDWIDE SALES THIS YEAR


James Brightman
Editor, North America

Thursday 20th April 2017


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Newzoo
NEWZOO'S LATEST QUARTERLY UPDATE FOR ITS GLOBAL GAMES MARKET REPORT FORECASTS THAT THE GLOBAL GAMES BUSINESS WILL GROW TO $108.9 BILLION THIS YEAR, with mobile devices (SMARTPHONES AND TABLETS) GENERATING A LION'S SHARE OF THE REVENUE. NEWZOO CALLED MOBILE THE "MOST LUCRATIVE SEGMENT" WHILE NOTING THAT IT SHOULD GROW 19% YEAR-ON-YEAR TO $46.1 BILLION, WHICH WOULD REPRESENT 42% OF THE MARKET. By 2020, mobile gaming will represent just over half of the total games market, the firm said.
While mobile includes tablet gaming revenues, the sector is clearly dominated by smartphones. Of the $46 billion expected this year, Newzoo said $35.3 billion will come from smartphone gaming; at the same time, tablet unit sales "have plummeted," Newzoo commented. Even so, there are 280 million tablets being actively used worldwide, contributing more than $10 billion to worldwide gaming revenues.


ONE OF THE BIG REASONS FOR MOBILE'S CONTINUED GROWTH IS THE RISE OF CHINA'S GAMING MARKET.

Overall, APAC territories will generate $51.2 billion
(47% of the global total) this year, Newzoo said, and China will be responsible for one quarter of all global game revenues, reaching $27.5 billion this year. That's notable because it outpaces the US games industry, which is expected to reach $25.1 billion. Mobile revenues in China, expected to be led mostly by Tencent and NetEase, should come in at $11.2 billion for 2016, Newzoo said, and that's expected to rise to $14.6 billion this year.

EVEN WITHOUT CHINA, JAPAN AND KOREA, THE REST OF ASIA IS EXPECTED TO BE THE FASTEST-GROWING REGION IN THE WORLD in the coming years, with total game revenues growing to $10.5 billion in 2020, up from $4.5 billion last year. That said, North America remains a massive market as the second largest region with estimated revenues of $27.0 billion in 2017 (up 4% year-on-year). That growth, although less impressive, will also be DRIVEN BY MOBILE, WHICH IS NOT YET SATURATED. "Growth is fueled by a combination of a higher share of spenders as well as average spend per paying gamer.
WE SEE THE SAME TREND IN EMEA WHICH WE EXPECT TO REACH $26.2 BILLION IN 2017. LATIN AMERICA WILL GROW TO $4.4. BILLION IN GAME REVENUES THIS YEAR," NEWZOO COMMENTED.
Looking at the console and PC gaming segments, Newzoo said that console gaming should generate a total of $33.5 billion in revenues worldwide, with almost two-thirds of that coming from digital. Last year, Microsoft and Sony alone generated more than $14 billion in combined console revenues from first-party games, third-party game fees, and subscription revenues. While console has been faring better than expected, Newzoo noted that PC is seeing increased engagement but a decrease in sales. "We now expect downloaded/boxed PC games to reach $24.5 billion in 2019, a significant adjustment downwards compared to the $29.0 billion global figure for PC games in our January update," the firm said.

Part of the PROBLEM FOR PC on the digital side has been the drop in browser and social games, and THE SHIFT FOR CASUAL USERS OVER TO MOBILE. "PC browser revenues have been decreasing since 2015 because of the transition of casual gaming to mobile devices. In 2016, Facebook's revenues from gaming were at their lowest since 2011 while Zynga's PC revenues dropped more than 30%," Newzoo said.


Source:

http://www.gamesindustry.biz/articles/2017-04-20-mobile-games-booming-as-global-games-market-hits-usd108-9b-in-2017-newzoo



(Niko Partners? @nikochina

DAWN OF TITANS HEADS TO CHINA AS ZYNGA PARTNERS WITH NETEASE

https://twitter.com/nikochina/status/870348015281819649

https://venturebeat.com/2017/05/20/dawn-of-titans-heads-to-china-as-zynga-partners-with-netease/ … via @VentureBeat)






MOBILE GAMING SEGMENTS ARE THE MOST LUCRATIVE IN THE GLOBAL GAMING MARKET
FINANCIALBUZZ.COM NEWS COMMENTARY
________________________________________
NEWS PROVIDED BY
FINANCIALBUZZ.COM

JUL 20, 2017, 09:00 ET
________________________________________
NEW YORK, July 20, 2017 /
PRNewswire/ --
A report by Newzoo on the Global Games Market, shows that 2.2 billion gamers across the globe are expected to generate $108.9 billion in game revenues in 2017. This represents an increase of $7.8 billion, or 7.8% from the year before. Digital game revenues will account for $94.4 billion or 87% of the global market. The report also indicates that Mobile is the most lucrative segment, with smartphone and tablet gaming growing rapidly or at 19% year on year to $46.1 billion and accounting for 42% of the market. In 2020, mobile gaming will represent just more than half of the total games market. Tapinator, Inc. (OTC: TAPM), Zynga Inc. (NASDAQ: ZNGA), Glu Mobile Inc. (NASDAQ: GLUU), Nintendo Co., Ltd. (OTC: NTDOY), Take-Two Interactive Software, Inc. (NASDAQ: TTWO)
THE REPORT POINTS OUT THAT THE ASIA-PACIFIC IS BY FAR THE LARGEST REGION, WITH CHINA EXPECTED TO GENERATE $27.5 BILLION OR ONE-QUARTER OF ALL REVENUES IN 2017. Mobile games performed even better than expected in China, while the PC segments performed worse than anticipated. NORTH AMERICA IS THE SECOND-LARGEST REGION OR WITH ESTIMATED REVENUES OF $27.0 BILLION IN 2017 AND A YEAR-ON-YEAR INCREASE OF 4.0%. Most of this growth will come from smartphone gaming, a mature market, but certainly not saturated…
ZYNGA INC. (NASDAQ: ZNGA) IS A LEADING DEVELOPER OF THE WORLD'S MOST POPULAR SOCIAL GAMES THAT ARE PLAYED BY MILLIONS OF PEOPLE AROUND THE WORLD EACH DAY. RECENTLY, THE COMPANY ANNOUNCED A COLLABORATION TO DEVELOP A NEW TELEVISION GAME SHOW BASED ON WORDS WITH FRIENDS, THE WORLD'S MOST POPULAR MOBILE WORD GAME. THE SHOW WILL ALSO INCORPORATE ASPECTS FROM ZYNGA'S LARGER PORTFOLIO OF WITH FRIENDS WORD AND PUZZLE GAMES. SINCE LAUNCHING IN 2009, WORDS WITH FRIENDS HAS BEEN INSTALLED MORE THAN 200 MILLION TIMES AND IS ONE OF THE APP STORE'S TOP 10 FREE GAMES OF ALL TIME. AN ESTIMATED 55 MILLION WORDS WITH FRIENDS MATCHES ARE PLAYED AROUND THE WORLD AT ANY GIVEN MOMENT AND MORE THAN 75 MILLION WORDS ARE PLAYED EVERY DAY…

Sources:

http://www.prnewswire.com/news-releases/mobile-gaming-segments-are-the-most-lucrative-in-the-global-gaming-market-635603773.html

http://www.keyc.com/story/35929996/mobile-gaming-segments-are-the-most-lucrative-in-the-global-gaming-market

http://www.fox34.com/story/35929996/mobile-gaming-segments-are-the-most-lucrative-in-the-global-gaming-market

http://www.760kfmb.com/story/35929996/mobile-gaming-segments-are-the-most-lucrative-in-the-global-gaming-market








• Business
INVESTORS CATCHING STOCKS ZYNGA, INC. (ZNGA)
BY ED REED -

JUL 20, 2017


ZYNGA, INC. (ZNGA) WILL REPORT ITS NEXT EARNINGS ON AUG 02 AMC.
The company reported the earnings of $0.02/Share in the last quarter where the estimated EPS by analysts was $0.01/share. The difference between the expected and actual EPS was $0.01/share, which represents an Earnings surprise of 100%.

MANY ANALYSTS ARE PROVIDING THEIR ESTIMATED EARNINGS ANALYSIS FOR ZYNGA, INC. AND FOR THE CURRENT QUARTER 15 ANALYSTS HAVE PROJECTED THAT THE STOCK COULD GIVE AN AVERAGE EARNINGS ESTIMATE OF $0.02/SHARE. THESE ANALYSTS HAVE ALSO PROJECTED A LOW ESTIMATE OF $0.01/SHARE AND A HIGH ESTIMATE OF $0.03/SHARE.

In case of Revenue Estimates, 12 analysts have provided their consensus Average Revenue Estimates for Zynga, Inc. as 206.82 Million. According to these analysts, the Low Revenue Estimate for Zynga, Inc. is 204.18 Million and the High Revenue Estimate is 211.91 Million. The company had Year Ago Sales of 174.65 Million.

SOME BUY SIDE ANALYSTS ARE ALSO PROVIDING THEIR ANALYSIS ON ZYNGA, INC., WHERE

4 ANALYSTS HAVE RATED THE STOCK AS STRONG BUY,

4 ANALYSTS HAVE GIVEN A BUY SIGNAL,

7 SAID IT’S A HOLD,

1 reported it as Underperform

AND 0 ANALYSTS RATED THE STOCK AS SELL.


(These Recommendations are for the Current Month Only reported by Yahoo Finance.)…

Source:

https://www.newsoracle.com/2017/07/20/investors-catching-stocks-zynga-inc-znga-3/