Tag Archives: Nintendo Co Ltd

In Japan, pet fish playing Nintendo Switch run up bill on owner’s credit card



CNN
 — 

Here’s something you don’t see everyday. Pet fish playing a video game in Japan managed to log on to the Nintendo Switch store, change their owner’s avatar, set up a Pay Pal account and rack up a credit card bill.

And it was all seemingly livestreamed, in real time, on the internet.

The fish in question belong to a YouTuber known as Mutekimaru, whose channel is popular with the gaming community for its videos featuring groups of tetra fish that “play” video games.

Mutekimaru had previously installed sophisticated motion detection tracking software in fish tanks, enabling the fish to remotely control a Nintendo Switch console.

But the technology, and the fishes’ apparent mastery of it, led to an unexpected turn of events earlier this month while Mutekimaru was live-streaming a game of Pokémon.

Mutekimaru had stepped away for a break when the game crashed due to a system error and the console returned to the home screen.

But the fish carried on swimming, like fish tend to do, and seemingly continued to control the console remotely from their tank.

During the next seven hours, the fish reportedly managed to change the name of their owner’s Switch account before twice logging into the Nintendo store, where users can purchase games and other downloadable content.

They also managed to “check” legal terms and conditions, downloaded a new avatar and even set up a PayPal account from the Switch – sending an email out to their owner in the process, video from the livestream appeared to show.

But things didn’t end there. The fish were also seen adding 500 yen ($4) to Mutekimaru’s Switch account from his credit card during the livestream – exposing his credit card details in the process, the YouTuber revealed in a follow-up video about the episode.

By this point, thousands of comments were streaming in as viewers watched the unintended takeover being livestreamed on the channel, and the incident went viral on Twitter, where thousands of Japanese users shared their amusement.

Mutekimaru later said that he had contacted Nintendo to explain what happened and asked for a refund of his 500 yen.

Nintendo declined to comment to CNN, citing customer confidentiality.



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‘GoldenEye 007’ is coming to Nintendo Switch and Xbox



CNN
 — 

James Bond fans may be waiting on the next actor who will play the British spy onscreen, but a beloved Bond adventure of yore is making its return.

“GoldenEye 007,” a classic first-person shooter made for Nintendo 64 in 1997, is being revived for Nintendo Switch and Xbox more than 25 years later. For fans who subscribe to additional content on both gaming systems, the game will be available on Friday.

Based on the 1995 film “GoldenEye,” the game follows a block-like version of Pierce Brosnan’s 007 as he shoots his way through various locales, all while a synthy version of the signature Bond theme plays. The Xbox version has been “faithfully recreated and enhanced,” said one ad for the re-release, while the Switch game features an online multiplayer mode.

“GoldenEye 007” was a hit upon its release: IGN gave it a 9.7/10 in 1997, praising its graphics as “superb.” Contemporary players used to the lifelike visuals of popular games like “The Last of Us” and “Red Dead Redemption” may beg to differ, but the game still holds a nostalgic appeal for fans who spent their youths lasering their way through surfaces using Bond’s watch. Not to mention, its soundtrack remains iconic.

To access the game, Switch users will have to subscribe to its Online membership plus its expansion pack, which includes some Nintendo 64 games and downloadable content for popular games like “Mario Kart 8 Deluxe” and “Animal Crossing: New Horizons.” Xbox players must subscribe to Xbox Game Pass, a service that allows players to access hundreds of games from its server.

The return of “GoldenEye 007,” often referred to as one of the greatest video games of all time, has been years in the making. The Verge reported last year that rights issues blocked developers from releasing it on newer consoles, including Xbox, since at least 2008. Undeterred N64 fans even attempted to remake the game themselves on several occasions, though the original rights holders usually shut them down. Now, Rare, the game’s original developer, has recreated it for Xbox with “a few modern touches,” while Nintendo is re-releasing the original on its Switch console.



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Nintendo sets sales record with Pokémon Scarlet and Pokémon Violet

Nintendo said its Pokémon Scarlet and Pokémon Violet games for the Nintendo Switch hit an all-times sales record for the company. Pokémon is one of Nintendo’s longest-running and most popular franchises.

Guillaume Payen | Sopa Images | Lightrocket | Getty Images

Nintendo on Thursday said it latest Pokémon games have set a sales record at the Japanese gaming giant as it continues to pump out blockbusters ahead of the crucial holiday season.

The Kyoto, Japan-headquartered company said sales of the Pokémon Scarlet and Pokémon Violet games for the Nintendo Switch surpassed 10 million units in the first three days since their global launch on Nov. 18.

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That is the highest level of sales for a game’s debut in Nintendo’s history.

Nintendo’s success with Pokémon comes two months after Splatoon 3 hit a domestic sales record in Japan, in signs the gaming giant is hitting the mark with players ahead of the holidays.

Pokémon is one of Nintendo’s most recognizable and longest-running franchises. Nintendo breathed new life into the series by releasing Pokémon Sword and Pokémon Shield three years ago and Brilliant Diamond and Shining Pearl last year.

Pokémon Scarlet and Pokémon Violet are different as they are open-world games, allowing players to explore the game environment without completing missions in a linear way.

The video games industry saw a boom during the Covid-19 pandemic in 2020 and 2021 as people were stuck at home during lockdowns. But as economies have reopened, the industry has started to normalize, which has weighed on video game giants including Nintendo, Sony and Microsoft.

“With the new Pokémon, Nintendo achieved a rare feat among all video game companies: scoring two blockbusters in a difficult 2022 for the industry,” Serkan Toto, CEO of Tokyo-based consultancy Kantan Games, told CNBC.

“Sure, Pokémon is almost always a safe bet, but the new title has exceeded expectations, just like Splatoon 3 did earlier this year.”

Investors are backing Nintendo thanks to its recent blockbusters. The company’s shares are up more than 11% this year, outperforming Japan’s benchmark Nikkei 225 index. In September, Nintendo carried out a 10-for-1 stock split which has also boosted sentiment.

Nintendo also has a strong pipeline of games. Toto expects The Legend of Zelda: Tears of the Kingdom slated for release in May to be the company’s next major hit.

But Nintendo is not the only gaming giant entering the holiday season in a strong fashion.

Sony said Wednesday that the God of War Ragnarok title for its PlayStation console sold 5.1 million copies in its first week making it the fastest-selling debut of any first-party game for the company. First-party games are those made by a gaming studio owned by Sony.

Sony shares closed more than 2% higher in Japan on Thursday.

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Asia-Pacific stocks mixed ahead of U.S. midterm elections

Bank of Japan headquarters in Tokyo, Japan

Tomohiro Ohsumi | Bloomberg | Getty Images

Stocks in the Asia-Pacific were mixed Tuesday as investors digest the Bank of Japan’s summary of opinions and look ahead to the U.S. midterm elections.

The Nikkei 225 in Japan rose 1.25% to close at 27,872.11 and the Topix rose 1.21% higher to close at 1,957.56. The S&P/ASX 200 rose 0.36% in Australia to end the session at 6,958.9. In South Korea, the Kospi gained 1.15% to close at 2,399.04.

The Bank of Japan released a summary of opinions of board members from its monetary policy meeting in October, when it left interest rates unchanged while global peers took on jumbo rate hikes. Nintendo will report quarterly earnings later in the day.

The Hang Seng index in Hong Kong was 0.5% lower in its final hour of trade, while mainland China’s Shanghai Composite fell 0.43% and the Shenzhen Component lost 0.578%.

Overnight in the U.S., stocks rallied Monday as investors looked ahead to a packed week with midterm elections and key inflation data on deck and shrugged off a supply warning from Apple.

The Dow Jones Industrial Average traded higher by 423.78 points, or 1.31%, to 32,827.00. The S&P 500 gained 0.96% to 3,806.80. The Nasdaq Composite rose 0.85% to 10,564.52, after trading between gains and losses earlier in the session. All three major averages notched a second straight positive day.

— CNBC’s Sarah Min contributed to this report.

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Microsoft Xbox, Sony PlayStation, Nintendo: Video game earnings round-up

A gamer plays on Sony’s Playstation 5 console at his home in Seoul.

Yelim Lee | AFP via Getty Images

The giants of the video game world saw their sales slide in the second quarter, as initial tailwinds from the Covid pandemic faded.

In the three months ended June, Microsoft, Sony and Nintendo each posted disappointing results in their respective gaming businesses.

The numbers reflect a broader contraction in consumer spending on video games. Americans spent $12.4 billion on games in the second quarter, according to market research firm NPD, down 13% year-on-year.

Several factors are to blame, not least the relaxing of pandemic restrictions, with people eschewing home entertainment options in favor of outdoor activities.

Ongoing shortages of semiconductor equipment haven’t helped either.

“The growth of the overall game market has recently decelerated as opportunities have increased for users to get out of [the] home as Covid-19 infections have subsided in key markets,” Hiroki Totoki, Sony’s chief financial officer, said on the company’s earnings call last month.

Sony reported a 2% decline in sales year-on-year at its gaming unit in the June quarter, while operating profits plunged almost 37%. The company also issued a gloomy outlook, cutting its full-year profit forecast by 16%.

The main reason? People are spending less time playing games and more time going out.

Total gameplay time among the PlayStation player base was down 15%, much lower than initially forecast by the company.

‘Covid effect’ disappears

Gaming was one of the big beneficiaries of the Covid pandemic, with publishers experiencing bumper growth as consumers spent more time indoors.

But with consumers’ spending habits shifting post-lockdown, and inflation running hot, the industry is taking a hit.

At Microsoft, overall gaming revenues sank 7% year-on-year. Sales of the company’s Xbox consoles declined 11%, while gaming content and services revenues dipped 6%.

The declines were “driven by lower engagement hours and monetization in third-party and first-party content,” Amy Hood, chief financial officer of Microsoft, said on the firm’s earnings call last week.

Activision Blizzard, the embattled game publisher being acquired by Microsoft, reported a 70% plunge in net profit and a 29% drop in revenues.

The Call of Duty-maker blamed the slump on weak sales of the latest title in the popular shooter franchise.

Ubisoft, the firm behind Assassin’s Creed, posted a 10% decline in net bookings.

Michael Pachter, managing director at Wedbush Securities, said the disappointing numbers were largely driven by comparisons with “outsized performance” a year ago. In other words, companies couldn’t match the wildly high numbers they posted in 2021.

“Everyone saw record numbers during shelter-in-place, with catalog sales of older titles leading the way,” Pachter told CNBC. “That set up an impossible comparison, and the year-over-year declines were well telegraphed and were expected.”

Electronic Arts was one of the rare companies to defy the gaming contraction, posting a 50% rise in profits and revenue growth of 14%.

Console shortage lingers

A major factor hampering performance in the gaming world is the continued scramble for key console hardware.

Nintendo saw a 15% slide in operating profit in the April-June period. The company behind the Super Mario franchise blamed the weak performance on the global semiconductor shortage, which meant it was unable to produce and sell as many Switch consoles as it wanted.

Nintendo sold 3.43 million units of its portable Switch console in the quarter, down 23% year-over-year, while software sales slumped 8.6%, to 41.4 million units.

Sony sold 2.4 million PlayStation 5 consoles in the quarter, slightly higher than the 2.3 million units sold in the same period a year ago. The firm is hoping a lifting of lockdown measures in the crucial manufacturing hub of Shanghai and a holiday season sales drive will help it reach its target of shipping 18 million PS5 units in 2022.

“The slow rollout of hardware is one of the biggest contributors,” Pachter said. “New hardware purchasers tend to buy a lot of software, and PlayStation and Switch sales have been supply constrained.”

The remote-working trend has also caused delays for new game releases, limiting the pool of games people want to buy. Microsoft, for example, delayed the release of its highly-anticipated sci-fi epic Starfield until early 2023, while Ubisoft pushed back the launch of a game based on the Avatar film franchise.

More pain to come?

Spiraling prices for everything from gas to groceries and fears of an impending recession could spell further trouble for the sector.

The global games and services market is forecast to contract 1.2% year-on-year to $188 billion in 2022, the first annual decline in over a decade, according to data from Ampere Analysis.

“The cost of living squeeze means added pressure on household budgets,” Piers Harding-Rolls, research director at Ampere, told CNBC.

“The impact is likely to be felt on high ticket items which could include console hardware, although limited availability and pent up demand especially for the higher-end consoles means impact will be minimal at present.

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Harding-Rolls added: “There could also be some additional pressure on high in-game spending as gamers adjust their discretionary spending.”

Some firms are betting a push toward subscription products will help counter the effect of waning game sales.

According to Microsoft, growth in the company’s Xbox Game Pass membership plan helped cushion the blow of softer demand for consoles and games. While Microsoft didn’t give an updated subscriber number for the service, it had over 25 million subscribers in total as of January.

Sony recently revamped its PS Plus subscription service, and is hoping the move will help combat the recent tail-off in gaming activity. PS Plus subscribers totaled 47.3 million, according to Sony’s quarterly report, slightly down from the previous quarter.

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Nintendo Switch surpasses Wii with sales topping 100 million

A cartoon figurine of Super Mario Bros. stands in front of a Nintendo Switch store in a shopping market. Nintendo Switch sales surpassed 100 million units at the end of 2021.

Zhang Peng | LightRocket | Getty Images

Sales of the Nintendo Switch console have surpassed the Wii, but the global semiconductor shortage forced the Japanese gaming giant to cut its forecast for the device.

Nintendo has sold 103.54 million units of the Switch since its release in early 2017 — that’s just below the 101.63 million units of the Wii sold since its release in 2006. The company no longer produces the Wii.

It’s a big milestone for the Switch, as the Wii was one of Nintendo’s most popular consoles. The Switch still trails sales of the original handheld Gameboy and later generation Nintendo DS, however.

On Thursday, the company said that in the nine months to the end of the December, it sold 18.95 million units of the Switch, which includes the handheld Switch Lite. That marks a 21.4% year-on-year fall.

It added that it now expects to sell 23 million units of the Switch in its fiscal year which runs to the end of March, down from a previous forecast of 24 million.

Nintendo, like many other consumer electronics companies, has been grappling with a shortage of components, in particular semiconductors which power its devices.

“The outlook for semiconductors and other components has remained uncertain since the start of this fiscal year and distribution delays remain unresolved, so production and logistics continue to be impacted,” Nintendo said in a statement on Thursday.

A lack of semiconductors means Nintendo can’t produce enough consoles to meet demand for the Switch.

The cut comes after Sony on Wednesday slashed its full-year PlayStation 5 sales forecast from 14.8 million units to 11.5 million.

Digital boost

For the December quarter, Nintendo reported revenue of 695.94 billion yen ($6.06 billion), a 9.6% year-on-year rise. Operating profit rose nearly 10% year-on-year to 252.6 billion yen.

Despite Switch hardware sales falling, users are still buying games online which is heling to prop up revenue and profit, however.

Digital sales, which includes downloads of games and add-on content, totaled 110.8 billion yen in the December quarter, up 31% versus the same period last year. That was driven by success of Nintendo’s first party games including Pokemon Brilliant Diamond, Pokemon Shining Pearl and Mario Kart 8 Deluxe.

Last month, Nintendo released a new game called Pokémon Legends: Arceus with further high-profile titles scheduled for later this year.

Strong software sales prompted the Japanese gaming giant to revise up its forecasts for the financial year ending March 2022. Nintendo now expects operating profit of 560 billion yen, up from a previous forecast of 520 billion yen.

The company also expects sales of Nintendo Switch software to be 220 million units up from the previous forecast of 200 million units.

Acquisitions?

Nintendo’s earnings follow high-profile acquisitions from its two closest rivals. Microsoft proposed a $68.7 billion takeover of Call of Duty maker Activision last month. Just days later, Sony agreed to acquire developer Bungie for $3.6 billion.

Sony and Microsoft have looked to build up their intellectual property over the past few years and boost the number of self-developed titles they have on offer. Nintendo has been less aggressive in acquisitions because it has a long-standing history of strong characters and games such as Pokemon and Mario.

Nintendo President Shuntaro Furukawa said at a press conference that the company is not against deals, Reuters reported, but added: “It wouldn’t be a plus to suddenly bring in people who don’t have Nintendo’s way of thinking.”

Daniel Ahmad, senior analyst at Niko Partners, said that Nintendo is “extremely selective” about its investments, pointing toward its acquisition of Next Level Games last year. The studio already makes games for Nintendo.

“If Nintendo was to ramp up M&A [mergers and acquisitions] in the future, we would expect them to focus on companies where they already have a strong working relationship,” Ahmad said.

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The pandemic boom in videogames is expected to disappear in 2022

While the videogame industry continued to enjoy a pandemic boost in 2021, investors and analysts expect less in 2022, as continued semiconductor shortages and game delays combine with expectations that many will turn off the PlayStation and leave the house.

Chip shortages have especially been a pain for makers of videogame consoles, such as Sony Group Corp.’s
SONY,
-0.62%

6758,
-0.55%
PlayStation, Microsoft Corp.’s
MSFT,
+0.21%
Xbox and Nintendo Co.’s
7974,
-1.73%
Switch consoles. Lewis Ward, gaming research director at IDC, expects that part of the videogame industry to be a drag on growth: IDC expects console/TV spending to decline nearly 6%, to $62.75 billion in 2022.

Overall, Ward estimates worldwide gaming revenue will rise 11% to $251.39 billion in 2021, compared with 2020’s surge of 24% to $226.84 billion. While 11% is still pretty healthy growth, Ward also expects a more “dramatic” flattening in 2022, when he forecasts revenue of $256.43 billion, or only 2% growth.

A lot of that expected flattening has to do with the assumption that the worst of COVID-19 has passed, and that even with variants like delta and omicron popping up, stay-at-home conditions will not go back to what was seen in 2020 and early 2021.

“In my models and discussions with folks, we’re certainly thinking that life will return to something more normal, especially in countries where the vaccination rates are over 50%, 60%, 70%, 80% in some cases,” Ward told MarketWatch in an interview.

Also read: For the videogame industry to grow, it needs to first grow up

Ward said he expects “that there will be a return to normalcy and a substantial minority of the people that were first-time gamers go back to being non-gamers, and a substantial minority of the people who became much more intensive gamers will go back to spending their time and money doing other pursuits beyond gaming, that there will be something of a slowdown inherent in that.”

Games themselves will also be a big issue, as many major releases have faced delays, with no publisher wanting to experience the same fan and media heat as CD Projekt SA
CDR,
-0.20%
did after its bug-plagued 2020 release of “Cyberpunk 2077.” Publishers are more likely to keep updating their older games with fresh downloadable content to keep making money from previously successful releases.

“I think the biggest games in 2022 are going to be the biggest games from 2021, that were the biggest games from 2020,” NPD Group analyst Mat Piscatella said, citing examples like Epic Games’ “Fortnite,” Roblox Inc.’s
RBLX,
-1.42%
platform, Activision Blizzard Inc.’s
ATVI,
+0.73%
“Call of Duty” franchise, and Mojang Studios’ “Minecraft,” which is owned by Microsoft.

“Those are the games that are going to continue to be the biggest because of that persistent content flow they have, and the big are going to stay big — now, trying to break into that tier is becoming exceptionally difficult,” Piscatella said.

Expectations for a dramatic slowdown were apparent on Wall Street in 2021. With two trading sessions left in 2021, Activision Blizzard shares were down 28% on the year, Electronic Arts Inc.
EA,
-0.25%
is down 6%, Take-Two Interactive Software Inc. 
TTWO,
+0.51%
 shares are off by 12%, Zynga Inc.’s
ZNGA,
-1.72%
stock is down 34%, and Unity Software Inc.
U,
+0.72%
shares are down 13%. In comparison, the iShares Expanded Tech-Software Sector ETF
IGV,
-0.14%
has risen 11%, and the S&P 500 index
SPX,
+0.14%
has gained 28%.

For companies that went public in 2021, things were a bit different: Shares of Roblox are up 126% from their direct listing price of $45, and AppLovin Inc.
APP,
-2.05%
shares are 17% above their $80 IPO pricing. Shares of Israeli mobile-game developer Playtika Holding Inc.
PLTK,
-3.97%,
however, are 33% off their $27 IPO pricing.

Console makers and buyers had it tough in 2021

Expectations for a shrinking console market come from product cycles and chip shortages. Ward said the current version of Nintendo’s popular Switch console was “getting long in the tooth” and that the company was pulling back shipments in anticipation of a new iteration in 2023.

Ward’s console category includes hardware-bundle spending, while PC and mobile are software/service spending only, and TV refers to micro-console game spending like Alphabet Inc.’s
GOOG,
+0.04%

GOOGL,
-0.02%
Stadia Pro and Nvidia Corp.’s
NVDA,
-1.06%
Shield Android.

Even with strong consumer demand, Sony pulled back shipments of its PlayStation consoles “by about a million units” because of production challenges, and “even though they haven’t said it,” Microsoft has run into similar challenges with the Xbox, Ward said. Microsoft showed its hand by having to resort to using developer models of the Xbox for a recent tournament because it couldn’t find enough consumer versions.

Ward said that console makers are not only contending with chip shortages, but then they have to deal with the logistics of getting the parts to the factories, and then getting finished products out of China to consumers as global supply-chain problems triggered by COVID-19 remain a problem. So, Ward said, the pullback in numbers reflects the console makers’ “own expectations of where they’ll be relative to where they’d thought they would be a few quarters ago.”

Looking at the larger chip picture, other analysts expect supply-chain problems to ease in 2022, but not by much.

“The overall supply landscape remains constrained, but we are generally seeing signs of easing,” Benchmark analyst David Williams said in a recent note. “Demand remains resilient despite inflationary pressures and well-telegraphed shortages across most end markets.”

“Although many areas of the supply chain have improved, we think the prior surge in commodity and transportation costs have not been fully worked through to end consumers, which may be a headwind to consumption in the new year,” Williams said.

Evercore ISI analyst C.J. Muse looks at it from the demand side and fundamentals in the industry, and said in a recent note “if you think the wall of worry was difficult in 2021, just wait.” Muse thinks a correction in the industry will more likely come in 2023 than 2022.

“On a secular basis, the semiconductor story is robust, with COVID accelerating the digitization of nearly every industry vertical,” Muse said. “Sprinkle in product cycles including AI/ML, data center/networking infrastructure, the Metaverse, 5G, continued broad-based recovery across automotive/industrial, and there is much to like in Semi Land with a clear vision for silicon intensity rising as a % of GDP.”

Bugs or delay? Both result in angry fans

Game development during COVID-19 has seen a rise in a common dilemma: If it’s taking longer than expected to develop a game by its announced release date, do you release it on time and risk it having bugs, or do you delay the release — sometimes repeatedly — to ensure it meets the highest quality-control standards?

Most publishers have chosen to go the latter route of late, after the “Cyberpunk 2077” debacle, which forced distributors like Sony to offer full refunds due to low quality and a lack of backwards compatibility with previous-generation consoles.

Then you have the possibility of the worst of both worlds: A delayed game that is not received well when it does hit. EA’s “Battlefield 2042″ was not only delayed by a month in its release but it became regarded as one of the worst-reviewed games in the history of online game site Steam, with gamers posting online videos showing bugs in the game.

Activision Blizzard said in November it would be delaying the release of two of its highly anticipated games, and Take-Two recently suffered a rough launch of its “Grand Theft Auto: The Trilogy – Definitive Edition.” 

While IDC’s Ward said he thinks delays and bugs are “game specific” — meaning some games are more difficult than others to develop — International Game Developers Association Executive Director Renee Gittins said COVID-19 was the biggest headwind for developers.

“Particularly with the pandemic, we’ve seen a lot of game studios struggle with the transition to remote work,” Gittins said. “When you’re used to working in an open-office environment, where you have a lot of passive communication between teams and you can really more easily collaborate by have those informal meetings in person, being forced into a remote-work environment hurts that communication a lot.”

“There’s a lot of difficulties that game developers normally face and that’s only being exacerbated by this remote-work environment that many have been forced into by the COVID-19 pandemic,” Gittens said.

Videogames to give way to the metaverse?

With new games proving harder to produce as older games continue to rake in cash, many are looking to the “metaverse” as the future of the industry. The concept — a virtual world in which users can build and offer their own experiences — is similar to what Roblox offers, and could offer the industry a way to not rely so heavily on single-game launches, Ward said.

“If the platform does well, you can monetize that for a long time, more than any single game,” he said.

A recent Goldman Sachs report put forward Roblox, Facebook parent company Meta Platforms Inc.
FB,
-0.95%,
and Snap Inc.
SNAP,
-1.36%
as key buy-rated stocks exposed to the multi-year metaverse theme.

“When you think about a traditional game developer/publisher versus companies that are in the metaverse space — and certainly Niantic is trying to go there — I would say Facebook is trying to go there, they’re a platform company,” Ward said.

“And I would say a company like Roblox may not be talking about the metaverse, but I think they’re closer to that than many other game developers and publishers in the sense that they want to be selling picks and shovels and Levis to the actual miners who will go out and make those experiences,” the IDC analyst said.

Read: Amazon videogame exec on the success of ‘New World’ and why everyone is chasing Roblox

Privately held Niantic Inc. “seems to be inching away from ‘Pokemon Go’ as the main vehicle for monetization,” Ward said, and now they’re licensing their Lightship AR development kit “to become a platform company.” Niantic recently raised $300 million and is now worth $8.7 billion, according to Crunchbase.

Expanding game franchises to multiple platforms is also a big trend to look for, Piscatella said, a trend best exemplified by “Call of Duty,” which can be played on PC, console, tablets and phones.

One of those cross-platform categories includes free-to-play games, and the industry is finding better ways to make money off those. It used to be that free-to-play games would have a word from their sponsor, or have video “commercials”: Now developers have found a tweak to make that more fun for the player and more profitable for the sponsor.

Video advertising in games can either be unrewarded — in which a player is interrupted with an ad during game play and can skip it after a few seconds, or in some cases, has no choice but to let the whole ad run — or rewarded, where a player is asked if they want to watch an ad, and they’ll be rewarded with some amount of in-game resources.

Back in August, Zynga highlighted that their “watch to earn” ads were a major revenue driver, while AppLovin, which went public in April, not only makes marketing, monetization and analytics software for developers to grow their businesses, but also owns a portfolio of more than 200 free-to-play mobile games.

When it comes to rewarded ads, “more people like them than dislike them,” IDC’s Ward said. “This ad format is something that gamers actually like versus regular video ads, which are strongly negative.”

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Macy’s CEO Jeff Gennette: Crowds are back, merchandise is ready for holidays

Crowds are larger than a year ago at Macy’s stores, as shoppers look for gifts in person again, said CEO Jeff Gennette.

On CNBC’s “Squawk Box,” the retail chief spoke from the department store’s storied location in Herald Square on Friday morning. All of the retailers’ stores opened at 6 a.m. local time.

“The first hour of business was quite strong,” he said. “We’re really encouraged by the traffic we’re seeing and think it’s going to be a great Black Friday.”

Traffic has been strong online, too. He said the retailer saw “a big rush” on Thanksgiving Day, when its stores were closed.

He said the department store took extra measures to get the merchandise it needs, from ordering early to going to less crowded ports. He said inventory levels are up almost 20% versus 2020. And he said shipping cutoff dates will be later this year than last year.

“We’re not going to disappoint customers,” he said. “We’re going to have all the gifts that they expect from Macy’s both online and in stores.”

—Melissa Repko

Amazon well-prepared for holiday rush despite supply chain calamity

Amazon fulfillment center in Eastvale, California on Tuesday, Aug. 31, 2021.

MediaNews Group/The Riverside Press-Enterprise via Getty Images | MediaNews Group | Getty Images

Talks of global supply chain shortages have been a near constant this holiday season, with many experts urging consumers to plan ahead and place their orders early.

Amazon may be one of the few retailers who ends up being insulated from supply chain shocks.

The company has a major advantage. It operates a mammoth network of its own planes, trucks, ships and last-mile delivery vans. It’s also bringing on 150,000 seasonal workers to help handle packages during the holiday rush.

Amazon last month said it had strengthened its tools to better predict what goods people want and where they need to go, while shipping goods into different ports to avoid blockages.

Amazon is spending big to make sure shoppers have a happy holiday. In its latest earnings report, Amazon said it would take on $4 billion in costs in the current quarter, which threatens to wipe out all of its fourth-quarter profits.

— Annie Palmer

More shoppers, fewer markdowns at Roosevelt Field

The number of shoppers turning out at Simon Property Group’s Roosevelt Field shopping mall in Garden City, New York, are topping last year’s levels, said Dana Telsey, chief research officer and CEO at Telsey Advisory Group. However, the turnout isn’t as strong as it was in 2019, she said.

Telsey said the number of shoppers has been strong throughout the month of November, even as discounts remain at 50% or below.

“I think the discount rate is less than it had been in the past,” she said. “I think that they’re taking it on goods where they know they’ll make it up in other areas on full-price sales. I think the margins going into this have been solid.”

Telsey said she expects this trend to continue in the months ahead as the supply chain issues won’t be resolved until the second half of next year. Other analysts have said it could take even longer.

—Christina Cheddar Berk

Macy’s CEO Jeff Gennette said coping with new Covid variant is ‘all too familiar’

Retail was supposed to be in the spotlight this Black Friday, as bigger crowds of shoppers are expected to return to stores. Instead, the stock market is dropping on fears of a new variant of Covid-19 discovered in South Africa.

On CNBC’s “Squawk Box,” Macy’s CEO Jeff Gennette said it brings back memories of what the department store has dealt with throughout the global health crisis. He said the company will closely monitor the development.

“We went through alpha. We went through delta,” he said. “We’ve now got new variants. … We’ve been playing with this for the past almost 20 months, and so we’re well-practiced for this.”

He said the retailer has tools it can use to adapt, from shipping online orders to customers’ doors to contactless curbside pickup.

But, he added, “it’s all too familiar for us, what we’re going through right now. And we’re going to be ready for the next wave, whatever that is.”

—Melissa Repko

Peloton goes on sale this Black Friday

A Peloton Interactive Inc. logo on a stationary bike at the company’s showroom in Dedham, Massachusetts, U.S., on Wednesday, Feb. 3, 2021.

Adam Glanzman | Bloomberg | Getty Images

Peloton is running a flurry of major markdowns this Black Friday, hoping to lure in shoppers who may have been holding out for a good deal on connected fitness equipment.

Its Bike+ is currently discounted by $350, plus free delivery, according to its website. Its original Bike, which recently got a price reduction of about 20%, is marked down by $150. And its Tread treadmill machine is going for $250 less than its typical listing price. Peloton has separately been running a Black Friday sale for a selection of apparel on its website.

The company rarely offers deals on its fitness equipment. When it does, they usually come around the holidays.

This holiday season, however, Peloton finds itself in a much different position than last. Earlier this month, the company slashed its full-year outlook amid softening demand for its cycles and treadmills. Chief Executive John Foley commented that the business has “challenged visibility” in the near term. Competition from other at-home fitness players, such as Tonal, Lululemon-owned Mirror and Hydrow, has also amplified.

“We’ve been witnessing more discounting in the [fitness] space as competition and reopening continues, suggesting to us that this is not where price wars end but where they begin,” said BMO Capital Markets analyst Simeon Siegel.

—Lauren Thomas

Amazon poised to be big holiday season winner

The busiest days of the holiday shopping period, Black Friday and Cyber Monday, typically generate billions of dollars in sales for retailers.

Amazon stands to claim a significant share of Americans’ wallets during the shopping rush, if trends from previous years persist. The e-commerce giant took 19% of total spend during Black Friday weekend last year, up from 11.7% in 2019, according to data from Numerator.

The flurry of sales during the holiday shopping period could also translate to a bump in Amazon’s overall share of the e-commerce market.

A 2020 study by Bain & Co. found Amazon typically gains two to three points of U.S. e-commerce share during the second half of the year, fueled in part by its annual Prime Day sale held in the summer and holiday sales.

Amazon is projected to rake in 40.4% of the nation’s e-commerce sales this year, according to eMarketer.

— Annie Palmer

Holiday discounts are in shorter supply this season

Black Friday has become synonymous with doorbusters and deep discounts at shopping malls. But there likely won’t be as many bargains for shoppers to pick through this holiday season, according to one analysis.

The average promotional discount for the week ended Nov. 21 was 33.4%, compared with an average discount of roughly 37% just two months prior, according to data from Refinitiv and StyleSage. The year-to-date average was a bit higher, at 38.2%, the duo found in their study on holiday deals.

“This is mainly because of supply worries … that have really constrained inventory levels for the retailers,” said Jharonne Martis, a retail analyst at Refinitiv. “You combine that with very strong demand from consumers and that puts [retailers] in a very unique and strong position to cut back on those aggressive discounts that we’ve seen in previous Black Fridays.”

—Lauren Thomas

A record number of American consumers are sitting out the holiday season

Predictions for holiday retail sales are rosy, with the National Retail Federation calling for historic gains of 8.5% to 10.5% from year-ago levels. But the growth is largely being driven by a wealthy fraction of consumers, while a record-high amount of people aren’t partaking in any gifting.

This holiday, 11.5% of people plan to sit out the season by not spending anything on presents, gift cards or other items for entertaining, according to a survey by Deloitte. That marks a record amount of Americans on the sidelines, so long as the consulting firm has been keeping track.

High-income households plan to spend five-times that of lower-income households this holiday season, Deloitte found. The consulting firm polled 4,315 consumers about their holiday shopping plans between Sept. 7 and Sept. 14.

“This tale of two holidays is a pretty good reflection of the tale of two pandemics right,” said Stephen Rogers, executive director of Deloitte’s consumer industry division. “What starts off as a health crisis turns into a financial crisis if you’re in the lower-income [bracket].”

Households that bring in more than $100,000 a year will shell out $2,624 apiece this holiday, up 15% from 2020, Deloitte’s survey found. While households that make less than $50,000 per year plan to spend $536 per household, a 22% decline from year-ago levels.

–Lauren Thomas

Black Friday becomes big event again, as stores shut for Thanksgiving

Ariel Skelley | Getty Images

Black Friday has become the main event again for shoppers eager to kick off the holiday season by hitting the mall or the store.

For years, retailers tried to nudge up the start of gift hunting. Instead of welcoming crowds on Black Friday morning, companies began opening their doors immediately after some families finished their turkey dinners on Thanksgiving Day.

The pandemic, however, shook up that dynamic — and has put Black Friday back in the spotlight. Many retailers, including Walmart, Target, and Best Buy, opted to keep stores closed last Thanksgiving. They repeated that again this year. Target went a step further, announcing this week that its stores will be closed on Thanksgiving Day for good.

For the retailers, some of the decision is a practical one: Shoppers have learned they can skip the hassle of lines and crowds, but still check off items on the gift list.

“What started as a temporary measure driven by the pandemic is now our new standard — one that recognizes our ability to deliver on our guests’ holiday wishes both within and well beyond store hours,” Target CEO Brian Cornell wrote in a note to employees.

—Melissa Repko

Stores make a comeback this holiday season

One of the big changes this holiday season? Shoppers want to hit the stores again.

That’s a big change from last year when more consumers opted for curbside pickup or getting packages dropped off at their door because of fears of getting Covid-19.

Half of U.S. consumers said they plan to make more trips to stores to shop for presents this year, according to a survey of 1,005 people from Sept. 24 to Sept. 26 by ICSC, a trade organization that represents the shopping mall industry. Last year, 45% said they planned to visit malls.

That’s expected to play out on Black Friday, too. On the shopping holiday, 64% said they expect to head to stores to shop, up from 51% last year, according to the National Retail Federation. The retail trade group worked with Prosper Insights & Analytics to poll 7,837 adults from Nov. 1-10 on their plans and progress.

For some consumers, returning to stores is a way to get gift ideas, feel festive and resume old traditions. For others, the decision is a practical one. In a year of supply chain woes, people may feel more peace of mind from having a desired item in hand — or the ability to browse for a solid substitute.

—Melissa Repko

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Chinese games developers eye a slice of $49 billion console market

Gamers visit Sony’s PlayStation booth at the annual China Joy gaming conference in Shanghai on July 30, 2021.

Arjun Kharpal | CNBC

GUANGZHOU, China — For 14 years, gaming consoles from the likes of Sony, Microsoft and Nintendo were banned in China.

The ban was finally lifted in 2014.

While these consoles were available on the so-called “grey market” — places that would sell imported devices for a high price — the prohibition led to the surge in popularity of PC and mobile games.

Chinese developers, like giants Tencent and NetEase, poured their efforts into making hit titles for those platforms during the more than a decade-long ban.

Now things are changing. China’s tech giants, alongside a new breed of gaming developers, are looking to tap the growth of videogame consoles in China and target players overseas who have grown up with those devices.

For the global market, the console is huge — roughly like 30% revenue. But in China, it’s only 1% and so there’s a huge potential opportunity for the console game developer inside China.

Daniel Ahmad

senior analyst, Niko Partners

Sony, Microsoft and Nintendo have all launched their next-generation gaming consoles in China.

“For the global market, the console is huge — roughly like 30% revenue. But in China, it’s only 1% and so there’s a huge potential opportunity for the console game developer inside China,” Frank Mingbo Li, the founder of Studio Surgical Scalpels, a Tencent-backed game studio, told CNBC.

Studio Surgical Scalpels is making an outer-space based “first-person shooter” game called “Boundary” for PC and Sony’s PlayStation 4 and PlayStation 5.

China’s games console hardware and software market hit $1.84 billion in 2020 and is expected to reach $2.46 billion in 2025, according to market intelligence firm Niko Partners. But that’s eclipsed by both mobile and PC game revenue. Mobile game revenue alone stood at $29.2 billion in 2020.

Globally, the console market is expected to rake in revenue of $49.2 billion, accounting for 28% of the worldwide games market, according to market research firm Newzoo.

That’s where the opportunity lies.

“Despite consoles being banned between 2000 and 2014, we are seeing high demand for consoles in China, and there is an even larger market for console outside the country,” Daniel Ahmad, senior analyst at Niko Partners, told CNBC.

Li, who is a gaming industry veteran, said “Boundary” was designed from the “very first day” for the global market, underscoring the Chinese developer’s ambitions.

“Boundary” is just one of several high-profile console games coming out of China. Another upcoming game is “Black Myth: Wu Kong” which is being developed by Chinese studio Game Science.

Gaming giants eye console market

The world’s largest gaming company, Tencent, along with rival Chinese firm NetEase, are also eyeing the console market.

NetEase launched a high-profile game on Thursday called “Naraka: Bladepoint” — a 60-person battle royale style game like popular title “Fortnite.” The Hangzhou, China-based company is also developing the game for consoles but hasn’t revealed a release date yet.

In 2019, NetEase opened a gaming outfit in Montreal, Canada, to help with international expansion and another studio in Japan dedicated to console game production last year.

In an interview with CNBC this month, Hu Zhipeng, vice president at NetEase, called the console market “pretty attractive.”

“Our Sakura Studio in Japan and in Montreal are dedicated to developing games on consoles, as one third of overseas market shares is taken by console games,” Hu said.

Tencent’s growth in gaming over the years has been driven a lot by acquisitions of or investments into game studios. That has been focused heavily on mobile but is now shifting to companies making games for PC and console.

“Nearly half of the 51 investments in 2021 are in companies with experience developing PC and console games. Many of these are domestic,” according to a Niko Partners report published in May.

Until 2020, most of Tencent’s domestic investments went into mobile gaming while PC and console investments were done overseas, the report noted.

And Tencent-owned developer TiMi Studio has opened offices in Montreal and Seattle to focus on PC and console games.

“Chinese studios are looking to match their overseas peers in game development by standardizing tools, creating advanced production processes, and investing in large teams to ensure they can create large scale AAA quality titles that provide a competitive edge, meet evolving player demands, and reach a broad audience both in terms of geographies and platforms,” Ahmad from Niko Partners said.

AAA is an unofficial term to denote high-quality and popular games.

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Lego sales soared in 2020, helped by e-commerce and China growth

A boy selects a boxed Lego A/S toy at an E-Mart Co. store, a subsidiary of Shinsegae Co., in Incheon, South Korea, on Saturday, Dec. 21, 2013.

Bloomberg | Getty Images

There’s no doubt that the Lego brand has benefited from people spending more time at home during the pandemic, but the company is winning new business in China as well.

Lego said Wednesday that its consumer sales jumped 21% last year, the result of a broader product range, e-commerce investments paying off and a surge of growth in China.

“It is really a result of a tremendous effort by the entire organization, especially with all the things we’ve had to cope with throughout the year,” CEO Niels Christiansen told CNBC.

Due to the pandemic, Lego was forced to close manufacturing sites in Mexico and China, temporarily shutter some retail locations and saw its distribution costs rise as shipping became more expensive.

Despite these headwinds, the privately held Danish toymaker reported revenue for the year that topped 43.7 billion Danish krone, or about US$6.99 billion, up 13% compared with 2019.

Top-sellers ranged from classic Lego sets to themed product from Nintendo’s Super Mario and Disney’s Star Wars, Christiansen said.

“Our research does show that more families are building together,” he said.

While the pandemic may have encouraged consumers to buy more Lego sets to pass the time in lockdown, Christiansen said, it’s not the only reason sales were so strong during the year. The company is reaping the benefits of investments in its e-commerce business and new markets.

The number of visits to Lego.com last year doubled from the year prior, as many of Lego’s physical stores were forced to temporarily close. Customers had already been gravitating more to online shopping, but the coronavirus outbreak has accelerated the trends and it likely won’t be reversed.

“I’m not sure it’s going to go back,” Christiansen said.

A unique play experience that combines the open creative play of LEGO building toys for kids with an augmented reality app.

LEGO

Lego is ramping up recruitment for its digital and tech teams, Christiansen said. The company ultimately wants to be able to develop products at a faster pace and create platforms to house Lego content and for integrated play.

Still, traditional stores remain a key part of the brand’s strategy. In recent years, the toymaker has made a push into the Chinese market, opening dozens of physical locations.

While Lego has been part of the culture in other regions like the U.K. and the United States, parents in China did not grow up with the iconic colored blocks. And so, having places where kids can go and get their hands on the bricks and see the sets that can be built has been a boon to sales.

“Kids get to see what Lego is and play with it,” Christiansen said. “It’s a brand built on the physical.”

In 2020, Lego opened 134 retail locations, 91 of which were in China. The company currently has 678 Lego branded stores globally and has plans to add another 120, including 80 in China. The aim is to have around 300 Lego stores in China by the end of 2021.

China is already one of the company’s best markets, boasting double-digit growth in the last year.

Christiansen noted that sustaining the strong growth of 2020 won’t be easy, but that the company is well-positioned to continue being a dominant force in the global toy industry.

“I wouldn’t bet on 21% again, but what I do think is if we continue our long-term investments, then I believe we have the chance to outperform the market and take share,” Christiansen said.

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