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Activision Blizzard had over 400M MAU on average throughout calendar 2020 and is aiming to increase to 1 billion

View above about Model Issue: Prospective MAU for virtual goods purchases in Other videogames

  • Supporting Evidence below from Feb 4, 2021 by Activision Blizzard, Inc.
  • Posted on Feb 4, 2021 by Peter Moore, Bullet Point Network, L.P.
We had ~400M MAUs in 2020 and we are accelerating our path to reach a billion people as we apply the Call of Duty® framework across our other franchises, including premium content, free-to-play access to all consumers, expansion to mobile and continuous regular delivery of in-game content.
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Activision Blizzard 4th Quarter 2020 Results Slides

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Research

Bearish bets on GameStop stock reflect ever growing shift towards an all digital video game experience

View above about Model Issue: Prospective MAU for virtual goods purchases in Other videogames

  • Supporting Evidence below from Jan 8, 2021 by Connor Smith, Barron's
  • Posted on Jan 25, 2021 by Jeremy Haddock, Bullet Point Network, L.P.
GameStop's performance has fallen victim to the video game space's general shift to become increasingly digital. Game purchases and in-game purchases are rapidly moving away from traditional brick and mortar environments like GameStop. The remote living of COVID-19 has exacerbated this trend. Revenue data from video game providers like Activision Blizzard and Take-Two Interactive Software further underpin the shift by revealing that 80-90% of September-quarter net bookings were digitally delivered. As all things video games move to the digital realm, virtual good marketplaces will become more integral and inseparable aspects of the video game experience.
barrons.com

GameStop Stock Can’t Keep Defying the Reality in Videogames

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Research

Roblox sees an average of 2.6 hours per daily active user each day

View above about Model Issue: Prospective MAU for virtual goods purchases in Other videogames

  • Supporting Evidence below from Nov 19, 2020 by David Baszucki, Roblox Corporation
  • Posted on Jan 25, 2021 by Winston Minor, Bullet Point Network, L.P.
In the nine months ended September 30, 2020, 31.1 million average DAUs across over 180 countries enjoyed experiences on Roblox across mobile, desktop and console platforms. Our users are diversified across multiple dimensions, including age, geography, platform and gender. Each day users can express themselves through their avatars, explore different worlds, and engage with others in the Roblox community. During the nine months ended September 30, 2020, users spent 22.2 billion hours engaged on the platform, or an average of 2.6 hours per daily active user each day. Over the same period, our users explored an average of over 20 different experiences on the Roblox Platform per month.
sec.gov

Roblox Corporation Form S-1

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Research

Over 214M people in the US play videogames at least 1 hour every week

View above about Model Issue: Prospective MAU for virtual goods purchases in Other videogames

Research Category: TAM and Industry Trends for virtualgoods.shop
  • Supporting Evidence below from Jul 15, 2020 by Entertainment Software Association
  • Posted on Jan 24, 2021 by Peter Moore, Bullet Point Network, L.P.
More than 214 million people in the United States today play video games one hour or more per week. 75% of all U.S. households have at least one person who plays. In sum, 64% of U.S. adults and 70% of those under 18 regularly play video games.
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2020 Essential Facts about the Video Game Industry

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Research

There were over 2.5B active videogamers worldwide in 2019 and analysts expect over 3B by 2023, so minus <1B sports videogamers suggests >2B

View above about Model Issue: Prospective MAU for virtual goods purchases in Other videogames

  • Supporting Evidence below from Jun 15, 2020 by Newzoo
  • Posted on Jan 24, 2021 by Peter Moore, Bullet Point Network, L.P.
The video gaming industry is huge and shows no signs of slowing down. While there were almost two billion video gamers across the world in 2015, this figure is expected to rise to over three billion gamers by 2023.
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Past & future videogamer population figures

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