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Classifiche di vendita Hardware e Software | Indicare la fonte dei dati | Raccolti i dati a partire dal 2021 nel 1° post | Contest nel 2° post

Rufy21100

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Immagino in relazione alla forza dell'IP fuori dal mercato videoludico, è un fenomeno abbastanza potente
Secondo me farà bene sotto Natale quando ci saranno già personaggi aggiunti gratis tramite update e quando inizierà per davvero la seconda stagione oltre che si troverà già a molto meno con offerte varie tipo l’altro giorno su target stava tra i 45/50 dollari bisogna anche vedere come va nel resto del mondo
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In dd poi avrà fatto sicuramente bene con le varie deluxe che avevano pure roba esclusiva (avatar e temi)
 

Rufy21100

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SolidSnake91

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Ghost of Tsushima diventerà un IP sempre più importante per Sony.
 

Rufy21100

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State of the market
Hardware was once again a primary driver of spending gains in September, increasing 49% compared to a year ago. Mobile and Subscription offset declines across other segments to keep content spending flat versus a year ago.

US NPD HW - September video game hardware dollar sales increased 49% when compared to September 2020, to $412 million. Year-to-date hardware spending has also gained 49% when compared to the same period a year ago, totaling $3.4 billion.

Hardware

US NPD HW - PlayStation 5 was the best-selling hardware platform of September in both units and dollars. PlayStation 5 is the best-selling hardware platform of 2021 year-to-date in dollars, while Nintendo Switch leads in units.

September 2021 snaps the remarkable 33 consecutive month streak that Nintendo Switch was the market's leading platform in hardware unit sales. November 2018 was the last month a platform other than Nintendo Switch led the market in unit sales (PlayStation 4).


Software
Madden NFL 22 repeated as the best-selling game of the month. It now ranks as the #2 best-selling game of 2021 year-to-date, and is the 4th best-selling title of the 12 month period ending September 2021. Madden NFL 22 led on both PlayStation and Xbox.

Tales of Arise set a new launch month dollar sales record for any Tales Of franchise release. Tales of Arise ranked as the 4th best-selling game of September 2021.

Life is Strange: True Colors launched as September's #10 best-selling game. Life is Strange: True Colors generated the highest launch month dollar sales for any Life is Strange title to date.

WarioWare: Get It Together debuted as the 15th overall best-selling game of Sept, while also ranking 2nd on Switch. WarioWare: Get It Together achieved the highest launch month sales for a WarioWare franchise release since WarioWare Smooth Moves in January 2007.

Software charts

Top 20
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2021 LTD

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Last 12 Month LTD

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PS
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Xbox
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Nintendo
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Accessories

US NPD ACCESSORIES - September 2021 spending on video game accessories fell 12% when compared to a year ago, to $171 million. Year-to-date accessory sales reached $1.8 billion, increasing 9% when compared to a year ago.

US NPD ACCESSORIES - The Xbox Elite Series 2 Wireless Controller repeated as the best-selling accessory of September, while the PS5 DualSense Wirelesss Controller White remains the best-selling accesssory of 2021 year-to-date.
 

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Meanwhile, Far Cry 6 also managed to keep its No.2 spot, with a 66% decrease in sales compared to its launch week. Once again, most copies went to PlayStation consoles, with the PS5 taking 38% of the sales, followed by the PS4 at 31%.

Physical sales for Ubisoft's title after two weeks were down 14% compared to 2018's Far Cry 5. Looking at digital sales, after one week, Far Cry 6 was selling less than 50% of Far Cry 5.

Un bel tonfo in UK anche considerando il digitale
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UK completa


FIFA 22 remains at No.1 for third consecutive week | UK Boxed Charts​

Back 4 Blood debuted at No.4, with 62% of the copies going to PS5​

EA's FIFA 22 was once again at the top of the UK physical charts, for the third consecutive week since its launch.

The title only suffered from a 46% drop in sales week-on-week, with PS4 copies representing 45% of all units sold.
Coming in at third for the second week running, Metroid Dread saw its sales drop 63% week-on-week. Nintendo's title was the highest-grossing Metroid game launch in UK history last week. To celebrate its launch, we also looked at the Metroid series through the ages in the UK.

Following up on this top three, Back 4 Blood debuted at No.4. Warner Bros' title sold primarily on PS5 (62% of the copies), followed by PS4 (22%) and Xbox Series X|S with 17%. This is a good performance for Xbox considering the title was available on Game Pass.
Further down the charts, Sega's Demon Slayer: Kimetsu No Yaiba - The Hinokami Chronicles debuted at No.11, while the Crysis Remastered Trilogy entered the charts at No.24.

Alan Wake Remastered, which had debuted at No.5 the week before, fell to No.17 with a 77% drop in sales.
Last WeekThis WeekTitle
11FIFA 22
22Far Cry 6
33Metroid Dread
New entry4Back 4 Blood
45Mario Kart 8: Deluxe
146Marvel's Spider-Man: Miles Morales
67Minecraft
78Animal Crossing: New Horizons
99Super Mario 3D World + Bowser's Fury
1010Grand Theft Auto 5
 
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Charlie

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Complimenti alla PS5 per aver interrotto l'incredibile serie di 33 mesi consecutivi di Switch :sisi:

Ora penso che Switch tornerà davanti per altri 3-4 mesi e poi il 2022 sarà più equilibrato, se Sony riesce a distribuire a sufficienza.
 

Rufy21100

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Già visto?

These are the recently released Annual Report and Fact Book covering the fiscal year ending March 2021.

Bandai Namco
Annual Integrated Report FY3/2021:
https://www.bandainamco.co.jp/cgi-bin/releases/index.cgi/file/view/10471?entry_id=7280

Fact Book 2021:
https://www.bandainamco.co.jp/cgi-bin/releases/index.cgi/file/view/10492?entry_id=7280

A few quotes and images from the annual report:

President's Message, Masaru Kawaguchi (President and Representative Director BANDAI NAMCO Holdings Inc.):
Entertainment Unit
Fusion of Digital and Physical Elements

The Entertainment Unit resulted from the combination of the former Toys and Hobby Unit and the former Network Entertainment Unit. With a focus on the future, we decided that now, when both Units have favorable results, was the best time for a reorganization to succeed in intense global competition. The new system combines digital elements (content business) and physical elements (tangible products business), and it can leverage a wide range of outlets. This system is unique in markets around the world, and it will be a major point of differentiation versus other companies.
Furthermore, to promote the integration of the businesses and encourage employees, we are implementing personnel exchanges among the directors of the business companies.

The Entertainment Unit accounts for a large percentage of Group sales, and from the outside our structure might appear somewhat unbalanced. We took our time and held repeated discussions from a variety of angles, and we decided that the Unit combination was necessary to expand business opportunities and achieve growth. The transition to the new system through this process, as we develop a common understanding of the issues that we face, is having positive knock-on effects in a variety of areas.

For example, in FY2022.3 we conducted multiple Groupwide projects that extended throughout the organization, such as the Gundam Project. On the front lines, we also launched a number of independent projects that extend across organizational boundaries. These types of activities that transcend organizational boundaries are also proving to be useful in the formulation of the next Mid-term Plan.

Yasuo Miyakawa,
Director (Part-time)
In charge of Digital business, Entertainment Unit BANDAI NAMCO Holdings Inc.
President and Representative Director
BANDAI NAMCO Entertainment Inc.:
The Entertainment Unit was created
through the combination of the
former Toys and Hobby Unit and the
former Network Entertainment Unit.
The Unit comprises the Digital business and the Toys and Hobby business. BANDAI NAMCO Entertainment Inc. and BANDAI CO., LTD. are responsible for each business, and both companies work together to oversee the entire Unit.

In FY2022.3, the first year since the
combination, in addition to advancing
our businesses we will work to bolster our foundation by implementing a variety of future-focused investment and building a new Unit organization. Overall, the Entertainment Unit will advance three main strategies.
First, we will maximize IP value through the use of diverse content outlets. Second, we will further strengthen collaboration around the world. And third, we will create new entertainment that integrates digital and physical elements. In advancing these strategies, we will launch a variety of Unit-wide projects and pursue future possibilities with a
sense of urgency.

To maximize IP value, we launched multiple cross-sectional projects for strategic IP, such as Gundam. With the participation of the leadership of each company, we are working to formulate business strategies and foster collaboration in products and services. To further strengthen collaboration around the world, we are implementing reorganizational measures and consolidating offices in each region, such as combining the Digital business company and the Toys and Hobby business company in China.
Through these initiatives, each region will foster enhanced unity under the ALL BANDAI NAMCO
concept and build systems for the advancement of strategies during the next Mid-term Plan. Around the world, the Digital business and the Toys and Hobby business will step up integration and cooperation. In addition to IP originating in Japan, we will focus on creating and rolling out IP originating overseas. Targeting the creation of new entertainment, we are promoting a variety of projects that started on the front lines. In addition, we have operated a proposal system with the participation of Unit employees.
Moreover, in addition to working within the Group, as an open Group we are aggressively advancing partnerships with outside personnel, companies, etc.
Click to expand...

Naoki Katashima,
Senior Managing Representative Director
BANDAI NAMCO Entertainment Inc.
Joined NAMCO BANDAI Games Europe S.A.S. (currently, BANDAI NAMCO Entertainment Europe S.A.S.) in 2008. Served as president and officer of business companies in Europe and the Americas, and worked to expand the Digital business overseas, centered on games. Moved to current position in April 2021.:
I worked in the Digital business for more than 10 years, centered on Europe. In the Digital business, global competition is intensifying, due in part to a succession of companies entering the market from different industries, in addition to the traditional game companies. Moreover, the business environment is undergoing dramatic change due to the acceleration of digitalization on a global scale as a result of the influence of COVID-19. In this setting, my mission is to leverage the overseas experience that I accumulated over many years, and to accelerate global development initiatives under the ALL BANDAI NAMCO concept. In the Company’s Digital business, which is represented by network content and home video games, the overseas sales ratio is more than 50%. However, in consideration of the fact that the scale of the overseas market is overwhelmingly large in comparison with the market in Japan, there is room for further growth in our overseas sales ratio. To that end, in accordance with the premise that Japan is a single region of the world, it is important that we think from a more global perspective. I believe that my role also includes working to cultivate this mindset throughout the Group.

In network content and home video games, due to changes in the environment and to diversification of consumer behavior, there is a shift in the main business model, from a model where revenues end with the sale to a model based on providing content over the Internet, etc. (long-lived products). In this setting, the DRAGON BALL Z DOKKAN BATTLE smartphone game app continues to maintain its popularity even today, more than six years after the launch of online distribution in 2015. This has become a model of successful initiatives in the realization of long-lived products. Operational factors play a key role in the development of long-lived products. With focus on customers having fun, we implement ongoing initiatives that lead to long-term sustainability. For example, we analyze customer activity within a game and other factors, and we add new elements, implement updates, and hold in-game events. This style, in which we listen to feedback from customers and work together with them to nurture games, is behind the success of DRAGON BALL Z DOKKAN BATTLE. This type of experience is also reflected in long-selling titles based on other IP, such as the Tales of ... series.

Furthermore, in home video games, sales of TEKKEN7, which was launched in 2017, continue to be favorable. Cumulative total shipments have surpassed 7.5 million units (as of May 2021), and more than 90% of those were sales in Europe and the Americas. Sales of download content and digital items and the implementation of in-game events have contributed to this performance, and in addition I think that this is a result of careful community management with close ties to local regions, such as the implementation of esports in countries in Europe and the Americas.
Click to expand...

Images from the Annual Report 2021:
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Screenshot_20211017-2144562.png


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Screenshot_20211017-214323.png



Screenshot_20211017-222136.png


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Screenshot_20211017-225231.png



From the Fact Book 2021:
Screenshot_20211017-212647.png


Screenshot_20211017-213341.png


Screenshot_20211017-213415.png



Screenshot_20211017-213910.png
 

Rufy21100

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PC avrà aiutato molto :sisi:
 

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Domanda per voi tutti: se dovessimo suddividere il mercato globale dei videogiochi (escluso mobile, restiamo su console e pc), qual è in percentuale il peso dei singoli mercati aggregati? Ovvero, quanto pesano gli Usa, il Giappone/Asia e l'Europa rispettivamente sul totale globale? Sicuramente gli Usa, o Nord America che dir si voglia mettendo anche il Canada, sono il mercato più grande ma che peso hanno rispetto agli altri due mercati principali?
 

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Rufy21100

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Subscriber growth for Microsoft's signature gaming service, Xbox Game Pass, was slower than the company hoped for in the past year, according to a new financial filing.

For the 12 months that ended on June 30, Xbox Game Pass subscriber growth was up 37%, but the company had set a 48% growth goal.

  • In the company's prior fiscal year, which ran from mid-2019 through mid-2020, Game Pass subs were up 86%, exceeding a target of 71%.

For those who just want to see actual subscriber counts, that's the catch. Microsoft hasn't been sharing them lately.

  • The most recent confirmed figure is 18 million, as of January.

While it's notable that Microsoft missed one target, it's also of interest that Game Pass subs are a target at all.

  • In 2019, the company added Game Pass subscriber growth to a short list of performance goals for top executives, including CEO Satya Nadella.
  • It's the only pure gaming metric listed in the execs' payment plan, and sits alongside other priority targets including a number of LinkedIn sessions and usage of Microsoft Teams.
  • Reaching certain targets over the course of three years pays out more stock to those executives.

www.axios.com
www.axios.com
 

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Si rifaranno a fine anno con l’arrivo di Halo e Forza sul pass, daranno un bel boost

Direi anche che si possono accantonare i numeri che erano stati sparati da Corden ad aprile, +37% da giugno 2020 significa che a giugno 2021 al massimo potevano essere 20.5mln (probabilmente anche meno)


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