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FCC Approves Foreign Ownership in Paramount's $110 Billion Warner Bros. Discovery Deal

The Federal Communications Commission approved foreign ownership in Paramount Skydance's planned $110 billion purchase of Warner Bros. Discovery. The FCC granted Paramount's request to allow financing of more than 25% for the transaction, waiving its 25% cap on foreign equity ownership and permitting individual investors to own up to 20% of the equity. The regulator said foreign investors can have no voting stock and will not have any influence, direction, or control over Paramount's content decisions or company management. Paramount said it appreciated the FCC's careful review and was pleased the petition was granted consistent with its established process. The approval comes as the deal has been halted after 12 state attorneys general, led by California, sued to block the mega media deal in July, with a trial scheduled for March; on Tuesday a court ordered Paramount and California Attorney General Rob Bonta to meet on October 14 to try to work on a potential settlement.
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GCL Global Transfers Listing to Nasdaq Capital Market, Gets 180 More Days on Bid Price

GCL Global Holdings Ltd. announced that its ordinary shares will transfer to The Nasdaq Capital Market at the opening of business on September 18, 2026, while continuing to trade under the ticker symbol GCL, with its warrants trading under GCLWW. The transfer follows a deficiency notice dated March 17, 2026 concerning the minimum bid price requirement under Nasdaq Listing Rule 5450(a)(1). On September 16, 2026, Nasdaq notified the company that it had been granted an additional 180 calendar days, or until March 15, 2027, to comply with the Minimum Bid Price Rule in connection with its application to transfer its listing. The company said the transfer has no effect on its day-to-day business operations, financial condition, or reporting obligations under U.S. securities laws, and that its ordinary shares and warrants will continue to trade on Nasdaq without interruption.
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Nintendo's fiscal year ending March 2026: revenue nearly doubles to 2.313 trillion yen, but operating margin falls to 15.6%

Nintendo's full-year results for the fiscal year ending March 2026 showed revenue nearly doubling to 2.313 trillion yen, up 98.6% from the prior year, while its operating margin fell from 24.3% to 15.6%, the lowest level in five fiscal years. Operating profit rose 27.5% to 360.1 billion yen, ordinary profit rose 45.6% to 542.1 billion yen, and net profit rose 52.1% to 424 billion yen. Gross profit margin also fell by more than 20 points, from 61.0% to 39.3%, as revenue grew by 1.1481 trillion yen while cost of sales rose by 949.3 billion yen, a structure in which most of the added revenue was absorbed by costs. Ordinary profit exceeded operating profit by a little over 180 billion yen, driven by 182.9 billion yen in non-operating income, including 82.7 billion yen in equity-method investment gains, 46 billion yen in interest income, and 44.3 billion yen in foreign exchange gains, with hefty financial assets of 1.3166 trillion yen in cash and deposits, 425 billion yen in short-term securities, and 420.8 billion yen in investment securities generating profit outside the core business. The share price fell from the 13,000 yen range at the end of October 2025 to the 6,800 yen range by the end of June 2026, nearly halving, before rebounding to the 9,000 yen range by the end of August.
Interactive Home Entertainment

Take-Two Faces Softer Near-Term Earnings Against Costly Development Pipeline

Take-Two Interactive Software is drawing renewed analyst scrutiny over an expected drop in upcoming quarterly earnings per share and revenue versus last year, set against a strong but costly development pipeline. The tension between weaker near-term performance and high expectations for major releases such as the next Grand Theft Auto installment is sharpening investor focus on how effectively the company can convert large-scale investments into durable profitability. The company's recent fiscal 2027 guidance, calling for US$7,900 million to US$8,100 million in net revenue and a return to modest profitability, is now a reference point for judging whether spending and delays are eroding the upside investors expect. Take-Two's narrative projects $9.2 billion revenue and $1.2 billion earnings by 2029, requiring 11.3% yearly revenue growth and a $1.5 billion earnings increase from -$298.2 million today, while the most optimistic analysts had penciled in revenue near US$10.6 billion and about US$2.0 billion in earnings. The key near-term catalyst remains execution around the next Grand Theft Auto launch and related online monetization, while the biggest risk is that rising development and marketing costs fail to translate into the higher-margin, recurring revenue investors are counting on.
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Dianhun Network's actual controllers Hu Jianping and Chen Fang divorce, 7.2829 million shares split and transferred

Dianhun Network announced on the evening of September 16 that the company's actual controllers Hu Jianping and Chen Fang have completed divorce procedures. Hu Jianping transferred 7.2829 million shares held by him to Chen Fang's name through non-trade transfer, accounting for 3% of the total share capital. Based on the closing price of 13.07 yuan per share that day, the book market value is approximately 95.19 million yuan. After the split, Hu Jianping's shareholding decreased from 5.78% to 2.78%, while Chen Fang's shareholding increased from 10.78% to 13.78%. The two jointly control 40.219 million shares of the company, accounting for 16.56% of the total share capital, exactly the same as before the change. Both parties simultaneously signed a 36-month acting-in-concert agreement, so this divorce-related share split does not involve a change of control. Hu Jianping continues to serve as chairman, and Chen Fang continues to serve as director and general manager. A reporter from China Fund News noted that behind this technical arrangement of splitting shares without splitting control, Dianhun Network is mired in multiple difficulties including aging core products, consecutive losses, and continuous share reductions by the founding team. The company achieved revenue of 385 million yuan in 2025, a year-on-year decline of 30.08%, with a net loss attributable to the parent company of 214 million yuan, the first annual loss since its listing in 2016. In the first half of 2026, revenue was 183 million yuan, down 5.67% year-on-year, and the net loss attributable to the parent company was 58.7737 million yuan, with the loss widening. Since the second half of 2025, core founding team members have continued to reduce their holdings. Hu Jianping reduced his holdings by 4.8692 million shares from July to October 2025, cashing out approximately 101 million yuan, and reduced another 4.6474 million shares from May to August 2026, cashing out 64.36 million yuan. According to media statistics, core management collectively cashed out more than 200 million yuan through concentrated share reductions within half a year.
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Dianhun Network's actual controller Hu Jianping divorces, splitting 3% stake to Chen Fang

Dianhun Network announced on September 16 that its actual controllers Hu Jianping and Chen Fang have completed divorce procedures and arranged for the division of shares, with Hu Jianping transferring 7,282,943 shares he held, representing 3% of the company's total share capital, to Chen Fang. Before this equity change, Hu Jianping held 14,040,452 shares, representing 5.78% of the company's total share capital; Chen Fang held 26,178,500 shares, representing 10.78%. After the change, Hu Jianping holds 7,757,509 shares, representing 2.78% of the company's total share capital; Chen Fang holds 33,461,443 shares, representing 13.78%, and the two parties jointly control 40,218,952 shares, representing 16.56% of the company's total share capital, which remains unchanged. Based on the closing price of 13.07 yuan per share on September 16, the market value of the divided shares is approximately 95.188 million yuan. The announcement shows that Hu Jianping and Chen Fang signed a Concerted Action Agreement on September 15, 2026, with a concerted action period of thirty-six months from the effective date of the agreement; Hu Jianping will continue to serve as chairman of the company's fifth board of directors, and Chen Fang will continue to serve as director and general manager of the company's fifth board of directors. The company stated that this equity change will not lead to a change in actual controllers, does not involve a change of control, and will not affect normal business operations.
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Take-Two Interactive Falls 4.93% as Analysts Cut EPS Estimates Ahead of Earnings

Take-Two Interactive closed at $211.91, down 4.93% from the previous session, a steeper drop than the S&P 500's 0.45% loss, while the Dow fell 0.63% and the Nasdaq lost 0.78%. The publisher of Grand Theft Auto has slid 7.74% over the past month, worse than the Consumer Discretionary sector's 4.05% decline and the S&P 500's 1.99% drop. Ahead of its upcoming earnings disclosure, the company is expected to post earnings per share of $0.83, a 43.15% decline from the year-earlier quarter, on revenue of $1.66 billion, down 15.42% year over year. For the full fiscal year, the Zacks Consensus Estimates project earnings of $7.04 per share and revenue of $8.53 billion, representing changes of +71.71% and +26.97%, respectively, from the prior year. The consensus EPS projection has moved 4.62% lower over the past 30 days, and Take-Two currently carries a Zacks Rank of #3 (Hold), trading at a forward P/E of 31.66 versus its industry average of 17.48.
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Roblox Shares Jump 5% as Developer Conference Details Expansion Plans

Roblox shares jumped 5% Monday after executives detailed plans to broaden the gaming platform and pursue new audiences at its annual developer conference. The company is working to let creators distribute their Roblox-made games as separate applications across phones, computers and consoles, while players are also expected to gain browser-based access and Roblox is adding offline features and artificial intelligence tools to assist game development. A major part of the strategy is reaching older users, with new features designed to support a wider variety of game styles, while a digital wallet and Roblox card could give creators additional ways to handle revenue generated from their content. Bank of America analyst Omar Dessouky said the expanded game offering could help Roblox reach a portion of the mobile gaming market that remains less represented on the platform. The brokerage raised its price target to $48 from $44 while keeping a Neutral rating.
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Roblox Jumps 10% as Wedbush Lifts Target to $48, Keeps Neutral Rating

Roblox shares surged 10% to $49.96 on Monday after Wedbush Securities analyst Alicia Reese raised her twelve-month price target on the stock to $48 while keeping a neutral rating, leaving the shares already trading above the analyst's ceiling. Reese said the tools Roblox unveiled at its developer conference could accelerate growth, but wrote that the company has yet to show how it converts engagement into money, adding that with harder comparisons into a monetization air pocket, rising investment spending and low visibility, the risk-reward keeps Wedbush sidelined. At Friday's annual developer conference in San Jose, Roblox introduced Roblox Everywhere, which lets creators distribute their games as standalone apps across mobile, personal computers and consoles, and previewed Roblox Wallet, which will roll out later this year and pay developers every business day, alongside a companion Roblox Card and a build feature that generates games from written text prompts. Roblox did not refresh its guidance at the conference, so investors are still working off a July outlook that projected third-quarter bookings reflecting an annual decline of 14% to 18%. The move was idiosyncratic to Roblox rather than a sector rally: the VanEck Video Gaming and eSports ETF rose just 0.8% while the SPDR S&P 500 ETF Trust fell 0.4%, and gaming peers Take-Two and GameStop each gained only 1%, to $218.38 and $21.42 respectively, tracking the gaming ETF rather than Roblox. Roblox also carries a heavier overhang than a typical rerating candidate, with a Senate inquiry opened in August, lawsuits or settlements involving around ten states, and a European Commission determination that placed the platform under the bloc's strictest digital services rules.
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gumi extends losses, hits year-to-date low as Q1 results include 1.5 billion yen crypto impairment and 2 billion yen ordinary loss

gumi extended its decline and hit a new year-to-date low. The market appears to be reacting negatively to the company's first-quarter earnings, announced on Friday, September 11, which showed an approximately 1.5 billion yen impairment loss on crypto assets booked as a non-operating expense, resulting in an ordinary loss of 2 billion yen. The stock is currently at 193 yen, down 23 yen from the previous day.
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Roblox Shares Rise 1.38% as Analysts Eye Upcoming Earnings

Roblox shares closed up 1.38% at $45.50, outpacing the S&P 500's 0.86% gain, while the Dow rose 0.98% and the Nasdaq added 0.96%. Ahead of the online gaming platform's upcoming earnings disclosure, the consensus estimate calls for an EPS of -$0.41, a 10.81% decline from the same quarter a year earlier, on revenue of $1.62 billion, down 15.85% year over year. For the full fiscal year, Zacks Consensus Estimates project earnings of -$1.55 per share and revenue of $6.88 billion, changes of -0.65% and +1.32% respectively from the prior year. The Zacks Consensus EPS estimate has moved 0.36% lower over the past month, and Roblox currently carries a Zacks Rank of #3 (Hold). The Gaming industry, part of the Consumer Discretionary sector, holds a Zacks Industry Rank of 189, placing it in the bottom 24% of more than 250 industries.
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Roblox to launch creator wallet in December and allow off-platform gaming

Roblox announced at its annual developer conference in San Jose, California, that it will launch a new digital wallet to pay creators faster and will let users play its games outside the Roblox app. The Roblox Wallet will automatically deliver, every business day, the real-world revenue generated by creators' games and let them transfer it to a bank account, replacing the current system in which creators must manually request conversion of their Robux once they hit a threshold and then wait through a long payment delay. The wallet will be managed by payment company Airwallex and will be available starting in December to adult creators in the United States, before rolling out internationally in 2027 alongside an associated payment card; chief commercial officer Enrico D'Angelo said at a press briefing that Roblox will not become a bank and that the wallet is a financial account, not a bank account. Roblox says it has paid out more than $5 billion to creators since 2013, including $1.7 billion over the past twelve months, with the roughly 42,000 paid creators earning a median of about $1,500 a year. By the end of the year users will also be able to launch games directly from the Chrome browser via a shared link without going through the Roblox app, and creators will be able to distribute games as standalone apps on mobile, PC and consoles, with an offline mode also planned. Around 123 million people played on Roblox every day in the second quarter of 2026, up 10 percent from a year earlier but down from a peak of 151 million in the summer of 2025, and the company is forecasting a 14 percent to 18 percent drop in overall player purchases in the current quarter; co-founder and CEO David Baszucki aims to capture 10 percent of the global video game market, and the next earnings report is expected at the end of October.
Interactive Home Entertainment

Roblox Unveils Everywhere Distribution and Build Tool at RDC 2026

Roblox used its 2026 Roblox Developers Conference to mark its 20th anniversary and roll out a wave of new platform features centered on more play, more building, and more growth. The headliner was Roblox Everywhere, which will let creators distribute Roblox experiences as standalone apps on mobile, PC, and consoles, with plans to let users open games directly in Google Chrome by the end of 2026 and support for other browsers later. The company also previewed Build, a prompt-based, mobile-focused creation tool, saying 9K games had been published through its New Zealand alpha by September 1 and that 71% of its creators had not previously used Roblox Studio, with the alpha expanding to Serbia and Singapore. Roblox introduced Wallet, a Creator Hub financial account for eligible U.S.-based independent creators age 18 and older that will make cleared earnings available in real currency each business day beginning later this year, with a linked Roblox Card planned for 2027. The company said creators have earned more than $5B through its Developer Exchange program since 2013, including about $1.7B in the past year, and shares of Roblox moved up 1.5% in late Friday afternoon trading.
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Roblox Unveils Standalone Game Apps, In-Browser Play and Roblox Wallet at RDC

Roblox Corporation announced a slate of new play, build and monetization features at its 12th annual Roblox Developers Conference, including a system that will let creators publish their games as standalone apps across mobile, PC and consoles. Under the Roblox Everywhere program, the company will also let players join a game in-browser on Chrome by the end of this year with no app or install required, and will add offline play, 2D game support and a cross-game Friends chat tab. On the build side, Roblox said its prompt-based Build tool is expanding to public alpha in Serbia and Singapore after creators used it to publish approximately 9,000 games following its New Zealand alpha launch this summer, with 71% of those users having never used Roblox Studio before. For creators, Roblox introduced Roblox Wallet, a financial account that lets them earn directly in real currency and get paid automatically each business day, rolling out later this year to eligible U.S.-based independent creators 18 and older before expanding globally next year, alongside a Roblox Card that begins rolling out next year. The company said creators have earned more than $5 billion since DevEx launched in 2013, including approximately $1.7 billion in the past 12 months, and that players spent 29 billion hours on the platform last quarter across more than 180 countries.
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Bilibili Completes $500M Convertible Notes Offering and Concurrent Share Repurchases

Bilibili Inc. announced the completion of its US$500 million marketed offering of convertible senior notes due 2031, along with a concurrent equity placement and a delta repurchase. The company repurchased 6,795,540 Class Z ordinary shares at the reference price of HK$115.38 per share as part of the Concurrent Delta Repurchase, which is one component of a separate special share repurchase program of up to US$300 million. The Concurrent Equity Placement, totaling 33,351,660 Class Z ordinary shares, included 6,976,760 shares borrowed from third parties and 26,374,900 shares sold by a Tencent subsidiary. The company also repurchased approximately US$100 million of its shares in the overall transaction, while Tencent's subscription for an additional US$200 million in notes and the company's repurchase of approximately US$200 million of shares from Tencent remain subject to shareholder approval at an extraordinary general meeting.
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Roblox Faces Growth Reset After Guidance Cuts

Roblox Corporation, the online gaming and virtual experience platform, saw its shares decline sharply after management cut bookings guidance, prompting Artisan Mid Cap Fund to exit its position. The fund, in its second-quarter 2026 investor letter, cited weaker top-of-funnel user trends and disruptions from recent age verification and communication safety changes as reasons for the reduced outlook. Despite acknowledging long-term value in the platform and its user base, Artisan redeployed capital into other opportunities with more attractive entry points. Roblox shares closed at $43.31 on September 4, 2026, having lost 66.29% over the past 52 weeks, with a market capitalization of $30.94 billion.
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Capcom's New Onimusha Game Sells 1 Million Copies on Launch Day

Capcom is showing strong performance. The company announced on the 7th that the latest installment in the series, "Onimusha: Way of the Sword," has surpassed 1 million copies sold worldwide on its launch day. The game is a sword-fighting action game set in early Edo-period Kyoto, featuring Miyamoto Musashi as the protagonist. With this sales momentum, the cumulative sales of the "Onimusha" series have reached 10 million copies.
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Capcom's Onimusha: Way of the Sword Sells 1 Million Units on Launch Day

Capcom announced that worldwide sales of Onimusha: Way of the Sword surpassed 1 million units on its first day of release, driving cumulative series sales past 10 million units. The game, the first new title in the series in over 20 years, features protagonist Miyamoto Musashi in Edo-era Kyoto and was promoted through multiple demos and hands-on exhibitions. Capcom aims to re-activate dormant IPs while continuing to release major new titles annually.
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Krafton to invest another $250M in India beyond gaming

Krafton, the South Korean gaming company behind PUBG and Battlegrounds Mobile India, plans to invest an additional $250 million in India over the next three to four years, expanding into AI, robotics, and deep tech. This new commitment brings its total planned investment in India to over $500 million, including the more than $250 million already invested since 2021. The pledge is separate from the $670 million India-focused growth fund Krafton unveiled with Naver and Mirae Asset in December 2025, to which Krafton committed about $137 million at first close. The announcement followed a meeting between Krafton chairman Chang Byung-gyu and Indian Prime Minister Narendra Modi in New Delhi. Krafton has backed about 18 Indian companies, including gaming studios, and recently acquired Nautilus Mobile and launched KIGI Academy.
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Bilibili plans $700M convertible notes offering

Bilibili announced plans to offer $700 million in aggregate principal amount of convertible senior notes due 2031. Tencent has agreed to purchase $200 million of the notes, with the remaining $500 million offered to other investors. The company expects to use about $100 million to repurchase a portion of borrowed Class Z ordinary shares from a concurrent delta offering, and $200 million to repurchase existing Class Z ordinary shares held by Tencent. Proceeds will also fund AI capabilities and general corporate purposes. Bilibili shares fell 3.3% in premarket trading.
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Square Enix Holdings up 7% on strong Q1 results, full-year progress rate exceeds 30%

Square Enix Holdings (9684) shares rose 7% from the previous trading day to 3,161 yen on September 1, marking the highest level in the past month. The company's first-quarter results for the fiscal year ending March 2027 showed sales of 78.4 billion yen, operating profit of 17 billion yen, and net profit of 13.2 billion yen, with sales up over 30% year-on-year, operating profit up 1.9 times, and net profit up 2.8 times. The progress rate against the full-year forecast (sales of 298 billion yen, operating profit of 49 billion yen, net profit of 31 billion yen) reached 34.7% for operating profit and 42.7% for net profit, exceeding the quarterly average of 25%. However, since the game business's performance fluctuates significantly depending on the release timing of titles, the company maintains its profit decline plan, and the market is watching to see how profits will accumulate in the future.
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MTG Raises Full-Year Outlook and Dividend Forecast, Shares Up 27% in Three Weeks

MTG, which sells beauty appliance brand ReFa and fitness brand SIXPAD, revised up its full-year earnings and dividend forecasts after announcing third-quarter results on August 4. The stock rose 27% in about three weeks, from 7,400 yen to 9,400 yen, a record high. The company raised its sales forecast from 135 billion yen to 142 billion yen, operating profit from 15 billion yen to 16 billion yen, ordinary profit from 15 billion yen to 16 billion yen, and net profit from 10 billion yen to 11 billion yen. It also increased its year-end dividend forecast from 33 yen to 37 yen per share. The main profit driver is the direct marketing business, which sells directly to consumers via e-commerce and mail order, with sales of 38 billion yen and segment profit of 10.5 billion yen, the largest among all segments. Meanwhile, while shareholder benefits are being increased, shareholders who have held shares for less than one year are not eligible, and new buyers will not receive benefits for the fiscal year ending September 2026. This is a point to note.
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Bilibili's Ad Revenue Jumps 28% as Margins Hit 16th Straight Quarter of Gains

Bilibili reported its 16th consecutive quarter of gross margin improvement, with advertising revenue jumping 28% year over year to RMB 3.13 billion in the quarter ended June 30, 2026, while total revenue grew 8% to RMB 7.94 billion and GAAP net profit rose 55%. The advertising segment, which saw AI-driven ad revenue more than double and search ad revenue double, helped push gross margin to 37.2% from 36.5% a year earlier, and non-GAAP adjusted net profit climbed 25% to RMB 703.6 million. However, mobile games revenue fell 14% to RMB 1.39 billion due to a tough comparison with San Guo: Mou Ding Tian Xia's prior-year performance, though CFO Sam Fan expects games revenue to return to growth in the fourth quarter, supported by the global launch of Lumi Master on September 17, 2026, and a new licensed strategy title. The company repurchased 5.8 million shares for $118 million and approved a new two-year, $300 million buyback program, while daily active users rose 7% to 116.5 million and daily time spent increased to 113 minutes. Management flagged a challenging macroeconomic backdrop in China, with advertisers prioritizing conversion efficiency, and value-added services grew just 5% to RMB 2.97 billion, the slowest among major segments.
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Square Enix Surges on Going-Private Report; Koei Tecmo and Tomy Also Rally on Upgrades

In the Tokyo stock market on September 1, game and entertainment-related stocks were mostly sold, but individual stocks with catalysts were active. Square Enix Holdings surged sharply on reports of a possible going-private deal, with speculation of a tender offer. Koei Tecmo Holdings rebounded after SBI Securities raised its rating from "Neutral" to "Buy" and lifted its target price from 1,600 yen to 2,000 yen. Tomy hit a year-to-date high after Iwai Cosmo Securities upgraded its investment rating from "B+" to "A" and raised its target price from 3,000 yen to 4,300 yen. The Nikkei average continued to fall, closing the morning session at 66,215.34 yen, down 96.59 yen from the previous day.
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HBO Max to Expand Japan Reach via Prime Video and Hulu

Warner Bros. Discovery will make HBO Max available through Amazon's Prime Video and Nippon Television's Hulu Japan starting October 1, expanding access to the streaming service in Japan. Hulu Japan customers will receive the Standard tier at no extra charge, while Prime Video users can purchase either the Standard or Premium tier as a separate subscription within the Prime Video app. The offering includes programming from HBO, Max Originals, Warner Bros., and DC Studios, with titles such as "Game of Thrones," "House of the Dragon," "The Last of Us," and "The White Lotus," along with Warner Bros. movies like "Barbie" and the "Harry Potter" and "The Lord of the Rings" collections. The agreement also includes plans to explore bringing Nippon TV and Hulu Japan content to international audiences through HBO Max. Warner Bros. Discovery said HBO Max has gained engagement and awareness in Japan since its launch and expects the new partnerships to support further growth.
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Nippon Ichi Software Hits Limit-Up, GungHo Rises on SME Partnership

On the Tokyo stock market on August 31, the Nikkei average fell, closing at 66,311.93 yen, down 93.63 yen from the previous day. Following the sell-off in the U.S. market last Friday due to concerns about early interest rate hikes, the domestic market also saw selling from the morning, with the decline temporarily exceeding 1,000 yen. Amid this, Nippon Ichi Software announced an upward revision to its full-year earnings forecast, citing contributions from 'Hono Kurashi no Niwa,' which was well received, and the stock was bought up to a temporary limit-up. GungHo announced a capital and business alliance with Sony Music Entertainment (SME), with SME expected to become the largest shareholder, attracting interest and leading to a continued rise. Akatsuki also continued to rise, as Tokai Tokyo Securities maintained its 'Outperform' rating and raised its target price from 3,820 yen to 5,460 yen. U-NEXT HD rebounded after its group company U-NEXT concluded a comprehensive and strategic partnership with NBCUniversal in Japan.
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enish Announces Details of SOL-Focused Shareholder Benefits, Distributed via SBI VC Trade

Game developer enish announced on August 31 that it will distribute the cryptocurrency Solana (SOL) and Bitcoin (BTC) to shareholders as part of its shareholder benefit program for the fiscal year ending December 2026, through accounts at SBI VC Trade's "VCTRADE" service. The company sold all its Bitcoin holdings in June and shifted to a SOL-focused strategy, and on August 26 decided to purchase up to 100 million yen worth of SOL. This announcement details the reception window and distribution method for the shareholder benefit program announced in July, targeting shareholders who hold at least 500 shares as of December 31, 2026. By opening and maintaining an SBI VC Trade account by April 30, 2027, and entering via the special website from March 1 to April 30 of that year, shareholders will be eligible for a lottery to receive a total of 10 million yen worth of SOL and BTC (5 million yen each). On August 31, enish's closing price was 28 yen, up 1 yen (+3.70%) from the previous day.
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Game and Entertainment Stocks: Nippon Ichi Software Hits Year-High, GungHo Also Bought

On the morning of August 31, the Tokyo stock market fell, with the Nikkei average closing at 65,361.60 yen, down 1,043.96 yen from the previous business day. Among 99 game and entertainment-related stocks, 49 rose and 42 fell, with buying prevailing. Nippon Ichi Software revised up its consolidated earnings forecast for the fiscal year ending March 2027, hitting a year-high and temporarily reaching the daily limit. Akatsuki continued to rise on expectations that Tokai Tokyo Securities raised its target price from 3,820 yen to 5,460 yen. GungHo was bought after announcing a capital and business alliance with Sony Music Entertainment, with SME expected to become the largest shareholder.
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Nippon Ichi Software Surges Limit-Up on Upward Revision of Full-Year Earnings Forecast

Nippon Ichi Software saw a sharp rebound, with shares briefly hitting the daily limit-up. The company announced a revision to its consolidated earnings forecast for the full year ending March 2027 on Friday, August 28, and the market appreciated the outlook that both sales and profits would exceed previous estimates, driven by the contribution of 'Hono Kurashi no Niwa'.
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Kaiser Culture Returns to Profit in First Half of 2026

Kaiser Culture announced its 2026 semi-annual report on August 29. In the first half of the year, it achieved total operating revenue of 313 million yuan, up 14.53 percent year on year. Net profit attributable to the parent company was 4.99 million yuan, swinging from a loss in the same period last year. Net profit after deducting non-recurring items was 4.25 million yuan, also swinging from a loss. The company's main business is culture and entertainment, including copyright operations and the development and operation of online games. During the reporting period, net cash flow from operating activities was negative 7.25 million yuan, compared with 3.07 million yuan in the same period last year. As of the end of the first half, the company's goodwill reached 1.274 billion yuan, equivalent to 51.53 percent of net assets in the same period.
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Take-Two Interactive Rises After Grand Theft Auto VI Preview

Take-Two Interactive's stock rose after the release of a 30-minute preview of Grand Theft Auto VI, which was first shown on Netflix. The game is highly anticipated to lift the faltering console industry as gamers shift to mobile apps. Wall Street analysts suggest the game signals upside for Take-Two, with its release expected in November. Meanwhile, PayPal shares fell after Bloomberg reported that Advent and Stripe are no longer pursuing an acquisition, having offered over $50 billion, which PayPal reportedly saw as undervalued. Marvell Technology lifted its full-year outlook as data center demand surged, with a 46% rise in that business segment year-over-year and expectations for the custom chips business to double by fiscal 2028.
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GCL Global Authorizes $10 Million Share Repurchase Program

GCL Global announced that its Board of Directors has authorized a share repurchase program of up to $10 million over the next 12 months, to be funded with available cash on hand. CEO Sebastian Toke said the company believes it is an opportune time to invest in its own shares while maintaining financial flexibility for growth. The stock rose about 9% in pre-market trading on Friday.
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enish Decides to Purchase Solana After Selling All Bitcoin

Game company enish announced on August 26 that, following a board resolution, it has decided to purchase the cryptocurrency Solana (SOL) with a cap of 100 million yen. The company had previously announced on April 27 that it would allocate 640 million yen from funds raised through the issuance of new share subscription rights and private placement bonds to SOL purchases. In June, it announced the launch of an "active treasury business utilizing Solana," and shortly after, on June 9, it sold all of its Bitcoin (BTC) holdings, moving to consolidate into SOL. This purchase decision marks the first execution based on the previously announced policy. The purchase will be completed within one month from the resolution date, with the purchase and custody destinations diversified between two cryptocurrency exchanges: SBI VC Trade and Coincheck. In the cryptocurrency market over the past week, SOL has recorded a significant rise of about 20%, trading steadily at around $107 per SOL. While major cryptocurrencies such as Bitcoin and Ethereum (ETH) have also shown upward trends during the same period, SOL's growth rate has significantly outperformed them.
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Dianhun Network's H1 2026 revenue was 183 million yuan, losses widened

Dianhun Network disclosed its 2026 semi-annual report on August 28. In the first half of the year, total operating revenue was 183 million yuan, down 5.67% year-on-year. Net profit attributable to the parent company was a loss of 58.7737 million yuan, compared with a loss of 9.3381 million yuan in the same period last year. Net profit after deducting non-recurring items was a loss of 62.396 million yuan, compared with a loss of 15.6048 million yuan in the same period last year. Net cash flow from operating activities was negative 86.9571 million yuan, compared with negative 39.5023 million yuan in the same period last year. During the reporting period, basic earnings per share were negative 0.24 yuan, and the weighted average return on equity was negative 3.03%, down 2.6 percentage points year-on-year. As of the end of the first half of 2026, the company's inventory book value was 28.4251 million yuan, accounting for 1.49% of net assets, an increase of 23.5349 million yuan from the end of the previous year.
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Yoozoo Network's 2026 interim report shows net profit of 253 million yuan

Yoozoo Network released its 2026 interim report, with total operating revenue of 696 million yuan and net profit attributable to the parent company of 253 million yuan. Net cash inflow from operating activities was 6.94 million yuan, the asset-liability ratio was 15.43 percent, and the gross margin was 34.44 percent, down 5.70 percentage points from the previous quarter and down 5.25 percentage points from the same period last year. The latest return on equity was 5.42 percent, diluted earnings per share was 0.26 yuan, and total asset turnover was 0.13 times. The number of shareholders was 57,600, and the top ten shareholders held 32.52 percent of the total share capital.
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Xinxunda Releases 2026 Half-Year Report with Revenue of 80.2471 Million Yuan and Improved Gross Margin

Xinxunda released its 2026 semi-annual report on August 27. During the reporting period, the company achieved operating revenue of 80.2471 million yuan, operating cash flow net amount improved, and gross profit margin rose to 26.28 percent, with core operating performance showing improvement. The company stated that it will continue to focus on its main business, persistently adjust its business layout, strengthen internal management, consolidate the foundation for enterprise development, and promote steady improvement in subsequent operating quality.
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Bilibili Reaffirms Margin Targets, Plans September 17 Global Launch for Lumi Master

Bilibili reaffirmed its mid- to long-term profitability targets of a 40% to 45% gross margin and a 15% to 20% operating margin, while announcing a September 17 global launch for its game Lumi Master. In the second quarter, total revenues rose 8% year-over-year to RMB 7.9 billion, with advertising revenue up 28% to RMB 3.1 billion and gross margin expanding to 37.2%, marking the 16th consecutive quarter of improvement. Net profit increased 55% to RMB 339 million, and adjusted net profit rose 25% to RMB 704 million. The company also noted that gaming revenue, which fell 14% to RMB 1.4 billion, is expected to resume year-over-year growth in the fourth quarter. Additionally, the board approved a new two-year USD 300 million share repurchase program.
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Azerion Reports Record Q2 EBITDA Despite Revenue Decline

Azerion Group NV reported record Q2 2026 EBITDA of €11.3 million, up 2.7% from €11.0 million in Q2 2025, despite a 5.9% revenue decline to €127.7 million. The company's cost-saving and synergy projects drove the improvement, with the Advertising Platform segment's EBITDA rising 20.5% to €10.0 million. However, total group revenue for H1 2026 fell 2.5% to €245.1 million, and adjusted EBITDA dropped 10.8% in Q2 to €14.0 million. The company revised its full-year 2026 revenue guidance to stable compared to 2025, while reaffirming its medium-term adjusted EBITDA margin target of 14-16%. Key developments include the Spotify Ad Exchange integration, a partnership with Westfield Rise, and the transfer of its Eniro stake to Flavus Invest AB for cash and a 35% equity interest.
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Xinxunda's first-half loss widens to 56.97 million yuan

Xinxunda announced its 2026 interim report on August 27. First-half operating revenue was 80.25 million yuan, down 7.4 percent year on year, while net profit attributable to the parent swung from a loss of 13.57 million yuan a year earlier to a loss of 56.97 million yuan. Second-quarter revenue was 23.7 million yuan, down 34.5 percent year on year, with a net loss attributable to the parent of 43.26 million yuan. The company said its business operations have undergone significant changes. It has completed a capital increase in Xinxing Optoelectronics and acquired a 51 percent stake, and will in future engage in compound semiconductor laser chip foundry services. Its e-commerce business is shifting from livestream e-commerce to direct e-commerce sales, but has yet to gain scale. Lithium ore product sales and commissioned processing continue to advance, though volume remains limited.
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Youzu Network's first-half net profit attributable to parent jumps 403.8% to 253 million yuan

Youzu Network released its 2026 half-year report, with first-half net profit attributable to the parent company at 253 million yuan, a sharp year-on-year increase of 403.8%. The company's first-half operating revenue was 696 million yuan, up 1.2% year on year; net profit attributable to the parent after deducting non-recurring items was 17.79 million yuan, up 29.4% year on year; net operating cash flow was 6.94 million yuan, up 107.7% year on year; and earnings per share were 0.2579 yuan. In the second quarter, the company's operating revenue was 342 million yuan, up 4.2% year on year; net profit attributable to the parent was 149 million yuan, up 485.1% year on year; and net profit attributable to the parent after deducting non-recurring items was a loss of 28.56 million yuan, down 943.9% year on year. As of the end of the second quarter, the company's total assets were 5.517 billion yuan, up 2.9% from the end of the previous year; net assets attributable to the parent were 4.666 billion yuan, up 4.5% from the end of the previous year. During the reporting period, the company launched multiple self-developed card-based mobile games represented by its Youth series IP, and increased its presence in the mini-game and overseas SLG markets, releasing titles such as The Great Emperor H5 and Zomline Survival. At the same time, the company launched its self-developed YOOLab platform and reached a strategic partnership with Qingdao Publishing Group to deepen the integration of technology and culture.
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