Tag: playstation

  • Sony Interactive Entertainment acquires video game developer Bungie

    Sony Interactive Entertainment acquires video game developer Bungie

    Mumbai: Sony Interactive Entertainment has announced that it will acquire video game developer Bungie in a deal that is estimated to be worth $3.6 billion.

    “Bungie’s world-class expertise in multi-platform development and live game services will help us deliver on our vision of expanding PlayStation to hundreds of millions of gamers,” said Sony Interactive Entertainment president and CEO Jim Ryan. “Bungie is a great innovator and has developed incredible proprietary tools that will help PlayStation Studios achieve new heights under Hermen Hulst’s leadership.”

    Bungie is the developer behind the popular gaming franchise “Halo” and massively multiplayer online game “Destiny.” Post the acquisition, Bungie will continue to independently develop and publish games and will continue to be present on all platforms and not just Playstation.

    “In SIE, we have found a partner who unconditionally supports us in all we are and who wants to accelerate our vision to create generation-spanning entertainment, all while preserving the creative independence that beats in Bungie’s heart,” said Bungie CEO Pete Parsons. “We will continue to independently publish and creatively develop our games. We will continue to drive one, unified Bungie community. Our games will continue to be where our community is, wherever they choose to play.”

    “I have spent a great deal of time with the senior team at Bungie and it is clear their experience and skills are highly complementary to our own,” said Playstation Studios head Hermen Hulst. “We will be ready to welcome and support Bungie as they continue to grow, and I cannot wait to see what the future holds for this incredible team.”

  • Q1-2016: Sony income triples despite poor performance of mobile & movies

    Q1-2016: Sony income triples despite poor performance of mobile & movies

    BENGALURU: Despite operating losses reported by Sony Corporation’s (Sony) mobile communications, pictures and all other segments, the company’s net attributable to its shareholders more than tripled (up 3.07 times) to ?82.4 billion in the quarter ended 30 June, 2015 (Q1-2016) as compared to the ?26.8 billion in Q1-2015. 

     

    Sony’s Mobile Communications (MC) segment reported a higher operating loss in the current quarter of ?22.9 billion as compared to the ?1.6 billion in the corresponding year ago quarter. Sony Pictures segment reported an operating loss in Q1-2016 of ?11.7 billion as compared to an operating profit of ?7.8 billion in Q1-2015. All others segment reported a lower operating loss in Q1-2016 of ?5 billion as compared to the ?20 billion in Q1-2015. However, Sony’s other segments- Games and Network Services (G&NS), Imaging Products & Solutions (IP&S), Home Entertainment & Sound (HE&S), Devices, Music, and Financial services reported growth in YoY operating income.

     

    Sony’s sales and operating revenue (Sales) decreased by 0.1 per cent in Q1-2016 to ?1808.1 billion compared to ?1,809.9 billion in the corresponding quarter of last year. Sales were essentially flat YoY mainly due to a decrease in Mobile Communications segment sales reflecting a significant decrease in smartphone unit sales and a decrease in Home Entertainment & Sound (HE&S) segment sales reflecting a decrease in unit sales of mid-range LCD televisions, substantially offset by the impact of foreign exchange rates and a significant increase in Devices segment sales reflecting the strong performance of image sensors. On a constant currency basis, sales decreased seven per cent YoY.

     

    Operating income increased ?27.1 billion YoY to ?96.9 billion). This increase was primarily due to an increase in operating income in the Music segment, reflecting the recording of a re-measurement gain, described below, and the impact of the increase in sales in the Devices segment. This increase was partially offset by the negative impact of foreign exchange rates in the MC segment and lower sales in the Pictures segment due to a decrease in theatrical and television licensing revenues for Motion Pictures.

     

    Segment performance

     

    Mobile Communications

     

    Sony’s MC segment sales decreased 16.3 per cent YoY (an 18 per cent decrease on a constant currency basis) to ?280.5 billion in the current quarter as compared to the ?335 billion in Q1-2015. This decrease was due to a significant decrease in smartphone unit sales resulting from a strategic decision not to pursue scale in order to improve profitability.

     

    The above mentioned operating loss increased because of the decrease in smartphone unit sales and an increase in restructuring charges were offset primarily by reductions in marketing and other expenses as well as an improvement in product mix. However, operating loss increased mainly due to the negative impact of the appreciation of the US dollar, reflecting the high ratio of US dollar-denominated costs. During the current quarter there was a ?25.4 billion negative impact from foreign exchange rate fluctuations.

     

    Game & Network Services (G&NS)

     

    G&NS sales increased 12.1 per cent YoY (a seven per cent increase on a constant currency basis) to ?288.6 billion. This significant increase was primarily due to increases in PlayStation4 (PS4) software sales and PS4 peripheral device unit sales as well as the impact of foreign exchange rates, partially offset by a decrease in PlayStation3 (PS3) hardware and software devices.

     

    Operating income increased ?15.1 billion YoY to ?19.5 billion in Q1-2016 as compared to the ?4.1 billion in Q1-2015. This increase was primarily due to PS4 hardware cost reductions, the above-mentioned increases in PS4 software sales and PS4 peripheral device unit sales, partially offset by the negative impact of the appreciation of the US dollar, reflecting the high ratio of US dollar-denominated costs and the decrease in PS3 software sales.

     

    Sony says that operating income in the current quarter also includes ?4.7 billion of insurance recoveries related to losses incurred from the cyberattack on Sony’s network services including the PlayStation Network in the fiscal year ended 31 March, 2012. During the current quarter there was a ?15.6 billion negative impact from foreign exchange rate fluctuations.

     

    Imaging Products & Solutions (IP&S)

     

    IP&S sales increased 3.5 per cent YoY (a five per cent decrease on a constant currency basis) to ?170.4 billion in Q1-2016 as compared to the ?164.6 billion in Q1-2015, primarily due to the impact of foreign exchange rates and an improvement in the product mix of digital cameras reflecting a shift to high value-added models, partially offset by a decrease in unit sales of digital cameras reflecting a contraction of the market.

     

    Operating income increased ?3.9 billion YoY to ?21.3 billion. This increase was mainly due to the improvement in digital camera product mix reflecting a shift to high value-added models, a YoY increase in insurance recoveries related to damages and losses incurred from the floods in Thailand in the fiscal year ended 31 March, 2012, and the positive impact of foreign exchange rates, partially by the impact of the decrease in unit sales of digital cameras. During the current quarter there was a ?2 billion positive impact from foreign exchange rate fluctuations.

     

    Home Entertainment & Sound (HE&S)

     

    Sony’s HE&S sales decreased 13.8 per cent YoY (a 21 per cent decrease on a constant currency basis) to ?253.1 billion yen ($2,075 million). This decrease was primarily due to a decrease in unit sales of LCD televisions, mainly in the mid-range, as well as a decrease in home audio and video unit sales reflecting a contraction of the market.

     

    Operating income increased ?2.1 billion YoY to ?10.9 billion. This increase was primarily due to cost reductions and an improvement in product mix reflecting a shift to high value-added models, partially offset by the above-mentioned decrease in LCD televisions and home audio and video unit sales, as well as the negative impact of the appreciation of the US dollar, reflecting the high ratio of US dollar-denominated costs. During the current quarter there was a ?7.7 billion negative impact from foreign exchange rate fluctuations.

     

    In Televisions, sales decreased 17.6 percent YoY to ?168.9 billion. This decrease was primarily due to a decrease in unit sales. LCD television unit sales decreased YoY in all areas other than North America mainly due to a strategic decision not to pursue scale in order to improve profitability. Operating income decreased ?0.9 billion YoY to ?7 billion. This decrease was primarily due to the impact of the decrease in unit sales and the negative impact of the appreciation of the US dollar, reflecting the high ratio of US dollar-denominated costs, partially offset by an improvement in product mix reflecting a shift to high value-added models and cost reductions.

     

    Devices

     

    Sony’s Devices segment sales increased 35.1 per cent YoY (an 18 per cent increase on a constant currency basis) to ?237.9 billion. This increase was primarily due to a significant increase in sales of image sensors reflecting higher demand for image sensors for mobile products, the impact of foreign exchange rates, as well as a significant increase in sales of camera modules. Sales to external customers increased 41.2 per cent YoY.

     

    Operating income increased ?18.8 billion YoY to ?30.3 billion. This significant increase was primarily due to the impact of the above-mentioned increase in sales of image sensors and the positive impact of foreign exchange rates. During the current quarter there was an ?11 billion positive impact from foreign exchange rate fluctuations.

     

    Pictures

     

    Sales decreased 11.9 per cent YoY (a 26 per cent decrease on a US dollar basis) to ?171.5 billion. The decrease in sales on a US dollar basis was primarily due to significantly lower sales for Motion Pictures reflecting a decrease in theatrical and television licensing revenues. Theatrical revenues decreased due to the stronger worldwide theatrical performance of films released in the same quarter of the previous fiscal year which benefitted from the performances of The Amazing Spider-Man 2 and 22 Jump Street. Television licensing revenues were lower in the current quarter as the same quarter of the previous fiscal year benefitted from sales ofCloudy With A Chance of Meatballs 2 and Captain Phillips.

     

    Sony’s deterioration in operating results was primarily due to the impact of the decrease in theatrical and television licensing revenues noted above.

     

    Music 

     

    Sony’s Music segment comprised the Recorded Music, Music Publishing and Visual Media and Platform categories. Recorded Music includes the distribution of physical and digital recorded music and revenue derived from artists’ live performances; Music Publishing includes the management and licensing of the words and music of songs; Visual Media and Platform includes various service offerings for music and visual products and the production and distribution of animation titles.

     

    Sales increased 8.5 per cent YoY (a three per cent decrease on a constant currency basis) to ?130.2 billion primarily due to the impact of the depreciation of the yen against the US dollar. The decrease in sales on a constant currency basis was primarily due to lower Recorded Music sales. Recorded Music sales decreased primarily due to the continued worldwide contraction of the physical music market. Best-selling titles included Meghan Trainor’s Title, Shogo Hamada’s Journey of a Songwriter and Francis Cabrel’s In Extremis. 

     

    Operating income increased ?20.1 billion YoY to ?31.8 billion. This increase was primarily due to the $151 million (?18.1 billion) gain on the re-measurement to fair value of SME’s 51 per cent equity interest in The Orchard, which had previously been accounted for under the equity method, as a result of SME increasing its ownership interest to 100 per cent and the positive impact of foreign exchange rates.

     

    Financial Services

     

    The segment results include Sony Financial Holdings Inc. (SFH) and SFH’s consolidated subsidiaries such as Sony Life Insurance Co., Ltd. (Sony Life), Sony Assurance Inc. and Sony Bank Inc. (Sony Bank). The results of Sony Life discussed in the Financial Services segment differ from the results that SFH and Sony Life disclose separately on a Japanese statutory basis.

     

    Financial services revenue increased 13.1 per cent YoY to ?279.4 billion primarily due to an increase in revenue at Sony Life. Revenue at Sony Life increased 15.7 per cent YoY to ?250.9 billion mainly due to an increase in insurance premium revenue reflecting an increase in policy amount in force, as well as an improvement in investment performance in the separate account resulting mainly from a larger rise in the Japanese stock market during the current quarter than in the same quarter of the previous fiscal year.

     

    Operating income increased ?2.2 billion yen YoY to ?46.0 billion. This increase was mainly due to an increase in operating income at Sony Life. Operating income at Sony Life increased ?3.7 billion YoY to ?40.9 billion primarily due to an improvement in investment performance in the general account.

     

    All Other

     

    All Other included the PC business in the previous fiscal year. Due to certain changes in Sony’s organizational structure, sales and operating revenue and operating loss of All Other of the comparable prior period have been reclassified to conform to the current presentation.

     

    Sales decreased 22.9 per cent YoY to ?79.3 billion. This significant decrease in sales was primarily due to the recording of sales in the same quarter of the previous fiscal year from the PC business which was sold in July, 2014.

     

    Operating loss decreased ?15 billion YoY to ?5 billion. This decrease was primarily due to the absence of the operating loss from the PC business in Q1-2015.

  • FY-2015: Forex, PS4, image sensors boost Sony revenue 5.8%

    FY-2015: Forex, PS4, image sensors boost Sony revenue 5.8%

    BENGALURU: Sony Corporation reported a 5.8 per cent growth in sales and operating revenue in FY-2015 (year ended 31 March, 2015, current year) at ?8215.9 billion as compared to the ?7767.5 billion in FY-2014. The company says that the increase was primarily due to the impact of foreign exchange rates, a significant increase in Game & Network Services (G&NS) segment sales reflecting the strong performance of PlayStation 4 (PS4) and a significant increase in Devices segment sales due to the strong performance of image sensors. This increase was partially offset by a significant decrease in sales in All Other, primarily related to Sony’s exit from the PC business. On a constant currency basis, sales were essentially flat year-on-year says the company.

     

    The company’s operating income more than doubled (up 2.6 times) to ?68.5 billion in the current year from ?26.5 billion in the previous year. Sony says that the increase was primarily due to a significant improvement in the operating results of the Devices, G&NS and Home Entertainment & Sound (HE&S) segments. This improvement was partially offset by a significant deterioration in operating results in the Mobile Communications (MC) segment, primarily due to a ?176.0 billion ($1,467 million) impairment of goodwill.

     

    The net loss attributable to Sony’s stockholders in the year at ?126 billion in FY-2015 was slightly lower than the loss of ?128.4 billion in FY-2014.

     

    Business Segments

     

    Mobile Communications (MC)

     

    Sony’s MC segment reported 11 per cent improvement in sales and operating revenues in FY-2015 to ?1323.3 billion as compared to the ?1191.8 billion in FY-2014. The segment reported an operating loss of ?220.4 billion in the current year as compared to an operating profit of ?12.6 billion last year. As mentioned above, the major contributor to loss was the impairment of goodwill of ?176.0 billion.

     

    Game & Network Services (G&NS)

     

    G&NS segment reported 33 per cent growth in sales and operating income to ?1388 billion in FY-2015 as compared to the ?1043.9 billion in FY-2014. Sales and operating income increase was primarily due to an increase in PS4 hardware unit sales, an increase in network services revenue, the impact of foreign exchange rates and an increase in PS4 software sales, partially offset by a decrease in PlayStation3 (PS3) hardware and PS3 software sales.

     

    The segment’s operating profit improved to ?48.1 billion in the current year as compared to a loss of ?18.8 billion in the previous year.

     

    Imaging Products & Solutions (IP&S)

     

    IP&S reported 2.9 per cent drop in sales and operating revenue to ?720 billion in the current year from ?741.2 billion in the previous year primarily due to a significant decrease in unit sales of digital cameras and video cameras reflecting a contraction of these markets, partially offset by the impact of foreign exchange rates and an improvement in the product mix of digital cameras reflecting a shift to high value-added models.

     

    Operating income more than doubled (2.08 times) in FY-2015 to ?54.7 billion as compared to the ?26.2 billion in FY-2014. This increase was mainly due to a reduction in selling, general and administrative expenses, the favourable impact of foreign exchange rates and the above-mentioned improvement in product mix reflecting a shift to high value-added models, partially offset by the above-mentioned decrease in sales of digital cameras and video says Sony.

     

    Home Entertainment & Sound (HE&S)

     

    HE&S revenue in FY-2015 improved 3.3 per cent to ?1207.3 billion from ?1168.6 billion in the previous year due to the impact of foreign exchange rates and an increase in sales of televisions, partially offset by a decrease in audio and video sales. Unit sales of LCD televisions increased mainly due to increases in North America, Japan and Europe, partially offset by decreases in Latin America and China. In Television, sales increased 10.7 per cent year-on-year to ?835.1 billion in FY-2015.

     

    The segment reported operating profit of ?20.1 billion as compared to a loss of ?25.5 in the previous year due to cost reductions and an improvement in product mix reflecting a shift to high value-added models, partially offset by the unfavourable impact of the appreciation of the U.S. dollar, reflecting the high ratio of US dollar-denominated costs.

     

    Devices

     

    Revenue improved 23.9 per cent in FY-2015 to ?957.8billion from ?773 billion in FY-2014 due to increase in sales of image sensors reflecting higher demand for mobile products, the impact of foreign exchange rates, as well as a significant increase in sales of camera modules. Sales to external customers increased 29.8 per cent year-on-year.

     

    The segment reported operating profit of ?93.1 billion in the current year as compared to a loss of ?12.4 billion in FY-2014 due to the impact of the above-mentioned increase in sales of image sensors, the recording of a 32.1 billion yen impairment charge related to long-lived assets in the battery business in the previous fiscal year and the favourable impact of foreign exchange rates.

     

    Pictures

     

    Sony’s Pictures segment report 5.9 per cent rise in FY-2015 in revenue to ?878.7 billion from ?829.6 billion in FY-2014. However in dollar terms, sales from the segment reduced 4 per cent to $7322 million due to a decrease in sales for Motion Pictures and Television Productions. The decrease in Motion Pictures sales was primarily due to lower theatrical revenues reflecting fewer theatrical releases as compared to the previous fiscal year. The decrease in Television Productions sales was due to the previous fiscal year benefitting from the extension and expansion in scope of a licensing agreement for game shows produced by SPE, including Wheel of Fortune. Sales for Media Networks increased year-on-year due to higher digital game revenues and advertising revenues primarily due to acquisitions made in the previous and current fiscal year.

     

    Pictures segment operating income improved 13.4 per cent to ?58.5 billion in FY-2015 from ?51.6 billion in the previous year due to the favourable impact of the depreciation of the yen against the U.S. dollar. On a US dollar basis, operating income was essentially flat year-on-year. The current fiscal year benefitted from the stronger performance of the current fiscal year’s film slate as the previous fiscal year reflected the underperformance of White House Down and After Earth. The current fiscal year also benefitted from lower restructuring charges. Partially offsetting this increase was a gain recognized on the sale of SPE’s music publishing catalogue in the previous fiscal year, the above mentioned decrease in Television Productions sales and higher programming and marketing costs for SPE’s television networks in India.

     

    Music

     

    Sony’s Music segment reported an improvement of 8.2 per cent in revenue in FY-2105 to ?544.6 billion from ?503.3 in the previous year due to depreciation of the yen against the US dollar.

     

    Operating Income in FY-2015 improved 17.4 per cent to ?59 billion form ?50.2 billion in FY-2014.

     

    Financial Services

     

    Financial Services revenue in FY-2015 increased nine per cent to ?1083.6 billion from ?993.8 billion in FY-2014. Operating income from the segment improved 13.5 per cent in the current year to ?193.3 billion from ?170.3 billion in the previous year.

     

    Cyber attack impact on Sony’s FY-2015 figures

     

    Sony’s FY-2015 numbers also included approximately $41 million (?4.9 billion) in costs primarily related to investigation and remediation expenses relating to a cyber attack on SPE’s network and IT infrastructure, which was identified in November 2014 (the cyber attack).

     

  • Sony & Spotify ink partnership for new music service on PlayStation

    Sony & Spotify ink partnership for new music service on PlayStation

    MUMBAI: Sony Network Entertainment International LLC (SNEI) and Spotify have inked a global strategic partnership to deliver a best-in-class digital music experience to PlayStation Network and its 64 million active users.

     

    Through this partnership, SNEI will launch a new music destination in Spring 2015 called PlayStation Music, with Spotify as the exclusive partner. Spotify on PlayStation Music will roll out in 41 markets, initially for PlayStation consoles and Xperia smartphones and tablets. 

     

    “Music is a core component of the entertainment offering that consumers expect from Sony, and our goal with PlayStation Music is to provide the most compelling music experiences to the millions of PlayStation Network users around the world. This partnership represents the best in music and the best in gaming coming together, which will benefit the vibrant and passionate communities of both Spotify and PlayStation Network. We’re thrilled to make Spotify the foundation of our strategy with PlayStation Music,” said Sony Computer Entertainment Inc president and group CEO and Network Entertainment Business group executive in charge Andrew House. 

     

    PlayStation Network and Spotify’s award-winning digital music service will be deeply integrated, offering unique and exclusive benefits to users. PlayStation Network users can link their accounts with Spotify, making it easy to subscribe to Spotify’s Premium service through the PlayStation Network wallet. 

     

    “We are incredibly honored to partner with Sony and PlayStation to give gamers around the world an amazing experience wherever they listen to music. As a gamer and PlayStation 4 user myself, I’m super excited to be able to soundtrack my FIFA 15 Arsenal matches later this spring,” said Spotify CEO and founder Daniel Ek. 

     

    Spotify on PlayStation Music will offer more than 30 million songs and 1.5 billion playlists on PlayStation4 (PS4) and PlayStation3 (PS3) systems, as well as Xperia smartphones and tablets. Users will be able to create a music collection and listen to playlists (including existing playlists from current Spotify users as well as Spotify curated playlists) and enjoy the service on all of Spotify’s supported devices. Additionally, PS4 owners will be able to use Spotify while playing games, enabling them to soundtrack their gaming sessions with their favourite songs playing in the background. 

     

    SNEI’s current Music Unlimited service will close in all 19 countries on 29 March9, 2015. Nearly all of these countries will be among the 41 markets where PlayStation Music featuring Spotify will be available at launch. From 28 February, 2015, Music Unlimited users with active subscriptions will receive up to 30 days of free access to Music Unlimited through 29 March, 2015, and will be offered an introductory Spotify Premium trial.

  • WWE Superstars get animated with ‘WWE Slam City’

    WWE Superstars get animated with ‘WWE Slam City’

    MUMBAI: Mattel is well renowned to be one of the leading toy manufacturers in the world with the likes of Barbie, Hot Wheels and Monster High, amongst others under its IP. The toy manufacturing giant has inked a deal with the wrestling giant – WWE – for an original animated short format series.

     

    WWE Slam City, the company’s new kids’ property includes an original animated short-form series and a complete line of WWE Slam City merchandise. The 26-episode series, which launched yesterday in US, Canada and UK is comprised of two minute shorts featuring WWE Superstars in their new animated world, WWE Slam City.

     

    The first four episodes began airing from 17 March at WWESlamCity.com and Cartoonium on YouTube. WWE Slam City toys, including action figures, ring sets and more, are currently available at major retail stores.

     

    “WWE Slam City is a multi-platform property that takes our Superstars out of the ring and introduces them to kids through entertaining and action-packed animation,” said WWE chief revenue and marketing officer Michelle D. Wilson. “This strategic initiative is perfectly complemented through our partnership with Mattel and adds to an already dynamic portfolio of content designed to create lifelong WWE fans.”

     

    The series, filmed in the next generation of stop-motion animation, features a new WWE animated character ‘The Finisher’, who fires all of the WWE superstars and sends them to WWE Slam City to find day jobs. WWE Superstars are plunged into new career challenges as John Cena as an auto mechanic, Randy Orton Orton as a zookeeper, Sheamus as a theater usher, The Miz, Rey Mysterio, Kane, Alberto Del Rio as a coffee house barista and Mark Henry pack every street corner with work to do and scores to settle in a new life outside the ring, but still staying true to their WWE personas.

     

    In addition to WWESlamCity.com and Cartoonium on YouTube, WWE Slam City will also be available in US on WWE Network, Hulu, PlayStation, Xbox, AOL On, Nintendo, Vudu, Google Play, Kabillion, Mattel.com and iTunes. WWE will utilise all of its assets, including TV broadcasts, live events, digital and social media to generate awareness for its new kids property.

     

    “Slam City is the result of a seamless collaboration with WWE where we are bringing kids a completely new and invigorating entertainment experience,” said Mattel senior VP, global brands marketing, boys and entertainment Doug Wadleigh. “Combining fun to watch content that features Superstar favorites, along with an engaging line of toys, enables Slam City to further expand the WWE Universe while opening new avenues of play for the franchise.”

     

    WWE Slam City is a key component of WWE’s larger strategy to expand its reach to kids. In 2013, WWE’s national TV programming reached nearly three million kids each week, representing more than 20 per cent of WWE’s average weekly TV audience. WWE also reaches kids through the number two action figure property in the US.

     

    In addition, WWE supports programs that positively impact children and families around the world, including a 30-plus year relationship with Make-A-Wish as well as various literacy, education, anti-bullying and military initiatives.

     

    In addition to toys, a full WWE Slam City merchandise line, including apparel, back-to-school accessories, books, graphic novels and home videos will be available in stores by the end of 2014. In 2015, a WWE Slam City mobile game, as well as health and beauty items, home goods, party supplies and stationary will be available.

     

    The 26-episode WWE Slam City series is co-produced by WWE and Mattel’s Playground Productions, a new division within the Mattel Global Brands with a mission to identify, cultivate and produce compelling storylines through multiple platforms.

     

    “Slam City’s multi-platform animation engages kids where they are today with a unique larger-than-life Superstar inspired storyline that’s authentic to WWE,” said Mattel Playground Productions senior VP David Voss. “We worked closely with WWE to ensure our style and storytelling complimented the brand, and really tapped into our creative expertise to produce a playful narrative that both kids and fans enjoy.”

     

    With the launch of the WWE Network recently and this tie-up with Mattel, the wrestling giant is clearly looking at reaching out to a wider set of audience on both on-air as well as off-air platforms.

  • Grand Theft Auto V tops $800 million first day

    Grand Theft Auto V tops $800 million first day

    MUMBAI: It had been over five years since the last Grand Theft Auto game hit store shelves, and all that pent-up demand did wonders for sales of the franchise’s fifth installment, which went on sale Tuesday.

    Take-Two Interactive Software announced Wednesday that the first day of “Grand Theft Auto V” sales topped $800 million worldwide (excluding Japan and Brazil, where the launch is still expected).

    At about $60 a pop, that translates to more than 13 million units. It is the highest first-day retail sales in the company’s history and the GTA series, which had sold 125 million units before this release.

    The revenue numbers also make GTAV the biggest video game launch ever, exceeding the record set last November by Activision’s Call of Duty: Black Ops II, which hit $500 million in its first 24 hours and a record $1 billion its first 15 days.

    The question is whether GTAV will be able to maintain its momentum over the next two weeks and beat Activision with its consistently record-setting game. Then next up whether Activision’s next massive release, “Call of Duty: Ghosts,” can match $800 million its first day.

    GTAV’s setting this record speaks of three major trends in the video game industry, which has otherwise been struggling with massive sales declines as consumers shift their spending to digital add-ons, and free or cheap apps.

    First, big brands rule. During the past few years, consumers have bought fewer games, but they’re continuing to spend big on established titles.

    Second, digital content makes games more appealing. GTAV has more digital add-ons than ever, and that makes it a better value proposition to the consumer.

    And third, while people have held off on buying new consoles, with the next Microsoft Xbox and Sony PlayStation coming this fall, every year the user base with consoles grows and enables a bigger game launch.

  • Discovery takes an in-depth look at the video gaming industry

    Discovery takes an in-depth look at the video gaming industry

    MUMBAI: The video game revolution, underway for decades, has progressed from simple amusements created in the 1950s to an all-pervasive force in today’s popular culture that rivals films and television. What began as a sub-culture pastime has evolved and transcended genres to become a e form of expression impacting everything from modern warfare to interpersonal relationships. Discovery will give viewers an insight at this successful multi-billion dollar behemoth in the show I, Videogame.

    The show will air eevry Thursday at 10 pm from 1 March 2007.

    The show will explore the past, present and future of video games and video gamers. Featuring interviews with giants in the gaming industry of yesterday and today, this five-part series examines the evolution of the videogame and its cultural impact on the world of entertainment today.

    From the early days of Pong to today’s ever-popular Halo 2 and from Atari 2600 to Nintendo and PlayStation, the show narrates the story of the people, their ideologies, the technology behind video games and how it exploded into a cultural phenomenon.

    The first episode shows how the concept of the video game came into being. In the 1950s, the Cold War quickly evolved between the world super powers of the United States and the Soviet Union. Mutually assured destruction enforced an uneasy stalemate, yet also drove computer technology to create missile simulations in order to predict the results of a nuclear war.

    This same computer technology was used to develop the first computer game in 1958 – Tennis for Two. The space race and Vietnam coincided with Steve Russell’s game Space War and the emergence of the first true giants in the video game business – Nolan Bushnell and Atari. Space Invaders and Pac-Man soon followed, and the Golden Age of videogames was born. Video games emerged as a form of entertainment where the player was in control, as opposed to the more passive diversion of watching television.

    The second episode looks at the scene in the late 1970s, 1980s and 1990s. Instead of controlling things like spaceships and tennis rackets, video game technology let players command recognisable characters with real faces and back stories. Game developers were liberated to create more complex videogames with heroic journeys – and Japanese creators like Shigeru Miyamoto rose to prominence with star characters Mario, Donkey Kong and Zelda.

    But in the 1990s, Generation X emerged and the games of their childhood couldn’t satisfy the new teen angst that now permeated pop culture. With Sega’s Genesis and Sony’s PlayStation, gamers dismissed cute cartoon characters in favour of grittier heroes like Sonic the Hedgehog and anti-heroes in games like Grand Theft Auto III. This episode features interviews with Trip Hawkins (Silicon Valley entrepreneur and co-founder of Electronic Arts), Al Lowe (creator of Leisure Suit Larry), Tim Schafer (creator of Full Throttle) and other figures in the gaming industry.

  • Vivendi Games turns on the heat with ‘Miami Vice’ game

    Vivendi Games turns on the heat with ‘Miami Vice’ game

    MUMBAI: Vivendi Games’ Sierra Entertainment has launched a game for the playstation based on the new film Miami Vice.

    The game has been released in the US. Set in present-day Miami, the third-person action shooter is inspired by the crime drama, Miami Vice. Players will go deep undercover as narcotic officers Sonny Crockett and Ricardo Tubbs in the notorious world of Miami Vice — a place where badges don’t count.

    The development of the game comes through an agreement with Universal Studios Consumer Products Group. Vivendi Games chief strategy and marketing officer Cindy Cook says, “By allowing players to go dangerously undercover as Crockett and Tubbs in the rich, glamorous and decadent world of Miami Vice, as well as providing game design elements that maximise the technology of the PSP system including cutting-edge motion capture, highly-detailed environments, and lighting effects inspired by the film, Miami Vice The Game delivers a truly authentic Miami Vice experience that will appeal to fans and action gamers”.

    In Miami Vice The Game, players follow a storyline set just before the events of the film. Gamers must build up the nefarious reputation necessary to infiltrate the seedy underbelly of South Beach, and ultimately bring down the organisation of an ‘untouchable’ South American drug lord. Gamers can also choose to play as either Crockett or Tubbs, or team up via wireless to play each action-packed mission cooperatively.

    Armed with intelligence from informants and utilising hacking skills, players will take on the enemy in varied locations with an impressive array of weapons including high-speed chases through Miami’s treacherous waterways while engaging in boat-to-boat shootouts.