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Roblox Joined Electronic Arts in Showing Gaming Demand Is Holding Strong Against the Gloomy Macroeconomic Backdrop

Roblox Joined Electronic Arts in Showing Gaming Demand Is Holding Strong Against the Gloomy Macroeconomic Backdrop

Roblox与电子艺界一起表明,在悲观的宏观经济背景下,游戏需求保持强劲
Benzinga ·  2023/11/10 13:42

Roblox Corporation (NYSE:RBLX) delivered its third quarter results on Wednesday, topping both revenue and profit estimates. Upon the release of the report, shares closed more than 11% up as Roblox showed strong user growth. During the quarter, Roblox also made an acquisition of an AI startup that specializes in voice moderation technology and dismissed about 30 employees from its talent acquisition team as it focuses on improving its bottom line. Its results are another sign that spending is holding up well after gaming peer, Electronic Arts (NASDAQ:EA), raised its annual profit guidance.

Roblox Corporation(纽约证券交易所代码:RBLX)周三公布了第三季度业绩,收入和利润均超过预期。报告发布后,由于Roblox表现出强劲的用户增长,股价收盘上涨11%以上。在本季度,Roblox还收购了一家专门从事语音审核技术的人工智能初创公司,并从其人才招聘团队中解雇了约30名员工,因为该公司专注于提高利润。其业绩再次表明,在游戏同行电子艺术(纳斯达克股票代码:EA)上调年度利润预期之后,支出保持良好。

Third Quarter Highlights

第三季度亮点

For the quarter ended on September 30th, Roblox showed its bookings continued to grow, 20% YoY more precisely, as they reached $839 million, topping LSEG's estimate of $830 million. For Roblox, bookings include sales recognized during the quarter as well as deferred revenue. Revenue rose 38% YoY to $713 million.

在截至9月30日的季度中,Roblox显示其预订量继续增长,更确切地说是同比增长20%,达到8.39亿美元,超过了LSEG估计的8.3亿美元。对于Roblox而言,预订包括本季度确认的销售额以及递延收入。收入同比增长38%,达到7.13亿美元。

Roblox noted that revenue growth was particularly strong in eastern Asia and western Europe.

Roblox指出,东亚和西欧的收入增长尤其强劲。

Average daily active users also grew 20% to 70.2 million with users spending more than 16 billion hours on the platform, also marking a 20% increase. Average bookings per daily active user remained flat at $11.96. Roblox narrowed its net loss to $277.2 million, down from $297.8 million it lost during last year's comparable quarter as it slowed down the growth of major expenses.

平均每日活跃用户也增长了20%,达到7,020万,用户在该平台上的花费超过160亿小时,也增长了20%。每位每日活跃用户的平均预订量持平,为11.96美元。由于减缓了主要支出的增长,Roblox将其净亏损从去年同期的2.978亿美元缩小至2.772亿美元。

Electronic Arts Lifted Its Annual Profit Guidance

电子艺界上调了年度利润预期

On November 1st, Electronic Arts topped analyst estimates with its fiscal second quarter bookings and profit while also raising its full year earnings guidance on the back of its revamped soccer franchise, FC24. This is Electronic Arts' first soccer game without the FIFA branding in almost three decades. Electronic Arts stated that FC24 gathered 14.5 million active accounts within only the first four weeks since its launch with the mobile version getting installed by more than 11 million people during the first 10 days. For the September quarter, Electronic Arts reported net bookings rose 4% to $1.82 billion, topping LSEG's estimate of $1.78 billion while earning an adjusted profit of $1.46 per share and also topping LSEG's estimate of $1.25.

11月1日,Electronic Arts凭借其第二财季的预订量和利润超过了分析师的预期,同时在改版后的足球特许经营权FC24的支持下,还提高了全年收益预期。这是 Electronic Arts 近三十年来第一款没有国际足联品牌的足球比赛。Electronic Arts表示,自推出以来的前四周内,FC24就收集了1450万个活跃账户,在最初的10天内,有超过1100万人安装了移动版。Electronic Arts报告称,9月季度的净预订量增长了4%,达到18.2亿美元,超过了伦敦证券交易所估计的17.8亿美元,调整后的每股利润为1.46美元,也超过了伦敦证券交易所估计的1.25美元。

With their latest results, Roblox and Electronic Arts both eased concerns of high-interest rates and a gloomy economic outlook harming the demand for video games.

凭借最新的业绩,Roblox和Electronic Arts都缓解了人们对高利率的担忧,经济前景黯淡,这会损害对视频游戏的需求。

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