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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與電子藝界一起表明,在悲觀的宏觀經濟背景下,遊戲需求保持強勁
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(紐約證券交易所代碼:RBLX)週三公佈了第三季度業績,收入和利潤均超過預期。報告發布後,由於Roblox表現出強勁的用戶增長,股價收盤上漲11%以上。在本季度,Roblox還收購了一家專門從事語音審核技術的人工智能初創公司,並從其人才招聘團隊中解僱了約30名員工,因爲該公司專注於提高利潤。其業績再次表明,在遊戲同行電子藝術(納斯達克股票代碼:EA)上調年度利潤預期之後,支出保持良好。

Third Quarter Highlights

第三季度亮點

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顯示其預訂量繼續增長,更確切地說是同比增長20%,達到8.39億美元,超過了LSEG估計的8.3億美元。對於Roblox而言,預訂包括本季度確認的銷售額以及遞延收入。收入同比增長38%,達到7.13億美元。

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

Roblox指出,東亞和西歐的收入增長尤其強勁。

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.

平均每日活躍用戶也增長了20%,達到7,020萬,用戶在該平台上的花費超過160億小時,也增長了20%。每位每日活躍用戶的平均預訂量持平,爲11.96美元。由於減緩了主要支出的增長,Roblox將其淨虧損從去年同期的2.978億美元縮小至2.772億美元。

Electronic Arts Lifted Its Annual Profit Guidance

電子藝界上調了年度利潤預期

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憑藉其第二財季的預訂量和利潤超過了分析師的預期,同時在改版後的足球特許經營權FC24的支持下,還提高了全年收益預期。這是 Electronic Arts 近三十年來第一款沒有國際足聯品牌的足球比賽。Electronic Arts表示,自推出以來的前四周內,FC24就收集了1450萬個活躍賬戶,在最初的10天內,有超過1100萬人安裝了移動版。Electronic Arts報告稱,9月季度的淨預訂量增長了4%,達到18.2億美元,超過了倫敦證券交易所估計的17.8億美元,調整後的每股利潤爲1.46美元,也超過了倫敦證券交易所估計的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.

憑藉最新的業績,Roblox和Electronic Arts都緩解了人們對高利率的擔憂,經濟前景黯淡,這會損害對視頻遊戲的需求。

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