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{"id":3105431,"date":"2019-05-03T14:48:00","date_gmt":"2019-05-03T12:48:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/activision_blizzard-geschaeftsbericht_sekiro_uebertraf_erwartungen_wachstum_durch_mobile_und_cloud_gaming\/3105431"},"modified":"2024-05-10T23:22:40","modified_gmt":"2024-05-10T21:22:40","slug":"activision_blizzard-geschaeftsbericht_sekiro_uebertraf_erwartungen_wachstum_durch_mobile_und_cloud_gaming","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/activision_blizzard-geschaeftsbericht_sekiro_uebertraf_erwartungen_wachstum_durch_mobile_und_cloud_gaming\/3105431","title":{"rendered":"Activision Blizzard – Gesch\u00e4ftsbericht: Sekiro \u00fcbertraf Erwartungen; Cloud Gaming als Wachstumsbereich"},"content":{"rendered":"

Activision Blizzard hat den Gesch\u00e4ftsbericht<\/a> f\u00fcr das 1. Quartal 2019 (Januar bis M\u00e4rz 2019) vorgelegt. Das Unternehmen spricht von 345 Millionen monatlich aktiven Spielern im besagten Zeitraum, die sich auf die Sparten Activision, Blizzard und King verteilen.<\/p>\n

Die Spiele von Blizzard Entertainment verzeichneten 32 Millionen monatlich aktive Spieler. Im vorherigen Quartal waren es noch 35 Millionen. Konkrete Angaben \u00fcber die Blizzard-Spiele wurden nicht ver\u00f6ffentlicht. Es wurde lediglich darauf hingewiesen, dass Hearthstone in diesem Monat die bisher gr\u00f6\u00dfte Einzelspieler-Variante (PvE) erhalten wird.<\/p>\n

Sehr zufrieden zeigte sich das Unternehmen mit den Verkaufszahlen von Sekiro: Shadows Die Twice<\/a>. Das von From Software entwickelte Action-Adventure h\u00e4tte sich besser als erwartet verkauft. Collister ‘Coddy’ Johnson (Chief Operative Officer): “Wir k\u00f6nnten nicht zufriedener sein mit der Zusammenarbeit, der Ausf\u00fchrung und der Resonanz von den Spielern weltweit auf den von der Kritik gefeierten Titel von From Software.” Das Spiel soll sich in weniger als zehn Tagen \u00fcber zwei Millionen Mal verkauft haben. Der Blackout-Modus (Battle Royale) von Call of Duty: Black Ops 4<\/a> sorgte f\u00fcr zweistellige Wachstumsraten bei der Spielzeit (Spielstunden) im besagten Quartal und bei der t\u00e4glichen Nutzungszeit pro Spieler im Vergleich zu Call of Duty: WW2. 41 Millionen monatlich aktive Spieler wurden bei Activision gez\u00e4hlt.<\/p>\n

Die Zuschauerzahlen bzw. Zuschauerstunden der zweiten Season der Overwatch League liegen 30 Prozent \u00fcber den Werten der ersten Saison. Zugleich haben die ersten f\u00fcnf CoD-eSports-Teams einen Eigent\u00fcmer gefunden (Atlanta, Dallas, New York, Paris und Toronto). Neuigkeiten zu Diablo Immortal<\/a> gab es nicht. Es wurde nur Bezug auf die hohen Qualit\u00e4tsstandards von Blizzard Entertainment genommen. Call of Duty Mobile soll ebenfalls in Amerika und Europa ver\u00f6ffentlicht werden. Pre-Launch-Betas sollen in diesem Jahr stattfinden. Candy Crush Friends Saga von King soll sowohl neue als auch bisherige Spieler angezogen haben, weswegen diese Unternehmenssparte die Anzahl der monatlich aktiven Spieler abermals steigern konnte. 272 Millionen monatlich aktive Nutzer wurden bei King-Spielen gez\u00e4hlt. Die durchschnittliche Spielzeit betrug 38 Minuten pro Tag.<\/p>\n

Activision Blizzard m\u00f6chte in Zukunft schneller neue Inhalte ver\u00f6ffentlichen und die Live-Services ausbauen, um die Spieler weiter “binden” zu k\u00f6nnen. Au\u00dferdem sollen die bekannten Marken auf Smartphones und Tablets gebracht werden. Mit eSports, Ingame-Werbung und weiteren nicht n\u00e4her beschriebenen Konsumenten-Aktivit\u00e4ten soll das Engagement potenzieller Nutzer gesteigert werden. Um diese Ziele zu erreichen, soll die Anzahl der Entwickler gezielt erh\u00f6ht werden. Zugleich sollen Investitionen in Technologie-Plattformen (Cross-Plattform-Tools zum Vertrieb von Inhalten) gesteigert werden. <\/p>\n

Bei Konferenzen mit Investoren<\/a> teilte Robert Kotick noch mit, dass mittlerweile \u00fcber 300 Millionen Spiele aus der Call-of-Duty-Reihe verkauft wurden. Der n\u00e4chste Titel aus der Shooter-Reihe (Spekulation: Call of Duty Modern Warfare 4) soll bis zum 30. Juni 2019 angek\u00fcndigt werden. Abgesehen davon, dass sie Free-to-play stets als Gesch\u00e4ftsmodell im Hinterkopf haben w\u00fcrden, wird auf Cloud Gaming als Wachstumsbereich<\/a> gesetzt. Robert Kotick erkl\u00e4rte, dass sie \u00fcber viel Erfahrung und starke Marken verf\u00fcgen w\u00fcrde, es den “Neulingen” (wie Google Stadia) aber an Inhalten und der Erfahrung fehlen w\u00fcrde. Genau in diesem Bereich w\u00fcrden sie ihre Chance sehen, denn nur mit Inhalten w\u00fcrden die Game-Streaming-Anbieter letztendlich erfolgreich sein k\u00f6nnen. Daher sieht Kotick sein Unternehmen f\u00fcr die Zukunft gut ger\u00fcstet.<\/p>\n

Der Nettoumsatz von Activision betrug 317 Mio. Dollar (operative Einnahmen: 73 Mio. Dollar). Blizzard steuerte 344 Mio. Dollar bei (operative Einnahmen: 55 Mio. Dollar). King war f\u00fcr 529 Mio. Dollar verantwortlich (operative Einnahmen: 178 Mio. Dollar). Insgesamt stand im 1. Quartal 2019 ein Umsatz von 1,825 Mrd. Dollar unter dem Strich (nach GAAP). Die eigene Prognose (1,715 Mrd. Dollar) wurde \u00fcbertroffen. 76 Prozent der Einnahmen stammten aus dem Digitalvertrieb. Die operativen Einnahmen betrugen 570 Mio. Dollar (Vorjahr: 595 Mio. Dollar). Die Umsatzprognose f\u00fcr das 2. Quartal ist hingegen relativ vorsichtig und bel\u00e4uft sich auf 1,315 Mrd. Dollar. Im gesamten Gesch\u00e4ftsjahr sollen knapp 6 Mrd. Dollar umgesetzt werden.<\/p>\n","protected":false},"excerpt":{"rendered":"

Gesch\u00e4ftsbericht: Sekiro \u00fcbertraf Erwartungen; Wachstum durch Mobile und Cloud Gaming<\/p>\n","protected":false},"author":549,"featured_media":3200896,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Activision Blizzard: Gesch\u00e4ftsbericht: Sekiro \u00fcbertraf Erwartungen; Wachstum durch Mobile und Cloud Gaming","_yoast_wpseo_metadesc":"Activision Blizzard hat den Gesch\u00e4ftsbericht f\u00fcr das 1. Quartal 2019 (Januar bis M\u00e4rz 2019) vorgelegt. 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