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Gaming And eSports Stocks Continue To Thrive In The Pandemic Market

Gaming And eSports Stocks Continue To Thrive In The Pandemic Market

遊戲和電子競技股票在大流行市場中繼續蓬勃發展
Benzinga Real-time News ·  2020/10/16 19:54

The pandemic era stock market has unveiled quite a few surprising consumer dynamics over the past six months of uncertainty. The resilience of technology and internet stocks has shown that the central role the companies play in the personal and professional lives of consumers is no passing fad. Meanwhile, many consumer discretionary stocks have managed to weather the privations of social distancing by expanding their direct-to-consumer practices to better target customers in a time when retail shopping is fraught with financial and health risks.

在過去六個月的不確定性中,大流行時代的股市揭示了相當多令人驚訝的消費者動態。科技股和互聯網股的反彈表明,這些公司在消費者的個人和職業生活中發揮的核心作用絕非一時之事。與此同時,在零售購物充斥着金融和健康風險的情況下,許多非必需消費品股票通過擴大直接面向消費者的業務,更好地瞄準客户,成功地經受住了社交距離的匱乏。

One area of the stock market that has especially benefitted from this confluence of consumer habits is the video game industry, whose primary constituents have garnered massive sales as homebound individuals and families seek out ways to entertain themselves. Thanks to this, gaming tentpoles like Activision Blizzard, Inc. (NASDAQ:ATVI) and Take-Two Interactive Software, Inc. (NASDAQ:TTWO) have continued to trace a path to new all-time highs even as other growth industries have traded sideways into the fourth quarter.

股市中特別受益於消費者習慣融合的一個領域是電子遊戲行業,隨着待在家裏的個人和家庭想方設法娛樂自己,該行業的主要組成部分獲得了巨大的銷售。多虧了這一點,遊戲觸鬚就像動視暴雪公司(納斯達克:ATVI)和Take-Two互動軟件公司(納斯達克:兩個人)繼續創下歷史新高,儘管其他成長型行業在第四季度橫盤交易。

An upcoming webinar from trading research platform VantagePoint will be taking a look at an array of stocks within a few high-profile industries in the contemporary market through the lens of its artificial intelligence tools. In anticipation of the live demo of VantagePoint’s predictive software, let’s take a look at some of the recent market action and industry news that have so far propelled gaming and esports into the vanguard of consumer growth stocks.

一個來自交易研究平臺VantagePoint的即將舉行的網絡研討會將通過其人工智能工具的鏡頭,研究當代市場上幾個知名行業的一系列股票。在期待VantagePoint預測軟件的現場演示之際,讓我們來看看最近的一些市場走勢和行業新聞,它們迄今推動遊戲和體育成為消費成長型股票的先鋒。

Going For The High Score

向高分進發

As mentioned, the core of the current video game industry renaissance is in the living rooms and computer dens of socially distanced consumers.

如前所述,當前視頻遊戲行業復興的核心是社交疏遠的消費者的起居室和電腦窩點。

Booming console, accessory and software sales among core video game concerns like Nintendo Co., Ltd. (OTC:NTDOY) and Sony Corporation (NYSE:SNE) have helped their share prices outpace the broad market. The most recent earnings report from the former showed sales of the Nintendo Switch console grow 167% from the previous quarter while its software sales increased 230% in that span. Meanwhile, Sony’s most recent earnings results were mixed in all but the electronic entertainment portion of the consumer technology company’s portfolio, with sales growing 32% year-over-year.

遊戲機、配件和軟件在核心視頻遊戲公司中的銷售蓬勃發展任天堂公司(場外交易:NTDOY)和索尼公司(紐約證券交易所:SNE)幫助他們的股價跑贏了大盤。前者的最新收益報告顯示,任天堂Switch遊戲機較上一季度增長167%而在此期間,其軟件銷售額增長了230%。與此同時,索尼最新的盈利業績在這家消費科技公司的投資組合中,除了電子娛樂部分之外,其他方面都好壞參半,銷售額同比增長32%.

By that same token, purchases of dedicated graphics processing units (GPU) among hardcore competitive players pushed global sales within the segment higher by 11.2% year-over-year, benefitting consumer semiconductor companies like Advanced Micro Devices, Inc. (NASDAQ:AMD) and Nvidia Corporation (NASDAQ:NVDA).

出於同樣的原因,在核心競爭對手中購買專用圖形處理器(GPU)推動了該細分市場的全球銷售同比增長11.2%,使消費類半導體公司受益,如美國超微公司股份有限公司(納斯達克:AMD)和NVIDIA公司(納斯達克:NVDA).

This competitive segment has also buoyed sales and in-game purchases in popular software from properties published by the aforementioned Activision Blizzard and Chinese firm Tencent Holdings Limited (OTC:TCEHY), whose Call of Duty and League of Legends franchises are mainstays of the growing esports industry.

這一競爭領域也提振了前述動視暴雪和中國公司發佈的流行軟件的銷售和遊戲內購買騰訊控股控股有限公司(場外交易:TCEHY),其使命召喚和英雄聯盟特許經營權是不斷增長的體育產業的支柱。

Casual Gaming Gets Serious

休閒遊戲變得嚴肅起來

Of course, the growth in gaming extends beyond the traditional console and PC segment of the market, with mobile gaming growing in sophistication alongside refinements to cloud gaming.

當然,遊戲的增長超出了傳統遊戲機和個人電腦市場的範疇,移動遊戲的複雜程度與日俱增,雲遊戲也在不斷完善。

Mobile gaming staples NetEase, Inc. (NASDAQ:NTES) and Zynga Inc. (NASDAQ:ZNGA) are both still riding high on a string of quarterly earnings beats that have shown revenue results seemingly uninterrupted by the tumult of the past few months.

手機遊戲主打產品網易股份有限公司(納斯達克:非政府組織)和Zynga Inc.(納斯達克:ZNGA),這兩家公司仍在一連串的季度收益節拍中高歌猛進,這些業績顯示,營收似乎沒有受到過去幾個月的動盪的幹擾。

But while traditional smartphone games seem on pace to chart a steady path through 2020, blue-chip tech stocks are increasingly edging their way into disrupting the segment with cloud gaming subscription services that promise a dedicated gaming experience on a mobile device.

但是,儘管傳統智能手機遊戲似乎有望在2020年前走上一條穩定的道路,但藍籌股科技股正越來越多地通過雲遊戲訂閲服務顛覆這一細分市場,這些服務承諾在移動設備上提供專注的遊戲體驗。

Technology monoliths Apple Inc. (NASDAQ:AAPL) and Alphabet Inc. (NASDAQ:GOOG) (NASDAQ:GOOGL) both launched cloud gaming services this year in the form of their Apple Arcade and Stadia platforms. Meanwhile, Microsoft Corporation (NASDAQ:MSFT) brought much of its extensive console and PC software libraries to the cloud with its Xbox Game Pass. While these initiatives are in their early days, and therefore without a concrete profit base, the subscription model draws appealing comparisons to models adopted by other entertainment and software companies like Netflix, Inc. (NASDAQ:NFLX) and Adobe Inc. (NASDAQ:ADBE).

技術巨石蘋果。(納斯達克:AAPL)和Alphabet公司(納斯達克:GOOG)(納斯達克:谷歌(GOOGL))今年,兩家公司都以Apple Arade和Stadia平臺的形式推出了雲遊戲服務。同時,微軟公司(納斯達克:MSFT)通過其Xbox Game Pass將其大量的控制枱和PC軟件庫帶到了雲端。雖然這些舉措還處於早期階段,因此沒有具體的利潤基礎,但訂閲模式與其他娛樂和軟件公司採用的模式進行了吸引人的比較,比如Netflix公司(納斯達克:NFLX)和Adobe。(納斯達克:ADBE).

Continue...?

繼續...?

Of course, the persistence of these trends relies on discretionary spending continuing through the ongoing global pandemic. Even in the event that consumers can still afford the value proposition of apportioning money toward their gaming habits, that revenue may not fall equally on all areas of the industry.

當然,這些趨勢的持續有賴於在持續的全球大流行期間繼續可自由支配的支出。即使消費者仍然能夠負擔得起根據他們的遊戲習慣分攤資金的價值主張,該行業的所有領域的收入可能也不會平等下降。

Still, when compared to other forms of entertainment, video games do represent a fairly solid dollar-per-hour arithmetic. As an indicator of consumer strength and market health, traders could do worse than to keep abreast of the ebb-and-flow of activity in the gaming industry.

儘管如此,與其他娛樂形式相比,視頻遊戲確實代表了一個相當可靠的每小時收費算法。作為消費者實力和市場健康狀況的指標,交易商可能會比跟上博彩業活動的起伏更糟糕。

譯文內容由第三人軟體翻譯。


以上內容僅用作資訊或教育之目的,不構成與富途相關的任何投資建議。富途竭力但無法保證上述全部內容的真實性、準確性和原創性。
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