Why Nintendo’s ‘Mario Kart 8’ Failed to Save the Wii U
Leo Sun, The Motley Fool - Motley Fool - Fri Aug 01, 9:43AM CDT
Nintendo recently reported its first-quarter earnings, and investors expecting a comeback were sorely disappointed. Nintendo's revenue slumped 8.4% year-over-year to 74.7 billion yen ($727 million), and it remained in the red with a net loss of 9.9...
Can the Xbox One Survive Against the PS4 and Wii U in Japan?
Leo Sun, The Motley Fool - Motley Fool - Thu Jul 31, 12:46PM CDT
Microsoft will launch the Xbox One in Japan on Sept. 6, trying for the third time to succeed in one of its weakest markets -- 29 games, many of them previously released titles in the West, will be available for the console when it launches. Six...
Why Nintendo (NTDOY) Stock Is Falling Today
at The Street - Thu Jul 31, 9:55AM CDT
Shares of Nintendo (NTDOY) are down as the home entertainment products company declined to a worse-than-expected loss for the fiscal first quarter.
European Stocks Sag on Banco Espirito Santo Fears, Deflation Worries
at The Street - Thu Jul 31, 5:38AM CDT
European stock indices fell on Thursday amid a plethora of earnings reports as eurozone consumer price figures suggested that aggressive central bank tactics haven���t shaken off the specter of deflation.
Microsoft Corp.'s Xbox One Is Entering a New $10 Billion Market
Steve Symington, The Motley Fool - Motley Fool - Wed Jul 30, 9:29AM CDT
Microsoft's Xbox One just became the first console available for pre-order in China. Credit: Microsoft Corporation It's official: following the end of a 13-year ban on video-game consoles in China, Microsoft Corporation 's Xbox One this week...
Why Nintendo Merged ‘The Legend of Zelda’ with ‘Monster Hunter’ on the 3DS
Leo Sun, The Motley Fool - Motley Fool - Wed Jul 30, 7:56AM CDT
Capcom just announced at San Diego Comic-Con 2014 that Link, the hero of Nintendo 's The Legend of Zelda , will be a playable character in Monster Hunter 4 Ultimate for the Nintendo 3DS. The game, which is the Western version of Japan's ...
Why Xbox Could Launch Its Own Streaming Service
at The Street - Tue Jul 29, 2:06PM CDT
Microsoft could already be following Sony's lead into the world of cloud gaming.
Will Nintendo Co.'s (NTDOY) Earnings Surprise This Season? - Analyst Blog
Zacks Equity Research - Zacks Investment Research - Tue Jul 29, 1:10PM CDT
Nintendo Co. Ltd. (NTDOY) is set to report first-quarter fiscal 2015 results on Jul 30, 2014.
Will Microsoft’s Deals with China Telecom and JD.com Boost Xbox One Sales?
Leo Sun, The Motley Fool - Motley Fool - Tue Jul 29, 11:50AM CDT
Microsoft just signed two deals -- one with China Telecom and another with e-commerce site JD.com -- to launch the Xbox One in China, which recently lifted a 14-year ban on gaming consoles. Source: Microsoft. China Telecom, the...
First Legal Xbox Sales Test Maturity of Game-Savvy China
at The Street - Tue Jul 29, 7:37AM CDT
A 14-year ban on console sales has effectively been lifted.
Microsoft Xbox One To Be Made And Sold In China
at The Street - Fri Jul 25, 1:03PM CDT
Deal marks first major gaming console to gain government's approval following 14 year ban.
Could Nintendo Wii U Sales Eventually Challenge Sony's PS4?
Leo Sun, The Motley Fool - Motley Fool - Thu Jul 24, 10:23AM CDT
Nintendo 's Wii U could be poised for a big comeback against Sony 's PS4, according to a recent survey from GameSpot GameTrax . The Wii U is already racing ahead on strong sales of Mario Kart 8 , which has sold 2.1 million units since the end...
Is Nvidia’s Shield Tablet the Ultimate Gaming Device?
Leo Sun, The Motley Fool - Motley Fool - Wed Jul 23, 6:54AM CDT
Nvidia has just introduced the Shield tablet, a high-powered Android device that the company calls the "ultimate tablet for gamers." The tablet is equipped with an Nvidia Tegra K1 processor, an 8-inch full HD display, front-facing speakers,...
Selling Xbox One Without Kinect Pays Off for Microsoft
Daniel Kline and Jake Mann, The Motley Fool - Motley Fool - Mon Jul 21, 12:59PM CDT
Dropping the Kinect motion sensor device from its base Xbox One package appears to have paid off for Microsoft as sales of the console doubled in June. From the launch of Xbox One in November 2013, the system had struggled to compete with ...
Nintendo Should Scrap the Wii U
at The Street - Mon Jul 21, 7:15AM CDT
The Wii U is poised to never recover from its losing position to the Xbox and PlayStation.
Can Sony and Nintendo Fend Off Apple and Google in Gaming?
Keith Noonan, The Motley Fool - Motley Fool - Sun Jul 20, 11:31AM CDT
Discouraging Japanese sales numbers for traditional gaming hardware and software have become a near-weekly export. Platform holders Nintendo and Sony are up against unfavorable cultural conditions and increasingly dominant mobile platforms from...
Is Microsoft's Xbox Still Losing the Console Battle Against the Playstation 4 and the Wii U?
Keith Noonan, The Motley Fool - Motley Fool - Fri Jul 18, 3:42PM CDT
The latest sales report from NPD Group has hit the Net, and the results could be highly predictive of how this console cycle plays out. The June North American sales numbers provide what looks to be great insight into the console competition between ...
Global Virtual Reality in Gaming Market 2013-2019 with Console Analysis Featuring Microsoft Xbox, Apple Mac, Sony Playstation, PC & Nintendo Wii
M2 - Fri Jul 18, 8:28AM CDT
Research and Markets (http://www.researchandmarkets.com/research/6c2xwz/virtual_reality) has announced the addition of the "Global Virtual Reality in Gaming Market 2013-2019 with Console Analysis Featuring Microsoft Xbox, Apple Mac, Sony Playstation, PC & Nintendo Wii" report to their offering. The global market was valued at USD 466.6 million in 2012 and is expected to grow at a CAGR of 39.2% during the forecast period 2013 to 2019 The virtual reality in gaming market is driven by various factors such as rise in disposable income of the users and constant innovation in existing gaming technologies such as motion tracking, 3D effects and interactive graphics for attracting users. With rise in the disposable income, users are looking for new entertainment sources and virtual reality games to provide distinct way of entertainment. High cost and difficultly in maintenance of virtual reality gaming devices are some important factors inhibiting the market growth. In the coming years, affordable and low cost motion tracking sensors and gesture control devices are expected to be launched in the market. The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the use of sound and graphics technology in games where the user wears devices such as head mounted display (HMD), gloves or glasses as a part of their experience. The report includes segmentation of the global virtual reality in gaming market by component, console and geography. Further, it provides current and forecast market size by revenue (USD million) for the aforementioned categories. Cross sectional analysis for geography segments is a part of the scope. Factors influencing and inhibiting the growth of the market have been analyzed in the report. Porter's five forces analysis offers insights into market competition. The study also includes profiles of key players in the market and the strategies adopted by them to sustain the competition. The study consists of recent developments and barriers for the market, which will help emerging and existing players in formulating and developing their strategies in an effective manner. The global market for virtual reality in gaming has been segmented as follows Virtual Reality in Gaming Market, by Component - Software - Hardware Virtual Reality in Gaming Market, by Type of Gaming Console from Different Manufacturers - Microsoft Xbox - Apple Mac - Sony Play station - Personal computer - Nintendo Wii Key Topics Covered: Chapter 1 Preface Chapter 2 Executive Summary Chapter 3 Market Overview Chapter 4 Global Virtual Reality in Gaming Market, by Components Chapter 5 Global virtual reality in gaming market, By Type of Gaming Console from Different Manufacturers Chapter 6 Global Virtual Reality in Gaming Market, by Geography Chapter 7 Competitive Landscape Chapter 8 Company Profiles - Activision Publishing Inc. - Avatar Reality Inc. - Electronic Arts Inc. - Kaneva LLC - Linden Lab Inc. - Nintendo Co. Ltd - Oculus VR - Sega Corporation - Sony Corporation For more information visit http://www.researchandmarkets.com/research/6c...al_reality
Is Sony Worried Nintendo's Plans Could Hurt PS4 Sales?
Leo Sun, The Motley Fool - Motley Fool - Thu Jul 17, 9:36AM CDT
If you bought Nintendo 's original Wii but never owned Microsoft 's Xbox 360 or Sony 's PS3, Sony thinks that you'll be willing to buy a PS4. In a recent interview at Eurogamer , Sony Computer Entertainment boss Andrew House stated that a...
Global Connected Living Room (Processor, Memory, Sensor, Connectivity) Market Trends & Opportunities 2013-2020
M2 - Thu Jul 17, 3:21AM CDT
Research and Markets (http://www.researchandmarkets.com/research/fvkxhc/connected_living) has announced the addition of the "Global Connected Living Room (Smart/3D, LED/LCD/OLED TV, Set Top Box, Home Theater) Market Trends & Opportunities 2013-2020" report to their offering. The total connected living room market is expected to cross $357.24 billion by 2020 with a single digit growth rate. Currently, the market value is approximately $197.58 billion With the invention and evolution of the consumer electronics industry, new products such as the digital set-top box, digital video recorder, home theater systems, digital media players (such as blu-ray players) and gaming consoles have made their entry into the market. The transformation of the living room into a digital entertainment hub of a home has been influenced by a variety of factors. One of these major factors has been the beginning of the shift towards digitization, making the use and storage of media content very convenient and highly user friendly. The major living room devices that have been covered in this research study are TVs, set-top boxes, DVRs, home theater systems, gaming consoles, and blu-ray players. These devices have evolved to become an integral part of a typical connected living room. The development of newer and more advanced wired and wireless connectivity technologies have also contributed to growth of these devices. These technologies have made the storage, sharing and transfer of high quality media content simpler. The major companies involved in connected living room market are Samsung Electronics Co., Ltd. (South Korea), Sony Corporation (Japan), LG Electronics Inc. (South Korea), BenQ Corporation (Taiwan), Nintendo Co., Ltd. (Japan), Comcast Corporation (U.S.), and Pioneer Corp. (Japan). Scope Products - Smart/3D - LED/LCD/OLED TV - Set Top Box - Home theater Technology - Processor - Memory - Sensor - Connectivity Key Topics Covered: 1 Introduction 2 Executive Summary 3 Market Overview 4 Connected Living Room Market, By Product 5 Connected Living Room Market By Technology 6 Connected Living Room Market By Geography 7 Competitive Landscape 8 Company Profiles For more information visit http://www.researchandmarkets.com/research/fv...ted_living