Blizzard’s Blizzard stock just increased 25 percent Nuked 3 November 2019 OverallBlizzard has been consistently profitable for years as it adds members to its monthly subscription-based Overwatch League, makes more money off of its massively popular $10-a-month game Overwatch, and keeps the company around long enough to make Overwatch 2.While the business of Blizzard may be more transparent than any other of its competitors, a recent Reddit post provided a valuable update on its year-end financials.Blizzard said that it increased its quarterly revenue to $1.06 billion in the quarter. Net income was $302 million, up from a profit of $235 million in the same quarter last year. With all of the growth in revenue, Blizzard also brought in more profit: it reported net income of $350 million for the quarter and $617 million for the year, a total increase of 18 percent.The big growth came from Blizzard’s Overwatch series. Overwatch is its best-selling game to date and is projected to land with more than 6 million users (or more than 8 million on PC and Mac) in the fourth quarter of 2018.The growth of the game is impressive, but Blizzard did have to make some new moves to keep the franchise afloat. The Overwatch League, a first-person shooter and competitive video game league owned by Blizzard, has been very successful. The league, which features the stars of Overwatch, has four teams currently in action. The first season started in May and will continue over the next six months, with teams, roster changes, and more.“With the addition of new teams to the Overwatch League this fall, we believe our league is poised to accomplish new milestones this season,” said Blizzard’s CFO Kristian Segerstrale. “For the end of 2018, we expect the competitive landscape in the top tier of the OWL to be even more balanced than it was this past season.”At the end of 2018, there were 27 teams in the league, with three teams switching hands. The top team is the Chicago Fray, who finished with a 15-2 record.Epic Games, parent company of the popular Fortnite game and “Fortnite: Battle Royale” mode on PlayStation 4, Windows, and Xbox One, is also a source of growth. Epic says it saw a 25 percent increase in Fortnite player engagement. In 2018, players spent an average of 135 minutes and 5 seconds per week playing Fortnite.More than 1 million people regularly play Fortnite on Twitch, a streaming video site owned by Amazon. Epic’s profit increased $33 million in 2018, and its income from its mobile Fortnite game grew by 47 percent. This is pretty impressive considering the free-to-play game has been free since it launched in May.On Wednesday, Ultimate Evil Industries, creator of “Castle Crashers,” posted that it has reached more than 3 million users. The “Castle Crashers” app — a 5-man cooperative brawler inspired by side-scrolling shooter “Double Dragon,” is available for Android, iOS, Amazon Fire, and Windows PC.Netflix and YouTube are places of spiritual inspiration for many video game developers. Warner Bros. is the owner of those companies, and a recent earnings call for Warner Bros. showed how much of a difference these digital stores can make to a Hollywood company’s bottom line. If the subscriber counts at Netflix and YouTube were rolled into Warner Bros.’ sales, for example, Warner Bros. would have made $1.62 billion for 2018.You can read the full earnings report from Warner Bros. right here.Spread the fake ai universeLeave a Reply Cancel ReplyYour email address will not be published.CommentName* Email* Website Save my name, email, and website in this browser for the next time I comment.