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Riccitiello buys $1 million in EA stock

Showing the man has a little bit of confidence in his company, Electronic Arts CEO John Riccitiello has bought 20,000 shares of stock at $48.37 apiece, totaling approximately $967,400. According to Barron's Online (subscription required), this is the second purchase he's made since becoming chief in March 2007. He now owns 47,294 shares and about 75,000 exercisable options.

Said a spokesperson, "John believes that senior executives should be invested in the company." The stock was as high as 54.57 on May 13, the day they reported a $454 million loss in Fiscal 2008. Of course, if he's still confident in the inevitability of the Take-Two takeover, those shares will probably rise a good bit. Speaking of which, the third extension for the Take-Two offer now puts the deadline at June 16.

Sony sells 9 million PS3s, sets bar (slightly) higher for '08


GameDaily brings news that the house Ken Kutaragi built -- and Kazuo "Kaz" Hirai currently holds the lease to -- has dropped farm factory-fresh PS3 sales data in parent Sony Corp's latest earnings report. The bottom line: 9.24 million PS3s were sold world-wide during FY08, and SCE projects bettering that by 8% for the current period ending March 2009, expecting its FY09 unit sales to number at least 10 million.

PS3 sales for FY08 were up a whopping 156% over FY07, which saw only 3.61 million systems leave the warehouse. Despite the impressive upturn, Sony's current-gen box continues to trail behind PSP and last-gen's champ, PS2, which sold 13.39m and 13.73m units during the same period, respectively. Still, Next-Gen reports that SCE has managed to make a significant dent in its losses over FY07 (¥124.5 billion [US$1.18b], down from ¥232.3b [US$2.21b]) and predicts that it will finally be back in the black by this time next year.

Microsoft: 10m Xbox 360s sold in US, the 'first this generation' [update]

Microsoft has announced that Xbox 360 has become "the first current-generation gaming console" to break the 10 million threshold for units sold in the US. According to NPD Group analyst Anita Frazier (via CNET), the Wii stands at 8.8 million and the PlayStation 3 at 4.1 million units sold.

Much as we did yesterday with Nintendo's announcement of having sold 6 million Wiis in Japan, let's break this number down. Assume the Xbox 360 hit 10 million as of midnight May 14, or 903 days since its November 22, 2005 launch.
  • At a population of 301.4million, that's approximately 3.32% of all people in the US.
  • Using the 903 metric, the Xbox 360 has therefore sold 11,074 per day, 461 per hour and 7.7 units per minute.
Microsoft also announced 12 million global members of Xbox Live and 19 million Xbox 360 units sold worldwide, which they claim is "more than any other current-generation console." Update: GameDaily contacted Microsoft to remind them that the Wii is currently sitting at 25 million worldwide, to which they said, "we apologize for any confusion. Xbox 360 has the largest global install base of any current gen, high definition gaming console" (emphasis added).

Sega Sammy posts loss, job cuts imminent

It's no wonder Sonic is looking blue these days (har har). Sega Sammy has reported a ¥52.47 billion (US $501 million) loss in its fiscal year 2008, with sales of ¥458.98b (US $4.38b). Comparatively, the company posted ¥43.46b net income (¥95.93b difference) with ¥528.4b in sales (¥69.4b difference) in fiscal year 2007.

According to GameDaily, Sega's entertainment group will be cutting 400 jobs and close 110 facilities. The company is predicting that fiscal year 2009, which ends in March 2009, will see a net income of ¥5b with sales of ¥470b.

Nintendo sells 6 million Wii units in Japan

We're getting pretty sick of the money-printing jokes so we're just going to avoid it. Famitsu owner (and trusted sales data tracker) Enterbrain reports (via IGN) that Nintendo has sold six million Wii units in Japan, bringing the worldwide total to 25 million. Other fun statistics (assume exactly 6 million as of the start of May 13):
  • With a population of 127.4 million, that's approximately 4.71 percent of all the people in Japan.
  • The Wii launched midnight on December 2, 2006, exactly 527 days ago. That amounts to 11,385 per day, 474 per hour, and 7.9 per minute (in Japan).
  • Nintendo passed the 5 million mark as of January 20, or 113 days ago. So specifically, the 5 million went at an average of 503 per hour, with the latest million going at about 369 per hour (again, in Japan). That doesn't mean the Wii is slowing down, given the higher rate includes a launch and two holiday seasons.
In terms of software, Mario Kart Wii has become the sixth game to pass the one million mark, while Wii Fit has passed the two million mark as of May 13. Only two other games have gone double platinum: Wii Sports (not bundled with console in Japan) and Wii Play.

Report: Mexican game industry worth $1B by 2010

Mexico is often treated as the neglected stepchild of the North American video game market, trying its best to garner the attention of publishers while the U.S. and Canada get showered with releases just for existing. That situation might not last for long, though, as the analysts at Research and Markets say the Mexican video game business could be worth over $1 billion by the end of the decade.

Of course they have good reason to talk up the Mexican sector, as they're trying to sell a new, expensive report about it. But they make a good argument that an aging population of Mexican "young, unmarried gamers, or YUGS" could drive growth. In short, Mexican youths are getting married older and older on average, meaning they live with their parents longer and have more disposable income to use on games -- what the report calls "a decade of cash-flush YUGGIES of prime gaming age." Just what we need ... another country full of socially reclusive gamers living in their parents' basements.

SXSW08: The Female Takedown of Casual Gaming


A panel of game publishers, analysts, and investors met at this SXSW presentation to discuss the numbers and trends involving the female audience for casual games. For this talk, "casual games" comprises mostly web games and downloadable shareware games, and not, say, Wii party games or console downloads.

Parks Associates' Michael Cai began with some charts. According to the data, female gamers heavily prefer computers to consoles: female gamers spend an average of 70% of their gaming time on computers, versus male gamers' 56%. Female gamers make up 62% of the casual game audience, and this group, especially those age 13-17, play more sessions per month. There is less diversity among genres for female gamers as well: across age groups, puzzle and card games are the most popular casual games.

Continue reading SXSW08: The Female Takedown of Casual Gaming

Take-Two: More companies want to buy us

Like that hot catholic school girl with a penchant for acting tough, everyone seems to want a piece of Take-Two these days. The Associated Press is reporting on a recent SEC filing in which the company reveals its been approached with a few "informal indications of interest in a business combination" since EA's unsolicited buyout offer earlier this week. It makes sense ... after all, when if the most popular guy in school (read: EA) gets turned down by a relatively popular girl (read: Take-Two), then everyone else suddenly thinks they have a chance with her.

Like that goth girl with the spiked choker and way too much black mascara, though, Take-Two is acting like it doesn't want the attention. The filing goes on to say that the company "has not engaged in any substantive discussions with any party (including EA) with respect to a business combination." At least they're being direct about their lack of interest. Everyone knows the best way to ruin a business rep is by being a merger tease.

Take-Two rejects EA acquisition proposal [update 1]


Apparently, it didn't take them very long to consider Electronic Arts' somewhat hostile buyout proposal -- Take-Two's Board of Directors just responded to the offer with a press release of their own, stating that EA CEO John Riccitiello's proposal was "inadequate in multiple respects and not in the best interests of Take-Two's stockholders."

While EA's proposal listed Grand Theft Auto IV as a primary reason for the merger, as Riccitiello claimed EA could lend their help during the game's quickly approaching release, Strauss Zelnick, Take-Two's executive chairman, listed GTAIV as the primary reason why they wouldn't want to merge at this point in time, fully expecting to increase their overall value when the game hits store shelves come April 29.

Zelnick's laundry list of reasons why the buyout wouldn't benefit his company can be found on the press release. For now, let us rejoice in the postponement of the seemingly inevitable future where one superconglomerated gaming publisher/developer controls all game releases on the planet.

Update: MTV Multiplayer's Stephen Totilo just had a chat with industry guru Michael Pachter, who claims that this probably isn't the end of the ordeal, and that EA will eventually get their way -- though it might not happen for a while.

THQ gets new CFO (also: acronym two-for-one sale ongoing)


THQ has hired industry newbie Colin Slade to fill the roll of Chief Financial Officer at the company following last year's abrupt departure of Edward Zinser. At the time, THQ made sure to say that Zinser's departure was a "mutual agreement between Mr. Zinser and the company" and had nothing to do with any financial issues.

THQ has recently been on a kick to change its license-heavy image with new IPs and some ironically filled executive positions. Slade should be fine handling THQ's finances, as he formerly worked at Tektronix, Inc., a company with $1 billion in revenue. Despite THQ's apparent change, we still expect plenty of standard license-holding cash-in games like SpongeBob SquarePants: Underpants Slam! this year.

Nintendo shares drop 10%, has 'little to do with company itself'

Despite a knack for printing money with its consoles, Nintendo's investors appeared less enthused today as its stock slid 9.7%, according to Reuters. However, analysts suggest that Nintendo is not culpable, citing a stronger yen and potential overselling by major investors.

"In the current market environment, investors rush to sell at the first sign of negative developments or exhaustion of positive news," said Mizuho Asset Management fund manager Yoshihisa Okamoto. That exhaustion of good news could easily be a pun for Nintendo's ever-present console shortage issue. The stronger yen is a legitimate concern, given it cuts into the profits for major exporting companies (of which Nintendo is one).

Sales of the DS and Wii platforms have largely contributed to the company's meteoric rise in recent years, and its stock has subsequently enjoyed a mammoth increase, as well. Ex-Nintendo President Hiroshi Yamauchi became the third wealthiest in Japan last year thanks to the rise in share value. Markets tend to fluctuate, and we estimate this week's Japanese release of Smash Bros Brawl will likely have a positive impact on Nintendo's stock.

[Via GameSpot]

Economic woes extend to Second Life

Everywhere you look, it seems there's news of some real life business jumping into the virtual world of Second Life. Car companies, HR firms, clothing makers; you name it, it was being sold on the virtual frontier. But, as PRI's Marketplace reported earlier this week, many businesses are having trouble turning their virtual storefronts into real money.

Despite the relatively low overhead costs of operating a Second Life business, companies like Starwood Hotels, AOL and Wells Fargo have been leaving their digital outposts in recent months. The problem of marketing to avatars was effectively summarized by reporter Janet Babin as "too many 7-foot-tall winged creatures flying around with no need for American Apparel's cotton T-shirts."

Meanwhile, the Wall Street Journal is covering a Second Life banking scandal that could rival the sub-prime mortgage crisis for SL citizens. It seems some questionable banking schemes has led Linden Labs to shut down over a dozen virtual banks, causing a run on funds over the past few weeks. Makes us glad we kept our Linden Dollars under the virtual mattress.

Read - Business exodus on Marketplace
Read - Banking scandal on Wall Street Journal

Trade group: Game industry growth to slow in '08

Game industry business stories in 2007 were a pretty one note affair -- record-breaking this, unprecedented sales that, blah blah blah. But the boom times might be ending soon, as the Consumer Entertainment Association is predicting that games industry growth will begin to slow in 2008.

To be clear, this doesn't mean the industry is going to get smaller, by any means. The CEA is still predicting that the industry will grow 13 percent, to $17.9 billion, in the coming year. What's getting smaller is the rate of growth, which was a ridiculously high 22 percent from 2006 to 2007.

This isn't all that distressing, considering economic analysts are pointing to recession across the economic board. In fact, plenty of industries would be positively giddy with 13 percent growth these days. Then again, declining growth is the first step to actual industry shrinkage, which is the first step to the total evaporation of the industry. Then again again, given that we're entering the middle of the current console generation, this is probably just a sign that the chronically cyclical game industry is going through yet another one of its regular cycles. Amid all the uncertainty, one thing is for sure ... economic analysis makes our heads hurt.

Pachter: 2008 should maintain 2007's sale momentum

Wedbush Morgan analyst and financial guru Michael Pachter believes that 2008 is going to start strong by using 2007's already vigorous sales momentum. Pachter postulates that the NPD numbers for December will break records and that the "first several months" of '08 having a strong release schedule should continue "double-digit sales growth."

Pachter expects to see US publisher stocks continue appreciating as the year gets started and we're guessing he also meant to mention Atari as the big exception in that statement. Gamers could probably keep the industry flying high just trying to get through '07's year-end glut of titles at this point.

Sony places twice in list of business blunders

Given the PS3's precipitous fall from presumed console war winner to a seemingly perpetual runner-up status in domestic and foreign sales, we could probably fill a list of 101 dumb business moments using Sony alone. While Fortune's list of 101 dumb business moments of 2007 isn't so narrowly focused, Sony still manages to show up twice for two separate PR blunders.

Fortune gives the 61st position on the list to Sony's over-the-top God of War II launch party and the furor it drew from animal rights groups. Never mind that the reality of the event was much tamer than the media sensationalism -- in public relations, perception quickly becomes reality (In fact, even now Fortune repeats the Sony-denied claim that journalists were invited to "reach inside the still-warm carcass of a freshly slaughtered goat to eat offal from its stomach.")

Trailing right behind at No. 63 on the list is the Church of England's vocal objections to the use of Manchester Cathedral in Sony's Resistance: Fall of Man. Again, it doesn't really matter that Sony apologized twice or that the cathedral's use wasn't any worse than that seen in popular movies. Once the story is out there, the PR damage is hard to undo. Dumb, but true.

[Via GamesIndustry.biz]

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