Interactive Entertainment
Company
115 documents in the library are about Interactive Entertainment, from writers such as 37 Interactive Entertainment, Game World Observer and The Esports Advocate. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Interactive Entertainment, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Key figures from the reports
Two clients, Valve Corporation and Sony Interactive Entertainment, each exceeded 10% of consolidated sales revenues in 2025, at 44.2% and 25.2% respectively.
CD Projekt, 2026 · Management Board Report on CD PROJEKT Group Activities in 2025, p. 22
Sony Interactive Entertainment is on track to achieve an 89% reduction in carbon emissions by 2040 through the implementation of energy-efficient hardware features like adaptive charging and low-power modes.
Video Games Industry Memo, 2025 · Four Lessons from the Green Games Summit
Documents about Interactive Entertainment
Tencent’s bid to create the next FromSoftware and Larian
Tencent Games, through its Interactive Entertainment and Game Global (IEG) division, is actively pursuing a long-term strategy to cultivate category-leading game studios capable of achieving the global success seen by developers like FromSoftware and Larian.
- Tencent is shifting its global strategy to cultivate category-leading studios capable of producing high-quality console and PC titles, modeled after the success of FromSoftware and Larian.
- The company currently manages approximately 20 studios worldwide, utilizing a 'long game' approach that prioritizes creative autonomy and operational support over rigid corporate oversight.
- Tencent is leveraging the global success of Chinese-developed titles like Black Myth: Wukong to bridge the gap between its traditional mobile-centric expertise and the high-end console market.
37 Interactive Entertainment 2026 Interim Report
37 Interactive Entertainment Network Technology Group Co., Ltd., a Shenzhen-listed (002555) online game developer and publisher, released its unaudited 2026 interim report covering the first half of 2026 (H1 2026), compared with H1 2025.
- Consolidated operating revenue fell 14.28% year over year in H1 2026, while net profit attributable to shareholders rose 26.14%.
- Overseas operating revenue reached RMB3,021 million, up 10.90%, and accounted for 41.53% of total operating revenue.
- Investment income was RMB1,016,007,741.85, which the report says mainly came from equity-method holdings and wealth management products.
37 Interactive Entertainment 2026 Semi-Annual Report
This is the 2026 semi-annual report of 37 Interactive Entertainment Network Technology Group Co., Ltd., a Shenzhen-listed (stock code 002555) online game developer and publisher, covering 1 January to 30 June 2026.
- Group operating revenue fell 14.28% year on year to 7,274,643,508.72 yuan, while net profit attributable to shareholders rose 26.14% to 1,766,269,020.71 yuan.
- Net profit attributable to shareholders excluding non-recurring items fell 26.74% to 1,016,313,090.37 yuan, and operating cash flow net amount fell 37.89%.
- Overseas revenue reached 3,021,016,874.46 yuan, up 10.90% year on year, and represented 41.53% of total operating revenue.
MOZA Racing Joins Gran Turismo World Series Ahead of PlayStation Expansion
MOZA Racing has become an official partner of the Gran Turismo World Series, gaining broadcast exposure and a development relationship with Polyphony Digital as it prepares its first officially licensed PlayStation products.
- MOZA Racing has partnered with the Gran Turismo World Series as an official partner to promote its upcoming officially licensed PlayStation products.
- MOZA branding will be featured in Gran Turismo World Series broadcasts starting August 15, 2026, with the second round in Tokyo.
- MOZA Racing, a sim racing hardware manufacturer, is a brand of Shenzhen-based Gudsen Technology, which initially focused on camera-stabilization equipment.
37 Interactive Entertainment 2025 Annual Report
37 Interactive Entertainment Network Technology Group Co., Ltd., a Shenzhen-listed (stock code 002555) online game developer and publisher, released its 2025 annual report summary in April 2026.
- Consolidated operating revenue fell 8.46% to RMB15,965,709,257.73 in 2025, while net profit attributable to shareholders rose 8.50% to RMB2,900,228,102.32.
- Overseas operating revenue was RMB5,381 million in 2025, accounting for 33.70% of total operating revenue.
- Distribution and selling expenses decreased 20.10% year over year, which the report attributes to decreased internet traffic charges.
Scottish Video Games Industry Manifesto: 2026
Interactive Entertainment Scotland, the trade association for Scotland's video games and interactive entertainment (VG&IE) sector, has published a manifesto addressed to the political parties and the next Scottish Government ahead of the 2026 Scottish Parliament election.
- The manifesto cites a study estimating that for every £1 of Government support through reliefs, the Government receives roughly £3.43 in return.
- The UK games industry is cited as worth £6 billion in Gross Value Added, with spillover value into other sectors such as high-end TV and film estimated at about £760 million GDP.
- The UK is ranked sixth in the world for games industry size and is cited as the fourth largest global exporter of video games.
Annual Management Board Report on Operations of the PCF Group Capital Group: 2025
The Annual Management Board Report on Operations of the PCF Group Capital Group for the 2025 financial year presents financial performance, operational activities, and strategic developments.
- The PCF Group reported consolidated sales revenue of 199.6 million PLN for the 2025 financial year, representing a 5% increase compared to the 190.4 million PLN reported in 2024.
- The group recorded a consolidated net loss of 124.3 million PLN for 2025, compared to a net loss of 175.3 million PLN in 2024, a change of -29%.
- The group's consolidated total assets decreased by 42%, falling from 373.4 million PLN at the end of 2024 to 215.7 million PLN as of December 31, 2025.
PCF Group Separate Annual Financial Statements: 2025
The PCF Group S.A. Separate Annual Financial Statements for the fiscal year ending December 31, 2025, detail the financial performance and operational status of the parent company.
- The company reported a net loss of 169,991 thousand PLN for the 2025 fiscal year, compared to a net loss of 228,578 thousand PLN recorded in 2024.
- Total assets for the company decreased to 153,053 thousand PLN at the end of 2025, compared to 315,161 thousand PLN at the end of 2024.
- The company recorded a 126,348 thousand PLN impairment charge on the Lost Rift project and related assets following its September 2025 release.
Last Asylum: Plague Global Launch Case Study
A Substack newsletter article by Matej Lancaric, dated April 7, 2026, analyzes the global launch of Last Asylum: Plague, a 4X strategy mobile game published by 37GAMES GLOBAL and developed by Cloudwalker Ltd.
- Last Asylum: Plague launched globally on February 26, 2026 without a soft launch, and the article describes the game as a 4X strategy title.
- At recording time, the game was reported to generate about $300,000 per day in its first month, compared with about $4 million in King Shot's first month.
- The parent company's public report disclosed AI use in 70% of all video creatives and 80% of 2D art assets for its overseas publishing operations.
Mics in Space: The Importance of Field & Foley Recording for Game Audio
A GDC 2026 session slide deck titled "Mics in Space: The Importance of Field & Foley Recording for Game Audio," presented by Joanna Fang (Senior Foley Artist at Sony Interactive Entertainment) and Jeffrey Brice (Location Sound Recordist).
- The presenters distinguish field recording, which they describe as microphone-to-subject capture outside a studio, from Foley, which they describe as object-to-microphone capture inside a generally neutral room.
- The deck states that Foley recordings are usually mono and focus on more subtle sounds and human-sized props, with the Foley artist imparting a performance through the prop.
- The presenters propose a best-of-both-worlds approach: Foley for built systems and source recording for explorations.
Management Board Report on CD PROJEKT Group Activities in 2025
The document is the Management Board report on the activities of the CD PROJEKT Group and CD PROJEKT S.A. for the period 1 January to 31 December 2025, covering the Warsaw-headquartered video game company, its subsidiaries in the USA and Canada, its governance, financial results, and sustainability disclosures.
- Consolidated net profit for 2025 was PLN 594 708 thousand, 33.9% higher than in 2024, with continuing operations contributing PLN 520 869 thousand.
- Cyberpunk 2077 and Phantom Liberty, along with The Witcher 3: Wild Hunt, had the greatest impact on the group's 2025 results according to the report.
- Cash, deposits and bonds totalled PLN 1 324 910 thousand at 31 December 2025, and the group had no external liabilities in respect of loans or borrowings.
Project Escher Finds a Global Stage Through PlayStation Partnership
Rare Castle, an independent studio founded in Cairo, has become an official partner in Sony Interactive Entertainment's PlayStation ecosystem, a milestone for its debut project, Project Escher.
- Cairo-based independent studio Rare Castle has entered a strategic partnership with Sony Interactive Entertainment to bring its title, Project Escher, to the global PlayStation ecosystem.
- The collaboration provides Rare Castle with access to Sony’s advanced development tools, technical support, and worldwide distribution network.
- Project Escher is an episodic cinematic adventure featuring photorealistic, surreal environments and a unique gameplay mechanic that integrates the protagonist's inner monologue.