Phantom
Company
Documents about Phantom
Whitepaper17 pages
Playing Across Media: Exploring Transtextuality in Competitive Games and eSports
Ben Egliston's "Playing Across Media" argues that competitive games such as Valve's Dota 2 have become "dually played and surveilled" spaces, where professional broadcast play, spectator platforms like Twitch.tv, and surrounding media blur the boundaries of the game itself.
- Egliston argues that competitive games like Valve's Dota 2 have become "dually played and surveilled" spaces, where professional broadcasts, spectator platforms such as Twitch.tv, and surrounding media blur the boundaries of the game itself.
- Drawing on Gérard Genette's paratext framework extended into a broader concept of transtextuality, the paper proposes that guides, tournament broadcasts, and statistics platforms act as strategies that amateurs reconfigure as tactics, with professional play serving as a proxy for these paratexts.
- The central claim is that amateur players draw game knowledge from professional broadcasts while also exerting reciprocal influence on professional play, so influence runs in both directions rather than purely top-down.
DiGRAJan 2015
Financial report12 pages
Nippon Ichi Software Q2 Financial Results: Fiscal Year 2025
Nippon Ichi Software’s financial results for the second quarter of the fiscal year ending March 2025 reflect a period of strategic transition and investment in long-term value.
- Nippon Ichi Software reported a net loss of 171 million yen for the first half of the fiscal year ending September 30, 2024, compared to a profit of 290 million yen in the same period last year.
- Net sales for the second quarter of fiscal year 2025 declined to 2.447 billion yen, down from 3.059 billion yen in the previous year's corresponding period.
- The company is shifting its long-term strategy to expand sales channels by porting legacy PlayStation titles to Steam and PC platforms, alongside a restructuring of its development pipeline to ensure consistent title releases.
Nippon Ichi Software
Article
Queens of Glory Spring 2026: New Female Esports Record
Queens of Glory Spring 2026, a Garena-organized Arena of Valor series for Vietnamese female teams, set a new benchmark for women's esports viewership by peaking at 265,071 viewers during its Grand Final.
- Queens of Glory Spring 2026 reached a peak viewership of 1.2 million and 3 million unique viewers, marking a 35% increase over the previous season.
- Total prize money for the Queens of Glory tournament doubled year-over-year to reach $4.8 million, signaling increased commercial viability.
- The Garena-organized Arena of Valor series for Vietnamese female players set a single-event record of 265,071 peak viewers during its grand final.
Esports Charts