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Moonlight Blade

Game

6 documents in the library are about Moonlight Blade, from writers such as NEXON Co., DiGRA and GameRefinery. Each has a summary and key insights with the page they come from.

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Each row is a game or company named alongside Moonlight Blade, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Moonlight Blade

Cover of The Impact of Playing Experience of History-Fiction-Mixing Games on Players' Historical Knowledge
Whitepaper3 pages

The Impact of Playing Experience of History-Fiction-Mixing Games on Players' Historical Knowledge

This study examines whether playing history-fiction-mixing games, using the Chinese MMORPG Moonlight Blade as a case, influences players' knowledge of real history.

  • The study of 686 valid responses (488 players, 198 non-players) found players scored slightly below non-players overall on a 33-blank quiz, but the gap was not statistically significant, and gender had no meaningful influence.
  • The effect of playing varied sharply by age: younger players outperformed non-players, while players aged 24 to 28 showed a significant deficit, and older players also tended to score lower.
  • On people-related questions, players trailed non-players significantly by about 5 percentage points, the weakest category overall for accuracy.
DiGRAJun 2025
Cover of Tencent Q1 2022 Financial Results
Article

Tencent Q1 2022 Financial Results

Tencent’s financial results for the first quarter of 2022 reveal a period of stagnation, marking the company’s weakest performance since its initial public offering.

  • Tencent reported its weakest financial performance since its IPO in Q1 2022, with revenue flat at $20.1 billion and net profit falling 34% year-over-year to $5.9 billion.
  • The company’s market valuation contracted significantly, dropping from a $930 billion peak in early 2021 to $451 billion by the end of Q1 2022.
  • Domestic gaming revenue declined 1% to $4.9 billion, driven by government-mandated restrictions that reduced playtime for minors by 88%.
Game World ObserverMay 2022
Cover of Analyst Bulletin: Mobile Game Market Review October 2020
Article

Analyst Bulletin: Mobile Game Market Review October 2020

The October 2020 mobile game market review provides a comparative analysis of industry trends across the United States, China, and Japan.

  • Genshin Impact emerged as a major market disruptor in October 2020, securing a top 20 position in the US and consistently ranking in the top 5 in Japan, while also challenging the market dominance of Honor of Kings in China.
  • Major mobile titles in the US, including Brawl Stars, Hearthstone, and Call of Duty Mobile, focused on expanding engagement through significant content additions like user-generated map tools, new PvP modes, and large-scale anniversary events.
  • Collaboration events remained a primary strategy for driving engagement and monetization in Japan, with notable partnerships including Last Cloudia with Re:Zero, BladeX Lord with Seven Deadly Sins, and Monster Strike with Attack on Titan.
GameRefineryNov 2020
Article

Top Mobile Games by Worldwide Revenue: October 2020

The primary objective is to identify the highest-grossing mobile games worldwide for October 2020, highlighting the dominance of Chinese publishers and the rapid success of new intellectual properties.

  • Genshin Impact by miHoYo was the top-grossing mobile game worldwide in October 2020, generating approximately $239 million in player spending.
  • Tencent’s Honor of Kings ranked second with $225 million in gross revenue, marking a 65.5% year-over-year increase compared to October 2019.
  • Genshin Impact’s revenue was geographically diversified, with 31% from China, 24.5% from Japan, and 19% from the United States.
Sensor TowerNov 2020
Cover of Nexon Third Quarter 2016 Financial Results
Financial report3 pages

Nexon Third Quarter 2016 Financial Results

Nexon’s financial results for the third quarter of 2016 demonstrate a period of solid performance, with revenues exceeding internal outlooks despite an 11% year-over-year decline to 44.3 billion yen on an as-reported basis.

  • Nexon reported Q3 2016 revenue of 44.3 billion yen, an 11% year-over-year decline that still exceeded the company's internal outlook.
  • Operating income reached 16.3 billion yen, outperforming expectations due to disciplined marketing cost management and high-margin revenue from China.
  • Net income was 7.6 billion yen, falling below projections primarily due to foreign exchange losses on U.S. dollar-denominated cash and receivables.
NEXON Co.Nov 2016
Cover of Nexon Second Quarter 2016 Financial Results
Financial report2 pages

Nexon Second Quarter 2016 Financial Results

Nexon’s financial results for the second quarter of 2016 demonstrate resilient operational performance despite significant headwinds from the appreciation of the Japanese yen.

  • Nexon reported Q2 2016 revenue of 38.1 billion yen, marking an 11% decline as-reported but a 4% increase on a constant currency basis.
  • Operating income reached 13.4 billion yen, hitting the high end of internal projections despite significant headwinds from the appreciation of the Japanese yen.
  • Net income fell to 7.6 billion yen, missing expectations due to foreign exchange losses on U.S. dollar-denominated cash holdings.
NEXON Co.Aug 2016