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Cover of Dragon Ball: Sparking! Zero’s Record Success on Live Streaming
Article

Dragon Ball: Sparking! Zero’s Record Success on Live Streaming

Dragon Ball: Sparking! Zero has achieved record-breaking success on live-streaming platforms, establishing itself as a dominant force in the fighting game genre.

  • Dragon Ball: Sparking! Zero achieved the best opening week of any fighting game on live-streaming platforms, recording 14.7 million hours watched and a peak viewership of 352,000.
  • The game generated 612,000 hours of airtime and reached a peak of 91,000 concurrent players during its early access period, significantly outperforming the all-time peak of 44,000 concurrent players for Dragon Ball FighterZ.
  • The title outperformed other major fighting games in its debut week, surpassing Super Smash Bros. Ultimate (14.2 million hours) and Street Fighter 6 (13.6 million hours).
Stream HatchetOct 2024
Cover of VSPO to Host its Esports Asian Champions League in China
Article

VSPO to Host its Esports Asian Champions League in China

Chinese esports operator VSPO has announced plans to host the Esports Asian Champions League (ACL) in China in 2025.

  • Chinese esports operator VSPO announced it will host the Esports Asian Champions League (ACL) in China in 2025.
  • The ACL will operate under a dedicated foundation, with VSPO co-founder Wang Xinyi serving as CEO and co-founder Xie Fan as president.
  • The league is positioned as a partner to the Esports World Cup (EWC), with HRH Prince Faisal serving as honorary president and discussions underway regarding the ACL serving as an Asian qualifier for the EWC.
The Esports AdvocateSep 2024
Cover of Japanese Streaming Viewership Growth Is Unstoppable
Article

Japanese Streaming Viewership Growth Is Unstoppable

The Japanese live-streaming market is experiencing significant growth, with viewership reaching 668 million hours in recent periods, nearly doubling the 349 million hours recorded in early 2021.

  • Japanese live streaming viewership has nearly doubled since Q1 2021, reaching 668 million hours watched in the most recent period.
  • Twitch has emerged as the primary growth driver in Japan, gaining 222 million hours of viewership over the last three years compared to 136 million for YouTube.
  • Homegrown platforms are struggling, with Mildom and OPENREC seeing significant declines or stagnation, while YouTube and Twitch capture the majority of the market.
Stream HatchetAug 2024
Cover of Capcom Q1 2024 Financial Report
Article

Capcom Q1 2024 Financial Report

Capcom’s financial results for the first quarter of the fiscal year ending June 30, 2024, reflect a significant year-over-year decline in all primary business metrics.

  • Capcom’s Q1 revenue fell 32.5% year-over-year to $192.6 million, with operating income dropping 46.4% to $84 million.
  • The company’s reliance on its back catalog is extreme, with 97.1% of its 9.53 million total game sales in Q1 coming from older titles rather than new releases.
  • The sharp decline in performance is attributed to a lack of major new releases in the current quarter, compared to the same period in 2023 which saw the launch of Street Fighter 6.
Game World ObserverJul 2024
Cover of Consolidated Financial Results: 3 Months Ended March 31, 2025
Financial report13 pages

Consolidated Financial Results: 3 Months Ended March 31, 2025

Capcom Co., Ltd. reports a decline in financial performance for the first quarter of the fiscal year ending March 31, 2025, covering the period from April 1 to June 30, 2024.

  • Capcom reported a significant year-over-year decline for the first quarter ending June 30, 2024, with net sales falling 32.5% to 29,597 million yen and operating income dropping 46.4% to 12,889 million yen.
  • Total unit sales for the quarter were 9.53 million, down from 13.5 million in the same period last year, primarily because major new title releases are weighted toward the second half of the fiscal year.
  • The core Digital Contents segment saw net sales decrease 43.5% to 21,416 million yen and operating income fall 48.0% to 12,821 million yen compared to the previous year's launch of Street Fighter 6.
CapcomJul 2024
Cover of EVO’s Most Watched Event Ever on Live Streaming
Article

EVO’s Most Watched Event Ever on Live Streaming

EVO USA 2024 achieved record-breaking viewership, establishing itself as the most-watched event in the history of the Evolution Championship Series.

  • EVO USA 2024 achieved its highest viewership ever with 7.9 million hours watched, despite having 25 fewer hours of airtime than recent iterations.
  • Street Fighter 6 dominated the event, accounting for 58% of all viewership with 4.6 million hours watched.
  • Co-streaming is a critical driver of engagement, accounting for 3.7 million hours watched, or 46.4% of the total viewership for EVO USA 2024.
Stream HatchetJul 2024
Cover of IOC Makes Olympic Esports Games Official
Article

IOC Makes Olympic Esports Games Official

The International Olympic Committee (IOC) has officially established the Olympic Esports Games, marking a significant expansion of the Olympic brand into the digital gaming sector.

  • The International Olympic Committee (IOC) Executive Board has unanimously voted to establish the official Olympic Esports Games.
  • The inaugural Olympic Esports Games are scheduled to take place in Saudi Arabia in 2025.
  • The event follows a 12-year partnership agreement signed between the IOC and the National Olympic Committee of Saudi Arabia.
The Esports AdvocateJul 2024
Cover of Japanese Esports Trends on Live Streaming
Article

Japanese Esports Trends on Live Streaming

The Japanese esports landscape is experiencing significant growth in live streaming viewership, signaling a robust expansion of the competitive gaming market.

  • Japanese esports viewership reached 28.1 million hours in Q1 2024, representing a 16% year-over-year growth despite eight fewer events being covered.
  • VALORANT is the dominant esports title in Japan, accounting for 19.7 million hours watched in Q1 2024, driven largely by the VCT Pacific Kickoff (8.3M hours) and Challengers Japan Split 1 (7.5M hours).
  • League of Legends remains a secondary esports title in Japan with 3 million hours watched in Q1 2024, trailing significantly behind its performance in other Asian markets.
Stream HatchetJun 2024
Cover of Team Vitality Enters the Realm of Competitive Street Fighter
Article

Team Vitality Enters the Realm of Competitive Street Fighter

Paris-based esports organization Team Vitality has officially entered the competitive Street Fighter 6 scene by signing two professional players, Sayff and Valmaster.

  • Paris-based esports organization Team Vitality has officially entered the Street Fighter 6 competitive scene by signing professional players Sayff and Valmaster.
  • The new roster will make their debut representing Team Vitality at DreamHack Dallas, scheduled for May 31 – June 2, 2024.
  • The expansion is partially funded by Team Vitality's participation in the Esports World Cup Club Support Program, which incentivizes organizations to secure rosters for games featured in the upcoming Esports World Cup.
The Esports AdvocateMay 2024
Cover of The AT&T Annihilator Cup’s Multi-Game Approach to Esports
Article

The AT&T Annihilator Cup’s Multi-Game Approach to Esports

The AT&T Annihilator Cup serves as a strategic case study in multi-genre esports event organization, demonstrating how a diverse game roster can effectively engage varied fan bases simultaneously.

  • The AT&T Annihilator Cup generated 1.7 million hours watched over 17 hours of broadcast time, utilizing a multi-genre format across Fortnite, League of Legends, Street Fighter 6, and Counter-Strike 2.
  • Counter-Strike 2 led the event in total engagement with 537,000 hours watched, while League of Legends achieved the highest average viewership at 119,000 viewers.
  • Street Fighter 6 underperformed relative to other titles in the tournament, contributing only 270,000 hours watched despite its high profile in other competitive circuits.
Stream HatchetMay 2024
Cover of Twitch Plays Akuma Rallies the Street Fighter 6 Community
Article

Twitch Plays Akuma Rallies the Street Fighter 6 Community

The release of the character Akuma in Street Fighter 6, accompanied by a community-driven Twitch Plays event, significantly boosted engagement for the title on live-streaming platforms.

  • The 'Twitch Plays Akuma' event for Street Fighter 6 generated 1.6 million hours of watched content on May 22, 2024, representing a 123% increase in daily viewership compared to the previous day.
  • The event reached a peak concurrent viewership of 133,000, driven by the community-led control of the new character through chat commands.
  • Content creation for Street Fighter 6 surged during the event, with 4,800 unique channels broadcasting the game on that day.
Stream HatchetMay 2024
Cover of Capcom FY24/3 Earnings Summary: FY25/3 Overview of Strategies and Plans
Financial report26 pages

Capcom FY24/3 Earnings Summary: FY25/3 Overview of Strategies and Plans

Capcom is currently executing a long-term growth strategy centered on digital transformation and the global expansion of its core intellectual properties.

  • Capcom aims for a 10% annual growth in operating income, with a FY25/3 forecast of 64 billion yen, up from 57 billion yen in FY24/3.
  • Digital Contents remains the primary driver of revenue, with FY25/3 projections expecting 1.25 trillion yen in sales and 66.9 billion yen in operating income.
  • The company successfully transitioned to a high-margin digital catalog model, with catalog titles accounting for 79.1% of total unit sales in FY24/3.
CapcomMay 2024