Tennis
Game
51 documents in the library are about Tennis, from writers such as Nintendo, COLOPL and GameRefinery. Each has a summary and key insights with the page they come from.
- Articles
- 33
Connections
Each row is a game or company named alongside Tennis, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Tennis sales and key figures
Gaming software sales declined 13.1% to 32.8 M€ for the half-year, though the second quarter saw a 3.0% recovery following the releases of WRC 9 and Tennis World Tour 2.
Nacon, 2020 · Sales for First Half of FY 2020/21, p. 1
The tournament's open qualifiers for the mobile game Tennis Clash attracted over 500,000 participants across 215 territories, resulting in more than 7.3 million matches played.
The Esports Advocate, 2024 · Roland-Garros eSeries by Renault 2024 Finalists Revealed
Tennis Clash experienced explosive growth in 2020, with revenue increasing 331% and downloads rising 104% following its late-2019 launch.
Deconstructor of Fun, 2021 · 2021 Predictions: Sports Games Race into a Billion Dollar Club
New titles gained significant traction on the App Store in November, led by Eyewind’s 'Brain Out' with 8.8 million downloads, followed by 'Bikes Hill', 'Tennis Clash', and 'Photo Roulette'.
Sensor Tower, 2019 · Top Mobile Games Worldwide: November 2019
Quarterly Active Users (QAU) grew by 48.1% to reach 8 million, supported by anniversary events for White Cat Project and White Cat Tennis.
COLOPL, 2019 · COLOPL 4Q FY September 2019 Financial Results, p. 15
Documents about Tennis
Exploring the Relative Importance of Skill and Character Choice in Super Smash Bros
This study investigates the relative importance of player skill and character choice in Super Smash Bros tournament outcomes, utilizing a Bradley-Terry model applied to Ausmash data.
- Player skill is the dominant driver of outcomes in Super Smash Bros. Melee, with a player-level random effect (σ ≈ 2.33) that dwarfs the modest character-level effects, though character choice still matters as a secondary factor.
- The study fitted Bradley-Terry paired-comparison models to 49,141 matches from Ausmash tournament data, focused on Australian and New Zealand competition.
- Most individual character and matchup estimates are statistically weak; only Sheik and Kirby reach significance relative to Fox.
My Visits to Rockstar Games
Stephen Totilo of Game File revisits the Rockstar Games previews he wrote for MTV News between 2004 and 2008, recovered through the Internet Archive.
- Rockstar Games has shifted from a highly prolific studio model, where multiple teams developed separate titles simultaneously, to a consolidated structure where the entire company focuses on a single major project at a time.
- Between 2006 and 2008, Rockstar maintained a frequent release cadence, launching titles including 'Rockstar Games Presents Table Tennis,' 'Bully,' 'Grand Theft Auto: Vice City Stories,' 'Manhunt 2,' and 'Grand Theft Auto IV.'
- During the mid-2000s, Rockstar actively cultivated a 'bad boy' reputation and frequently engaged in public controversy, such as the 2007 struggle to release 'Manhunt 2' after the ESRB initially assigned it an Adults-Only (AO) rating.
EA sells to Saudi, GTA games on mobile, plus Palworld Online, Roblox, Apple, Claude, data and more
The mobile games industry is currently navigating a period of significant structural and technological transition, marked by major acquisitions, shifting market dynamics, and the integration of generative AI.
- Electronic Arts has been acquired by a Saudi-led consortium, primarily the Public Investment Fund (93.4%), in a deal valued at $5.5 billion that closed on August 4, 2026.
- Roblox shares fell 27-30% following Q2 2026 results where revenue grew 36% to $1.5 billion, but bookings growth slowed to 8% and the company faced market skepticism over its shifting monetization strategy.
- GTA titles on mobile have generated $109.9 million in lifetime revenue across iOS and Android, while competitors like Chillbase's 'One State RP' have captured significant market share with over $75 million in revenue since April 2022.
Tink to the Past
Nathan Brown's personal essay in his Hit Points newsletter (edition #387, July 2026) recounts how a plan to introduce his two sons to classic console hardware over the summer holidays turned into a full-blown retro gaming revival.
- The Retrotink 4K CE is a device that converts analog signals from older gaming consoles (Scart, Component, Composite, RF) to HDMI, scaling them to higher resolutions (up to 4K) with zero latency for modern TVs.
- A key feature of the Retrotink 4K is its ability to authentically replicate the original look of classic games, including CRT TV effects like scanlines, and can mimic specific legendary CRT models such as the Sony KV-FV310 or Toshiba AF44.
- The device allows for extensive customization of video signals and settings can be saved as 'profiles,' with community-made profile bundles included on an SD card for various consoles and connection types.
Game Charts: The Most Successful New Games of the First Half of 2026 in Germany
The German Games Industry Association (game) published its official charts of the most successful newly released PC and console games in Germany for the first half of 2026, released on 13 July 2026.
- Resident Evil Requiem (Capcom) was the best-selling new PC and console game in Germany during the first half of 2026.
- The top five best-selling new releases for the period were Resident Evil Requiem, Forza Horizon 6 (Microsoft), 007 First Light (IO Interactive), Pragmata (Capcom), and LEGO Batman: Legacy of the Dark Knight (Warner Bros. Games).
- The rankings are based on combined physical and digital sales data from the Games Sales Data (GSD) platform, covering the period from January to June 2026.
PMGO 2026 SEA Finals: PUBG Mobile's Most-Watched Event
The PMGO 2026 Season 1 Southeast Asia Finals became PUBG Mobile's most-watched event of 2026 to date, peaking at 404,474 viewers during Round 17 on the final day.
- The PMGO 2026 Southeast Asia Finals set a new record for the year with a peak concurrent viewership of 404,474.
- Southeast Asia remains the primary market for PUBG Mobile esports, significantly outperforming South Asia (157,054 peak viewers) and MENA (140,338 peak viewers).
- The tournament's high viewer retention was driven by competitive parity, evidenced by a narrow six-point margin separating the top three teams.
Not Crashier
Joost van Dreunen's April 2026 newsletter argues that the current games industry downturn is not "crashier" than the 1980s crash, as Brenda and John Romero recently claimed.
- The global video game industry is not in a crash, as it maintains a $200 billion valuation and a 4.5 percent year-over-year growth rate.
- Industry instability is driven by a broken production logic where prestige title budgets have inflated without achieving proportional financial returns.
- Venture capital investment in the gaming sector has plummeted from a 2021 peak of $19.5 billion to $4.3 billion by 2025.
To Prove We Haven't Reached AGI, the ARC Prize Foundation Built a Game Studio
The ARC Prize Foundation's ARC-AGI-3 benchmark replaces static reasoning tests with a collection of 135 interactive puzzle games, and as of late March 2026 no frontier AI model has scored even 1% on it, while many humans score 100%.
- The ARC Prize Foundation created the ARC-AGI-3 benchmark, a collection of 135 unique puzzle games, to prove that current AI models lack true general intelligence.
- Top-tier AI models have failed to solve a single level of the ARC-AGI-3 set, scoring below 1% compared to consistent high performance by humans.
- The benchmark uses a tiered structure of 25 public, 55 semi-private, and 55 private games to prevent data leakage and memorization.
Circana: The U.S. Gaming Market in February 2026
U.S. consumers spent $4.557 billion on games in February 2026, up 1% year-over-year, according to Circana data.
- The U.S. gaming market grew 1% year-over-year in February 2026 to $4.557 billion, supported by a 27% surge in subscription revenue that offset flat content spending.
- Hardware spending rose 22% to $326 million, driven by the Nintendo Switch 2, which is currently tracking 45% ahead of the original Switch’s performance during its comparable launch window.
- Legacy console sales saw significant declines, with Xbox Series consoles dropping 32%, the original Nintendo Switch falling 69%, and the PlayStation 5 decreasing 10%.
Why Nintendo Is Super
This article, published on February 12, 2026, by George E. Osborn for Video Games Industry Memo, summarizes insights from Keza MacDonald's new book, "Super Nintendo," which explores Nintendo's enduring success.
- Nintendo’s core creative philosophy, 'lateral thinking with withered technology,' prioritizes inventive gameplay mechanics over the pursuit of raw technical hardware power.
- The company’s long-term financial stability and cash-rich business model allow it to absorb market failures and pursue creative risks without the pressure to downsize or restructure.
- Nintendo maintains a unique, non-hierarchical corporate culture that fosters interdisciplinary collaboration and preserves deep institutional knowledge across its 137-year history.
Nintendo Financial Results Explanatory Material: 3rd Quarter of Fiscal Year Ending March 2026
Nintendo's nine-month results for the fiscal year ending March 2026 (April to December 2025) show the effect of the Nintendo Switch 2 launch on June 5, 2025.
- Nintendo’s net sales reached 1,905.8 billion yen for the first three quarters of FY2026, a 99.3% increase year-over-year, driven by the launch of the Nintendo Switch 2.
- The Nintendo Switch 2 hardware achieved 17.37 million units sold, while original Nintendo Switch hardware sales declined by 66.0% to 3.25 million units.
- Operating profit grew by 21.3% to 300.3 billion yen and net profit rose by 51.3% to 358.8 billion yen during the nine-month period ending December 31, 2025.
Consolidated Financial Highlights: Nine Months Ended December 31, 2025
Nintendo's consolidated results for the nine months ended December 31, 2025 show a company roughly doubling its business on the launch of Nintendo Switch 2 on June 5, 2025.
- Nintendo's net sales surged 99.3% year-on-year to 1,905.8 billion yen for the nine months ended December 31, 2025, primarily driven by the June 5, 2025, launch of the Nintendo Switch 2.
- The Nintendo Switch 2 achieved 17.37 million hardware units and 37.93 million software units in its first two quarters, with 'Mario Kart World' alone accounting for 14.03 million units.
- Operating profit grew by 21.3% to 300.3 billion yen, while profit attributable to owners of the parent rose 51.3% to 358.8 billion yen, aided by 47.8 billion yen in foreign exchange gains and 32.6 billion yen from investment securities sales.