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Remedy Entertainment Acquires Full Rights to the Control Franchise from 505 Games

Yesterday, Remedy Entertainment Plc ("Remedy") and 505 Games S.p.A. ("505 Games") announce a transaction upon which all publishing, distribution, marketing and other rights to Control, codename Condor, Control 2, and all future Control products will revert to Remedy. The Control franchise is in the core of Remedy. Having acquired the full rights to Control, Condor and Control 2, Remedy is now in a position to make the right product and business decisions focusing on long-term franchise growth.

The transaction has no immediate effect on the income statement, while we see attractive growth opportunities arising in the mid-to-long term. This transaction will enable us to negotiate better deals for current and future Control games. We can now weigh up the options between self-publishing and a new publishing partner for Condor and Control 2. At the same time, we are in a better negotiating position than before as Control is an established brand and Alan Wake 2 has been successful. We are confident that these factors combined will enable us to get the right partner, deal structure and risk-reward profile that benefit Remedy and are the best fit for the Control franchise. We will evaluate and negotiate with potential future partners over the coming months.

China Ramps Up Semiconductor Imports Ahead of Export Restrictions

China has sharply increased imports of semiconductor manufacturing equipment in recent months, customs data reveals. The country's purchases of chip production tools surged to record highs of nearly $5 billion in June and July, a 70% increase versus the same period last year, which amounted to $2.9 billion. The spike comes right before export restrictions on advanced chipmaking equipment are implemented by the U.S. and its allies. The moves aim to slow China's technological advancement, but Chinese chipmakers are stockpiling to avoid disruptions. Much of the equipment comes from the Netherlands and Japan, which have imposed licensing requirements on certain tool exports. While it's unclear how many are affected, the rush suggests China wants to expand production capacity and buffer against supply chain issues.

Chinese firms like SMIC and YMTC rely heavily on U.S., Dutch, and Japanese suppliers for cutting-edge manufacturing equipment. They are utilizing imported tools to boost the output of mature chips not subject to controls, particularly for electric vehicles, renewable energy, and industrial applications. Significantly, imports from the Netherlands doubled as lithography machines were delivered to Chinese foundries. Purchases from Japan also rose as companies procured etching tools and wafer coaters after 2020 U.S. restrictions. Newly established foundries backed by local governments contributed as Beijing pushed chip production expansions. Despite export control challenges, China aims to keep advancing its semiconductor capabilities. The import spike highlights intensified efforts to build self-sufficiency using older technology not covered by current limits.

Sega Purchases Angry Birds Game Developer for $776 Million

Today Japan's Sega Sammy Holdings Incorporated declared its intention to fully acquire Finnish development studio Rovio Entertainment Oyj in a buyout valued at a cool $776 million. The Helsinki-based developer, responsible for creating the Angry Birds video game franchise, has agreed to Sega Sammy's terms - and Rovio share values have climbed as a result of this announcement. The deal is expected to be finalized in the late summer or early autumn of this year, and signals an ambition on Sega's part to gain prominence in the mobile gaming world. Rovio had previously turned down a proposed takeover by Playtika - an Israeli company specializing in digital entertainment - for $735 million, late last month.

Angry Birds was the first mobile game to be downloaded one billion times, according to figures released by Rovio, so Sega has acquired a solid intellectual property that has also expanded into the movie world (two animated features) and endless merchandising avenues (toys, clothing and other accessories). Commenting on the buyout, Haruki Satomi, President and Group CEO, Representative Director of Sega Sammy Holdings Inc. said: "Among the rapidly growing global gaming market, the mobile gaming market has especially high potential, and it has been Sega's long-term goal to accelerate its expansion in this field."

Intel Confirms Delay in its Acquisition of Tower Semiconductor

Intel's planned purchase of Tower Semiconductor Ltd. has been pushed back by another quarter, as a regulatory decision has not been made by China's State Administration for Market Regulation (SAMR). Intel announced the $5.4 billion deal in mid-February 2022, and set an estimated 12-month window for its completion. It is now one month overdue, with the first quarter of the financial year set to end next week. Intel is hopeful that it will get full regulatory approval by June 2023.

In light of SAMR not budging since the suspending of its review of the Intel-Tower merger, Intel Israel has issued a response this week: ""While we continue to work to close the Tower transaction within the first quarter of 2023, the transaction may close in the first half of 2023, subject to certain regulatory approvals and customary closing conditions."

GN Store Nord Reaches Agreement to Purchase SteelSeries

SteelSeries, the worldwide brand and innovation leader in gaming and esports peripherals, today announced the company has entered an agreement with GN, a global leader in innovative and intelligent audio and video communications solutions sold in approximately 100 countries around the world. Under this agreement, SteelSeries will become a new growth engine to GN operating with its own identity, brand and execution strength.

"We're on a mission to continually push boundaries in esports and gaming with world-class products and software, and now, with the backing of GN, we'll be able to turbo charge these efforts," said Ehtisham Rabbani, SteelSeries CEO. "SteelSeries has been an iconic brand for decades and will continue to be run by the same leadership team and organization that's driving it now. We're one of the fastest growing brands in our industry, and with this new chapter, as an independent business unit of GN, we'll accelerate this growth and help even more esports pros and gamers achieve glory."

Time is Money: Slow Online Checkouts a Big No-No for Order Completion Among gamers

The rhythms of our lives have been increasing non-stop as technology advances, and we're more and more unappreciative of any lost time. We try and do everything as efficiently as possible to be able to attend to the myriad of other issues we have to take on yet. "It is simply a matter of time", said Morpheus to Commander Lock in Matrix Reloaded. That wording is true in all manner of issues, whether in digital cyberpunk fantasy-land or in real life, where time is the ultimate judge. Ascending from these philosophical depths, though, there's a simple matter that actually does take issue with time: online orders.

SuperData, a market intelligence firm, has revealed a report where it's been found that over 27% of the gamer population has left online orders in limbo, never quite finishing them. The issue? Time and convoluted purchase processes, whether with multiple registration steps, email confirmation, a slew of obligatory data checks, shipping, payment options... Everything that isn't seamless makes gamers - and I'd say, people that aren't gamers as well - leave their orders unfinished.
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