Nintendo

Atypical Games Brings Hit WWII Tank Combat Game Battle Supremacy to Nintendo Switch

Retrieved on: 
Thursday, August 2, 2018

MOUNTAIN VIEW, California, Aug. 2, 2018 /PRNewswire/ --Atypical Games, the Apple Design Award-winning creators of the visually-stunning Sky Gamblers series and Radiation Island, announced today that their hit WWII tank combat game Battle Supremacy is now available on Nintendo Switch.

Key Points: 
  • MOUNTAIN VIEW, California, Aug. 2, 2018 /PRNewswire/ --Atypical Games, the Apple Design Award-winning creators of the visually-stunning Sky Gamblers series and Radiation Island, announced today that their hit WWII tank combat game Battle Supremacy is now available on Nintendo Switch.
  • Battle Supremacy is one of the most highly acclaimed hits of the studio and brings vast battleground tank combat on the Nintendo eShop for $9.99.
  • See the thrilling combat in Battle Supremacy in the Nintendo Switch release trailer: https://youtu.be/ufeHRwnlxiU
    Atypical Games leverages their experience in building gorgeous open world games on mobile devices to redefine an exquisite experience on the Nintendo Switch.
  • Featuring improved graphics, high resolution textures, and improved lighting with dynamic shadows, the Nintendo Switch offers the best way to experience Battle Supremacy.

Sojern Data Shows Desktop Travel Search Remains Dominant

Retrieved on: 
Thursday, July 26, 2018

"Even with mobile devices nearing global saturation, we continue to see that travel planning search volume remains desktop-heavy," said Jackie Lamping, vice president of marketing at Sojern.

Key Points: 
  • "Even with mobile devices nearing global saturation, we continue to see that travel planning search volume remains desktop-heavy," said Jackie Lamping, vice president of marketing at Sojern.
  • Sojern data shows that only 28 percent of travel searches in the US came from mobile last quarter.
  • However, when we look at upcoming travel searches for July, August, and September, couple travel is on the rise.
  • Our data shows an increase in couple travel primarily for North America and Latin America.

Kirby Corporation Announces 2018 Second Quarter Results

Retrieved on: 
Wednesday, July 25, 2018

HOUSTON, July 25, 2018 /PRNewswire/ -- Kirby Corporation ("Kirby") (NYSE: KEX) today announced GAAP net earnings attributable to Kirby for the second quarter ended June 30, 2018 of $28.6 million, or $0.48 per share, compared with $25.8 million, or $0.48 per share, for the 2017 second quarter.

Key Points: 
  • HOUSTON, July 25, 2018 /PRNewswire/ -- Kirby Corporation ("Kirby") (NYSE: KEX) today announced GAAP net earnings attributable to Kirby for the second quarter ended June 30, 2018 of $28.6 million, or $0.48 per share, compared with $25.8 million, or $0.48 per share, for the 2017 second quarter.
  • Consolidated revenues for the 2018 second quarter were $802.7 million compared with $473.3 million reported for the 2017 second quarter.
  • Marine transportation revenues for the 2018 second quarter were $378.2 million compared with $331.3 million for the 2017 second quarter.
  • Operating income for the 2018 second quarter was $38.2 million compared with $35.6 million for the 2017 second quarter.

Global game business pursued in earnest... Merger of LINE Games-NextFloor

Retrieved on: 
Wednesday, July 25, 2018

LINE Games-NextFloor decided to merge, for purposes of enhancement of management efficiency and fortification of business capabilities

Key Points: 
  • LINE Games-NextFloor decided to merge, for purposes of enhancement of management efficiency and fortification of business capabilities
    NextFloor, mobile game developer of Korea, expands business into the area of publishing other than development
    SEOUL, South Korea, July 25, 2018 /PRNewswire/ -- 'LINE Games Corporation (LINE Games, CEO: Minkyu Kim)', a subsidiary of global messenger 'LINE' specializing in game publishing, and 'NextFloor Corporation (CEO: Eunseon Hwang)' decided to merge (onJuly 6th, KST).
  • According to LINE Games, this decision for merger is aimed at enhancement of management efficiency and fortification of business capabilities with the plans to generate synergic effects in works based on professional manpower in a diverse range of areas including game publishing and development through the merger.
  • This game will be serviced globally in the North America, Europe and Asia in the latter half of the year.
  • Meanwhile, LINE Games is a subsidiary company of global messenger LINE and will continue stable operation of the titles currently being serviced by NextFloor through this merger.

Global game business pursued in earnest... Merger of LINE Games-NextFloor

Retrieved on: 
Wednesday, July 25, 2018

LINE Games-NextFloor decided to merge, for purposes of enhancement of management efficiency and fortification of business capabilities

Key Points: 
  • LINE Games-NextFloor decided to merge, for purposes of enhancement of management efficiency and fortification of business capabilities
    NextFloor, mobile game developer of Korea, expands business into the area of publishing other than development
    SEOUL, South Korea, July 25, 2018 /PRNewswire/ -- 'LINE Games Corporation (LINE Games, CEO: Minkyu Kim)', a subsidiary of global messenger 'LINE' specializing in game publishing, and 'NextFloor Corporation (CEO: Eunseon Hwang)' decided to merge (onJuly 6th, KST).
  • According to LINE Games, this decision for merger is aimed at enhancement of management efficiency and fortification of business capabilities with the plans to generate synergic effects in works based on professional manpower in a diverse range of areas including game publishing and development through the merger.
  • This game will be serviced globally in the North America, Europe and Asia in the latter half of the year.
  • Meanwhile, LINE Games is a subsidiary company of global messenger LINE and will continue stable operation of the titles currently being serviced by NextFloor through this merger.

Aircastle to Announce Second Quarter 2018 Earnings on August 7, 2018

Retrieved on: 
Tuesday, July 24, 2018

STAMFORD, Conn., July 24, 2018 /PRNewswire/ --Aircastle Limited (NYSE: AYR) ("Aircastle") announced today that it plans to release its second quarter financial results for the period ended June 30, 2018 on August 7, 2018 before the market opens.

Key Points: 
  • STAMFORD, Conn., July 24, 2018 /PRNewswire/ --Aircastle Limited (NYSE: AYR) ("Aircastle") announced today that it plans to release its second quarter financial results for the period ended June 30, 2018 on August 7, 2018 before the market opens.
  • In connection with the earnings release, management will host an earnings conference call on Tuesday, August 7, 2018 at 10:00 A.M. Eastern time.
  • A copy of the earnings release will be posted to the Investor Relations section of the Aircastle Limited website provided below.
  • As of March31, 2018, Aircastle owned and managed on behalf of its joint ventures 234 aircraft leased to 81 customers located in 44 countries.

Global Console and Handheld Gaming Software Industry

Retrieved on: 
Thursday, July 19, 2018

Table 56: Rest of Europe Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)

Key Points: 
  • Table 56: Rest of Europe Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 57: Rest of Europe Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 58: Rest of Europe 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 59: Asia-Pacific Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 60: Asia-Pacific Historic Review for Console and Handheld Gaming Software by Geographic Region - Australia, China, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 61: Asia-Pacific 14-Year Perspective for Console and Handheld Gaming Software by Geographic Region - Percentage Breakdown of Value Sales for Australia, China, South Korea and Rest of Asia-Pacific Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 62: Asia-Pacific Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 63: Asia-Pacific Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 64: Asia-Pacific 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 65: Australian Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 66: Australian Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 67: Australian 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 68: Chinese Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 69: Chinese Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 70: Chinese 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 71: South Korean Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 72: South Korean Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 73: South Korean 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 74: Rest of Asia-Pacific Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 75: Rest of Asia-Pacific Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 76: Rest of Asia-Pacific 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 77: Middle East & African Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 78: Middle East & African Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 79: Middle East & African 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 80: Latin American Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Geographic Region - Brazil, Mexico, and Rest of Latin American Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 81: Latin American Historic Review for Console and Handheld Gaming Software by Geographic Region - Brazil, Mexico, and Rest of Latin American Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 82: Latin American 14-Year Perspective for Console and Handheld Gaming Software by Geographic Region - Percentage Breakdown of Value Sales for Brazil, Mexico, and Rest of Latin American Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 83: Latin American Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 84: Latin American Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 85: Latin American 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 86: Brazilian Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 87: Brazilian Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 88: Brazilian 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 89: Mexican Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 90: Mexican Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 91: Mexican 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
    Table 92: Rest of Latin America Recent Past, Current and Future Analysis for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    Table 93: Rest of Latin America Historic Review for Console and Handheld Gaming Software by Segment - Console Gaming Software, and Handheld Gaming Software Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    Table 94: Rest of Latin America 14-Year Perspective for Console and Handheld Gaming Software by Segment - Percentage Breakdown of Value Sales for Console Gaming Software, and Handheld Gaming Software Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)
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Invuo Technologies AB: Interim Report, 1 April - 30 June 2018

Retrieved on: 
Thursday, July 19, 2018

This has been due to a virtuous combination of tight cost control, alongside innovative revenue generation measures.

Key Points: 
  • This has been due to a virtuous combination of tight cost control, alongside innovative revenue generation measures.
  • It should be noted that this is the first time in the history of e-Products that it has made a profit.
  • Invuo has two main business areas: Mobile payment solutions provided under the trademarks of MeaWallet and distribution of eProducts.
  • www.Invuo.com
    Invuo's interim report for the period April June 2018 has been approved for publication by the Board of Directors, by its decision on July 18, 2018.

Mega Man: Fully Charged Blasting Onto Screens This Summer

Retrieved on: 
Wednesday, July 18, 2018

Starting Sunday, August 5, fans can tune in every Sunday to see Mega Man: Fully Charged on Cartoon Network in the US.

Key Points: 
  • Starting Sunday, August 5, fans can tune in every Sunday to see Mega Man: Fully Charged on Cartoon Network in the US.
  • Mega Man: Fully Charged, which is based on the legendary Capcom Mega Man video game franchise, will make its Canadian debut on DHX Television's Family Channel in fall 2018.
  • "Following Capcom's announcement of the new Mega Man 11 video game, we are thrilled to be launching an exciting new animated series, Mega Man: Fully Charged," said Yuichi Kinoshita, President & CEO, Dentsu Entertainment USA.
  • Other Mega Man: Fully Charged Comic-Con highlights include:
    Exclusive Mega Man: Fully Charged artwork signing on Friday, July 20, 12:30 - 1:30 p.m. PT, with Man of Action Entertainment's Joe Casey and Steven T. Seagle, Executive Producers/Story Editors of Mega Man: Fully Charged, and Kazuhiro Tsuchiya, producer of Mega Man 11, Asura's Wrath, at the Capcom booth (#215), where fans can also play the all-new video game launching October 2, 2018.

Mega Man: Fully Charged Blasting Onto Screens This Summer

Retrieved on: 
Wednesday, July 18, 2018

Starting Sunday, August 5, fans can tune in every Sunday to see Mega Man: Fully Charged on Cartoon Network in the US.

Key Points: 
  • Starting Sunday, August 5, fans can tune in every Sunday to see Mega Man: Fully Charged on Cartoon Network in the US.
  • Mega Man: Fully Charged, which is based on the legendary Capcom Mega Man video game franchise, will make its Canadian debut on DHX Television's Family Channel in fall 2018.
  • "Following Capcom's announcement of the new Mega Man 11 video game, we are thrilled to be launching an exciting new animated series, Mega Man: Fully Charged," said Yuichi Kinoshita, President & CEO, Dentsu Entertainment USA.
  • Other Mega Man: Fully Charged Comic-Con highlights include:
    Exclusive Mega Man: Fully Charged artwork signing on Friday, July 20, 12:30 - 1:30 p.m. PT, with Man of Action Entertainment's Joe Casey and Steven T. Seagle, Executive Producers/Story Editors of Mega Man: Fully Charged, and Kazuhiro Tsuchiya, producer of Mega Man 11, Asura's Wrath, at the Capcom booth (#215), where fans can also play the all-new video game launching October 2, 2018.