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Gamers visit Sony’s PlayStation booth at the annual China Joy gaming conference in Shanghai on July 30, 2021.
Arjun Kharpal | CNBC

GUANGZHOU, China — For 14 years, gaming consoles from the likes of Sony, Microsoft and Nintendo were banned in China.

The ban was finally lifted in 2014.

While these consoles were available on the so-called “grey market” — places that would sell imported devices for a high price — the prohibition led to the surge in popularity of PC and mobile games.

Chinese developers, like giants Tencent and NetEase, poured their efforts into making hit titles for those platforms during the more than a decade-long ban.

Now things are changing. China’s tech giants, alongside a new breed of gaming developers, are looking to tap the growth of videogame consoles in China and target players overseas who have grown up with those devices.

For the global market, the console is huge — roughly like 30% revenue. But in China, it’s only 1% and so there’s a huge potential opportunity for the console game developer inside China.
Daniel Ahmad
senior analyst, Niko Partners

Sony, Microsoft and Nintendo have all launched their next-generation gaming consoles in China.

“For the global market, the console is huge — roughly like 30% revenue. But in China, it’s only 1% and so there’s a huge potential opportunity for the console game developer inside China,” Frank Mingbo Li, the founder of Studio Surgical Scalpels, a Tencent-backed game studio, told CNBC.

Studio Surgical Scalpels is making an outer-space based “first-person shooter” game called “Boundary” for PC and Sony’s PlayStation 4 and PlayStation 5.

China’s games console hardware and software market hit $1.84 billion in 2020 and is expected to reach $2.46 billion in 2025, according to market intelligence firm Niko Partners. But that’s eclipsed by both mobile and PC game revenue. Mobile game revenue alone stood at $29.2 billion in 2020.

Globally, the console market is expected to rake in revenue of $49.2 billion, accounting for 28% of the worldwide games market, according to market research firm Newzoo.

That’s where the opportunity lies.

“Despite consoles being banned between 2000 and 2014, we are seeing high demand for consoles in China, and there is an even larger market for console outside the country,” Daniel Ahmad, senior analyst at Niko Partners, told CNBC.

Li, who is a gaming industry veteran, said “Boundary” was designed from the “very first day” for the global market, underscoring the Chinese developer’s ambitions.

“Boundary” is just one of several high-profile console games coming out of China. Another upcoming game is “Black Myth: Wu Kong” which is being developed by Chinese studio Game Science.

Gaming giants eye console market

The world’s largest gaming company, Tencent, along with rival Chinese firm NetEase, are also eyeing the console market.

NetEase launched a high-profile game on Thursday called “Naraka: Bladepoint” — a 60-person battle royale style game like popular title “Fortnite.” The Hangzhou, China-based company is also developing the game for consoles but hasn’t revealed a release date yet.

In 2019, NetEase opened a gaming outfit in Montreal, Canada, to help with international expansion and another studio in Japan dedicated to console game production last year.

In an interview with CNBC this month, Hu Zhipeng, vice president at NetEase, called the console market “pretty attractive.”

“Our Sakura Studio in Japan and in Montreal are dedicated to developing games on consoles, as one third of overseas market shares is taken by console games,” Hu said.

Tencent’s growth in gaming over the years has been driven a lot by acquisitions of or investments into game studios. That has been focused heavily on mobile but is now shifting to companies making games for PC and console.

“Nearly half of the 51 investments in 2021 are in companies with experience developing PC and console games. Many of these are domestic,” according to a Niko Partners report published in May.

Until 2020, most of Tencent’s domestic investments went into mobile gaming while PC and console investments were done overseas, the report noted.

And Tencent-owned developer TiMi Studio has opened offices in Montreal and Seattle to focus on PC and console games.

“Chinese studios are looking to match their overseas peers in game development by standardizing tools, creating advanced production processes, and investing in large teams to ensure they can create large scale AAA quality titles that provide a competitive edge, meet evolving player demands, and reach a broad audience both in terms of geographies and platforms,” Ahmad from Niko Partners said.

AAA is an unofficial term to denote high-quality and popular games.

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EU seeks information from X on content moderation amid first major probe under new tech rules

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EU seeks information from X on content moderation amid first major probe under new tech rules

Jonathan Raa | Nurphoto | Getty Images

The European Union is seeking information from social media platform X about cuts to its content moderation resources as part of its first major investigation into the company under its tough new laws governing online content.

The European Commission, the EU executive arm, said in a statement Wednesday that it’s requested information from X under the Digital Services Act, its groundbreaking tech law which requires online platforms to take a far stricter approach to policing illegal and harmful content on their platforms.

The Commission said it was concerned about X’s transparency report submitted to the regulator in March 2024, which showed it had cut its team of content moderators by nearly 20% compared to the number of moderators it reported in an early October 2023 transparency report.

X reduced linguistic coverage within the EU from 11 languages to seven, the Commission said, again citing X’s transparency report.

The Commission said it’s seeking further details from X on risk assessments and mitigation measures linked to the impact of generative artificial intelligence on electoral processes, dissemination of illegal material, and protection of fundamental rights.

X, which was formerly known as Twitter, was not immediately available for comment when contacted by CNBC.

X must provide information requested by the EU on its content moderation resources and generative AI requested by May 17, the Commission said. Remaining answers to questions from the Commission must be provided no later than May 27, the agency said.

X has been a 'terrible platform for the LGBTQ community,' GLAAD president says

The Commission said its request for information was a further step in a formal probe into breaches of the EU’s recently introduced Digital Services Act.

The Commission initiated formal infringement proceedings against X in December last year after concerns were raised over its approach to tackling illegal content surrounding the Israel-Hamas war.

The Commission at the time said its investigation would focus on X’s compliance with its duties to counter the dissemination of illegal content in the EU, the effectiveness of the social media platform’s steps to combat information manipulation and its measures to increase transparency.

EU officials said the requests for information aim to build on evidence gathered so far in relation to its DSA investigation into X. That evidence includes X’s March transparency report, as well as replies to previous requests for information addressing what X is doing to tackle disinformation risks linked to generative AI risks.

The DSA, which only came into effect in November 2022, requires large online platforms such as X to mitigate the risk of disinformation and institute rigorous procedures to remove hate speech, while balancing this with freedom-of-expression concerns.

Companies found to have breached the rules face fines as high as 6% of their global annual revenues.

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Shopify shares plunge 19% on weak guidance

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Shopify shares plunge 19% on weak guidance

An employee works at Shopify’s headquarters in Ottawa, Ontario in Canada.

Chris Wattie | Reuters

Shopify reported first-quarter earnings and sales on Wednesday that were ahead of Wall Street expectations, but it gave a downbeat forecast for the current quarter.

Shares of Shopify dropped 19% in early trading.

Here’s how the company did for the quarter, compared with consensus expectations from LSEG:

  • Earnings per share: 20 cents adjusted vs. 17 cents expected
  • Revenue: $1.86 billion vs. $1.85 billion expected

Gross margins for the second quarter are expected to decrease by about 50 basis points compared with the first quarter, as a result of the sale of Shopify’s logistics business to freight forwarder Flexport last May.

Shopify said it expects second-quarter revenue to grow at a high-teens percentage rate year over year, a slowdown from the previous period. The company has posted year-over-year revenue growth in the low-to-mid twenties for the past six quarters. Second-quarter revenue would grow in the “low-to-mid-twenties” year-over-year when adjusting for the divestiture of the logistics business, Shopify said.

The company reported a net loss of $273 million, or 21 cents a share, compared with a profit of 68 million, or 5 cents a share, during the year-ago quarter.

Shopify, which makes tools for companies to sell products online, said gross merchandise volume, or the total volume of merchandise sold on the platform, increased 23% to $60.9 billion. That surpassed consensus expectations of $59.5 billion, according to StreetAccount.

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Uber reports first-quarter results that beat expectations for revenue, but posts net loss

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Uber reports first-quarter results that beat expectations for revenue, but posts net loss

Dara Khosrowshahi, CEO of Uber, speaking on CNBC’s Squawk Box at the World Economic Forum Annual Meeting in Davos, Switzerland on Jan. 17th, 2024.

Adam Galici | CNBC

Uber reported first-quarter results on Wednesday that came in slightly above analysts’ estimates for revenue, but the ridesharing company posted an unexpected net loss.

Shares fell more than 6% in premarket trading Wednesday.

Here’s how the company did:

  • Loss per share: 32 cents. That may not compare with the 23 cent earnings expected by LSEG
  • Revenue: $10.13 billion vs. $10.11 billion expected by LSEG

Uber’s revenue grew 15% in its first quarter from $8.82 billion a year prior. The company reported $37.65 billion in gross bookings for the period, which is short of the $37.93 billion expected by analysts, according to StreetAccount.

The company’s net loss widened to $654 million, or a 32 cent loss per share, from a loss of $157 million, or an 8 cent loss per share, in the same quarter last year. Uber said its net loss includes a $721 million net headwind from unrealized losses related to the reevaluation of its equity investments.

In an interview with CNBC’s “Squawk Box” on Wednesday, Uber CEO Dara Khosrowshahi said the company’s move to a loss had “nothing to do with the operating business.”

“We did have to mark down those equity stakes that resulted in a loss,” he said. “We don’t expect that to keep happening going forward.”

However, Uber cannot predict the markets, Khosrowshahi added.

Uber reported adjusted EBITDA of $1.38 billion, up 82% year over year and slightly above the $1.31 billion expected by analysts polled by StreetAccount.

For its second quarter, Uber said it expects to report gross bookings between $38.75 billion and $40.25 billion, compared with StreetAccount estimates of $40 billion. Uber anticipates adjusted EBITDA of $1.45 billion to $1.53 billion, compared with the $1.49 billion expected by analysts.

The number of Uber’s monthly active platform consumers reached 149 million in its first quarter, up 15% year over year from 130 million. There were 2.6 billion trips completed on the platform during the period, up 21% year over year.

“Demand for Uber remains robust across our platform, supported by our improving marketplace experience, the continued shift of consumer spending from goods to services, and the secular trend towards on-demand transportation and delivery,” Khosrowshahi said in prepared remarks Wednesday.

Here’s how Uber’s largest business segments performed:

Mobility (gross bookings): $18.67 billion, up 25% year over year.

Delivery (gross bookings): $17.7 billion, up 18% year over year.

Uber’s mobility segment reported $5.63 billion in revenue, up 30% from the year earlier and 2% quarter over quarter. StreetAccount analysts were expecting $5.52 billion. Uber said “business model changes” negatively impacted its mobility revenue margin by 180 basis points during the period.

“To drive user growth and win more of their daily trips, we are focused on increasing our penetration of core use cases, while also expanding into new consumer segments,” Khosrowshahi said in his prepared remarks.

The company’s delivery segment reported $3.21 billion in revenue, up 4% from the year prior and 3% quarter over quarter. Analysts were expecting $3.28 billion, according to StreetAccount. Uber said its delivery revenue margin was negatively impacted by 230 basis points due to “business model changes” in the first quarter.  

The company’s freight business booked $1.28 billion in sales for the quarter, a decrease of 8% year over year and flat quarter over quarter.

Uber will hold its quarterly call with investors at 8:00 a.m. ET.

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