Arena of Valor, most popular mobile MOBA game; 80m daily players as of Dec 2017 and I believe it's currently the biggest game worldwide despite mostly being popular in China (I think there are even stories of politicians delaying press conferences to finish a match lmao) - developed and published by Tencent
Fortnite - Tencent owns 40% of Epic Games
Clash of Clans - Tencent owns ~85% of Supercell
PUBG - They're working on acquiring 10% of Bluehole, developed PUBG mobile, and managed the (hugely successful) China release
Overwatch / Hearthstone - Tencent owns ~5% of Activision (about $2.5b)
Crossfire (still very popular in Asia) - Tencent managed the China release
Candy Crush - Tencent is the distributor in China
Some smaller but also well-known companies:
Path of Exile - 80% stake
Miniclip - majority stake
Ubisoft (Assassin's Creed, Far Cry, The Division, Rainbow 6) - 5%
Paradox Games (Cities: Skylines, Stellaris, Crusader Kings, Europa Universalis, etc) - 5%
Netmarble Games (mobile games like Lineage 2, YS Online) - 22%
(mostly sourced from https://en.wikipedia.org/wiki/Tencent_Games)
This is completely ignoring their significant shares in Tesla, Snapchat, etc. And the fact that they're like, not an actual investment firm and have their own business, including WeChat, QQ, and their AI lab. League's decline in popularity is certainly bad for them, but relative to their entire operations it's only a small hit. This recent drop in market value is, in my opinion, better attributed to the doubts over tech stock valuations due to Facebook and Twitter.
Gaming was 48% of their revenue for Q2, with US$3.2 billion in phone sales and US$2.1 for desktop.
The other 52% comes from social networks, Wepay, cloud infrastructure, and online advertising.
Now that's a name I haven't heard in a long time. I wasn't even aware that they were still around, but apparently they are.
honestly i wonder about the flash games sites in general. what happens when flash finally gets brought behind the barn?
Little did I know, that within me I had the seeds of mental illness growing. Perhaps, one of the signs, if I only knew to pay attention to it, was how "addicting" games were to me. I think the world back then just thought a lot less about those things, if you could still manage to be outwardly successful.
No one worried about what it meant that some kids finding a vibrant, "safer" environment in video games, than in the real world.
Ahhhh, MotherLoad.
I have no knowledge of "Motherload," nor any interest in modern games. But those few lines about your (your character's ?) interaction with it, makes me want to know how this story unfolds.
My wife threatened divorce if I wouldn't delete the app.
It wasn't their biggest money maker, but it was their biggest money maker outside of China, and investors really liked the idea of global growth.
note that this is north america focused, i have no clue about europe, south korea, or china.
in terms of number of players? Do you have any links to places where this has been said?