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王者荣耀成了摇钱树,腾讯这几个月赚饱了

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Tencent's PC and mobile games revenue rose to $3.9 billion in Q1, more than double the amount earned by any other games publisher.
腾讯的单机游戏和手游在第一季度的收益上升至39亿美元,是其他游戏发行商的两倍多。

With more than 30% year-on-year growth, the quarter ended March 31 2017 is further proof of Tencent's dominant position in games publishing. The ¥27 billion ($3.9 billion) it earned from online games in the quarter is far beyond other major publishers like Activision Blizzard ($1.73 billion) and fellow Chinese publisher NetEase ($1.6 billion).
截至2017年3月31日,腾讯第一季度的收益同比增长了30%以上,进一步证明了腾讯在游戏发行领域的主导地位。腾讯在该季度通过线上游戏收入270亿元(39亿美元),远远超过了动视暴雪(17.3亿美元)等主要游戏发行商以及同类中国游戏发行商网易(16亿美元)。

王者荣耀成了摇钱树,腾讯这几个月赚饱了

PC client games contributed a slim majority of that revenue, growing 24% year-on-year to ¥14.1 billion ($2 billion) on the strength of titles like League of Legends and FIFA Online 3. Tencent noted an increase in the ratio of paying users - possibly due to expansion content for FIFA and Chinese New Year promotions in LoL - though active user accounts declined year-on-year. This trajectory, the company said, is down to the migration of players from PC to mobile.
腾讯凭借英雄联盟以及世界足球在线3等电脑客户端游戏获得的收益略占多数,且同比增长了24%,达141亿元(20亿美元)。腾讯还注意到,虽然活跃用户数量同比减少了,但付费用户的比例却有所增长,这可能是由于世界足球在线的扩展内容以及英雄联盟在春节期间的促销活动。腾讯公司表示,这一发展轨迹是由于玩家从电脑端转向了手机端。

And Tencent is no slouch when it comes to mobile either. Smartphone game revenue climbed to ¥12.9 billion ($1.9 billion), thanks in no small part to the success of CrossFire Mobile and, particularly, Honour of Kings. Tencent stated its belief that Honor of Kings is among the most popular games in the world in terms of DAUs.
提到手游,腾讯也毫不逊色。腾讯在智能手机游戏上的收益攀升至129亿元(19亿美元),从很大程度上是由于穿越火线等手游的成功,特别是王者荣耀。在日活跃用户数方面,腾讯相信王者荣耀已跻身世界上最受欢迎的游戏之列。

In January this year, at the very start of Q1, the Financial Times reported that Honor of Kings had 50 million DAUs - more than Pokemon Go at its peak. Virtually all of that success has been found in China, though Tencent is planning a Korean launch of the game.
据《金融时报》报道,今年一月份,也就是第一季度初,王者荣耀的日活跃用户数达5000万人,比精灵宝可梦GO全盛时期的日活跃用户数还要多。事实上,腾讯在这款游戏上取得的所有成功都来自中国,不过,腾讯正计划在韩国推出这款游戏。

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