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微軟收購動(dòng)視暴雪受阻,納德拉仍不放棄

MATT WEINBERGER
2023-05-30

英國和美國的反壟斷監(jiān)管部門均表示將阻止該筆交易。

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微軟CEO薩蒂亞·納德拉。圖片來源:ANDREW HARRER/BLOOMBERG VIA GETTY IMAGES

2022年1月,微軟(Microsoft)宣布以690億美元的價(jià)格收購視頻游戲公司動(dòng)視暴雪(Activision Blizzard),這一舉動(dòng)立即引起了科技行業(yè)的關(guān)注:作為微軟近五十年歷史上規(guī)模最大的一筆收購,這是其CEO薩蒂亞·納德拉的一次大膽舉措,目標(biāo)直指沉浸式虛擬世界的未來計(jì)算。

該筆交易尚未結(jié)束,但在這18個(gè)月間,許多事情已經(jīng)發(fā)生了變化。

一方面,所謂元宇宙的熱度消散。Facebook母公司Meta在元宇宙這個(gè)概念上投下重注,但這筆投資似乎已經(jīng)徹底失敗,而隨著微軟在動(dòng)蕩的經(jīng)濟(jì)環(huán)境下裁員數(shù)千人,并計(jì)劃削減成本,HoloLens增強(qiáng)現(xiàn)實(shí)頭盔的未來也充滿了不確定性。HoloLens是微軟的一個(gè)雄心勃勃的項(xiàng)目,投入了大量資金,目的是打造一個(gè)進(jìn)入美麗新數(shù)字世界的入口。

但下一個(gè)顛覆性技術(shù)并不是元宇宙,而是人工智能,人工智能令行業(yè)大為振奮,并且吸引了投資者的關(guān)注。而微軟憑借與爆火的生成式人工智能ChatGPT和DALL-E的開發(fā)者OpenAI合作,以及在該公司的投資,在下一波科技浪潮中占據(jù)了巨大的優(yōu)勢。

這就產(chǎn)生了一個(gè)顯而易見的問題:為什么微軟仍試圖收購動(dòng)視暴雪?

英國和美國的反壟斷監(jiān)管部門均表示將阻止該筆交易,因此這個(gè)問題變得更加值得討論。周三,微軟對英國阻止該筆交易的做法提起訴訟,微軟與美國聯(lián)邦貿(mào)易委員會(FTC)的訴訟將于8月開始審理。微軟當(dāng)前是否應(yīng)該發(fā)起這些戰(zhàn)斗?為在這些戰(zhàn)斗中取勝而投入資本和精力是否值得?這或許是微軟放棄交易的一次絕佳機(jī)會,盡管“分手費(fèi)”高達(dá)30億美元?

這些問題的答案很簡單,并且這個(gè)答案可以透露出納德拉優(yōu)先考慮的許多問題。微軟無法承擔(dān)不完成該筆交易需要付出的代價(jià)。為什么呢?因?yàn)槲④浶枰婕遥@或許比游戲玩家對微軟的需求更加強(qiáng)烈。

微軟需要在游戲行業(yè)樹立信譽(yù)

從經(jīng)濟(jì)值上來看,游戲業(yè)務(wù)從來都不是微軟最大的業(yè)務(wù):雖然微軟并未公布游戲相關(guān)業(yè)務(wù)的具體收入,但其最近的營收報(bào)告顯示,Xbox硬件收入下滑,Xbox內(nèi)容和服務(wù)收入只有小幅上漲。但將經(jīng)濟(jì)價(jià)值放在一邊,游戲業(yè)務(wù)其實(shí)是對微軟的戰(zhàn)略最重要的業(yè)務(wù)之一,而且該科技巨頭迫切需要在這個(gè)領(lǐng)域獲得一次勝利。

眾所周知,十年來,微軟的Xbox游戲機(jī)一直遠(yuǎn)遠(yuǎn)落后于索尼(Sony)的PlayStation。微軟首席游戲官菲爾·斯賓塞在最近參加一個(gè)播客節(jié)目時(shí)也承認(rèn),目前Xbox沒有任何實(shí)際方法,能夠在游戲機(jī)銷量方面超越任天堂(Nintendo)或索尼。

微軟首席游戲官菲爾·斯賓塞。圖片來源:PATRICK T. FALLON/BLOOMBERG VIA GETTY IMAGES

一個(gè)很重要的原因是游戲:索尼不斷推出PlayStation獨(dú)占游戲,例如《戰(zhàn)神:諸神黃昏》(God of War: Ragnarok)和《地平線:西之絕境》(Horizon Forbidden West)等,但微軟卻鮮有佳作。

當(dāng)然,微軟確實(shí)有《極限競速:地平線5》(Forza Horizon 5)這樣的亮點(diǎn),微軟旗下的《我的世界》(Minecraft)依舊火爆。但《光環(huán):無限》(Halo Infinite)等游戲的失敗,卻給公司蒙上了陰影?!豆猸h(huán):無限》本來有潛力成為大作,但在發(fā)布后其光芒迅速消散。最近,微軟又遭遇了尷尬的狀況,其投入大預(yù)算制作的Xbox獨(dú)占游戲《紅霞島》(Redfall),遭到了一面倒的負(fù)面評價(jià)。

而且除了經(jīng)久不衰的《我的世界》以外,更不必提微軟在智能手機(jī)游戲領(lǐng)域基本毫無存在感。通過動(dòng)視暴雪有利可圖的《糖果傳奇》(Candy Crush Saga)和《暗黑破壞神:不朽》(Diablo Immortal)等游戲,微軟將立即躋身頂級手機(jī)游戲廠商之一。

在智能手機(jī)領(lǐng)域,微軟還一直在大力投資Game Pass訂閱服務(wù),使用戶在幾乎任何支持網(wǎng)絡(luò)瀏覽器的設(shè)備上,包括個(gè)人電腦、手機(jī)和平板電腦等,都能訪問數(shù)量龐大且不斷增多的Xbox游戲。增加動(dòng)視暴雪的游戲可以促進(jìn)該項(xiàng)業(yè)務(wù)的發(fā)展,并使微軟的影響力拓展到核心游戲機(jī)市場以外。

雖然微軟近期與其他平臺所有者達(dá)成的協(xié)議,意味著你可以在任何平臺上玩《使命召喚》(Call of Duty),但如果微軟成功收購動(dòng)視暴雪,未來動(dòng)視暴雪的某些游戲?qū)H在Xbox上發(fā)行。

換言之,微軟成功合并動(dòng)視暴雪后,將幫助微軟在當(dāng)前的形勢下,在視頻游戲市場樹立必要的信譽(yù),并確保在Xbox游戲機(jī)業(yè)務(wù)低迷的情況下,微軟依舊可以在游戲市場站穩(wěn)腳跟。這很重要,因?yàn)橛螒蛟谖④浀暮陚ビ?jì)劃中扮演著關(guān)鍵角色。

對于微軟而言,游戲業(yè)務(wù)不只是游戲

雖然個(gè)人電腦市場整體上持續(xù)下滑,但微軟的Windows系統(tǒng)依舊是大部分資深游戲玩家的首選平臺。由于微軟自行開發(fā)手機(jī)操作系統(tǒng)以失敗告終,因此在日益由蘋果(Apple)iOS和谷歌安卓系統(tǒng)主導(dǎo)的手機(jī)領(lǐng)域,為了避免Windows系統(tǒng)被邊緣化,游戲玩家成為關(guān)鍵。

收購動(dòng)視暴雪是向市場發(fā)出信號,證明微軟在嚴(yán)肅對待游戲業(yè)務(wù)。在微軟的管理下,動(dòng)視暴雪的重磅游戲可能會繼續(xù)在PC端和Xbox等游戲機(jī)上發(fā)布,以確保該平臺的活力。這是一筆巨額投資,而且由于法律和監(jiān)管方面的障礙,這也是一筆痛苦的投資,但通過該筆交易,微軟可以確保游戲玩家繼續(xù)選擇Windows系統(tǒng),并從中受益。

圖片來源:INA FASSBENDER/AFP VIA GETTY IMAGES

該交易將幫助推動(dòng)Windows業(yè)務(wù)的發(fā)展。最近的營收報(bào)告顯示,Windows OEM(PC廠商在設(shè)備上預(yù)裝Windows系統(tǒng)需要向微軟支付的許可費(fèi))收入下跌28%,使微軟的更個(gè)性化運(yùn)算業(yè)務(wù)的整體收入下滑9%,只有133億美元。微軟要扭轉(zhuǎn)這種局面,在很大程度上將取決于它能否利用Windows系統(tǒng)開發(fā)游戲市場。據(jù)普華永道(PwC)估計(jì),游戲市場的規(guī)模到2026年將達(dá)到約3,210億美元。

在PC行業(yè)有一句老話:人們?yōu)榱松a(chǎn)力購買電腦,但會為了游戲升級電腦。游戲玩家通常更有可能在首選平臺上購買軟件,更有可能長期使用一個(gè)平臺,并且更有可能是高參與度用戶。

從中期來看,微軟將Windows視為眾多服務(wù)的入口,例如Microsoft 365生產(chǎn)力套裝、必應(yīng)(Bing)搜索引擎和Edge瀏覽器等。使用Windows系統(tǒng)的游戲玩家越多,微軟提供這些服務(wù)的渠道就越廣泛。從長遠(yuǎn)來看,微軟必須有一批忠實(shí)用戶,這對于微軟至關(guān)重要,未來無論誕生什么新技術(shù),這些忠實(shí)的用戶都將給微軟帶來幫助。

微軟收購動(dòng)視暴雪還有對未來的考慮。雖然Meta的馬克·扎克伯格似乎已經(jīng)放棄對元宇宙的炒作,但要知道,納德拉也曾經(jīng)是這個(gè)概念的主要推動(dòng)者之一。雖然完全實(shí)現(xiàn)《頭號玩家》(Ready Player One)等書中預(yù)測的虛擬世界仍遙遙無期,但現(xiàn)在人們已經(jīng)可以玩到《堡壘之夜》(Fortnite)或《Roblox》等在線視頻游戲。

微軟收購動(dòng)視暴雪,將同時(shí)買下《戰(zhàn)神》等游戲。該游戲是最早真正獲得成功的虛擬世界之一,雖然距離這個(gè)虛擬世界的誕生已經(jīng)過去了近二十年,但每個(gè)月依舊有約兩百多萬玩家登錄。

這款游戲并不是納德拉之前支持的商業(yè)化元宇宙。但如果納德拉想要在用戶尤其是年輕用戶聚集的平臺與他們接觸,比如他們投入時(shí)間和金錢更多的虛擬世界,那么《戰(zhàn)神》和動(dòng)視暴雪的其他游戲就是很好的起點(diǎn)。(財(cái)富中文網(wǎng))

譯者:劉進(jìn)龍

審校:汪皓

2022年1月,微軟(Microsoft)宣布以690億美元的價(jià)格收購視頻游戲公司動(dòng)視暴雪(Activision Blizzard),這一舉動(dòng)立即引起了科技行業(yè)的關(guān)注:作為微軟近五十年歷史上規(guī)模最大的一筆收購,這是其CEO薩蒂亞·納德拉的一次大膽舉措,目標(biāo)直指沉浸式虛擬世界的未來計(jì)算。

該筆交易尚未結(jié)束,但在這18個(gè)月間,許多事情已經(jīng)發(fā)生了變化。

一方面,所謂元宇宙的熱度消散。Facebook母公司Meta在元宇宙這個(gè)概念上投下重注,但這筆投資似乎已經(jīng)徹底失敗,而隨著微軟在動(dòng)蕩的經(jīng)濟(jì)環(huán)境下裁員數(shù)千人,并計(jì)劃削減成本,HoloLens增強(qiáng)現(xiàn)實(shí)頭盔的未來也充滿了不確定性。HoloLens是微軟的一個(gè)雄心勃勃的項(xiàng)目,投入了大量資金,目的是打造一個(gè)進(jìn)入美麗新數(shù)字世界的入口。

但下一個(gè)顛覆性技術(shù)并不是元宇宙,而是人工智能,人工智能令行業(yè)大為振奮,并且吸引了投資者的關(guān)注。而微軟憑借與爆火的生成式人工智能ChatGPT和DALL-E的開發(fā)者OpenAI合作,以及在該公司的投資,在下一波科技浪潮中占據(jù)了巨大的優(yōu)勢。

這就產(chǎn)生了一個(gè)顯而易見的問題:為什么微軟仍試圖收購動(dòng)視暴雪?

英國和美國的反壟斷監(jiān)管部門均表示將阻止該筆交易,因此這個(gè)問題變得更加值得討論。周三,微軟對英國阻止該筆交易的做法提起訴訟,微軟與美國聯(lián)邦貿(mào)易委員會(FTC)的訴訟將于8月開始審理。微軟當(dāng)前是否應(yīng)該發(fā)起這些戰(zhàn)斗?為在這些戰(zhàn)斗中取勝而投入資本和精力是否值得?這或許是微軟放棄交易的一次絕佳機(jī)會,盡管“分手費(fèi)”高達(dá)30億美元?

這些問題的答案很簡單,并且這個(gè)答案可以透露出納德拉優(yōu)先考慮的許多問題。微軟無法承擔(dān)不完成該筆交易需要付出的代價(jià)。為什么呢?因?yàn)槲④浶枰婕?,這或許比游戲玩家對微軟的需求更加強(qiáng)烈。

微軟需要在游戲行業(yè)樹立信譽(yù)

從經(jīng)濟(jì)值上來看,游戲業(yè)務(wù)從來都不是微軟最大的業(yè)務(wù):雖然微軟并未公布游戲相關(guān)業(yè)務(wù)的具體收入,但其最近的營收報(bào)告顯示,Xbox硬件收入下滑,Xbox內(nèi)容和服務(wù)收入只有小幅上漲。但將經(jīng)濟(jì)價(jià)值放在一邊,游戲業(yè)務(wù)其實(shí)是對微軟的戰(zhàn)略最重要的業(yè)務(wù)之一,而且該科技巨頭迫切需要在這個(gè)領(lǐng)域獲得一次勝利。

眾所周知,十年來,微軟的Xbox游戲機(jī)一直遠(yuǎn)遠(yuǎn)落后于索尼(Sony)的PlayStation。微軟首席游戲官菲爾·斯賓塞在最近參加一個(gè)播客節(jié)目時(shí)也承認(rèn),目前Xbox沒有任何實(shí)際方法,能夠在游戲機(jī)銷量方面超越任天堂(Nintendo)或索尼。

一個(gè)很重要的原因是游戲:索尼不斷推出PlayStation獨(dú)占游戲,例如《戰(zhàn)神:諸神黃昏》(God of War: Ragnarok)和《地平線:西之絕境》(Horizon Forbidden West)等,但微軟卻鮮有佳作。

當(dāng)然,微軟確實(shí)有《極限競速:地平線5》(Forza Horizon 5)這樣的亮點(diǎn),微軟旗下的《我的世界》(Minecraft)依舊火爆。但《光環(huán):無限》(Halo Infinite)等游戲的失敗,卻給公司蒙上了陰影?!豆猸h(huán):無限》本來有潛力成為大作,但在發(fā)布后其光芒迅速消散。最近,微軟又遭遇了尷尬的狀況,其投入大預(yù)算制作的Xbox獨(dú)占游戲《紅霞島》(Redfall),遭到了一面倒的負(fù)面評價(jià)。

而且除了經(jīng)久不衰的《我的世界》以外,更不必提微軟在智能手機(jī)游戲領(lǐng)域基本毫無存在感。通過動(dòng)視暴雪有利可圖的《糖果傳奇》(Candy Crush Saga)和《暗黑破壞神:不朽》(Diablo Immortal)等游戲,微軟將立即躋身頂級手機(jī)游戲廠商之一。

在智能手機(jī)領(lǐng)域,微軟還一直在大力投資Game Pass訂閱服務(wù),使用戶在幾乎任何支持網(wǎng)絡(luò)瀏覽器的設(shè)備上,包括個(gè)人電腦、手機(jī)和平板電腦等,都能訪問數(shù)量龐大且不斷增多的Xbox游戲。增加動(dòng)視暴雪的游戲可以促進(jìn)該項(xiàng)業(yè)務(wù)的發(fā)展,并使微軟的影響力拓展到核心游戲機(jī)市場以外。

雖然微軟近期與其他平臺所有者達(dá)成的協(xié)議,意味著你可以在任何平臺上玩《使命召喚》(Call of Duty),但如果微軟成功收購動(dòng)視暴雪,未來動(dòng)視暴雪的某些游戲?qū)H在Xbox上發(fā)行。

換言之,微軟成功合并動(dòng)視暴雪后,將幫助微軟在當(dāng)前的形勢下,在視頻游戲市場樹立必要的信譽(yù),并確保在Xbox游戲機(jī)業(yè)務(wù)低迷的情況下,微軟依舊可以在游戲市場站穩(wěn)腳跟。這很重要,因?yàn)橛螒蛟谖④浀暮陚ビ?jì)劃中扮演著關(guān)鍵角色。

對于微軟而言,游戲業(yè)務(wù)不只是游戲

雖然個(gè)人電腦市場整體上持續(xù)下滑,但微軟的Windows系統(tǒng)依舊是大部分資深游戲玩家的首選平臺。由于微軟自行開發(fā)手機(jī)操作系統(tǒng)以失敗告終,因此在日益由蘋果(Apple)iOS和谷歌安卓系統(tǒng)主導(dǎo)的手機(jī)領(lǐng)域,為了避免Windows系統(tǒng)被邊緣化,游戲玩家成為關(guān)鍵。

收購動(dòng)視暴雪是向市場發(fā)出信號,證明微軟在嚴(yán)肅對待游戲業(yè)務(wù)。在微軟的管理下,動(dòng)視暴雪的重磅游戲可能會繼續(xù)在PC端和Xbox等游戲機(jī)上發(fā)布,以確保該平臺的活力。這是一筆巨額投資,而且由于法律和監(jiān)管方面的障礙,這也是一筆痛苦的投資,但通過該筆交易,微軟可以確保游戲玩家繼續(xù)選擇Windows系統(tǒng),并從中受益。

該交易將幫助推動(dòng)Windows業(yè)務(wù)的發(fā)展。最近的營收報(bào)告顯示,Windows OEM(PC廠商在設(shè)備上預(yù)裝Windows系統(tǒng)需要向微軟支付的許可費(fèi))收入下跌28%,使微軟的更個(gè)性化運(yùn)算業(yè)務(wù)的整體收入下滑9%,只有133億美元。微軟要扭轉(zhuǎn)這種局面,在很大程度上將取決于它能否利用Windows系統(tǒng)開發(fā)游戲市場。據(jù)普華永道(PwC)估計(jì),游戲市場的規(guī)模到2026年將達(dá)到約3,210億美元。

在PC行業(yè)有一句老話:人們?yōu)榱松a(chǎn)力購買電腦,但會為了游戲升級電腦。游戲玩家通常更有可能在首選平臺上購買軟件,更有可能長期使用一個(gè)平臺,并且更有可能是高參與度用戶。

從中期來看,微軟將Windows視為眾多服務(wù)的入口,例如Microsoft 365生產(chǎn)力套裝、必應(yīng)(Bing)搜索引擎和Edge瀏覽器等。使用Windows系統(tǒng)的游戲玩家越多,微軟提供這些服務(wù)的渠道就越廣泛。從長遠(yuǎn)來看,微軟必須有一批忠實(shí)用戶,這對于微軟至關(guān)重要,未來無論誕生什么新技術(shù),這些忠實(shí)的用戶都將給微軟帶來幫助。

微軟收購動(dòng)視暴雪還有對未來的考慮。雖然Meta的馬克·扎克伯格似乎已經(jīng)放棄對元宇宙的炒作,但要知道,納德拉也曾經(jīng)是這個(gè)概念的主要推動(dòng)者之一。雖然完全實(shí)現(xiàn)《頭號玩家》(Ready Player One)等書中預(yù)測的虛擬世界仍遙遙無期,但現(xiàn)在人們已經(jīng)可以玩到《堡壘之夜》(Fortnite)或《Roblox》等在線視頻游戲。

微軟收購動(dòng)視暴雪,將同時(shí)買下《戰(zhàn)神》等游戲。該游戲是最早真正獲得成功的虛擬世界之一,雖然距離這個(gè)虛擬世界的誕生已經(jīng)過去了近二十年,但每個(gè)月依舊有約兩百多萬玩家登錄。

這款游戲并不是納德拉之前支持的商業(yè)化元宇宙。但如果納德拉想要在用戶尤其是年輕用戶聚集的平臺與他們接觸,比如他們投入時(shí)間和金錢更多的虛擬世界,那么《戰(zhàn)神》和動(dòng)視暴雪的其他游戲就是很好的起點(diǎn)。(財(cái)富中文網(wǎng))

譯者:劉進(jìn)龍

審校:汪皓

When Microsoft announced plans to buy video game company Activision Blizzard for $69 billion in January 2022, the tech industry snapped to attention: As the largest acquisition in Microsoft’s nearly five-decade history, the deal was a bold move by?CEO Satya Nadella, pointing the way to a future of computing in immersive, virtual worlds.

The deal hasn’t closed yet, but a lot has changed in the intervening 18 months.

For one thing, the hype over the so-called metaverse has shriveled up and died. Facebook parent company Meta’s big bet on the concept looks like a flop and the future of Microsoft’s HoloLens augmented reality headset—the company’s very ambitious, very expensive bet to provide a portal into these brave new digital worlds—is uncertain, as Microsoft lays off thousands of workers and seeks to?cut costs?in an uncertain economy.

Instead of the metaverse, A.I. has emerged as the next game-changing technology, sucking up all the industry excitement and investment dollars. And, as it turns out, Microsoft is in a pretty good position for this next wave thanks to its partnership, and investment, in OpenAI, the maker of generative A.I. megahits ChatGPT and DALL-E.

All of this raises an obvious question: Why is Microsoft still trying to acquire Activision?

Given that antitrust regulators in Britain and the U.S. have stated their intentions to block the deal, the question is even more pertinent. On Wednesday, Microsoft filed a lawsuit to challenge UK’s effort to block the deal, and the company’s trial with the U.S. FTC is set to start in August. Is this the fight Microsoft should be waging at this time, and is it worth all the cost in capital and attention that will be required to win? Perhaps this is a golden opportunity, albeit one with a $3 billion breakup fee, for Microsoft to walk away?

The answer to all those questions is simple, and reveals much about Nadella’s priorities. Microsoft can’t afford not to go through with the deal. Why? Because Microsoft needs gamers—perhaps more than gamers need Microsoft.

Microsoft needs a shot of credibility

Dollar for dollar, gaming has never been Microsoft’s biggest business: While Microsoft doesn’t break out specific revenue figures for gaming-related businesses, its most recent earnings report showed Xbox hardware revenue slumping, even as Xbox content and services revenue posted a modest gain. Putting dollars and cents aside, though, gaming is lowkey one of the most important businesses to Microsoft’s strategy, and it’s an area in which the tech giant desperately needs a win.

It’s no secret that Microsoft’s Xbox console has lagged far behind Sony’s PlayStation for over a decade now. Microsoft chief gaming officer Phil Spencer himself acknowledged in a recent podcast appearance that there’s currently no realistic way for the Xbox to overtake Nintendo or Sony in terms of console sales.

Microsoft Chief Gaming Officer Phil Spencer。PATRICK T. FALLON/BLOOMBERG VIA GETTY IMAGES

A big part of the problem is the games: Where Sony has delivered hit after hit with PlayStation-exclusive titles like “God of War: Ragnarok” and “Horizon Forbidden West,” Microsoft has struggled.

Sure, there have been bright spots like “Forza Horizon 5” and the ongoing success of the Microsoft-owned “Minecraft.” But they’ve been overshadowed by failures like would-be blockbuster “Halo Infinite,” which saw its star fade quickly after a promising launch. More recently, Microsoft suffered the embarrassment of an outright hostile reception to big-budget Xbox-exclusive title “Redfall.”

And that’s not to mention that Microsoft has essentially no presence in smartphone gaming, apart from the ongoing success of “Minecraft.” Microsoft would instantly become a power player in mobile gaming, thanks to lucrative Activision Blizzard-published titles like “Candy Crush Saga” and “Diablo Immortal.”

Speaking of smartphones, Microsoft has also been investing heavily in its Game Pass subscription service, which allows users to stream a vast-and-growing selection of Xbox games to almost any device with a web browser, including PCs, phones, and tablets. Adding Activision Blizzard’s roster of games to that catalog would only boost that initiative, and thus Microsoft’s reach outside of the core console market.

Still, while the terms of Microsoft’s recent agreements with other platform holders means that you’ll be able to find “Call of Duty” elsewhere, you can expect that if the deal goes through, some future Activision Blizzard titles will only be available on Xbox.

In other words, successfully merging with Activision Blizzard would give Microsoft a shot of credibility in the video-game market at a time when it could really use some, and ensure that it retains a stronghold in the games market despite its Xbox console woes. That, in turn, is important because of the quietly critical role that gaming plays in Microsoft’s bigger picture.

For Microsoft, gaming is no game

Even as the overall PC market has continued to slump, Microsoft Windows has remained the platform of choice for a large portion of serious gamers. Given Microsoft’s well-documented failures to build out a mobile operating system of its very own, that makes gamers a crucial constituency in the company’s quest to make sure that Windows stays relevant in a world increasingly dominated by Apple iOS and Google Android.

Buying Activision Blizzard is a signal to that market that Microsoft takes gaming seriously. It’s likely that under Microsoft’s stewardship, major games from the publisher will continue to launch on PC alongside consoles like Xbox, ensuring that the platform stays vibrant. It’s a pricey investment, and a painful one given the legal and regulatory hassles, but Microsoft has a vested interest in making sure gamers continue to choose Windows.

And the Windows business could use the help. Per that most recent earnings statement, Windows OEM revenue — the licensing fees paid by PC manufacturers to Microsoft to pre-install Windows on their machines — dipped 28%, contributing to an overall 9% dip in Microsoft’s More Personal Computing business segment to $13.3 billion. If Microsoft has any hope of turning things around, it likely lies in large part by moving Windows to tap into the gaming market, which PwC estimates will be worth some $321 billion by 2026.

There’s an old adage in the PC industry: people buy computers for productivity, but they upgrade for games. Gamers are generally more likely to buy software on their platform of choice, more likely to stick with that platform over the long term, and more likely to be highly-engaged users.

In the medium term, Microsoft sees Windows as its gateway to services like the Microsoft 365 productivity suite, the Bing search engine, and the Edge browser. The more gamers tie themselves to Windows, the wider Microsoft’s funnel for those services becomes. In the longer run, Microsoft gets to build an important level of loyalty that may serve it well whatever comes next in tech.

There’s also a future-looking component to this investment, too. While even Meta’s Mark Zuckerberg seems to have backed down on the hype around the metaverse, it’s important to remember that?Nadella is also a big booster of the concept. And while the fully-realized virtual world predicted by books like “Ready Player One” is still far off, online video games like “Fortnite” or “Roblox” are the closest things available today.

In buying Activision Blizzard, Microsoft is also buying games like “World of Warcraft” – one of the first truly successful virtual worlds, which almost two decades into its existence still sees an estimated two million-plus players log in every month.

The game isn’t quite the business-focused metaverse that Nadella has previously espoused. But if Nadella wants to meet users – particularly younger users – where they’re at as they spend more time and money in virtual worlds, “World of Warcraft” and Activision Blizzard’s other properties are a good start.

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