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DCU Teen Titans: The Judas Contract Blu-ray Give Away 1

DCU Teen Titans: The Judas Contract Blu-ray Giveaway

CGM is giving away more movies! CGM has teamed up with Warner Bros. Home Entertainment to give away some of the best movies in recent history. This month we are giving away DCU Teen...

GameStop Reports Sales and Earnings for Fiscal 2016 and Provides 2017 Outlook

Gross margin rate expands nearly 400 basis points in 2016 to a record rate of 35.0%Technology Brands adjusted operating earnings increase 216.4%; 63.7% on a GAAP basis Collectibles sales achieve high-end of revenue target growing 59.5% to $494.1 million in 2016GRAPEVINE, Texas, March 23, 2017 (GLOBE NEWSWIRE) -- GameStop Corp. (NYSE:GME), a global family of specialty retail brands that makes the most popular technologies affordable and simple, today reported sales and earnings for the fourth quarter and fiscal year ended January 28, 2017.Paul Raines, chief executive officer, stated, “GameStop’s transformation continued to take hold in 2016, as our non-gaming businesses drove gross margin expansion and significantly contributed to our profits. Meanwhile, the video game category was weak, particularly in the back half of 2016, as the console cycle ages. Looking at 2017, Technology Brands and Collectibles are expected to generate another year of strong growth, and new hardware innovation in the video game category looks promising. As we continue our transformation plan, we will also be focused on managing SG&A spend, rationalizing our global store portfolio, and maximizing free cash flow generation to drive shareholder value.”Fourth Quarter ResultsTotal global sales decreased 13.6% to $3.05 billion, while consolidated comparable store sales declined 16.3% (-20.8% in the U.S. and -4.6% internationally). As stated in the company’s holiday sales release in January, the fourth quarter was significantly impacted by weak sales of certain AAA titles and aggressive console promotions by other retailers on Thanksgiving Day and Black Friday. As a result, new hardware sales declined 29.1% and new software sales declined by 19.3%. Pre-owned sales outperformed new video games, declining 6.7% compared to the fourth quarter of 2015.Non-GAAP digital receipts declined 7.7%, to $373.4 million and GAAP digital sales declined 5.8%, to $57.2 million. Digital sales were impacted by the decline in new video game sales.Technology Brands sales, which are not included in comparable store sales, increased 43.9% to $256.0 million, primarily driven by year-over-year store growth. Technology Brands adjusted operating earnings were $34.0 million, an 88.9% increase compared to $18.0 million in the prior-year quarter. On a GAAP basis, operating losses were $12.0 million due to store rationalization and asset impairment charges recorded during the fourth quarter.Collectibles sales rose 27.8% to $212.4 million, driven by strong sales of Pokémon-related toys and apparel. The company added 17 Collectibles stores during the quarter, bringing the total global portfolio to 86 stores, including 24 ThinkGeek stores in the U.S.GameStop’s fourth quarter GAAP net earnings were $208.7 million, or $2.04 per diluted share, compared to net earnings of $247.8 million, or $2.36 per diluted share in the prior-year quarter. The fourth quarter results include charges of $56.5 million ($35.1 million, net of tax), or $0.34 per diluted share. These charges are primarily related to store rationalization and asset impairments to optimize the Technology Brands store portfolio after four years of rapid expansion. Additionally, the quarter and the full year were positively impacted by a $27.3 million tax benefit related to international tax planning efforts.Excluding these charges, GameStop's adjusted net earnings for the fourth quarter were $243.8 million, compared to adjusted net earnings of $251.6 million in the prior-year quarter. Adjusted diluted earnings per share were $2.38 compared to adjusted diluted earnings per share of $2.40 in the prior-year quarter.Fiscal 2016 ResultsTotal global sales decreased 8.1% to $8.61 billion, while consolidated comparable store sales declined 11.0% (-13.5% in the U.S. and -4.4% internationally).Highlights of fiscal 2016 include:Expanded gross margin rate nearly 400 basis points to a record of 35.0%, representing our third consecutive year of gross margin improvement.Technology Brands achieved the goal of delivering between $85 million and $100 million of adjusted operating earnings in fiscal 2016 as it contributed $90.2 million for the year, a 216.4% increase over 2015. On a GAAP basis, operating earnings increased 63.7% from $27.0 million to $44.2 million.The Collectibles business achieved the high-end of its $450 to $500 million revenue target, as sales increased 59.5% to $494.1 million in fiscal 2016.Non-physical gaming businesses comprised 36.9% of GME’s total adjusted operating earnings in fiscal 2016 compared to 24.5% in fiscal 2015.Non-GAAP digital receipts grew 4% to $1.1 billion. GAAP digital revenue declined 3.9% to $181.0 million.GameStop's fiscal 2016 GAAP net earnings were $353.2 million, including $60.6 million ($37.7 million, net of tax) of charges related to store closings and asset impairments. This compared to net earnings of $402.8 million in fiscal 2015. Diluted earnings per share were $3.40, compared to diluted earnings per share of $3.78 in fiscal 2015.Excluding these charges, GameStop's adjusted net earnings for the full year were $390.9 million, or $3.77 per diluted share, compared to adjusted net earnings of $415.6 million, or $3.90 per diluted share, in fiscal 2015. A reconciliation of non-GAAP adjusted net income, operating earnings and Tech Brands operating earnings to GAAP is included with this release (Schedule III).Capital Allocation UpdateDuring the fourth quarter, the company repurchased 1.66 million shares at an average price of $23.56, or $39.1 million of stock. For the full year, GameStop repurchased 3.01 million shares at an average price of $24.94, or $75.1 million of stock. As of today, there is $170.2 million remaining on the existing repurchase authorization.On March 1, 2017, GameStop announced a 2.7% increase of its regular annual cash dividend from $1.48 to $1.52 per share. On March 28, the company will pay its quarterly cash dividend of $0.38 per common share.Earnings Outlook Rob Lloyd, GameStop chief financial officer, stated, “Going forward, GameStop will provide annual guidance, and no longer provide quarterly EPS or same store sales guidance. We believe that providing only annual guidance will reduce investor distraction as we continue to diversify the company and seek to maximize long-term shareholder value. It also benefits our organization in that it concentrates attention on longer-term targets and reduces the focus on short-term results, which can be volatile given the current business environment.”2017 OutlookGameStop is providing the following guidance for fiscal 2017 (dollars in millions, except per share):Total Sales-2.0% to +2.0%Comparable Store Sales (excludes Tech Brands stores)-5.0% to 0.0%Depreciation & Amortization Expense$150.0 to $160.0Income Tax Rate 35.0% to 35.5%Operating Margin6.5% to 7.0%Net Income$320.0 to $354.0Earnings Per Share (diluted)$3.10 to $3.40Capital Expenditures$110.0 to $120.0Technology Brands Operating Earnings $120.0+Earnings per share guidance is calculated based on weighted average shares outstanding of 102,500,000.In 2017, the Company anticipates that it will open approximately 35 new Collectibles stores globally, and approximately 65 new Technology Brand stores. The Company also anticipates that it will close between 2% to 3% of its global store footprint.Conference Call InformationA conference call with GameStop Corp.’s management is scheduled for March 23, 2017 at 4:00 p.m. CT to discuss the company’s financial results. The phone number for the call is 888-576-4397 and the passcode is 8146181. This call, along with supplemental information, can also be accessed at GameStop Corp.’s investor relations home page at http://investor.GameStop.com/. The conference call will be archived for two months on GameStop’s corporate website.About GameStopGameStop Corp. (NYSE:GME), a Fortune 500 company headquartered in Grapevine, Texas, is a global, multichannel video game, consumer electronics and wireless services retailer. GameStop operates more than 7,500 stores across 14 countries. The company's consumer product network also includes www.gamestop.com; www.Kongregate.com, a leading browser-based game site; Game Informer® magazine, the world's leading print and digital video game publication; and ThinkGeek, www.thinkgeek.com, the premier retailer for the global geek community featuring exclusive and unique video game and pop culture products. Our Technology Brands segment includes 1,522 Simply Mac, Spring Mobile AT&T and Cricket stores. Simply Mac, www.simplymac.com, sells the full line of Apple products, including laptops, tablets, and smartphones and offers Apple certified warranty and repair services. Spring Mobile, www.springmobile.com, sells all of AT&T’s products and services, including DIRECTV and offers pre-paid wireless services, devices and related accessories through its Cricket branded stores in select markets in the U.S.General information about GameStop Corp. can be obtained at the company’s corporate website.Follow @GameStop and @GameStopCorp. on Twitter and find GameStop on Facebook at www.facebook.com/GameStop.Non-GAAP MeasuresAs a supplement to our financial results presented in accordance with U.S. generally accepted accounting principles (GAAP), GameStop may use certain non-GAAP measures, such as adjusted operating earnings, adjusted net income, digital receipts and constant currency, to provide a clearer perspective of the current operating performance of the company. GameStop defines digital receipts as the full amount paid by the customer for digital content at the time of sale and/or the value attributed to digital content when physical and digital products are sold combined. Results reported as constant currency exclude the impact of fluctuations in foreign currency exchange rates by converting our local currency financial results using the prior period exchange rates and comparing these adjusted amounts to our current period reported results. Our definition and calculation of constant currency information may differ from that of other companies. Non-GAAP financial measures should be viewed in addition to, and not as an alternative for, the company's reported GAAP financial results.Safe Harbor This presentation contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. Such statements may include, but are not limited to, the outlook for fiscal 2017, future financial and operating results and projections, projected store openings, timing and terms of potential acquisitions, the company's plans, objectives, expectations and intentions, and other statements that are not historical facts. Such statements are based upon the current beliefs and expectations of GameStop's management and are subject to significant risks and uncertainties. Actual results may differ from those set forth in the forward-looking statements. GameStop undertakes no obligation to publicly update or revise any forward-looking statements. The following factors, among others, could cause actual results to differ from those set forth in the forward-looking statements: the inability to obtain sufficient quantities of product to meet consumer demand, including console hardware and accessories; the timing of release and consumer demand for new and pre-owned video game titles; our ability to continue to expand, and successfully open and operate new stores for, our collectibles and tech brands businesses; risks associated with achievement of anticipated financial and operating results from acquisitions; our ability to sustain and grow our console digital video game sales; the timing and amount of recognition of tax attributes; the risks associated with international operations, wireless industry partnerships and operations and the completion and integration of acquisitions; increased competition and changing technology in the video game industry, including browser and mobile games and digital distribution of console games, and the impact of that competition and those changes on physical video game sales; the costs and consequences of legal proceedings and tax audits; and changes in domestic or foreign laws and regulations that reduce consumer demand for, or increase prices of, our products or otherwise adversely affect our business. Additional factors that could cause GameStop's results to differ materially from those described in the forward-looking statements can be found in GameStop's Annual Report on Form 10-K, as amended, for the fiscal year ended Jan. 30, 2016 filed with the SEC and available at the SEC's Internet site at http://www.sec.gov or http://investor.GameStop.com.GameStop Corp.Condensed Consolidated Statements of Operations(in millions, except per share data)(unaudited)13 weeks13 weeksendedendedJan 28, 2017Jan 30, 2016Net sales$3,045.4$3,525.0Cost of sales2,037.52,481.8Gross profit1,007.91,043.2Selling, general and administrative expenses646.3613.9Depreciation and amortization41.243.4Asset impairment charges33.84.0Operating earnings286.6381.9Interest expense, net13.85.5Earnings before income tax expense272.8376.4Income tax expense64.1128.6Net income$208.7$247.8Net income per common share:Basic$2.04$2.38Diluted$2.04$2.36Dividends per common share$0.37$0.36Weighted average common sharesoutstanding:Basic102.1104.3Diluted102.5105.0Percentage of Net Sales:Net sales100.0%100.0%Cost of sales66.9%70.4%Gross profit33.1%29.6%Selling, general and administrative expenses21.2%17.4%Depreciation and amortization1.4%1.3%Asset impairment charges1.1%0.1%Operating earnings9.4%10.8%Interest expense, net0.4%0.1%Earnings before income tax expense9.0%10.7%Income tax expense2.1%3.7%Net income6.9%7.0%GameStop Corp.Condensed Consolidated Statements of Operations(in millions, except per share data)(unaudited)52 weeks52 weeksendedendedJan 28, 2017Jan 30, 2016Net sales$8,607.9$9,363.8Cost of sales5,598.66,445.5Gross profit3,009.32,918.3Selling, general and administrative expenses2,252.62,108.9Depreciation and amortization165.2156.6Asset impairment charges33.84.6Operating earnings557.7648.2Interest expense, net53.023.0Earnings before income tax expense504.7625.2Income tax expense151.5222.4Net income$353.2$402.8Net income per common share:Basic$3.42$3.80Diluted$3.40$3.78Dividends per common share$1.48$1.44Weighted average common sharesoutstanding:Basic103.4106.0Diluted103.8106.7Percentage of Net Sales:Net sales100.0%100.0%Cost of sales65.0%68.8%Gross profit35.0%31.2%Selling, general and administrative expenses26.2%22.6%Depreciation and amortization1.9%1.7%Asset impairment charges0.4%0.0%Operating earnings6.5%6.9%Interest expense, net0.6%0.2%Earnings before income tax expense5.9%6.7%Income tax expense1.8%2.4%Net income4.1%4.3%GameStop Corp.Condensed Consolidated Balance Sheets(in millions)(unaudited)Jan 28,Jan 30,20172016ASSETS:Current assets:Cash and cash equivalents$669.4$450.4Receivables, net220.9176.5Merchandise inventories, net1,121.51,163.0Prepaid expenses and other current assets128.9147.6Total current assets2,140.71,937.5Property and equipment:Land18.617.3Buildings & leasehold improvements724.5668.2Fixtures and equipment931.4874.6Total property and equipment1,674.51,560.1Less accumulated depreciation and amortization1,203.51,075.6Net property and equipment471.0484.5Goodwill1,725.21,476.7Other noncurrent assets639.0431.6Total assets$4,975.9$4,330.3LIABILITIES AND STOCKHOLDERS' EQUITY:Current liabilities:Accounts payable$616.6$631.9Accrued liabilities1,090.91,041.4Income taxes payable54.0121.1Total current liabilities1,761.51,794.4Other long-term liabilities145.3109.5Long-term debt815.0345.4Total liabilities2,721.82,249.3Stockholders' equity2,254.12,081.0Total liabilities and stockholders' equity$4,975.9$4,330.3GameStop Corp.Schedule ISales Mix(unaudited)13 Weeks Ended13 Weeks EndedJan 28, 2017Jan 30, 2016NetPercentNetPercentSalesof TotalSalesof TotalNet Sales (in millions):New video game hardware$583.019.1%$822.023.3%New video game software927.430.5%1,149.832.6%Pre-owned and value video game products680.622.3%729.320.7%Video game accessories238.57.8%288.78.2%Digital57.21.9%60.71.7%Technology Brands256.08.4%177.95.0%Collectibles212.47.0%166.24.7%Other90.33.0%130.43.8%Total$3,045.4100.0%$3,525.0100.0%52 Weeks Ended52 Weeks EndedJan 28, 2017Jan 30, 2016NetPercentNetPercentSalesof TotalSalesof TotalNet Sales (in millions):New video game hardware$1,396.716.2%$1,944.720.8%New video game software2,493.429.0%2,905.131.0%Pre-owned and value video game products2,254.126.2%2,374.725.4%Video game accessories676.77.9%703.07.5%Digital181.02.1%188.32.0%Technology Brands814.09.5%534.05.7%Collectibles494.15.7%309.73.3%Other297.93.4%404.34.3%Total$8,607.9100.0%$9,363.8100.0%Schedule IIGross Profit Mix(unaudited)13 Weeks Ended13 Weeks EndedJan 28, 2017Jan 30, 2016GrossGrossGrossProfitGrossProfitProfitPercentProfitPercentGross Profit (in millions):New video game hardware$58.610.1%$66.38.1%New video game software224.424.2%274.023.8%Pre-owned and value video game products318.946.9%339.546.6%Video game accessories82.834.7%103.635.9%Digital50.888.8%49.982.2%Technology Brands174.668.2%110.862.3%Collectibles68.632.3%60.536.4%Other29.232.3%38.629.6%Total$1,007.933.1%$1,043.229.6%52 Weeks Ended52 Weeks EndedJan 28, 2017Jan 30, 2016GrossGrossGrossProfitGrossProfitProfitPercentProfitPercentGross Profit (in millions):New video game hardware$154.211.0%$175.59.0%New video game software600.424.1%689.323.7%Pre-owned and value video game products1,044.146.3%1,114.546.9%Video game accessories235.234.8%255.536.3%Digital155.585.9%149.679.4%Technology Brands554.668.1%306.657.4%Collectibles171.634.7%116.637.6%Other93.731.5%110.727.4%Total$3,009.335.0%$2,918.331.2%GameStop Corp.Schedule III(in millions)(unaudited)Non-GAAP resultsThe following table reconciles the Company's operating earnings, net income and earnings per share as presented in its unaudited Consolidated Statements of Operations andprepared in accordance with Generally Accepted Accounting Principles ("GAAP") to its adjusted operating earnings, net income and earnings per share.13 Weeks Ended13 Weeks Ended52 Weeks Ended52 Weeks EndedJan 28, 2017Jan 30, 2016Jan 28, 2017Jan 30, 2016Technology Brands Adjusted Operating EarningsTechnology Brands operating earnings$(12.0)$16.9$44.2$27.0Property, equipment & other asset impairments16.60.616.60.6Intangible impairments7.0-7.0-Store closure costs19.8-19.8-Business divestitures and other2.60.52.60.9Technology Brands adjusted operating earnings$34.0$18.0$90.2$28.5Consolidated Adjusted Operating EarningsOperating earnings$286.6$381.9$557.7$648.2Acquisition costs---7.3Property, equipment & other asset impairments19.44.019.44.0Intangible impairments14.4-14.4-Store closure costs19.8-19.8-Business divestitures and other2.92.67.06.2Adjusted operating earnings$343.1$388.5$618.3$665.7Consolidated Adjusted Net IncomeNet Income$208.7$247.8$353.2$402.8Acquisition costs---7.3Property, equipment & other asset impairments19.44.019.44.0Intangible impairments14.4-14.4-Store closure costs19.8-19.8-Business divestitures and other2.92.67.06.2Tax effect of non-GAAP adjustments(21.4)(2.8)(22.9)(4.7)Adjusted net income$243.8$251.6$390.9$415.6Adjusted earnings per shareBasic$2.39$2.41$3.78$3.92Diluted$2.38$2.40$3.77$3.90Dividend per common share$0.37$0.36$1.48$1.44Number of shares used in adjusted calculationBasic102.1104.3103.4106.0Diluted102.5105.0103.8106.7CONTACT: Contact Matt Hodges Vice President, Corporate Communications GameStop Corp. (817) 424-2130

Mad Catz® Announces Suspension of Trading and Commencement of NYSE MKT Delisting Procedures; Common...

SAN DIEGO, March 23, 2017 (GLOBE NEWSWIRE) -- Mad Catz Interactive, Inc. (the “Company”) (NYSE MKT:MCZ), today announced that it received notification that, due to the “abnormally low trading price” of its common stock, the staff of NYSE MKT LLC (“NYSE MKT”) Regulation has determined to commence proceedings to delist the Company’s common stock pursuant to Section 1003 of the NYSE MKT Company Guide. The NYSE MKT also suspended trading in the Company’s common stock effective immediately. The NYSE MKT stated that it will apply to the Securities and Exchange Commission (SEC) to delist the Company’s common stock upon completion of all applicable procedures, including any appeal by the Company of the NYSE MKT’s determination. The Company does not intend to appeal the delisting determination. The Company’s common stock will begin trading on the OTC PINK marketplace on March 23, 2017, under the symbol “MCZAF.” The transition to the over-the-counter markets will not affect the Company’s business operations. The Company will remain subject to the public reporting requirements of the SEC following the transfer. About Mad CatzMad Catz Interactive, Inc. (“Mad Catz”) (NYSE MKT:MCZ) is a global provider of innovative interactive entertainment products marketed under its Mad Catz® (gaming) and Tritton® (audio) brands. Mad Catz products cater to gamers across multiple platforms including in-home gaming consoles, handheld gaming consoles, Windows PC and Mac® computers, smart phones, tablets and other smart devices. Mad Catz distributes its products through many leading retailers around the globe. Headquartered in San Diego, California, Mad Catz maintains offices in Europe and Asia. For additional information about Mad Catz and its products, please visit the Company’s website at www.madcatz.com. Social Media Facebook Twitter YouTube Cautionary Note Regarding Forward-Looking StatementsInformation in this press release that involves the Company's expectations, business prospects, plans, intentions or strategies regarding its future are forward-looking statements that are not facts and that involve substantial risks and uncertainties. You can identify these statements by the use of words such as “seek,” “anticipate,” “plan,” “estimate,” “expect,” “believe” and “intend” and statements that an event or result “may,” “will,” “should,” “could” or “might” occur or be achieved and other similar expressions together with the negative of such expressions. These forward-looking statements reflect management’s current beliefs and expectations and are based on information currently available to management, as well as its analysis made in light of its experience, perception of trends, current conditions, expected developments and other factors and assumptions believed to be reasonable and relevant in the circumstances. These assumptions include, but are not limited to, continuing demand by consumers for video game systems and accessories, the ability to maintain or extend our existing licenses, the ability to continue producing and selling our products in accordance with various intellectual property that might apply to said products, the continuance of timely and adequate supply from third party manufacturers and suppliers, the continued satisfaction of our obligations under our existing loan agreements and any future loan agreements we may obtain, the continual trading or quotation on a market exchange, and that the trading volume of the Company’s common stock will be sufficient to provide for an efficient trading market or whether quotes for the Company’s common stock may be blocked in the future. A further list and description of these and other factors, risks, uncertainties and other matters can be found in the Company's most recent annual report, and any subsequent quarterly reports, filed with the U.S. Securities and Exchange Commission and the Canadian Securities Administrators. Forward-looking statements are not guarantees of future performance or outcomes and actual results could differ materially from those expressed or implied by the forward-looking statements. We assume no obligation to update or alter such forward-looking statements whether as a result of new information, future events or otherwise except as required by law. Mad Catz, and the Mad Catz logo are trademarks or registered trademarks of Mad Catz Interactive, Inc., its affiliates and/or subsidiary companies. All other marks are the property of their owners.CONTACT: Mad Catz Communications: Dave McKeon Chief Financial Officer [email protected] or +1 (858) 790-5045Investor Relations: Joseph Jaffoni, Norberto Aja, Jim Leahy JCIR [email protected] or +1 (212) 835-8500

Grab Your Word Dice! Zynga Launches Boggle With Friends Worldwide

SAN FRANCISCO, March 16, 2017 (GLOBE NEWSWIRE) -- Zynga (Nasdaq:ZNGA), a leading social game developer, today announced the launch of Boggle With Friends, the company’s latest addition to their With Friends games collection, which includes Words With Friends, one of the world’s most popular word games. Developed in collaboration with Hasbro, Inc., (NASDAQ:HAS), the free-to-play game is available today on the App Store for iPhone and iPad and on Google Play for Android devices. A photo accompanying this announcement is available at http://www.globenewswire.com/NewsRoom/AttachmentNg/a5357dc4-76d3-4222-9952-b56cffb18baf “BOGGLE is an iconic, family favorite brand spanning generations and geographies, and we’re excited to introduce Boggle With Friends to word fans everywhere,” said Scott Koenigsberg, Senior Vice President of Casual Games at Zynga. “Boggle With Friends reimagines everyone’s favorite classic game with innovative matching word play, dynamic themes and brand-new social features. As a part of Zynga’s family of word and puzzle games, including one of the world’s most popular word games, Words With Friends, Boggle With Friends gives players a whole new way to socialize with one of the most beloved puzzle games of all time.” From the team who brought Words With Friends to hundreds of millions of players around the globe, Boggle With Friends blends the fun of the original BOGGLE game with new, puzzling twists. As players spell and match their way through the game, they can chat and challenge with family and friends in their quest to find words and earn bragging rights. For the first time ever in a BOGGLE mobile game, players can compete in head-to-head live tournaments and lightning fast single round tournaments to show off their wordie skills and earn rewards and advantages along the way. “We are thrilled to team up with Zynga to bring Boggle With Friends to fans globally,” said Mark Blecher, Senior Vice President of Digital Gaming and Corporate Development at Hasbro. “This exciting mobile experience gives fans a dynamic and social way to enjoy the BOGGLE game that is competitive, challenging and fun.” For players looking to sharpen their word skills, a fast-paced solo play mode allows BOGGLE fans to climb the rankings ladder through new themes and challenges, all while preparing for their next live match. With the ability to demonstrate their word prowess even in offline mode, players can now experience the fun of BOGGLE anytime and anywhere. Boggle With Friends is the latest addition to Zynga’s portfolio of word and puzzle games, joining the pop culture favorite, Words With Friends. Launched in 2009, Words With Friends has been installed more than 200 million times and is one of the App Store's Top 10 free games of all time. An estimated 55 million active Words With Friends matches are played around the world at any moment, and more than 75 million words are played every day. Boggle With Friends is available to download for free today on the App Store and Google Play. For more information about Boggle With Friends, visit the game’s community channels on Facebook and Twitter. Boggle is a trademark of Hasbro and is used with permission. © 2017 Hasbro. All Rights Reserved. Licensed by Hasbro. Game logo and images can be found here: https://zynga.box.com/s/2mjt3tgkso8d075npldqo4vpmd5cwxnt About Zynga Inc.Since its founding in 2007, Zynga's mission has been to connect the world through games. To-date, more than 1 billion people have played Zynga's games across Web and mobile, including FarmVille, Zynga Poker, Words With Friends, Hit it Rich! Slots and CSR Racing. Zynga's games are available on a number of global platforms including Apple iOS, Google Android, Facebook and Zynga.com. The company is headquartered in San Francisco, Calif., and has additional offices in the U.S., Canada, Finland, U.K., Ireland and India. Learn more about Zynga at http://blog.zynga.com or follow us on Twitter and Facebook. About HasbroHasbro (NASDAQ:HAS) is a global play and entertainment company committed to Creating the World's Best Play Experiences. From toys and games to television, movies, digital gaming and consumer products, Hasbro offers a variety of ways for audiences to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, LITTLEST PET SHOP and MAGIC: THE GATHERING, as well as premier partner brands. The Company's Hasbro Studios and its film label, Allspark Pictures, are building its brands globally through great storytelling and content on all screens. Through its commitment to corporate social responsibility and philanthropy, Hasbro is helping to make the world a better place for children and their families. Learn more at www.hasbro.com, and follow us on Twitter (@Hasbro & @HasbroNews) and Instagram (@Hasbro). ContactErin [email protected] (650) 224-2462 Forward Looking Statements This press release contains forward-looking statements, including those statements relating to, among other things, the launch of Boggle With Friends, the game's success and the game's features (including gameplay, characters and social features). Forward-looking statements often include words such as "outlook," "projected," "intends," "will," "anticipate," "believe," "target," "expect," and statements in the future tense are generally forward-looking. The achievement or success of the matters covered by such forward-looking statements involves significant risks, uncertainties, and assumptions. Undue reliance should not be placed on such forward-looking statements, which are based on information available to us on the date hereof. We assume no obligation to update such statements. More information about these risks, uncertainties, and assumptions are or will be described in greater detail in our public filings with the Securities and Exchange Commission (the "SEC"), copies of which may be obtained by visiting our Investor Relations web site at http://investor.zynga.com or the SEC's web site at www.sec.gov.

Nintendo Switch Ushers in a New Era of Console Gaming on the Go

NEW YORK, March 08, 2017 (GLOBE NEWSWIRE) -- The launch of the Nintendo Switch video game system means that console-quality gaming is no longer tethered exclusively to the living room TV. Nintendo Switch lets people play their favorite games anytime, anywhere and with anyone. The system launched at a suggested retail price of $299.99. It comes in two color options: a version with a set of gray Joy-Con controllers, and a version with one neon blue and one neon red Joy-Con controller. Recently, Nintendo teamed with YourUpdateTV to help spread the word about this exciting product launch. A video accompanying this announcement is available at https://www.youtube.com/embed/hhZhs4daYuc “Nintendo Switch makes it easy for anyone to enjoy their games in the living room and then quickly take them on the go,” said Nintendo of America President and COO Reggie Fils-Aime. “This versatile system allows people to play in unexpected places. It’s the kind of twist in gaming that Nintendo is known for.” The release also marks the launch of the first epic Nintendo Switch game, The Legend of Zelda: Breath of the Wild, which breaks new boundaries while honoring the origins of the acclaimed series. The game is available for both Nintendo Switch and Wii U* at a suggested retail price of $59.99. Also launching is the face-to-face party game 1-2-Switch. From Wild West gunslinging to safecracking to competitive cow milking, the 28 games in 1-2-Switch make creative use of a broad variety of Nintendo Switch features, such as motion controls and HD Rumble. In a video game twist, the game asks players to stare at one another instead of at the TV, creating a fun atmosphere that will liven up any party. But this is just the start. A steady supply of games will arrive for Nintendo Switch throughout the rest of the year. Other first-party Nintendo Switch games on the horizon include Mario Kart 8 Deluxe (April 28), ARMS (spring), Splatoon 2 (summer), Fire Emblem Warriors (fall), Super Mario Odyssey (the 2017 holiday season) and Xenoblade Chronicles 2(2017). Nintendo eShop, Nintendo’s online storefront for downloadable games, is ready to go on Nintendo Switch. The shop is the destination for people who prefer the ease of downloading their games. Both The Legend of Zelda: Breath of the Wild and 1-2-Switch are available for purchase and download today. Nintendo Switch features parental controls that let adults manage content their children can access. For more information about this and other features, visit http://www.nintendo.com/switch. About Nintendo: The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii U™ and Wii™ home consoles, and Nintendo 3DS™ and Nintendo DS™ families of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 4.4 billion video games and more than 696 million hardware units globally, including the current-generation Wii U, Nintendo 3DS and Nintendo 3DS XL, as well as the Game Boy™, Game Boy Advance, Nintendo DS, Nintendo DSi™ and Nintendo DSi XL™, Super NES™, Nintendo 64™, Nintendo GameCube™ and Wii systems. It has also created industry icons that have become well-known, household names such as Mario™, Donkey Kong™, Metroid™, Zelda™ and Pokémon™. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, please visit the company’s website at http://www.nintendo.com. About YourUpdateTV: YourUpdateTV is a social media video portal for organizations to share their content, produced by award-winning video communications firm, D S Simon Media (http://www.dssimon.com). It includes separate channels for Health and Wellness, Lifestyle, Media and Entertainment, Money and Finance, Social Responsibility, Sports and Technology.CONTACT: Media Contact:Michael O’Donnell D S Simon Media 212-736-2727 [email protected]
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Hasbro Recognized as one of the World’s Most Ethical Companies by the Ethisphere Institute for Sixth Consecutive Year

Hasbro Recognized as one of the World’s Most Ethical Companies by the Ethisphere Institute...

PAWTUCKET, R.I.--(BUSINESS WIRE)--Hasbro, Inc. (NASDAQ: HAS) has been recognized by the Ethisphere Institute, a global leader in defining and advancing the standards of ethical business practices, as a 2017 World’s Most Ethical Company®. Hasbro has been recognized for the sixth consecutive year and is one of only three companies on the list from the Consumer Products sector. “It is humbling to be included on this esteemed list, and we take great pride in being recognized as one of the World’s Most Ethical Companies,” said Brian Goldner, Hasbro’s Chairman and CEO. “This honor underscores our deep commitment to operating with integrity and fulfilling our purpose, to make the world a better place for children and their families.” 2017 is the 11th year that Ethisphere has honored those companies who recognize their role in society to influence and drive positive change, consider the impact of their actions on their employees, investors, customers and other key stakeholders and use their values and culture as an underpinning to the decisions they make every day. “Hasbro is creating sustainable, long-term value by upholding the highest ethical standards and prioritizing corporate responsibility across its global business,” said Ethisphere’s CEO, Timothy Erblich. “We see Hasbro as one of a select group of companies that are embracing the value of integrity at the heart of their business. Congratulations to everyone at Hasbro for being, once again, among the World's Most Ethical Companies.” Methodology & Scoring The World's Most Ethical Company assessment is based upon the Ethisphere Institute’s Ethics Quotient® (EQ) framework which offers a quantitative way to assess a company’s performance in an objective, consistent and standardized way. The information collected provides a comprehensive sampling of definitive criteria of core competencies, rather than all aspects of corporate governance, risk, sustainability, compliance and ethics. Scores are generated in five key categories: ethics and compliance program (35%), corporate citizenship and responsibility (20%), culture of ethics (20%), governance (15%) and leadership, innovation and reputation (10%) and provided to all companies who participate in the process. Honorees The full list of the 2017 World's Most Ethical Companies can be found at http://worldsmostethicalcompanies.ethisphere.com/honorees/. Best practices and insights from the 2017 honorees will be released in a series of infographics and research throughout the year (view or download the 2016 insights). Organizations interested in how they compare to the World’s Most Ethical Companies are invited to participate in the Ethics Quotient. About Hasbro Hasbro (NASDAQ: HAS) is a global play and entertainment company committed to Creating the World's Best Play Experiences. From toys and games to television, movies, digital gaming and consumer products, Hasbro offers a variety of ways for audiences to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, LITTLEST PET SHOP and MAGIC: THE GATHERING. The Company's Hasbro Studios and its film label, Allspark Pictures, are building its brands globally through great storytelling and content on all screens. Through its commitment to corporate social responsibility and philanthropy, Hasbro is helping to make the world a better place for children and their families. Learn more at www.hasbro.com, and follow us on Twitter (@Hasbro & @HasbroNews) and Instagram (@Hasbro). About the Ethisphere® Institute The Ethisphere® Institute is the global leader in defining and advancing the standards of ethical business practices that fuel corporate character, marketplace trust and business success. Ethisphere has deep expertise in measuring and defining core ethics standards using data-driven insights that help companies enhance corporate character. Ethisphere honors superior achievement through its World’s Most Ethical Companies recognition program, provides a community of industry experts with the Business Ethics Leadership Alliance (BELA) and showcases trends and best practices in ethics with the publication of Ethisphere Magazine. More information about Ethisphere can be found at: http://ethisphere.com. HAS-CHAS-CSR © 2017 Hasbro, Inc. All Rights Reserved. Contacts Press Contact:Hasbro, Inc.Julie Duffy, [email protected]
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WWE Superstar John Cena Tags With Nintendo to Show off Switch

WWE Superstar John Cena Greets Visitors at the First Stop in the California Desert REDMOND, Wash.--(BUSINESS WIRE)--Imagine driving in the middle of the desert and seeing a couch, TV and video game system in the middle of nowhere, or skiing down the side of a mountain and seeing another one of these surprising setups sitting there in the snow, ready for a round of gaming. It’s a striking visual, sure, but it drives home the message of Nintendo Switch, Nintendo’s revolutionary new video game system that launches on March 3. Nintendo Switch is a home gaming system with the portability of a handheld. The system lets you take home video game experiences anywhere you go, offering you the freedom to play where, when and how you like. To showcase this unprecedented new style of console gaming on the go, Nintendo is showcasing the versatility of Nintendo Switch across the country with highly visual, interactive living room-inspired spaces in places you would never expect, bringing surprises to every stop. The first Nintendo Switch experience will pop up in the desert at Blue Cloud Movie Ranch on Feb. 23. Invited guests will get the chance to enter the interactive space and experience different Nintendo Switch games, as well as delight in the novelty of playing these games in a completely unexpected locale. To make the first stop even more exciting, John Cena will be the special guest at this location. As a WWE Superstar and actor who is as versatile as the Nintendo Switch console itself, the performer (and Nintendo fan) Cena is the perfect person to kick off this unique tour. Known for his charisma and family-friendly appeal, John Cena will showcase the face-to-face off-TV functionality of 1-2-Switch, a Nintendo Switch launch game that features hilarious activities like milking a cow and participating in a Wild West duel. Cena will play the game with invited fans and YouTube influencers, highlighting how fun it is to play 1-2-Switch using the innovative new Joy-Con controllers. The second Nintendo Switch experience will pop up in Aspen, Colorado, on Feb. 27 at the popular Snowmass ski resort. Again, the unexpected location highlights that Nintendo Switch games can be played anywhere – even somewhere as remote as the side of a snowy mountain! The final stop on the Nintendo Switch journey will be in Madison Square Park in New York on launch day, March 3. Surrounded by excited fans and curious onlookers, the event will kick off a new era in Nintendo gaming. Two famous (and super) brothers named Mario and Luigi will also attend the final event to celebrate launch day. “The upcoming launch of the unique Nintendo Switch console calls for a unique series of celebrations,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “These unexpected locations perfectly highlight the features of the new system, as well as provide one-of-a-kind surprise-and-delight moments that Nintendo does best.” Each of these Nintendo Switch experiences will be an absolute spectacle, featuring visuals that remind people of home gaming, but set in wildly unexpected places. Seeing these familiar settings set against dazzling backdrops like the open desert, snowy mountains and bustling city will drive home how Nintendo Switch transforms any space into a place to play. The specific times and locations for each event are as follows: The Desert – Invite onlyFeb. 23, 8:30 a.m.-4 p.m. PTBlue Cloud Movie Ranch20019 Blue Cloud Rd.Santa Clarita, CA 91390 Aspen – Open to the publicFeb. 27, 8:30 a.m.-4:30 p.m. MTSnowmass Village45 Village SquareSnowmass Village, CO 81615 New York – Open to the publicMarch 3, 9 a.m.-5 p.m. ETFlatiron PlazaBroadway between 23rd and 24th St.New York, NY 10010 Nintendo Switch launches worldwide on March 3 at a suggested retail price of $299.99. Two stylish versions of the system will be released: a version with a set of gray Joy-Con, and a version with one neon blue and one neon red Joy-Con. Both versions will have the same suggested retail price. At home, Nintendo Switch rests in the Nintendo Switch dock that connects the system to the TV and lets you play with family and friends in the comfort of your living room. By simply lifting Nintendo Switch from the dock, the system will instantly transition to handheld mode, and the same great gaming experience that was being enjoyed at home now travels with you. The portability of Nintendo Switch is enhanced by its bright high-definition display. It brings the full home gaming system experience with you to the desert, on a snowy mountain or even during a busy city commute. Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://www.nintendo.com/switch. For more information about these events, visit http://www.nintendo.com/switch/events/. About Nintendo: The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii U™ and Wii™ home consoles, and Nintendo 3DS™ and Nintendo DS™ families of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 4.4 billion video games and more than 696 million hardware units globally, including the current-generation Wii U, Nintendo 3DS and Nintendo 3DS XL, as well as the Game Boy™, Game Boy Advance, Nintendo DS, Nintendo DSi™ and Nintendo DSi XL™, Super NES™, Nintendo 64™, Nintendo GameCube™ and Wii systems. It has also created industry icons that have become well-known, household names such as Mario™, Donkey Kong™, Metroid™, Zelda™ and Pokémon™. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, please visit the company’s website at http://www.nintendo.com. Note to editors: Nintendo press materials are available at http://press.nintendo.com, a password-protected site. To obtain a login, please register on the site. Contacts GOLINEddie Garcia, [email protected] George, [email protected]

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