What is the translation of " SUPERDATA " in English?

Examples of using Superdata in Chinese and their translations into English

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数据来自SuperData.
Data by Superdata Research.
SuperData将强劲的销售部分归因于诱人的价格。
SuperData attributes the strong sales in part to appealing prices.
尼尔森收购SuperDataResearch以更好地跟踪数字游戏….
Nielsen acquires SuperData Research to better track digital games and esports.
SuperData表示,到2020年VR市场的价值将达到370亿美元。
SuperData says the VR market will be worth $37 billion by 2020.
市场研究机构SuperDataResearch预计,索尼有望在年底前售出260万套PlayStationVR。
SuperData Research predicts that Sony will sell 2.6 million Sony PlayStation VR units by the end of the year.
SuperData:《无主之地3》9月全平台数字版销量330万.
SuperData: Borderlands 3 digital sales in September totaled 3.3 million copies.
总而言之,这款多人游戏已经在多个平台上创造了超过10亿美元的收入,根据SuperData
All told, the multiplayer video game has generated more than$1 billion in revenue across multiple platforms, according to SuperData.
当然,SuperData不认为当前的PSVR取得了成功。
That said, SuperData doesn't view the current PSVR as a clear hit.
该报告表示,美国有1300万人有购买VR头戴设备的意愿,但SuperData预计今年的出货量可能只有720万套。
The report says about 13 million Americansintend to purchase a VR headset this year, but Superdata is only expecting shipments of 7.2 million.
SuperData:10月数字游戏营收85亿美元增长15%.
SuperData: October digital game revenue up 15 percent year-over-year to $8.5 billion.
免费网络研讨会将邀请来自Google、HTC和SuperData的代表,讨论VR和AR的最新趋势,当前挑战和最大机遇。
The free webinar will see representatives from Google,HTC and SuperData, discuss the latest trends, current challenges and biggest opportunities in VR and AR.
SuperData曾经做出预测称任天堂switch将在2017年内销售500万台。
Previous Estimates indicate that Nintendo Switch will sell five million units in 2017.
这与分析师PiperJaffray在2015年做出的预测(我把这些数字以及在SuperData中获取的数字制成了图表)相差不远。
That's not far off from projections that analyst firm Piper Jaffray made in2015(I have included those numbers in a chart alongside those from SuperData).
SuperData研究公司曾报道,该游戏产生了超过8亿美元的收入。
SuperData Research Inc. is reporting that the game has generated more than $800 million in revenue.
市场调查公司Superdata继续调低2016年虚拟现实产品销售的预期,从原来的51亿美元调整到现在的29亿美元。
Superdata, a market research company, continues to downgrade its 2016 virtual reality sales projections; beginning the year at $5.1 billion and now settling at $2.9 billion.
SuperData预测2015年全球游戏视频收入将达到38.0亿美元。
SuperData estimated that gaming video content revenues worldwide would hit $3.80 billion in 2015.
本周,SuperData的年度报告估计,《堡垒之夜》在2018年的收入可能达到24亿美元,比历史上任何游戏都更多。
This week, SuperData's annual report estimated Fortnite's digital revenue for 2018 at $2.4 billion, more"annual revenue[than] any game in history.".
SuperData曾经做出预测称任天堂switch将在2017年内销售500万台。
Earlier this month Superdata predicted the Nintendo Switch would sell 5 million units in 2017.
根据Superdata(一个可玩的媒体和游戏市场研究机构)的数据,美国近一半的电子竞技观察员,主要使用Twitch.
According to Superdata(a playable media and games market research organization), almost half of e-sports observers in the U.S., primarily use Twitch.
SuperData分析师CourtneySanders也讨论了为什么“丰富的故事”是游戏赚钱的关键因素。
SuperData analyst Courtney Sanders discusses why rich storytelling is a key reason why games are earning big.
根据SuperData在数字游戏市场上的最新报告,《荒野大镖客:救赎2》的销量在该游戏在Steam发布后增长了一倍以上。
According to SuperData's latest report on the digital games market, Red Dead Redemption 2 sales have more than doubled following the game's Steam release.
SuperData指出有50%的全球GVC观众支付订阅费用或打赏给他们最喜欢的主播们。
SuperData notes that almost 50% of all GVC viewers pay for a subscription or make donations to their favorite streamers.
最后,SuperData发现,基于地理位置的娱乐在2018年促进了该行业的大幅增长,占年收入的16%,并吸引了主流消费者。
Finally, SuperData found that location-based entertainment contributed to the industry's substantial growth in 2018, accounting for 16% of annual revenue and attracting mainstream consumers.
SuperData表示,游戏行业并不需要《堡垒之夜》或《荒野大镖客:救赎2》这类级别的游戏,即可在2019年继续增长。
SuperData said that gaming did not need games on the level of Fortnite or Red Dead Redemption 2 to continue expanding in 2019.
SuperData估计,该免费版本在11月至12月期间为Valve创造了约4900万美元的收益。
SuperData estimates the free version generated roughly $49 million for Valve between November and December.
SuperData和尼尔森的综合能力将使我们能够提供对行业发展至关重要的黄金标准见解。
SuperData and Nielsen's combined capabilities will allow us to provide gold standard insights that are essential to the growth of the industry.”.
SuperData表示2018年增强和混合现实(AR/MR)的沉浸式技术收入份额从27%增长到35%。
SuperData said that share of immersive technology revenue coming from augmented and mixed reality(AR/MR) grew from 27 percent to 35 percent in 2018.
SuperData表示,加拿大游戏玩家每个月平均花费52小时玩网络游戏,其中45%每天玩在线或手机游戏。
SuperData says Canadian gamers spend an average of 52 hours every month playing online games, with 45 percent playing online or mobile games every day.
SuperData预计这两个市场在2020年前将大幅增长,互动媒体规模将达454亿美元,而游戏业规模将达1235亿美元。
SuperData predicts that by 2020, both segments will grow enormously, with interactive media generating $45.4 billion and games generating $123.5 billion.
SuperData的报告指出,就像“真正的”体育项目一样,电子竞技通过投资、品牌、广告和媒体交易赚钱,去年收入达到15亿美元。
Just like“real” sports, esports makes money off of investments, branding, advertising and media deals, raking in $1.5 billion in revenue last year,said SuperData.
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