Aug 05, 2022
Gannett blames inflation, labor shortage for predicted 2022 loss
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Tysons-based Gannett Co. Inc. (NYSE: GCI) updated its full-year guidance Thursday during its second-quarter earnings call, predicting a net loss of between $60 million and $70 million.Three months ago, the company was saying it expected to end the year $50 million to $70 million in the black.
CEO Mike Reed said the company is facing “industrywide headwinds in digital advertising, as well as rising costs.”
“During the quarter, we experienced a rapidly tightening macroeconomic environment caused by rising inflation, coupled with distribution labor shortages and price-sensitive consumers, which has affected our traditional print business,” he said.
Reed said the company has “quickly responded to this rapidly deteriorating economic environment by implementing a significant cost reduction program that we believe will better…Read the full story from the Washington Business Journal.
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Tencent posts first ever revenue decline as tough gaming regulation, Covid lockdowns bite
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Tencent posted its first ever quarterly year-on-year revenue decline as stricter regulations around gaming in China and a resurgence of Covid-19 in the world's second-largest economy hit the technology giant.
Here's how Tencent did in the second quarter, versus Refinitiv consensus estimates:
- Revenue: 134.03 billion Chinese yuan ($19.78 billion) vs. 134.6 billion yuan expected, a decline of 3% year-on-year.
- Profit attributable to equity holders of the company: 18.62 billion yuan vs. 25.28 billion yuan expected, a decline of 56% year-on-year
During the quarter, Tencent faced macroeconomic headwinds stemming from a resurgence of Covid in China and subsequent lockdowns of major cities, including the financial metropolis of Shanghai. Authorities have committed to a zero-Covid policy which has caused disruptions across the world's second-largest economy.
China's economy grew just 0.4% in the second quarter, missing analyst expectations.
Meanwhile, China's domestic video games industry has also faced challenges due to stricter regulation. Tencent makes about a third of its total revenue from gaming.
Last year, Chinese regulators introduced a rule limiting the amount of time children under 18-years-old could spend playing online games to a maximum of three hours a week and only during specific times.
Regulators also froze the approval of new games between July 2021 and April this year. In China, games need to get the green light from regulators before being released and monetized.
Analysts at China Renaissance said in a note published last month that Tencent launched just three mobile games in the second quarter. So the company has relied on its existing popular titles to generate revenue.
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