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March 21, 2013

MORE THAN 1 MILLION GAMERS TAKE PART IN GLOBAL ZERG INVASION

More than 1.1 million viewers tuned into StarCraft II®: Heart of the Swarm launch broadcast

More than 1.1 million eSports fans watched StarCraft II competition at Major League Gaming Pro Circuit Winter Championship

IRVINE, Calif.—Blizzard Entertainment, Inc. today announced a trio of milestones achieved during the launch week of StarCraft® II: Heart of the Swarm™. More than 1.1 million viewers tuned into the company's 21-hour, global broadcast of launch events and community celebrations around the world, with peak concurrent viewership reaching over 125,000, as reported by Twitch. As of the end of its first two days of sales, Heart of the Swarm had sold through approximately 1.1 million copies worldwide, including both retail and digital sales.

Last weekend, more than 1.1 million viewers tuned in to see the StarCraft II: Heart of the Swarm tournament at the Major League Gaming (MLG) Winter Championship in Dallas, Texas. Heart of the Swarm reached a peak concurrent viewership of more than 157,000 viewers, as reported by Twitch.

“We want to thank the global StarCraft community for the incredible passion and support they've shown for Heart of the Swarm,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “In addition to a brand-new single-player campaign, we added a ton of enhancements with this expansion to make StarCraft II even more fun to play, and more exciting to watch. We're pleased to see gamers and eSports fans around the world enjoying Heart of the Swarm.”

StarCraft II has been a premier game at Major League Gaming events since Wings of Liberty® was released,” said Sundance DiGiovanni, CEO of Major League Gaming. “Heart of the Swarm has generated even more excitement, and we're all looking forward to what the future brings for StarCraft II eSports.”

"StarCraft II has always been one of the most popular games on Twitch, and we've noticed a wave of new viewership since Heart of the Swarm launched last week," said Kevin Lin, COO of Twitch. "Viewer numbers are up just about across the board for the most popular StarCraft II pro-gamers and personalities who stream on Twitch."

Learn more about StarCraft II: Heart of the Swarm at http://www.StarCraft2.com. With multiple games in development, Blizzard Entertainment has numerous positions currently open—visit http://jobs.blizzard.com for more information and to learn how to apply.

For press inquiries, please contact Emil Rodriguez in Blizzard Entertainment public relations at elrodriguez@blizzard.com.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® franchises, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment’s track record includes sixteen #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. Blizzard Entertainment generally uses words such as “outlook,” “will,” “could,” “would,” “might,” “remains,” “to be,” “plans,” “believes,” “may,” “expects,” “intends,” “anticipates,” “estimate,” “future,” “plan,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to,” “subject to,” “upcoming” and similar expressions to identify forward-looking statements. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, but are not limited to, sales levels of Blizzard Entertainment’s titles, shifts in consumer spending trends, the impact of the current macroeconomic environment, the seasonal and cyclical nature of the interactive game market, declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment’s products, competition from the used game market, industry competition and competition from other forms of entertainment, rapid changes in technology, industry standards and consumer preferences, including interest in specific genres such as real-time strategy, action–role-playing and massively multiplayer online games, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, licensees, licensors, vendors and third-party developers, including the ability to attract, retain and develop key personnel and developers who can create high quality “hit” titles, counterparty risks relating to customers, licensees, licensors and manufacturers, domestic and international economic, financial and political conditions and policies, foreign exchange rates and tax rates, and the identification of suitable future acquisition opportunities, and the other factors identified in the risk factors section of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.