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2015

Company

Documents about 2015

Cover of Sega Sammy FY Ended March 2018: Appendix
Financial report29 pages

Sega Sammy FY Ended March 2018: Appendix

Sega Sammy maintains a diversified business model centered on the intersection of digital entertainment and traditional gaming machines.

  • Sega Sammy generated 323.6 billion JPY in total sales for FY2018, with the Entertainment Contents segment contributing 208 billion JPY and the Pachislot and Pachinko division contributing 105.6 billion JPY.
  • Operating income fell to 17.7 billion JPY due to strategic capital allocation toward R&D, content production, and one-off relocation expenses.
  • The company maintains a stable financial position with 473.5 billion JPY in assets and a 65 percent equity ratio.
Sega Sammy HoldingsMay 2018
Cover of Raport bieżący nr 24/2018
Regulatory notice1 page

Raport bieżący nr 24/2018

PlayWay S.A. has formally addressed a civil lawsuit filed by United Independent Entertainment GmbH (UIG) in a Munich court regarding the release of the title Farm Manager 2018.

  • United Independent Entertainment GmbH (UIG) filed a lawsuit in a Munich court against PlayWay S.A. alleging a breach of a 2013 non-compete agreement regarding the development of farming-themed games.
  • PlayWay S.A. maintains the lawsuit is meritless because the 2013 agreement was formally terminated in March 2015, over three years before the dispute arose.
  • PlayWay S.A. clarifies that it did not develop 'Farm Manager 2018'; the title was created by Cleversan Software Sp. z o.o., a company outside of the PlayWay capital group.
PlayWayMay 2018
Cover of Popular and Positive: UK
Article

Popular and Positive: UK

The UK Games Fund continues to experience high demand for its support programs, reflecting a robust and geographically diverse startup ecosystem within the British video game development industry.

  • The UK Games Fund received over 100 applications for its latest round, maintaining consistent demand since the program's inception in Autumn 2015.
  • Applicants successfully self-selected between the direct funding route—targeted at developers with professional experience—and the Pitch Development Programme for less experienced teams.
  • The Pitch Development Programme provides selected teams with a support package valued at £10,000, including cash and in-kind services.
UK Games FundMay 2018
Cover of The big three – China, Korea, and Japan Markets Uncovered
31 min
PocketGamer.biz31 min

The big three – China, Korea, and Japan Markets Uncovered

The mobile gaming markets in China, South Korea, and Japan represent the most significant revenue drivers in the global industry, accounting for every mobile game that generated over $1 billion in revenue during 2017.

  • The Chinese mobile gaming market is the world's largest, with over 550 million users and annual revenue exceeding $100 billion as of 2017.
  • Asian gaming markets exhibit significantly higher engagement, with average daily play times reaching six hours compared to 1.5 hours in Western markets.
  • Successful entry into Asian markets requires high content intensity; developers should have at least three months of content ready at launch to support rapid updates every two weeks.
PocketGamer.bizMar 2018
Cover of Die Games-Industrie in Bayern
Report85 pages

Die Games-Industrie in Bayern

A 2018 study commissioned by the Bavarian employers' association vbw and conducted by the Hamburg Media School provides the first reliable, survey-based portrait of Bavaria's games industry, correcting an earlier 2013 Goldmedia estimate that had overstated the market by including many service providers.

  • Bavaria's core games market in 2015 comprised 118 companies (about 80 developers, publishers, distributors and platform operators) generating roughly €516 million, about 18% of Germany's €2.87 billion total and third nationally behind Berlin and North Rhine-Westphalia.
  • The 2018 Hamburg Media School study for the vbw provides a survey-based portrait that corrects an earlier 2013 Goldmedia estimate, which had overstated the market by counting many service providers.
  • The sector is dominated by small, young, owner-managed firms (mostly GmbHs or UGs, averaging about eight years in age), with about 76% operating mainly as developers and roughly 90 companies concentrated around Munich.
Mar 2018
Cover of 2017 Figures: The French Video Game Market
Report55 pages

2017 Figures: The French Video Game Market

The French video game market experienced unprecedented growth in 2017, reaching a record €4.3 billion in sales, an 18% increase over the previous year.

  • The French video game market reached 4.3 billion euros in 2017, marking a record 18 percent growth rate.
  • Consoles dominated the market with 56 percent of total value, driven by a 20 percent increase in software turnover and a 46 percent surge in digital sales.
  • Digital distribution is the primary revenue driver for PC gaming, accounting for 95 percent of its software income.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsFeb 2018
Cover of Marvelous Inc. Third Quarter Financial Results: Fiscal Year Ending March 31, 2018
Financial report4 pages

Marvelous Inc. Third Quarter Financial Results: Fiscal Year Ending March 31, 2018

Marvelous Inc. provides a comprehensive overview of its financial performance for the third quarter of the fiscal year ending March 31, 2018.

  • For the nine months ended December 31, 2017 (Q3 of the fiscal year ending March 31, 2018), Marvelous Inc. reported net sales of 17,390 million yen and operating profit of 2,962 million yen, an operating margin of about 17%.
  • The Online Game segment was the largest by sales at 7,298 million yen but the least profitable, with only 902 million yen in income (about a 12% margin).
  • The Consumer Game segment delivered 5,839 million yen in sales and 1,608 million yen in income, a margin of about 28% and the highest segment income.
MarvelousFeb 2018
Cover of The Role of Mobile in Esports: The State and Future of Mobile Esports in Asia and the West
Report32 pages

The Role of Mobile in Esports: The State and Future of Mobile Esports in Asia and the West

The analysis examines the current state and future trajectory of mobile esports, specifically contrasting its development in Asian and Western markets.

  • Asia has successfully mirrored professional PC esports through large-scale stadium events and structured leagues, while the Western market continues to treat mobile competition primarily as a grassroots and amateur-focused endeavor.
  • India is projected to become the world’s fourth-largest mobile gaming market by 2020, representing a significant geographic shift in the competitive mobile landscape.
  • China currently serves as the primary engine for global mobile esports growth, though the industry is increasingly expanding into emerging markets.
NewzooFeb 2018
Cover of Why Search + Social = Success for Brands: The Role of Search and Social in the Customer Life Cycle
Whitepaper11 pages

Why Search + Social = Success for Brands: The Role of Search and Social in the Customer Life Cycle

This Forrester Consulting study, commissioned by Catalyst, part of GroupM Connect, examines the complementary roles of search and social media channels across the customer life cycle for online consumers.

  • Over 90% of consumers utilize search engines or retailer sites at every stage of the customer journey, establishing search as the primary driver for volume and trust.
  • 58% of shoppers use both search and social channels for a single purchase, representing a high-value demographic that is 9% more likely to act as a brand advocate than the average consumer.
  • Peer activity is the primary social influence, with 81% of consumers who discovered a product via social media citing friends' posts as a factor, compared to 43% influenced by company-generated content.
Forrester ConsultingJan 2018
Cover of Unconventional Wisdom on Creating a Passionate Community
25 min
Game Developers Conference25 min

Unconventional Wisdom on Creating a Passionate Community

The primary objective of this presentation is to outline unconventional, effective strategies for cultivating a passionate and creative gaming community.

  • Community management should be treated as a series of human-centric relationships rather than a transactional marketing function to drive long-term brand advocacy.
  • Establishing a zero-tolerance policy for harassment and publicly defending community members against toxic behavior is essential for maintaining a culture of inclusivity.
  • Providing a human face for the brand through initiatives like YouTube Q&As creates a 'Senpai noticed me' effect that significantly increases individual fan engagement.
Game Developers ConferenceJan 2018
Cover of Raport Bieżący Nr 1/2018
Regulatory notice2 pages

Raport Bieżący Nr 1/2018

PlayWay S.A. outlines a strategic roadmap for game releases and market positioning for the first half of 2018, focusing on expanding its core simulation and horror franchises across multiple platforms.

  • PlayWay S.A. is prioritizing the porting of successful PC simulation and horror titles to Xbox One, PlayStation 4, and mobile platforms during the first half of 2018.
  • Steam Wishlist data serves as the primary metric for forecasting revenue, with Car Mechanic Simulator 2018 leading the portfolio at nearly 194,000 additions.
  • High consumer interest is confirmed for upcoming and established titles, with Hard West and Agony both exceeding 165,000 wishlist entries.
PlayWayJan 2018
Cover of The Significance of True Line of Sight in Warhammer 40,000
Whitepaper3 pages

The Significance of True Line of Sight in Warhammer 40,000

The document explores the concept of "true line of sight" (TLOS) in the tabletop wargame Warhammer 40,000 (W40k), analyzing its significance beyond a mere game mechanic to encompass player perception, bodily engagement, and the hobbyist's creative process.

  • True line of sight (TLOS) is a Warhammer 40,000 rule that determines which miniatures can see and attack one another, requiring players to trace a line from a model's head or weapon to a target's body.
  • The paper argues that vision in wargaming is inherently tied to violence, since TLOS only has meaning within the shooting and damage resolution rules that follow it.
  • Because the rule takes models and terrain positions at face value, a miniature's size, shape, and pose directly affect its vulnerability: a crouching figure is harder to shoot but less able to fire, while an exposed figure invites more fire, making modeling decisions strategically consequential.
DiGRAJan 2018