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2015

Company

Documents about 2015

Cover of Why Is Supercell Worth Billions? They’re Better Than Everyone Else
Article

Why Is Supercell Worth Billions? They’re Better Than Everyone Else

Supercell's rumored sale to Tencent, in which SoftBank would divest its 73% stake at a valuation above $9 billion, frames this June 2016 guest post by mobile marketing executive Michael Velkes.

  • Supercell achieved a valuation of approximately $9 billion in 2016, driven by the success of titles like Boom Beach and Clash Royale, representing a $6 billion increase in enterprise value in under three years.
  • In 2015, Supercell generated $2.3 billion in revenue and nearly $1 billion in EBIT with a workforce of fewer than 200 employees.
  • The company utilizes a 'cell' organizational structure, which decentralizes roles into small, autonomous teams to foster rapid experimentation and the ability to quickly terminate underperforming projects.
Mobile Dev MemoJun 2016
Article

Latin America's Video Game Industry Is Booming: Here's Why This Is Good for the Region

Latin America's video game industry is emerging as both a technology and a creative sector, and the region stands to gain economically and culturally from its growth.

  • The provided report content is exclusively a cookie consent and details section, listing various cookies, their providers, purposes, maximum storage durations, and types.
  • The report does not contain any factual information or data regarding the Latin American video game industry, its boom, or its impact on the region's creative economy.
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World Economic ForumJun 2016
Cover of FLEGA Report 2016: Highlights and Conclusions
Article

FLEGA Report 2016: Highlights and Conclusions

The 2016 FLEGA report, commissioned by Flemish Minister for Culture and Media Sven Gatz, assesses the state of the Flemish and Belgian games industry and argues for stronger government support.

  • The Belgian game industry generated a total turnover of €43.6 million in 2014, representing a 6.63% growth compared to 2012.
  • High wage costs in Belgium are a primary barrier to growth, forcing major studios like Larian Studios to expand operations internationally and preventing local companies from hiring permanent staff.
  • Belgium has 72 active game studios, with 45 located in Flanders, 23 in Wallonia, and 4 in Brussels.
FLEGA – Flemish Games AssociationJun 2016
Article

Mobile Gaming Leaders: May 2016

Slither.io held the top position among free mobile games in the U.S. during May 2016, ranking first on the App Store, Google Play, and the combined chart.

  • Slither.io was the most downloaded mobile game in the U.S. during May 2016, achieving nearly 9 million combined downloads on the App Store and Google Play.
  • Approximately 70% of Slither.io's total downloads originated from iOS users, contributing to a cumulative U.S. download count exceeding 20 million.
  • Ubisoft’s Hungry Shark World ranked as the second most downloaded game overall in May 2016, securing 4.28 million U.S. downloads across both platforms.
Sensor TowerJun 2016
Cover of Draft Resolutions for the Ordinary General Meeting — 11 bit studios S.A. (June 2016)
Regulatory notice13 pages

Draft Resolutions for the Ordinary General Meeting — 11 bit studios S.A. (June 2016)

These draft resolutions for the Ordinary General Meeting of 11 bit studios S.A., scheduled for June 9, 2016, outline the formal corporate governance actions and financial approvals required for the 2015 fiscal year.

  • 11 bit studios S.A. reported a standalone net profit of 12,755,371 PLN and a consolidated group net profit of 11,565,579 PLN for the 2015 fiscal year.
  • The company proposed allocating the entire 12.75 million PLN standalone net profit to reserve capital, prioritizing reinvestment over dividend distribution.
  • As of the end of the 2015 fiscal year, 11 bit studios S.A. held total assets valued at 33,895,516 PLN.
11 bit studiosJun 2016
Cover of Ordinary General Meeting Resolutions — 11 bit studios S.A. (June 2016)
Regulatory notice26 pages

Ordinary General Meeting Resolutions — 11 bit studios S.A. (June 2016)

The 2015 fiscal year for 11 bit studios S.A. culminated in a period of significant financial growth and structural consolidation, as evidenced by the outcomes of the June 2016 Ordinary General Meeting.

  • 11 bit studios S.A. reported a net profit of approximately 12.76 million PLN for the 2015 fiscal year.
  • Shareholders voted to allocate the entire 12,755,371 PLN net profit to the company’s reserve capital to prioritize long-term reinvestment over dividend payouts.
  • The company reached a total asset and liability valuation exceeding 33.8 million PLN by the end of the 2015 reporting period.
11 bit studiosJun 2016
Cover of Årsredovisning och Koncernredovisning 2015: Nordic Games Licensing AB
Financial report26 pages

Årsredovisning och Koncernredovisning 2015: Nordic Games Licensing AB

Nordic Games Licensing AB operates as a specialized entity focused on the acquisition, management, and development of intellectual property within the global video game industry.

  • Nordic Games Licensing AB generated a net turnover of 212.9 million SEK in the 2015 fiscal year, with 74 percent of revenue originating from markets outside of Sweden.
  • The company manages a portfolio of over 50 brands and 900 products, utilizing a hybrid model that coordinates internal expertise with more than 200 external developers.
  • Digital distribution channels are the primary revenue driver, accounting for approximately two-thirds of the firm’s total income.
Nordic Games LicensingJun 2016
Cover of Annual Report of 11 bit studios S.A. for 2015
Financial report38 pages

Annual Report of 11 bit studios S.A. for 2015

The 2015 fiscal year marked a transformative period for 11 bit studios S.A., characterized by record-breaking financial performance and a formal transition to International Financial Reporting Standards (IFRS).

  • 11 bit studios achieved record financial performance in 2015, with sales revenue increasing to 22.7 million PLN from 15.6 million PLN in 2014 and net profit reaching 12.8 million PLN.
  • The company’s cash reserves tripled during the fiscal year, rising from 7.64 million PLN to 22.93 million PLN.
  • Financial growth was primarily driven by the sustained global commercial success of the title This War of Mine across Steam, Apple, and Google platforms.
11 bit studiosJun 2016
Article

Mobile Gaming Leaders: April 2016

Mobile game installs grew year over year in April 2016 even though they dipped from March, following the usual seasonal pattern.

  • The indie title 'slither.io' dominated the mobile gaming market in April 2016, securing the No. 1 spot for downloads across both iOS and Google Play with over eight million total installs.
  • Worldwide App Store game downloads grew 16.6 percent year-over-year in April 2016, rising from 502 million to 585 million, while U.S. downloads grew by 14.2 percent over the same period.
  • Disney successfully captured market share with the launch of 'Disney Crossy Road,' which generated over 3.6 million U.S. installs and ranked as the second most-downloaded game across both platforms.
Sensor TowerMay 2016
Financial report1 page

Turtle Beach Form 10-Q: Q1 2016

Turtle Beach Corporation’s financial performance for the first quarter of 2016 reflects a period of revenue growth tempered by persistent net losses and significant structural challenges.

  • As of March 31, 2016, Turtle Beach reduced its total outstanding debt to $32.4 million, down from $64.8 million at the end of 2015, primarily through significant net payments on its revolving credit facilities.
  • The company operates two distinct business segments: Turtle Beach, which provides gaming headsets for consoles and PCs, and HyperSound, a directional audio technology business that recently entered the hearing healthcare market with the HyperSound Clear 500P.
  • Turtle Beach faces significant liquidity risks, noting that any failure to comply with financial covenants under its credit facilities with Bank of America and Crystal Financial could lead to the immediate acceleration of debt repayment.
Turtle BeachMay 2016
Cover of Ubisoft Full-Year 2015-16 Sales and Earnings Figures
Financial report12 pages

Ubisoft Full-Year 2015-16 Sales and Earnings Figures

Ubisoft’s fiscal year 2015-16 financial results demonstrate a period of strong operational performance, characterized by the successful execution of a strategy focused on high-engagement multiplayer titles and digital growth.

  • Ubisoft reported total fiscal year 2015-16 sales of €1,394 million and a non-IFRS operating income of €169 million, representing a 12.1% profitability margin.
  • Digital revenue reached a record 32% of total sales, driven by a 45.6% increase in back-catalog sales which now account for 25.4% of total revenue.
  • The company’s focus on high-engagement multiplayer titles was validated by the performance of Tom Clancy’s The Division, which reached 9.5 million registered users, and Rainbow Six Siege.
UbisoftMay 2016
Cover of DeNA Q4 FY2015 Earnings Results Briefing: Q&A Summary
Financial report3 pages

DeNA Q4 FY2015 Earnings Results Briefing: Q&A Summary

DeNA’s fiscal year 2015 fourth-quarter earnings briefing provides a strategic overview of the company’s diversified business model, focusing on mobile gaming, curation platforms, and sports operations.

  • DeNA is targeting over one billion yen in quarterly operating profit for its curation platform business by fiscal year 2017.
  • The curation platform strategy aims to scale to over 100 million monthly active users, shifting focus toward native advertising and advertiser acquisition.
  • The Nintendo partnership remains a primary mid- to long-term revenue driver, with insights from the Miitomo launch informing upcoming Fire Emblem and Animal Crossing titles.
DeNA Co.May 2016