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2015

Company

Documents about 2015

Cover of CD PROJEKT FY 2015 Financial Results: President of the Board's Address to Shareholders
Financial report2 pages

CD PROJEKT FY 2015 Financial Results: President of the Board's Address to Shareholders

The 2015 fiscal year represented a transformative period for the CD PROJEKT Capital Group, defined by the successful launch of The Witcher 3: Wild Hunt and the conclusion of a four-year strategic cycle.

  • CD PROJEKT achieved a net financial result of 390 million PLN for the 2012–2015 period, exceeding original projections by 68%.
  • The Witcher series reached a cumulative sales milestone of 20 million units by the end of 2015, driven by the successful launch of The Witcher 3: Wild Hunt.
  • The company’s market valuation on the Warsaw Stock Exchange increased by 353% between 2012 and 2015, significantly outperforming the WIG index.
CD ProjektApr 2016
Cover of 3 User Acquisition Mega Trends for 2016
19 min
PocketGamer.biz19 min

3 User Acquisition Mega Trends for 2016

The mobile gaming industry in 2016 is defined by a shift toward video-centric advertising, the consolidation of walled gardens, and the professionalization of user acquisition (UA) strategies.

  • Video advertising is the dominant growth format, projected to capture nearly 50% of all mobile ad spend by 2018.
  • The user acquisition landscape is bifurcating, as high costs for advanced analytics and attribution tools create significant barriers for mid-market developers.
  • Walled-garden platforms are increasingly controlling both inventory and measurement, forcing developers to rely on their deterministic tracking capabilities to avoid inefficient spending.
PocketGamer.bizApr 2016
Cover of Market Study: Video Games Services in Canada
Report21 pages

Market Study: Video Games Services in Canada

This 2016 market study, prepared with an export-oriented lens for Chilean developers, examines the video game services industry in Canada and assesses its potential as a destination for Chilean video game companies.

  • Canada's video game sector generated over CAN$3 billion in 2015 and ranks among the world's top ten producers, with active studios rising from 329 in 2013 to 472 in 2015.
  • Full-time employment in Canada's video game industry reached an estimated 36,500 by 2015, a 26% increase over 2013, though most of these jobs are concentrated in large studios.
  • Mobile platforms dominate production, accounting for 66% of the roughly 1,280 projects completed in 2015 and 31% of revenue, while consoles still generate 35% of revenue despite a 32% decline from 2013 levels.
Apr 2016
Cover of Modern Times Group Annual Report 2015
Financial report92 pages

Modern Times Group Annual Report 2015

Modern Times Group (MTG) underwent a fundamental strategic pivot in 2015, transitioning from a traditional broadcaster into a diversified digital entertainment entity.

  • MTG executed a strategic pivot in 2015 to become a digital entertainment entity, highlighted by the acquisitions of esports leaders Turtle Entertainment and DreamHack.
  • Net income dropped significantly to SEK 251 million in 2015, down from SEK 1,172 million in 2014, due to restructuring costs, currency headwinds, and losses from discontinued operations.
  • Annual net sales reached SEK 16,218 million, marking a 3% increase compared to the previous year.
Modern Times GroupMar 2016
Cover of FY2016 Business Report
Financial report2 pages

FY2016 Business Report

The FY2016 Business Report for mixi, Inc. details a year of record-breaking financial performance driven primarily by the company’s Entertainment Business.

  • Mixi, Inc. achieved record FY2016 financial results with net sales of ¥208.799 billion, an 84.9% year-on-year increase, and operating income of ¥95.033 billion, up 80.4%.
  • The mobile game Monster Strike was the primary growth driver, reaching over 35 million global users by April 2016 through cross-media strategies including anime and physical pop-up stores.
  • Profit attributable to owners of the parent grew by 85.1% to ¥61.022 billion, significantly exceeding the company's upgraded January 2016 forecasts.
mixiMar 2016
Cover of How to qualify for the Video Game Tax Relief scheme's Cultural Test
13 min
PocketGamer.biz13 min

How to qualify for the Video Game Tax Relief scheme's Cultural Test

The Video Game Tax Relief (VGTR) scheme in the United Kingdom provides a significant financial incentive for game developers, offering a tax credit of 25 percent on qualifying core expenditure, effectively resulting in a 20 percent return on investment.

  • The UK Video Game Tax Relief (VGTR) scheme provides a 25 percent tax credit on qualifying core expenditure, yielding an effective 20 percent return on investment.
  • To qualify, a company must be UK-registered, the game must be intended for public supply, and the project must pass a 31-point Cultural Test administered by the British Film Institute.
  • Applicants must reach a minimum threshold of 16 points on the Cultural Test, which evaluates cultural content, creative hubs, and the residency of key personnel.
PocketGamer.bizMar 2016
Cover of Aiming Annual Securities Report: Fiscal Year 2015
Financial report98 pages

Aiming Annual Securities Report: Fiscal Year 2015

Aiming achieved substantial financial growth during the 2015 fiscal year, characterized by a significant expansion in its smartphone-focused MMORPG operations.

  • Aiming achieved substantial financial growth in fiscal year 2015, with net sales of 12.17 billion yen (an 86.4% increase), operating profit of 2.88 billion yen (a 722.6% increase), and net income of 1.91 billion yen.
  • The company's growth was primarily driven by its smartphone MMORPG operations, with the flagship title "Logres of Swords and Sorcery: Goddess of Ancient" accounting for 75.4% of total sales.
  • Aiming successfully listed on the Tokyo Stock Exchange Mothers market in March 2015, marking a pivotal milestone.
AimingMar 2016
Financial report1 page

Turtle Beach Annual Report: Fiscal Year 2015

Turtle Beach Corporation’s 2015 fiscal year was defined by a challenging transition period characterized by a strategic pivot toward next-generation console gaming and the commercialization of its HyperSound directed-audio technology.

  • As of December 31, 2015, Turtle Beach was operating under amended credit facility covenants that required monthly EBITDA compliance through March 31, 2017, with excess borrowing availability of approximately $3.8 million.
  • To satisfy debt obligations, the company secured $6.0 million in additional equity capital or third-lien debt by February 5, 2016, to pay down its working capital line of credit.
  • The company faces significant operational risks regarding its reliance on third-party licensing for 'closed system' console hardware, where a loss of access to chips or adapters would create a competitive disadvantage.
Turtle BeachMar 2016
Cover of IGG Annual Results Announcement: 2015
Financial report57 pages

IGG Annual Results Announcement: 2015

IGG solidified its standing as a global mobile game developer throughout 2015, successfully transitioning its listing from the Growth Enterprise Market to the Main Board of the Hong Kong Stock Exchange.

  • IGG generated US$202.5 million in annual revenue in 2015, with mobile games accounting for 94% of that total.
  • Net profit declined 38% to US$41.2 million due to rising operational costs, increased channel fees, and higher R&D investment, including the acquisition of Nerd Kingdom.
  • The company maintained a strong financial position with US$185.5 million in cash and an effective tax rate of 8.2%.
IGGMar 2016
Cover of IGG Annual Results 2015
Financial report30 pages

IGG Annual Results 2015

The 2015 annual results for IGG INC reflect a period of strategic transition and consolidation as the company solidified its position as a global mobile gaming developer and operator.

  • IGG generated US$202.5 million in revenue in 2015, a 1% year-over-year decline that would have been a 4% increase if not for new VAT legislation in the EU, Japan, and South Korea.
  • The company successfully completed its pivot to mobile gaming, with 94% of total revenue now derived from mobile titles.
  • Adjusted net income reached US$44.2 million, impacted by increased R&D investment and administrative costs associated with listing transfers.
IGGMar 2016
Article

2016 CESA General Consumer Survey Report

The Computer Entertainment Supplier's Association (CESA) announced the March 2016 publication of its General Consumer Survey Report, a 240-page volume covering Japanese gaming users and non-users.

  • The total number of active game players across all platforms in Japan is estimated at 43.36 million.
  • Smartphone and tablet gaming leads the market with 30.99 million active players, significantly outpacing other hardware categories.
  • The domestic market for home console gaming includes 52.24 million hardware owners, 32 million active users, and 15.39 million continuous players.
CESA – Computer Entertainment Supplier's AssociationMar 2016
Cover of Mobile Gaming and Smartphone Penetration
Article

Mobile Gaming and Smartphone Penetration

Mobile gaming has become near-ubiquitous in the US, but the growth driving it is uneven and raises discovery challenges for developers.

  • In 2015, 64% of US mobile phone users played mobile games at least once per month, a figure projected to grow to 77% by 2020.
  • Smartphone ownership in the US grew by 8% year-over-year between March 2014 and March 2015, closely mirroring the 11.7% increase in mobile gamers during the same period.
  • Growth in smartphone penetration is unevenly distributed, with the most significant gains occurring among teenagers and individuals over age 45, while growth among the 18–34 demographic remains modest.
Mobile Dev MemoMar 2016