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2015

Company

Documents about 2015

Cover of Minutes of the Extraordinary General Meeting — 11 bit studios S.A. (December 2015)
Regulatory notice11 pages

Minutes of the Extraordinary General Meeting — 11 bit studios S.A. (December 2015)

The protocol details the proceedings and resolutions of the Extraordinary General Meeting of 11 bit studios S.A., held on December 17, 2015, at the company’s headquarters in Warsaw, Poland.

  • The 11 bit studios S.A. Extraordinary General Meeting held on December 17, 2015, achieved a 100% unanimous vote from shareholders representing 27.41% of the company's total share capital.
  • The company formally identified Grzegorz Miechowski, Bartosz Brzostek, Przemysław Marszał, and Michał Drozdowski as its official founders via Resolution 6/2015.
  • The Supervisory Board was granted expanded authority to approve real estate transactions, significant debt obligations, and decisions regarding profit distribution and the acquisition of other business entities.
11 bit studiosDec 2015
Cover of Draft Resolutions for the Extraordinary General Meeting — 11 bit studios S.A. (December 2015)
Regulatory notice7 pages

Draft Resolutions for the Extraordinary General Meeting — 11 bit studios S.A. (December 2015)

These draft resolutions outline the formal agenda and proposed corporate actions for the Extraordinary General Meeting of 11 bit studios S.A., scheduled for December 17, 2015, in Warsaw.

  • The Extraordinary General Meeting of 11 bit studios S.A. was convened on December 17, 2015, in Warsaw to formalize corporate governance and administrative procedures.
  • The company formally amended its Statutes to officially designate Grzegorz Miechowski, Bartosz Brzostek, Przemysław Marszał, and Michał Drozdowski as the company’s founders.
  • Governance authority was redistributed, with the General Meeting retaining control over financial statement approval, profit distribution, and the acquisition of outside interests.
11 bit studiosDec 2015
Cover of Estudio Videojuegos y Adultos 2015: España
Report24 pages

Estudio Videojuegos y Adultos 2015: España

El estudio de AEVI, presentado en Madrid en diciembre de 2015, mide la penetración de los videojuegos entre la población adulta española, traza el perfil del jugador adulto, recoge sus percepciones y hábitos, compara a adultos con hijos y sin ellos, y evalúa la intención de compra para la campaña navideña.

  • In 2015, 38.9 percent of Spanish adults played video games, with the highest engagement found in the 18-29 age demographic at 75 percent.
  • Gaming habits are gender-split by platform preference: men favor consoles (66.2 percent), while women primarily use smartphones (57.6 percent).
  • Habitual gamers, defined as those playing weekly or daily, account for 41.5 percent of the gaming population and are 60 percent male.
AEVIDec 2015
Article

Sensor Tower Gains Richer App Update Timeline and Faster-Than-Ever Store Intelligence

Sensor Tower's December 2015 product announcement outlines recent enhancements to its enterprise-level App Intelligence and Store Intelligence platforms, with the stated aim of improving both utility and performance.

  • Sensor Tower expanded its App Intelligence platform to track 14 new update types for iOS apps and 6 new update types for Android apps.
  • The App Update Timeline now provides granular tracking of metadata changes, including specific insights into Top In-App Purchases and Related Apps for iOS.
  • Store Intelligence performance has been upgraded to significantly increase loading speeds for large datasets and long date ranges.
Sensor TowerDec 2015
Article

The Gamer Motivation Model

Quantic Foundry's December 2015 post introduces reference materials designed to make its Gamer Motivation Model easier to understand and share.

  • Quantic Foundry’s Gamer Motivation Model identifies 12 distinct, statistically clustered motivations for gaming, derived from data collected from over 140,000 global participants.
  • The model organizes motivations into columns where items in the same column exhibit higher statistical correlation, providing a structured framework for understanding player behavior beyond simple feature lists.
  • The research methodology emphasizes identifying a parsimonious, underlying structure of player psychology rather than merely cataloging large, non-hierarchical lists of game features.
Quantic FoundryDec 2015
Article

iOS Gaming Leaders: November 2015

Ketchapp's endless-style arcade game Twist emerged as the surprise leader of November 2015 iOS gaming charts, topping both U.S. and worldwide downloads.

  • Ketchapp’s game 'Twist' became the most downloaded iOS game globally and in the U.S. in November 2015, significantly outperforming new releases from major publishers like King and Machine Zone.
  • Machine Zone’s 'Game of War' maintained the top position for global and U.S. revenue, while Supercell’s 'Clash of Clans' experienced negative month-over-month revenue growth for the second consecutive time.
  • The top 10 revenue-generating games showed a stagnant trend, with half of the titles experiencing month-over-month revenue declines and no new entries appearing on the top 10 lists.
Sensor TowerDec 2015
Cover of Games You Might Not Have Tried: Winter 2015 - Find New Games - Extra Credits
8 min
Extra Credits8 min

Games You Might Not Have Tried: Winter 2015 - Find New Games - Extra Credits

This selection of video games highlights titles from late 2015 that offer unique design concepts, innovative mechanics, or compelling narratives that may have been overlooked by mainstream audiences.

  • Undertale (2015) is highlighted for its innovative subversion of JRPG tropes, specifically through a combat system that allows for a pacifist playstyle.
  • The Beginner’s Guide offers a unique narrative focus on the creative process, exploring themes of self-doubt and the psychological struggle for validation.
  • The Black Watchmen demonstrates the effective integration of alternate reality game (ARG) mechanics to create an immersive, non-traditional gameplay experience.
Extra CreditsDec 2015
Financial report1 page

GameStop Quarterly Report: Q3 FY2016

GameStop’s financial performance for the third quarter of fiscal year 2016, ending October 31, 2015, reflects a strategic transition from a traditional video game retailer to a diversified multichannel enterprise.

  • GameStop acquired Geeknet for $126.0 million on July 17, 2015, to expand its collectibles and apparel business through the ThinkGeek brand.
  • Technology Brands segment sales grew significantly, contributing to a $140.6 million increase in revenue for the 39 weeks ended October 31, 2015, compared to the prior year.
  • Gross profit increased by $33.4 million (5.4%) for the 13 weeks ended October 31, 2015, with gross profit as a percentage of net sales rising to 32.5% from 29.7% in the prior year period.
GameStopDec 2015
Cover of Huge Demand for UK Games Fund
Article

Huge Demand for UK Games Fund

The UK Games Fund's launch round drew more than 100 applications from the UK games development community in under a month, a response that far exceeded organizers' expectations.

  • The UK Games Fund received over 100 applications during its launch round, indicating significant demand from the domestic games development sector.
  • CEO Paul Durrant noted that the volume of applications exceeded initial expectations, confirming high levels of creative activity across the UK.
  • Successful applicants for the launch round were scheduled to be notified during the week of December 21, 2015.
UK Games FundDec 2015
Cover of App Streaming and Premium Apps
Article

App Streaming and Premium Apps

Google's November 2015 rollout of app streaming in mobile search lets users enter an app without downloading it, using a streamed instance served from a virtual machine.

  • Google introduced app streaming in November 2015, allowing users to access app content directly from mobile search results via a virtual machine without needing to download the application.
  • App streaming eliminates the download process, which is currently the primary point of friction in the mobile freemium product acquisition funnel.
  • By removing the time and effort required to download and evaluate apps, streaming lowers the switching costs between competing freemium products.
Mobile Dev MemoNov 2015
Cover of Facts and Figures about the Games Industry in Poland
Article

Facts and Figures about the Games Industry in Poland

Poland is positioned as an emerging anchor of Eastern European games development, according to a November 2015 summary published by the Flemish Games Association (FLEGA) of an MCV international fact file on the country's industry.

  • Poland's games industry generated €262.66 million in revenue in 2014, more than double that of its closest Eastern European competitor, Romania, which recorded €114.89 million.
  • The Polish games industry is ranked as the 23rd largest in the world according to market tracker Newzoo.
  • 60% of Polish internet users play games, with 35% playing on PC, 28% on smartphones or tablets, and 10% on consoles.
FLEGA – Flemish Games AssociationNov 2015
Cover of Why Nintendo going mobile is the big news of 2015
2 min
PocketGamer.biz2 min

Why Nintendo going mobile is the big news of 2015

Nintendo’s 2015 strategic pivot toward mobile gaming represents a fundamental shift for one of the industry’s most historically insular publishers.

  • In 2015, Nintendo initiated a strategic pivot away from its historically closed-ecosystem model by partnering with DeNA to enter the mobile gaming market.
  • The partnership with DeNA is designed to leverage external expertise in mobile monetization and infrastructure to support Nintendo's transition to mobile platforms.
  • Nintendo is prioritizing the stability of its network infrastructure and digital systems, such as Miiverse, before releasing flagship intellectual properties like Mario on mobile.
PocketGamer.bizNov 2015