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2015

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Documents about 2015

Cover of Sega Sammy Holdings Q1 Fiscal Year 2016 Results: Major Questions Concerning Actual Results
Financial report2 pages

Sega Sammy Holdings Q1 Fiscal Year 2016 Results: Major Questions Concerning Actual Results

Major Questions Concerning Actual Results for First Quarter of Year Ending March 2016 Actual Results for the First Quarter of the Year Ending March 2016 Q: What factors led to a significant decrease in sales compared to the same quarter of the previous fiscal year (fiscal year ended March 2015) and posting of loss?

Sega Sammy HoldingsSep 2015
Article

IGEA's Submission to the ECRC Inquiry into the Future of Australia's Video Game Development Industry

The document is a September 2015 news post from the Interactive Games and Entertainment Association (IGEA) announcing its response to the Senate Environment and Communications References Committee's inquiry into the future of Australia's video game development industry.

  • The Interactive Games and Entertainment Association (IGEA) submitted seven recommendations to the Senate Environment and Communications References Committee’s (ECRC) Inquiry into the Future of Australia’s video game development industry on September 9, 2015, aiming to help the local development community leverage global opportunities and overcome challenges.
  • IGEA also made a submission in February 2017 to the Standing Committee on Employment, Education and Training's Inquiry into Innovation and Creativity: Workforce for the New Economy, focusing on the labor force within Australia's video game development industry.
  • In September 2019, IGEA submitted to the Joint Standing Committee on Trade and Investment Growth's Inquiry into supporting Australia’s exports and attracting investments, addressing barriers to growth for Australian businesses.
Interactive Games and Entertainment AssociationSep 2015
Financial report1 page

GameStop Quarterly Report: Q3 2015

GameStop’s performance for the 26-week period ending August 1, 2015, reflects a deliberate strategic pivot toward diversification to mitigate the inherent volatility of the video game console market.

  • GameStop reported net sales of $1.76 billion for the 13 weeks ended August 1, 2015, a slight increase from $1.73 billion in the same period of 2014, despite significant headwinds from foreign exchange rate fluctuations.
  • The company acquired Geeknet, Inc. on July 17, 2015, for a net cost of $126 million, aiming to expand its presence in the collectibles market.
  • Technology Brands segment sales grew by $85.8 million over the 26-week period, driven by the expansion of Spring Mobile (AT&T/Cricket Wireless) and Simply Mac store operations.
GameStopSep 2015
Cover of The eSports Industry to Date: The Drivers Behind Current and Future Growth
Presentation32 pages

The eSports Industry to Date: The Drivers Behind Current and Future Growth

The esports industry is experiencing rapid expansion and increasing mainstream recognition, driven by major events, substantial prize pools, and significant viewership.

  • The esports industry is on a trajectory to grow from $252 million in 2015 revenue to a $1 billion economy by 2019.
  • Industry growth is driven by high engagement on streaming platforms like Twitch and a transition toward mainstream professionalization.
  • Significant capital is entering the market, evidenced by a $26 million venture capital investment in Super Evil Megacorp.
NewzooSep 2015
Cover of Biz Daily: Why Undead Labs shut down Moonrise before it launched
8 min
PocketGamer.biz8 min

Biz Daily: Why Undead Labs shut down Moonrise before it launched

The cancellation of the creature-based RPG Moonrise by Seattle-based developer Undead Labs highlights the challenges of the modern mobile games-as-a-service model.

  • Undead Labs cancelled the creature-based RPG Moonrise because it failed to meet essential 1-day, 7-day, and 30-day player retention benchmarks during its eight-month soft launch.
  • The project was deemed commercially unsustainable because the developer could not achieve the monetization levels required to offset the high ongoing infrastructure and operational costs of a live-service model.
  • Publisher Kabam shifted its strategic focus away from original intellectual property, prioritizing high-revenue branded content like Marvel-themed titles instead.
PocketGamer.bizSep 2015
Cover of Special: PAX 2015 - Scott Explains How Extra Credits is Made
4 min
Extra Credits4 min

Special: PAX 2015 - Scott Explains How Extra Credits is Made

The production process for the educational web series Extra Credits involves a structured, multi-stage workflow that balances research, technical synthesis, and artistic animation.

  • The production of Extra Credits follows a structured, multi-stage workflow that balances research, technical synthesis, and artistic animation to maintain a consistent weekly release schedule.
  • The show's signature high-pitched narration originated from a technical necessity to condense a college project into a specific time limit by accelerating playback speed.
  • Artists utilize Adobe Flash to create episode visuals, dedicating approximately 10 to 20 hours of labor per episode.
Extra CreditsSep 2015
Cover of Frontier Developments Annual Report and Accounts 2015
Financial report68 pages

Frontier Developments Annual Report and Accounts 2015

Frontier Developments successfully executed a pivotal strategic transition during the 2015 fiscal year, shifting from a contract-based work-for-hire developer to an independent, self-publishing entity.

  • Frontier Developments shifted in fiscal 2015 from contract-based work-for-hire development to independent self-publishing, removing its dependence on third-party publishers.
  • Elite Dangerous, a space simulation title, was the main driver of this transition and of the company's financial turnaround.
  • Revenue rose 139% to £22.8 million, driven by the move to self-publishing.
Frontier DevelopmentsSep 2015
Cover of Sega Sammy 2015 Interim Business Report
Financial report16 pages

Sega Sammy 2015 Interim Business Report

Sega Sammy Holdings achieved a notable financial turnaround during the first half of the 2016 fiscal year, characterized by a 111 percent surge in operating income to ¥5.7 billion despite a slight two percent decline in net sales to ¥154.3 billion.

  • Sega Sammy achieved a 111% surge in operating income to ¥5.7 billion in the first half of fiscal year 2016, despite a 2% decline in net sales to ¥154.3 billion.
  • The digital games division has become a primary growth engine, successfully scaling to over 7 million monthly active users.
  • Management is prioritizing significant upfront capital allocation toward integrated resort projects, specifically the PARADISE CITY development in South Korea.
Sega Sammy HoldingsSep 2015
Cover of Bandai Namco Group Annual Report 2015
Financial report80 pages

Bandai Namco Group Annual Report 2015

The 2015 annual report presents Bandai Namco’s strategic blueprint to become the world’s leading innovator in entertainment, anchored by an IP-centric growth model and a three-year “NEXT STAGE” mid-term plan.

  • Bandai Namco achieved strong fiscal 2015 growth with net sales of ¥565.5 billion (up 11.4%) and operating income of ¥56.3 billion (up 26.1%).
  • Net income rose 50% to ¥37.6 billion, resulting in an ROE of 13.2% and an ROA of 14.0%.
  • The company set mid-term targets for fiscal 2018 of ¥600 billion in net sales and ¥60 billion in operating profit, maintaining an ROE above 10%.
Bandai NamcoSep 2015
Cover of IGG Inc. Interim Results Announcement: Six Months Ended 30 June 2015
Financial report58 pages

IGG Inc. Interim Results Announcement: Six Months Ended 30 June 2015

IGG Inc. experienced a period of strategic transition and financial expansion during the first half of 2015, characterized by robust revenue growth alongside tightening profit margins.

  • IGG Inc. reported US$103.8 million in revenue for the first half of 2015, a 12.9% increase year-over-year, with mobile games contributing 93.4% of total earnings.
  • Profit attributable to equity holders fell by 24.6% to US$24.8 million, impacted by higher royalty costs, new EU VAT requirements, and an 87% surge in R&D spending to US$12.9 million.
  • The company maintains a strong liquidity position with US$173.1 million in cash and deposits and zero outstanding bank borrowings.
IGGAug 2015
Cover of IGG Inc Interim Results: August 2015
Financial report28 pages

IGG Inc Interim Results: August 2015

IGG Inc’s interim results for the first half of 2015 demonstrate the company’s transition into a global mobile-first gaming developer and operator.

  • IGG Inc generated $103.8 million in revenue for H1 2015, a 12.9% increase year-over-year, with mobile gaming accounting for 93.4% of total revenue.
  • The company holds a strong liquidity position with $173 million in net cash, providing significant capacity for future mergers and acquisitions.
  • Revenue declined 6.3% in Q2 2015 compared to Q1, driven by a lack of new game launches and softening performance in existing titles.
IGGAug 2015
Cover of CD PROJEKT Group First Half of 2015: Financial Results Presentation
Financial report39 pages

CD PROJEKT Group First Half of 2015: Financial Results Presentation

The CD PROJEKT Group’s financial results for the first half of 2015 demonstrate a period of significant growth and commercial success, driven primarily by the global release of The Witcher 3: Wild Hunt.

  • CD PROJEKT Group experienced massive financial growth in H1 2015, with sales revenues rising from 74.6 million to 512.6 million compared to the same period in 2014.
  • Net profit surged significantly from 4.7 million in H1 2014 to 236.3 million in H1 2015, largely driven by the global release of The Witcher 3: Wild Hunt.
  • The company’s liquidity improved substantially, with cash on hand increasing from 37.1 million at the end of 2014 to 167 million by mid-2015.
CD ProjektAug 2015