2015
Company
Documents about 2015
Nippon Ichi Software Q1 2015 Quarterly Report
Nippon Ichi Software’s first-quarter report for the 2015 fiscal year outlines the company’s financial performance and operational status for the period spanning April 1, 2015, to June 30, 2015.
- Nippon Ichi Software reported net sales of 458.5 million yen for Q1 2015, a significant decline from the 767.6 million yen recorded during the same period in 2014.
- The company incurred a net loss of 62.9 million yen and an operating loss of 71.2 million yen for the quarter ending June 30, 2015.
- The package software segment was the primary driver of financial decline, posting an operating loss of 88.4 million yen despite the release of three titles.
Take-Two Interactive Form 10-Q: Q1 FY2016
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2016, ending June 30, 2015, reflects a period of significant revenue growth driven by the continued dominance of the Grand Theft Auto franchise.
- As of June 30, 2015, Take-Two held $245.85 million in capitalized software development costs for unreleased titles, up from $211.25 million as of March 31, 2015.
- The Grand Theft Auto series remains a core pillar for the company, with the Grand Theft Auto V title having sold-in over 220 million units across all platforms.
- General and administrative expenses rose by $9.7 million for the quarter ending June 30, 2015, driven largely by a $5.5 million increase in stock-based compensation and $3.0 million in higher professional fees and restructuring costs.
Digital Turbine Form 10-Q: Q1 FY2016
Digital Turbine experienced a period of aggressive expansion during the quarter ending June 30, 2015, characterized by a 236 percent surge in net revenue to $18.7 million.
- Digital Turbine reported a net loss of $8.1 million for the quarter ended June 30, 2015, compared to a $4.6 million loss in the same period of 2014.
- Consolidated net revenue grew significantly to $18.7 million for the quarter ended June 30, 2015, up from $5.6 million in the prior-year period.
- North America emerged as the largest revenue contributor at $11.5 million, while APAC revenue grew to $6.9 million and EMEA revenue declined to $0.3 million.
Nippon Ichi Software Q1 2016 Financial Results
Nippon Ichi Software’s financial results for the first quarter of the fiscal year ending March 31, 2016, reflect a period of significant contraction in revenue and profitability.
- Nippon Ichi Software reported net sales of 458 million yen for Q1 2016 (April–June 2015), representing a 40.3% year-over-year decline.
- The company recorded a net loss of 62 million yen and an operating loss of 71 million yen for the quarter.
- The package software segment struggled significantly, generating 218 million yen in sales and an 88 million yen operating loss from three title releases.
Biz Daily: Angry Birds hits 20 million downloads
Angry Birds 2 has achieved significant market penetration, reaching 20 million downloads within its first week of release.
- Angry Birds 2 reached 20 million downloads in its first week, a milestone that took the original title nine months to achieve.
- The game has secured the number 1 download spot in over 100 countries across the Americas, Europe, and China.
- Rovio is prioritizing the Chinese market through a strategic partnership with Kunlun to capture new player demographics.
KLab Q2 2015 Financial Results
KLab’s financial results for the second quarter of 2015 reflect a period of transition characterized by a decline in quarterly revenue and operating profit, despite overall growth in the first half of the year compared to 2014.
- KLab's Q2 2015 revenue fell 14.9% quarter-over-year to 4,797 million yen, and operating profit dropped 47.8% to 532 million yen, even though first-half 2015 results were still up on 2014.
- The Q2 decline stemmed mainly from weaker Simplified Chinese and Korean versions of Love Live! School Idol Festival, its flagship title.
- Costs also weighed on profit in Q2: salary increases, promotional TV campaigns, and prototype development.
Turtle Beach Quarterly Report: Q2 2015
Turtle Beach Corporation’s financial performance during the second quarter of 2015 reflects a period of significant transition and fiscal strain.
- Turtle Beach secured a $15 million term loan from Crystal Financial on July 22, 2015, bearing interest at 90-day LIBOR plus 10.25%.
- The company reported a net loss per share of $0.49 for the six months ended June 30, 2015, compared to a $0.33 loss in the same period of 2014.
- Operating expenses increased due to higher staffing levels for the HyperSound Clear product and advanced audio initiatives, alongside $0.5 million in incremental stock compensation expense.
Kadokawa Dwango Financial Results for the First Quarter Ended June 30, 2015
Kadokawa Dwango’s financial results for the first quarter ending June 30, 2015, reflect a period of mixed performance across its diversified business segments.
- Kadokawa Dwango reported revenue of 46,906 million yen and an operating income of 1,145 million yen for the first quarter ended June 30, 2015.
- The Game business returned to profitability with 535 million yen in operating income, driven by titles such as 'The Witcher: Wild Hunt', 'The Legend of Heroes -Sora no Kiseki-', 'Furai-no-Shiren 5 plus', and contingency fees from 'Bloodborne'.
- Profit attributable to owners of the parent fell to a loss of 220 million yen, primarily due to increased corporate taxes following the reversal of deferred tax assets related to previous restructuring expenses.
Reference Materials: Three-Month Period Ended June 30, 2015
Square Enix Holdings Co., Ltd. reported strong financial growth for the three-month period ending June 30, 2015, characterized by significant increases in both net sales and operating income compared to the same period in the previous year.
- Square Enix reported a strong start to the fiscal year ending March 31, 2016, with net sales increasing to 42.3 billion yen and operating income rising to 7.9 billion yen for the quarter ended June 30, 2015.
- The Digital Entertainment segment was the primary growth driver, with net sales increasing by 6.8 billion yen and operating income nearly doubling to 8.2 billion yen compared to the same period in 2014.
- Operating margins for the Digital Entertainment segment improved significantly, rising from 19.2% in the April-June 2014 quarter to 27.0% in the April-June 2015 quarter.
Consolidated Financial Results for the Three-Month Period Ended June 30, 2015: Square Enix Holdings
Square Enix Holdings reported strong financial growth for the three-month period ending June 30, 2015, driven primarily by the robust performance of its Digital Entertainment segment.
- Square Enix reported strong Q1 growth for the period ending June 30, 2015, with net sales reaching ¥42,282 million (up 12.0% YoY) and operating income rising 56.1% to ¥7,912 million.
- The Digital Entertainment segment, the company's primary revenue driver, saw net sales increase 29.2% to ¥30,297 million and operating income jump 81.6% to ¥8,191 million.
- Digital Entertainment growth was fueled by strong performance in smartphone and PC browser titles like 'DRAGON QUEST MONSTERS SUPER LIGHT' and 'FINAL FANTASY RECORD KEEPER,' alongside steady results from 'FINAL FANTASY XIV' and 'DRAGON QUEST X'.
FY2015 Fourth Quarter Financial Results
GREE concluded fiscal year 2015 with net sales of ¥92.5 billion and an operating income of ¥20.2 billion, though the bottom line was impacted by a net loss of ¥10.3 billion.
- GREE reported a net loss of ¥10.3 billion for FY2015, primarily driven by a ¥14.2 billion goodwill impairment charge related to its North American subsidiary, Funzio.
- Net sales for FY2015 reached ¥92.5 billion with an operating income of ¥20.2 billion, supported by a 16% reduction in fixed costs.
- Quarter-over-quarter coin consumption fell 11% to 27.9 billion, reflecting weakening performance in legacy web games and international markets.
DeNA, Samsung and Disney keynote Pocket Gamer Connects San Francisco 2015
The mobile gaming industry is currently undergoing a strategic shift toward high-value intellectual property, curated distribution, and long-term live operations to combat rising user acquisition costs.
- DeNA plans to launch five mobile games featuring major intellectual properties between late 2015 and March 2017, targeting hundreds of millions of users globally.
- Samsung is shifting its app store strategy toward a curated experience, partnering with reputable media sources to recommend a modest volume of high-quality content rather than hosting hundreds of thousands of apps.
- Disney Interactive utilizes a hybrid development model, balancing in-house production with strategic licensing partnerships, such as their collaboration with Kabam for midcore titles and DeNA for regional expertise.