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2015

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Documents about 2015

Cover of The mobile F2P social casino market explained in 15 minutes
16 min
PocketGamer.biz16 min

The mobile F2P social casino market explained in 15 minutes

The social casino industry, defined as free-to-play games rather than real-money gambling, represents a significant and maturing sector of the global gaming market.

  • The social casino market is highly consolidated, with the top five companies—including Caesars, IGT, and Big Fish—controlling over 50% of total industry revenue.
  • Entering the market requires significant capital, with successful titles now demanding at least $2 million in production budgets and over $10 million in marketing spend.
  • The industry is experiencing a major structural shift from Facebook canvas to mobile and tablet platforms, as Facebook revenue growth has plateaued.
PocketGamer.bizMay 2015
Cover of IGG Inc First Quarterly Results Announcement: Three Months Ended 31 March 2015
Financial report25 pages

IGG Inc First Quarterly Results Announcement: Three Months Ended 31 March 2015

IGG Inc. achieved a revenue of US$53.6 million during the first quarter of 2015, marking a 21.5% increase compared to the same period in the previous year.

  • IGG Inc. reported Q1 2015 revenue of US$53.6 million, a 21.5% year-over-year increase but an 11.4% decline compared to the previous quarter.
  • Profit attributable to owners reached US$13.9 million, representing a modest 2.2% year-over-year growth.
  • Mobile gaming remains the primary revenue driver, accounting for 92.9% of total earnings, with a stable global base of 20.7 million monthly active users.
IGGMay 2015
Cover of IGG Inc. First Quarterly Results 2015
Financial report25 pages

IGG Inc. First Quarterly Results 2015

IGG Inc.’s first-quarter results for 2015 outline the company’s performance as a global mobile gaming developer and operator.

  • IGG Inc. generated $53.6 million in Q1 2015 revenue, representing a 21.5% year-over-year increase driven by the 'Clash of Lords' series and 'Deck Heroes'.
  • Mobile games accounted for 93% of total revenue, reflecting the company’s mobile-first development strategy.
  • Revenue declined 11.4% compared to Q4 2014, primarily due to new EU value-added tax rules, Russian currency depreciation, and a cyclical lack of new game releases.
IGGMay 2015
Cover of Glu Mobile vs Gameloft
11 min
PocketGamer.biz11 min

Glu Mobile vs Gameloft

The mobile gaming industry is currently defined by a stark divide between legacy publishers struggling to adapt to the free-to-play (F2P) model and agile developers achieving rapid growth through breakout hits.

  • Glu Mobile achieved 56% year-over-year revenue growth in Q1 2015, reaching $69.5 million, by successfully pivoting to a high-monetization free-to-play model.
  • Gameloft reported $71 million in Q1 2015 revenue, representing a 17% year-over-year increase, but continues to struggle with sustaining long-term hits in Western markets.
  • Glu Mobile’s revenue is heavily concentrated, with the 'Kim Kardashian: Hollywood' title accounting for one-third of the company's total quarterly earnings.
PocketGamer.bizMay 2015
Cover of Aiming Q1 2015 Earnings Briefing Q&A Summary
Financial report3 pages

Aiming Q1 2015 Earnings Briefing Q&A Summary

Aiming’s Q1 2015 earnings briefing centers on the company’s strategic approach to revenue growth, marketing investment, and international expansion.

  • The flagship title 'Logres' has reached maturity in the Japanese market, leading management to project a potential deceleration in growth for the game.
  • Aiming is adopting a conservative financial outlook for the second half of 2015 by excluding revenue contributions from new titles to ensure earnings stability.
  • The company’s growth strategy relies on a community-driven model where user engagement is deepened over six to twelve months to facilitate iterative product improvements.
AimingMay 2015
Cover of Consolidated Financial Results for the Fiscal Year Ended March 31, 2015
Financial report49 pages

Consolidated Financial Results for the Fiscal Year Ended March 31, 2015

The fiscal year ended March 31, 2015, marked a transformative period of hyper-growth and financial recovery for mixi, Inc., primarily driven by the explosive success of the mobile title Monster Strike.

  • Driven by the success of the mobile title Monster Strike, mixi, Inc. achieved a net sales surge of 828.9% to ¥112.9 billion for the fiscal year ended March 31, 2015.
  • The company transitioned from a net loss in the previous year to a net income of ¥32.9 billion, with cash reserves increasing nearly fourfold to ¥65.4 billion.
  • The Entertainment Business segment became the primary growth engine, with segment sales rising from ¥3.3 billion to over ¥102.2 billion.
mixiMay 2015
Cover of Board Announcement — 11 bit studios S.A. Convening Ordinary General Meeting (2015)
Regulatory notice9 pages

Board Announcement — 11 bit studios S.A. Convening Ordinary General Meeting (2015)

The Board of Directors of 11 bit studios S.A., headquartered in Warsaw, issued a formal notice on May 29, 2015, convening an Ordinary General Meeting of Shareholders scheduled for June 26, 2015.

  • 11 bit studios S.A. convened an Ordinary General Meeting for June 26, 2015, to approve 2014 financial statements and determine the distribution of 2014 profits.
  • A primary strategic objective of the meeting is to secure the admission of the company’s securities for trading on the regulated market of the Warsaw Stock Exchange.
  • The company is transitioning to International Financial Reporting Standards (IFRS) for both the parent company and its capital group.
11 bit studiosMay 2015
Cover of Aiming Earnings Forecast Revision
Financial report3 pages

Aiming Earnings Forecast Revision

Aiming Inc. has issued a formal revision to its earnings forecast for the fiscal year ending December 31, 2015, citing stronger-than-anticipated performance in its core mobile gaming portfolio.

  • Aiming Inc. significantly increased its earnings forecast for fiscal year 2015, driven by strong mobile gaming performance, particularly from "Logres of Swords and Sorcery."
  • For Q2 2015, Aiming raised its revenue forecast by 34.4% to 5.89 billion yen and operating profit by 94.8% to 1.8 billion yen.
  • The full-year 2015 outlook now projects revenue of 11.11 billion yen (a 16.4% increase) and operating profit of 2.8 billion yen (a 41.4% increase).
AimingApr 2015
Cover of Aiming Q1 2015 Financial Results Presentation
Financial report42 pages

Aiming Q1 2015 Financial Results Presentation

Aiming experienced substantial financial expansion during the first quarter of 2015, characterized by a 32.5% increase in revenue and a nearly fivefold surge in operating profit compared to the preceding quarter.

  • Aiming reported a 32.5% revenue increase and a nearly fivefold surge in operating profit for Q1 2015 compared to the previous quarter.
  • Driven by the strong performance of its flagship title Logres, the company raised its full-year 2015 revenue target by 16% and its operating profit projection by 41%.
  • By the end of Q1 2015, Aiming had already achieved 45% of its newly revised annual operating profit goal.
AimingApr 2015
Cover of Aiming Q1 Fiscal Year 2015 Financial Results
Financial report11 pages

Aiming Q1 Fiscal Year 2015 Financial Results

Aiming’s financial results for the first quarter of the fiscal year ending December 2015 reflect a period of significant growth and corporate development within the Japanese smartphone game market.

  • Aiming reported strong Q1 FY2015 financial results with net sales of 3,243 million yen, operating profit of 1,260 million yen, and net profit of 811 million yen.
  • The flagship title, "Logres of Swords and Sorcery," was the primary driver of growth, reaching 6 million cumulative downloads by April 2015 due to TV advertising and in-game events.
  • Aiming's financial position strengthened significantly, with total assets rising to 6,624 million yen and an equity ratio of 79.1 percent, boosted by a public offering.
AimingApr 2015
Article

2015 CESA Consumer Survey Report

The 2015 CESA Consumer Survey Report provides a comprehensive analysis of gaming habits and lifestyle trends among the Japanese population.

  • The total number of active game players in Japan across all platforms (home console, PC, mobile, and arcade) is estimated at 48.09 million.
  • Smartphone and tablet gaming is the dominant platform, with 33.31 million active users compared to other hardware categories.
  • The domestic market for home console gaming consists of 52.83 million owners, 31.38 million active users, and 15.41 million continuous players.
CESA – Computer Entertainment Supplier's AssociationApr 2015
Cover of Gravity Co. 20-F — FY2014 (April 2015)
Financial report1 page

Gravity Co. 20-F — FY2014 (April 2015)

Gravity Co., Ltd.’s 2014 fiscal year report details a period of sustained financial contraction and operational restructuring.

  • The provided report content could not be extracted, therefore no insights can be generated.
  • Without access to the report's data, it is impossible to identify key financial figures, growth rates, or specific company information for Gravity Co. in FY2014.
  • No information regarding Gravity Co.'s performance, market position, or strategic initiatives for the fiscal year ending 2014 is available.
Gravity Co.Apr 2015