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2015

Company

Documents about 2015

Cover of Sega Sammy Holdings: Actual Results for the Third Quarter of the Year Ending March 2015
Financial report3 pages

Sega Sammy Holdings: Actual Results for the Third Quarter of the Year Ending March 2015

Sega Sammy Holdings implemented a significant downward revision to its full-year operating results forecast for the fiscal year ending March 2015.

  • Sega Sammy Holdings issued a downward revision to its full-year operating results for the fiscal year ending March 2015, driven by extraordinary losses from structural reforms and reduced deferred tax assets.
  • The company is targeting a 6 billion yen reduction in fixed expenses, with the amusement segment identified as the primary focus for these cost-cutting measures.
  • Consumer Business performance underperformed due to weak packaged software sales and sluggish mobile pachinko and pachislot titles, leading to the strategic delay of several smartphone games to the next fiscal year.
Sega Sammy HoldingsMar 2015
Cover of Ramblings on the Apple Watch
12 min
PocketGamer.biz12 min

Ramblings on the Apple Watch

The March 2015 announcement of the Apple Watch marked a significant shift in Apple’s product launch strategy, emphasizing a personalized, high-touch consumer experience over the traditional rollout models used for the iPhone and iPad.

  • Apple shifted its launch strategy for the March 2015 Apple Watch by prioritizing a high-touch, personalized retail experience with specialized in-store displays rather than the traditional rollout models used for the iPhone and iPad.
  • Market analysts provide a wide range of first-year sales projections for the Apple Watch, spanning from a conservative 5–10 million units to an aggressive 40 million units based on a potential 10% adoption rate among the 400–450 million active iPhone users.
  • The Apple Watch is positioned across a broad price spectrum, ranging from a $350 entry-level aluminum model to a luxury gold edition priced between $10,000 and $17,000.
PocketGamer.bizMar 2015
Cover of IGG Inc. Annual Results: 2014
Financial report27 pages

IGG Inc. Annual Results: 2014

IGG Inc.’s 2014 annual results demonstrate a period of significant financial expansion and strategic transition toward a mobile-first business model.

  • IGG Inc. reported 2014 annual revenue of $204.6 million, a 133% increase over 2013, driven primarily by the success of titles like Castle Clash and the Clash of Lords series.
  • The company successfully pivoted to a mobile-first model, with mobile games accounting for 90% of total revenue by the fourth quarter of 2014.
  • Adjusted net income grew 210% year-over-year to $68.6 million, supported by improved operational efficiency and declining R&D and administrative expenses as a percentage of revenue.
IGGMar 2015
Cover of Some trends from GDC 2015
11 min
PocketGamer.biz11 min

Some trends from GDC 2015

The 2015 Game Developers Conference (GDC) in San Francisco served as a primary venue for major engine providers to refine their market strategies and for industry leaders to re-evaluate player engagement terminology.

  • Epic Games transitioned Unreal Engine 4 to a free-to-access model, shifting its monetization to a 5% royalty fee on live product revenue.
  • Unity Technologies introduced a tiered pricing structure, offering a free Personal Edition alongside a professional subscription service priced at $75 per seat per month.
  • Major engine providers are aggressively targeting mobile developers by lowering barriers to entry and increasing the accessibility of high-performance development tools.
PocketGamer.bizMar 2015
Cover of Top 50 Developers of 2015: #1 Supercell
7 min
PocketGamer.biz7 min

Top 50 Developers of 2015: #1 Supercell

Supercell secures the top position in the 2015 list of mobile developers, marking a return to the number one spot it previously held in 2013.

  • Supercell reclaimed the number one spot in the 2015 mobile developer rankings, driven by the sustained financial performance of its core portfolio.
  • Clash of Clans remains the studio's primary revenue driver, generating an estimated $1.8 billion in 2014.
  • The company successfully expanded its market reach with Boom Beach by positioning it as a less competitive companion to Clash of Clans, avoiding user base cannibalization.
PocketGamer.bizMar 2015
Cover of Gdc 2015 show floor with Ctrl.alt.gdc and Tim Schafer and a one life left
3 min
How To Market A Game3 min

Gdc 2015 show floor with Ctrl.alt.gdc and Tim Schafer and a one life left

The 2015 Game Developers Conference (GDC) floor serves as a primary hub for showcasing experimental hardware and unconventional interactive experiences.

  • The 2015 GDC expo floor demonstrated a significant industry shift toward experimental, physical, and tactile gameplay mechanics that bypass traditional controller-based inputs.
  • Innovative hardware prototypes showcased at the event included a mechanical, dial-operated tank simulation and 'Line Wobbler,' which utilizes a bungee cord interface for movement and combat.
  • The conference serves as a critical networking bridge, facilitating direct interaction between emerging graduate students and industry veterans such as Ron Gilbert.
How To Market A GameMar 2015
Cover of 2015 game user research summit
3 min
How To Market A Game3 min

2015 game user research summit

Game user research functions as a specialized discipline rooted in rigorous scientific methodology, primarily drawing from the fields of cognitive psychology, statistics, and data science.

  • Game user research relies on rigorous scientific methodology, integrating principles from cognitive psychology, statistics, and data science to drive objective development decisions.
  • Testing environments must be designed to mimic real-world conditions, such as domestic living rooms, to ensure that data accurately reflects how players interact with hardware and software.
  • When testing with children, researchers must mitigate groupthink and peer-influence bias by separating participants or using structured, independent questioning techniques.
How To Market A GameMar 2015
Cover of Bandai Namco Holdings Consolidated Financial Report: Third Quarter of the Fiscal Year Ending March 31, 2015
Financial report15 pages

Bandai Namco Holdings Consolidated Financial Report: Third Quarter of the Fiscal Year Ending March 31, 2015

Bandai Namco Holdings achieved robust financial growth during the first nine months of the fiscal year ending March 31, 2015, characterized by an 11.2% increase in net sales to ¥409.18 billion and an 11.4% rise in operating income to ¥47.64 billion.

  • Bandai Namco reported strong growth for the first nine months of the fiscal year ending March 31, 2015, with net sales rising 11.2% to ¥409.18 billion and operating income increasing 11.4% to ¥47.64 billion.
  • The Toys and Hobby segment was the primary driver of financial performance, recording a 31.2% surge in sales fueled by the success of Mobile Suit Gundam and Yokai Watch.
  • The company has set a new mid-term financial goal to reach ¥60 billion in operating income by the 2018 fiscal year.
Bandai NamcoMar 2015
Cover of Finnish Game Industry Report 2014
Report116 pages

Finnish Game Industry Report 2014

The Finnish game industry in 2014 is a young, fast-growing, mobile-dominated sector that has moved from hobbyist origins to global prominence.

  • The Finnish game industry experienced explosive growth in 2014, with turnover reaching approximately €1.8 billion, a 100% increase from the previous year, though accounting practice changes affect direct comparability.
  • The industry's turnover per employee significantly increased, from €75,850 in 2008 to €720,000 in 2014, largely due to digital distribution and the Free-to-Play (F2P) model in mobile games.
  • Employment in the Finnish game industry has grown steadily, reaching 2,500 people in 2014, up from 1,147 in 2008.
Neogames FinlandMar 2015
Cover of Financial Highlights for the 1st Quarter of the Fiscal Year Ending March 2015 (FY2014)
Financial report2 pages

Financial Highlights for the 1st Quarter of the Fiscal Year Ending March 2015 (FY2014)

Koei Tecmo Holdings reported a significant increase in profitability for the first quarter of the fiscal year ending March 2015, despite a slight decline in overall revenue.

  • Koei Tecmo Holdings achieved a 959.1% surge in operating income to 470 million yen and a 45% increase in net income to 1.36 billion yen for the quarter ending June 30, 2014, despite a 2.8% decline in net sales to 6.32 billion yen.
  • The Online & Mobile segment acted as the primary growth engine, delivering an 18.4% increase in sales and a 71.9% rise in operating income.
  • The core Game Software division underperformed during the quarter, with sales falling 14.4% and operating income dropping 33.1% due to the cyclical nature of title releases.
Koei TecmoMar 2015
Cover of Frontier Developments plc Half Yearly Results 2015
Financial report20 pages

Frontier Developments plc Half Yearly Results 2015

Frontier Developments is successfully executing a strategic pivot from a work-for-hire model toward a self-publishing business structure.

  • Frontier Developments successfully transitioned its revenue model, with self-published titles accounting for 55 percent of total revenue in the six months ending November 30, 2014, compared to only 3 percent in the prior year.
  • Total revenue grew by 44 percent to £7.3 million, driven primarily by the commercial performance of the self-published title Elite: Dangerous.
  • The company reported an operating loss of £1.9 million and a net loss of £1.89 million, primarily due to heavy investment in self-published software assets, which reached a net book value of £8.68 million.
Frontier DevelopmentsFeb 2015
Cover of Tencent buys Miniclip and Sega invests in Space Ape
11 min
PocketGamer.biz11 min

Tencent buys Miniclip and Sega invests in Space Ape

The gaming industry in early 2015 is characterized by a surge in mergers and acquisitions, as highly profitable companies leverage their cash reserves to secure strategic assets.

  • Tencent acquired a significant majority stake in Miniclip to leverage shared expertise in transitioning web-based portals to mobile free-to-play ecosystems.
  • Sega Networks expanded its mobile footprint by acquiring Demiurge Studios and investing in Reignited Artists and London-based Space Ape Games to facilitate entry into the Japanese market.
  • Playtech acquired YoYo Games for $16.4 million to integrate the Game Maker software into its gambling-focused business model.
PocketGamer.bizFeb 2015