2015
Company
Documents about 2015
Anuario de la Industria del Videojuego 2015
The Anuario de la Industria del Videojuego 2015, published by the Asociación Española de Videojuegos (AEVI), serves as a comprehensive reference document detailing the state of the Spanish video game sector during the 2015 fiscal year.
- The AEVI 2015 Industry Yearbook, originally published on October 9, 2015, serves as the formal annual record for the Spanish video game sector.
- The report provides a comprehensive overview of the Spanish gaming market, covering key areas such as sales rankings, anti-piracy efforts, and available government subsidies for the industry.
- The document includes comparative analysis of the video game industry at both the national Spanish level and the broader international market.
Casual Games Sector Report: Southeast Asia 2015
The Southeast Asia games market is positioned as a primary growth engine for the global industry, with total regional revenues projected to double to $2.2 billion by 2017.
- The Southeast Asia games market is projected to reach $2.2 billion in revenue by 2017, growing at a compound annual rate of 28.8%.
- Mobile gaming is the dominant sector across the region, with Western titles from publishers like King and Supercell consistently ranking among the top-grossing applications.
- Thailand currently generates the highest total game revenue in the region, while Singapore leads in monetization with an average annual spend of $189.30 per payer.
The Mobile Gaming Landscape 2015
The global mobile gaming market underwent a transformative expansion in 2015, surpassing $30 billion in total revenue as the industry transitioned from isolated platform silos toward a unified, cross-platform consumption model.
- The global mobile gaming market surpassed $30 billion in revenue in 2015, driven by a transition toward unified, cross-platform ecosystems.
- High-profile industry consolidation, such as Activision Blizzard’s acquisition of King, marks a shift toward integrated gaming business models.
- The Chinese market remains distinct and highly competitive, requiring developers to navigate a fragmented Android ecosystem and numerous local app stores dominated by Tencent and NetEase.
Global Mobile Game Industry White Book: 2015
The global mobile gaming industry is undergoing a transformative shift, positioning itself as the dominant force within the broader interactive entertainment sector.
- The global mobile gaming market is projected to reach $30.1 billion in revenue in 2015, establishing itself as the dominant sector in interactive entertainment.
- China serves as a high-engagement market where users spend an average of 35 minutes daily on mobile games, primarily favoring card and role-playing genres.
- Southeast Asia is a rapidly maturing market expected to double its revenue by 2017, providing a strategic entry point for Western publishers due to standardized app store infrastructure.
Casual Games Sector Report 2015: World's Top Games Markets
The 2015 Casual Games Sector Report provides a comprehensive analysis of the global games market, focusing on the shifting dominance between the United States and China.
- As of 2015, China surpassed the United States as the world's largest games market, with the two nations projected to account for 50% of global revenue by 2018.
- China’s games market reached $22.2 billion in 2015, marking a 23% year-on-year increase driven by a 50% growth rate in the smartphone gaming segment.
- The US market generated $22.0 billion in 2015, with 45% of its total revenue derived from TV, console, and VR platforms.
2015 Annual Report
Square Enix Holdings concluded the 2015 fiscal year with robust financial performance, characterized by an 8.3% increase in net sales to ¥167.8 billion and a significant 49.0% rise in net income to ¥9.8 billion.
- Square Enix Group's mission is to spread happiness globally by providing high-quality content, services, and products that enable customers to create unforgettable experiences and discover their own happiness.
- The company plans to launch "RISE OF THE TOMB RAIDER" on Xbox One and Xbox 360 in November 2015, PC in early 2016, and PlayStation 4 in late 2016. The Tomb Raider series has shipped over 45 million copies worldwide since 1996, and its film adaptation grossed over $300 million.
- "JUST CAUSE 3" is scheduled for release on Xbox One, PlayStation 4, and PC on December 1, 2015, continuing a franchise known for explosive action and player freedom since 2006.
Kondycja Polskiej Branży Gierwideo Raport 2015
The 2015 analysis of the Polish video game industry provides a comprehensive overview of a sector undergoing rapid structural transformation.
- The global games market in 2015 was valued at $74.2 billion, with mobile games ($22.3 billion) and retail sales ($19.7 billion) being the largest segments.
- In Poland, 72% of internet users play games. 42% play games installed on computers, 40% play on smartphones/tablets, and 38% play browser games.
- Action games are the most popular genre among Polish players, accounting for 35% of page views on GRY-OnLine.pl in the first half of 2015.
Dutch Games Monitor: The Netherlands 2015
The Dutch games industry underwent a period of rapid expansion between 2011 and 2015, characterized by a 42 percent increase in the number of firms to 455 companies.
- The Dutch games industry saw its number of professionals grow from 2730 in 2011 to 3030 in 2015, an annual job growth of 2.6%, which is above the national average of -0.4% for the same period.
- Over half of Dutch game companies are less than 5 years old, and the average company size is 7 employees, indicating a young industry dominated by small studios.
- Access to funding, availability of qualified staff, and sales are the top three challenges for Dutch game companies, with over 40% reporting issues in obtaining funds.
Dutch Games Monitor: Main Facts & Figures 2015
The Dutch Games Monitor 2015 factsheet charts the economic development of the Dutch games industry from 2011 to 2015, using the same method as the 2012 edition so the figures can be compared.
- The Dutch games industry grew by 42% between 2011 and 2015, increasing from 320 to 455 companies, though the sector remains dominated by micro-enterprises with an average of only seven employees.
- Total industry employment grew from 2,730 to 3,030 professionals, a slower rate of expansion than company formation, highlighting the difficulty studios face in scaling operations.
- Financial performance across the industry is modest, with the majority of companies reporting annual profits of less than €100,000.
Company Description
Stillfront Group AB established this company description in December 2015 to facilitate its listing on Nasdaq First North, signaling its transition from a private conglomerate to a public entity.
- Stillfront Group utilizes a 'PLEX' strategy to manage a portfolio of near-autonomous subsidiaries, focusing on long-lifecycle, cross-platform games to mitigate development risks.
- The company reported 63% organic sales growth and a 23.1% underlying EBITDA margin in 2015, with a target to reach SEK 300 million in net revenue by 2020.
- Financial performance in 2015 was heavily concentrated, with the Bytro Labs title 'Call of War' accounting for 62% of total group revenue.
Fiscal Year Ending March 2016: 1st Half Financial Results
Koei Tecmo Holdings presents a financial analysis for the first half of the fiscal year ending March 2016, highlighting a period of strategic transition toward digital and global expansion.
- Koei Tecmo exceeded profit forecasts for the first half of fiscal year 2016, with operating profit reaching 2,477 million yen (45.7% above projections) and net income rising 3.4% to 4,061 million yen.
- Despite a 5.9% year-over-year decline in net sales to 15,159 million yen, profitability was bolstered by high-margin digital download sales and increased royalty revenue from collaboration titles.
- The Asian market emerged as a key growth driver, recording a 75.9% increase in sales and a 132.6% rise in unit volume, even as Japan remained the primary market at 74.9% of total sales.
Financial Highlights for the Fiscal Year Ending March 2015 (FY2014)
Koei Tecmo Holdings achieved significant profitability growth during the fiscal year ending March 31, 2015, despite relatively flat top-line revenue.
- Koei Tecmo Holdings achieved a 35.2% surge in operating income to 9.65 billion yen and a 36% increase in net income to 9.4 billion yen for the fiscal year ending March 2015, despite net sales remaining nearly flat at 37.8 billion yen.
- The game software division, while seeing a 2.3% decline in revenue to 24.9 billion yen, improved its operating income by nearly 30% due to a more profitable product mix or reduced development costs.
- The media and rights division demonstrated strong growth with a 32.5% increase in sales, contributing to the company's overall shift toward higher-margin business activities.