2015
Company
Documents about 2015
Financial Highlights for the 3rd Quarter of the Fiscal Year Ending March 2016 (FY2015)
Koei Tecmo Holdings reported its financial results for the third quarter of the fiscal year ending March 2016, revealing a period of mixed performance characterized by declining top-line revenue but improved net profitability.
- Koei Tecmo reported a 4.6% increase in net income to 6.83 billion yen for the nine-month period ending December 31, 2015, despite a 6.4% decline in net sales to 22.54 billion yen.
- Operating income fell 19.0% year-over-year to 3.94 billion yen, as the company relied on strong non-operating figures to bolster its bottom line.
- The core Game Software division struggled with a 10.8% drop in sales and a 26.6% decline in operating income.
MTG Corporate Responsibility Report 2015
In 2015 the media group placed corporate responsibility at the core of its strategy, integrating ethical governance, sustainability and gender-parity objectives across a global operation that spans 165 countries and includes broadcast, content localisation and e-sports segments.
- MTG achieved a 96% compliance rate among 514 new hires across 38 nationalities regarding its unified code of conduct, anti-bribery, and whistle-blower policies.
- Total carbon emissions increased by 13% since 2010, with business travel accounting for 61% of the company's total emissions footprint.
- The company maintained a 95C rating on the Dow Jones Sustainability Index and a 95C CDP disclosure score for the third consecutive year.
2015 Predictions for Mobile Gaming
The mobile gaming industry experienced significant market consolidation throughout 2014, as a small group of developers captured an increasing share of top-grossing rankings.
- Market consolidation intensified in 2014, with just four developers capturing nearly 50% of the top 20 grossing ranks on the US iPhone App Store, up from one-third in 2013.
- Rising mobile marketing costs and the 'unbundling' of app distribution are forcing small developers to seek alternative, non-paid user acquisition channels, such as viral growth and niche platforms like Product Hunt.
- Major platform operators including Apple, Google, and Amazon are commoditizing analytics and attribution tools, which is expected to accelerate consolidation in the third-party ad tech market.
Sega Sammy Holdings: Actual Results for the Second Quarter of the Year Ending March 2015
Sega Sammy Holdings’ financial results for the second quarter of the fiscal year ending March 2015 reveal a period of significant income contraction despite relatively stable sales.
- Sega Sammy Holdings has significantly lowered its full-year sales forecast for pachislot machines from 374,000 to 222,000 units due to regulatory changes in prototype testing.
- The company is launching a Group Structure Reform targeting a 6 billion yen reduction in fixed expenses across all business segments to combat declining profitability.
- New pachislot titles compliant with updated voluntary regulations regarding AT/ART functions are not expected to reach the market until the first quarter of the following fiscal year.
Finland's one bright spark, Kamcord's $15M and CCGs in China.
The mobile gaming industry experienced a period of strategic consolidation and investment toward the end of 2014, characterized by significant funding rounds and shifting market dynamics in key global regions.
- The Chinese mobile gaming market is projected to reach $6 billion in revenue by 2015, positioning it to become the world's largest mobile gaming sector.
- Kamcord secured $15 million in funding, led by GungHo Online Entertainment, to advance mobile gameplay recording and social sharing tools.
- Collectable card games (CCGs) currently dominate the Chinese market, accounting for approximately one-third of total mobile gaming revenue.
Sega Sammy Holdings Q2 FY Ending March 2015 Results: Summary of Results
Sega Sammy Holdings reported a challenging first half for the fiscal year ending March 2015, characterized by a 5% year-on-year decline in consolidated net sales to 154.2 billion yen and a significant 72% drop in operating income to 3.4 billion yen.
- Sega Sammy reported a net loss of 2.0 billion yen for the first half of FY2015, driven by a 5% decline in net sales to 154.2 billion yen and a 72% drop in operating income.
- Pachislot and Pachinko segment sales fell 15%, forcing a major downward revision of annual pachislot unit sales projections from 374,000 to 222,000 units due to regulatory testing changes.
- The company is initiating a group-wide restructuring to consolidate operations into three core pillars: Pachislot and Pachinko, Entertainment Content, and Resort Business.
PG Connects London 2015, the power of Wither and bye-bye Keith
The mobile gaming industry in late 2014 is characterized by significant shifts in user acquisition strategies, data analytics, and monetization design.
- Facebook dominates mobile game user acquisition, accounting for approximately one-third of all industry spending on marketing.
- Major publishers are creating an inflationary cycle in user acquisition costs, where high-monetizing titles like King’s Candy Crush Soda Saga use aggressive spending to saturate channels and price out smaller developers.
- SimilarWeb has entered the mobile app analytics sector with $15 million in funding to provide developers with granular data on traffic sources, specifically distinguishing between organic, viral, and paid acquisition.
Marvelous Inc. First Half Results Briefing Materials: Fiscal Year Ending March 31, 2015
Marvelous Inc.’s first-half results for the fiscal year ending March 31, 2015, demonstrate a period of strategic transition characterized by robust growth in digital gaming offset by contraction in traditional consumer software.
- Marvelous Inc.'s first-half results for the fiscal year ending March 31, 2015 showed net sales up 18.8% to 11,387 million yen and operating income up 6.2% to 1,449 million yen year over year.
- The online game business was the main growth engine, with segment sales up 154% to 6,117 million yen, driven by native mobile applications.
- The mobile title "Logres of Swords and Sorcery: Goddess of Ancient" reached four million downloads during the period and was the key driver of online growth.
Marvelous Inc. Financial Results: First Half of Fiscal Year Ending March 31, 2015
Marvelous Inc. presents its financial performance for the first half of the fiscal year ending March 31, 2015, detailing its operations as a comprehensive entertainment provider.
- Marvelous Inc. posted H1 FY2015 (six months to Sept 30, 2014) net sales of 11,387 million yen, up 18.8% year over year.
- Operating income reached 1,449 million yen, up 6.2%, while ordinary income rose 9.3% and net income 8.6%; profit grew more slowly than sales.
- The online game segment drove growth, supported by continued popularity of established titles and solid performance of native smartphone applications.
Condensed Interim Consolidated Financial Statement: CD Projekt Capital Group Q3 2014
The CD Projekt Capital Group’s financial position as of the third quarter of 2014 reflects a transitional period characterized by heavy investment in future intellectual property and strategic operational restructuring.
- CD Projekt Capital Group reported 110.75 million PLN in revenue and a 1.62 million PLN net profit for the first nine months of 2014, despite a 3 million PLN net loss in Q3.
- The company is in a high-expenditure phase, prioritizing development and global marketing for The Witcher 3: Wild Hunt and Cyberpunk 2077.
- As of September 30, 2014, the group held 265.91 million PLN in total assets and a cash position of 45.05 million PLN.
Digital Turbine Form 10-Q: Q2 FY2015
Digital Turbine, formerly known as Mandalay Digital Group, operates as a provider of end-to-end mobile content and monetization solutions, including application management, user discovery, and direct operator billing.
- Digital Turbine is pursuing a merger with Appia, involving the issuance of approximately 19 million shares and the assumption of roughly $10 million in debt, expected to close in the first quarter of calendar 2015.
- On October 9, 2014, the company acquired mobile app recommendation and search assets from Xyologic Mobile Analysis (XYO) for $2.5 million in cash, with $375,000 held back for potential indemnities.
- As of September 30, 2014, the company held $16.7 million in cash and cash equivalents, down from $21.8 million at the beginning of the period.
COLOPL 4Q FY Sep. 2014 Operating Results
The fiscal year ending September 2014 represented a period of significant financial growth for COLOPL, characterized by a 2.4-fold increase in annual sales to 53.57 billion yen and a 3.1-fold rise in operating profit to 23.60 billion yen.
- COLOPL's FY ended September 2014 sales rose 2.4x to 53.57 billion yen, and operating profit rose 3.1x to 23.60 billion yen.
- Growth was driven mainly by the July 2014 launch of "White Cat Project," which added to steady revenue from existing titles "Quiz RPG," "Sanguozhi," and "Pro Baseball PRIDE."
- The company transitioned to a native smartphone-focused model and grew active users 30% quarter-on-quarter by fiscal year-end.