2015
Company
Documents about 2015
Capcom Overview of Strategies and Plans: Fiscal Year Ending March 31, 2013
Capcom is prioritizing a transition toward digital-first operations to achieve a sustained operating margin of at least 15% by 2015.
- Capcom is reallocating 90% of its corporate resources toward digital content to achieve a sustained operating margin of at least 15% by 2015.
- The company is shifting its business model to prioritize mobile and online gaming, aiming to offset a projected decline in physical software shipments to 14 million units for the fiscal year ending March 2013.
- Management is implementing a 'Single Content Multiple Usage' strategy to maximize the value of core intellectual properties across integrated online and mobile platforms.
Bandai Namco Group Mid-term Plan: April 2012–March 2015
The Bandai Namco Group’s mid-term plan for April 2012 through March 2015 outlines a strategic roadmap to transition from a period of recovery to sustainable growth.
- Bandai Namco targets record financial performance by March 2015, aiming for 480 billion yen in consolidated net sales and 42.5 billion yen in operating income.
- The strategy focuses on three core business areas: Toys and Hobby, Content, and Amusement Facilities, utilizing a group-wide network to integrate arcade games, social media, and visual content.
- The company plans to restructure video game operations in the U.S. and Europe to drive profit recovery while treating Asia as a primary growth region for localized product development.
Take-Two Interactive Form 10-Q: Q2 FY2012
Take-Two Interactive’s financial performance for the second quarter of fiscal year 2012 reflects a period of transition characterized by a strategic focus on core publishing operations under the Rockstar Games and 2K labels.
- Net revenue for the three months ended September 30, 2011, decreased by $137.9 million compared to the prior year, primarily driven by the absence of major 2010 releases like Red Dead Redemption, Mafia II, and Sid Meier's Civilization V.
- Take-Two remains heavily dependent on the console market, with Sony, Microsoft, and Nintendo platforms accounting for 90.4% of net revenue for the six months ended September 30, 2011.
- The company maintains a strategy of focusing on a select number of high-quality titles and internal development to build long-term franchises, while mitigating the impact of used game sales through the release of downloadable content.
Take-Two Interactive Form 10-Q: Q1 FY2012
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2012 reflects a transitional period characterized by a net loss of $8.7 million, a significant decline from the $26.3 million net income reported during the same period in the previous year.
- Take-Two reported a net loss of $8.7 million for the quarter ended June 30, 2011, a decline from the $26.3 million net income recorded in the same period of the prior year.
- The company completed the sale of its 'Jack of all Games' distribution business to SYNNEX Corporation for a final net purchase price of $35.775 million, allowing the firm to focus exclusively on its publishing operations.
- As of June 30, 2011, Take-Two held $223.357 million in capitalized software development costs and licenses for titles that had not yet been released.
Bandai Namco Group Information Meeting: Fiscal Year Ended March 2012
The Bandai Namco Group’s fiscal year 2012 financial results demonstrate a significant recovery and growth trajectory, with consolidated net sales reaching 454.2 billion yen and operating income rising to 34.6 billion yen.
- Bandai Namco achieved 454.2 billion yen in net sales and 34.6 billion yen in operating income for the fiscal year ended March 2012, marking a significant recovery.
- The company successfully reduced its rate of unprofitable game titles from 50% in fiscal year 2010 to 27% by 2012.
- The Content segment, encompassing video games, arcade machines, and network content, generated 17 billion yen in operating income.
MTG Corporate Responsibility Report 2011
MTG's 2011 Corporate Responsibility Report presents the Nordic-based broadcaster's "Modern Responsibility" framework, which spans 39 operating countries and organizes its work into business, broadcast and marketing, colleague, and community responsibility.
- MTG achieved a 16% total reduction in carbon emissions and office energy use by the end of 2011, resulting in a 6% decline in CO2 per employee compared to the 2009 baseline.
- The company expanded its geographic footprint in 2011 by entering four African nations—Ghana, Uganda, Tanzania, and Kenya—and acquiring stakes in TV Prima, Darial TV, and Balkan Media Group.
- MTG maintained a strong safety record with zero work-related accidents and an absenteeism rate of approximately 1% among its 3,031 employees.
Informe de Resultados: Cómo se proyecta el videojuego del futuro
El estudio 9127 de ADESE analiza cómo se proyecta el videojuego del futuro en el mercado español. Combina buzz research, grupos de discusión y entrevistas a jugadores, padres y expertos.
- Approximately 68% of all game sales are projected to transition to virtual stores or server-based platforms, effectively phasing out physical distribution.
- Immersive virtual reality is identified as the primary technological driver for the industry through the 2020-25 period.
- Network latency is a critical barrier for 53% of moderately hardcore gamers, necessitating a shift toward high-bandwidth, low-latency infrastructure to support immersive content.
¿Cómo Se Proyecta el Videojuego del Futuro?: España
The study commissioned by ADESE explores how video games are expected to evolve, focusing on technological, social and market dynamics and projecting scenarios up to 2025.
- Industry experts project that 100% of games will transition to online-only ecosystems by 2025, driven by the need for anti-piracy measures, improved matchmaking, and ubiquitous broadband.
- Technological evolution through 2025 will shift from cloud-based distribution and motion-sensing controls toward immersive virtual reality, multisensory holographic interfaces, and voice-controlled navigation.
- Casual players currently resist online gaming due to specific barriers, including slow internet connections, language obstacles, distrust of payment models, and a lack of interest in complex online modes.
Namco Bandai Holdings FY2009.3 Information Meeting
The Namco Bandai Holdings fiscal year 2009 information meeting outlines the company’s financial performance for the period ending March 2009 and establishes a new mid-term business plan spanning April 2009 through March 2012.
- Namco Bandai aims to become a global entertainment group by 2015, targeting 100 billion yen in operating income and a 50% overseas sales ratio.
- Fiscal year 2009 performance saw consolidated net sales drop to 426.3 billion yen from 460.4 billion yen, with operating income falling to 22.3 billion yen.
- The 2010–2012 mid-term plan focuses on a 'selection and concentration' strategy, prioritizing investment in the Toys and Hobby and Game Contents segments.
Namco Bandai Holdings Mid-term Business Plan: 2009–2011
The Namco Bandai Holdings Mid-term Business Plan for 2009–2011 outlines a strategic pivot toward global expansion and operational efficiency.
- Namco Bandai targets long-term growth by 2015–2017, aiming for 100 billion yen in operating income and a 50% overseas sales ratio.
- The company is pivoting its strategy toward global expansion, specifically prioritizing high-growth markets in the United States and Europe to offset a shrinking Japanese domestic market.
- Growth efforts are concentrated on the Toys and Hobby and Game Contents segments, utilizing worldwide simultaneous releases and cross-border marketing to leverage intellectual property.
Video Game Industry Latin America 2024
This document examines the video game market in Latin America, positioning the region as a large consumer base with substantial growth potential but limited domestic production capacity.
- The Latin American video game market generated $5.4 billion in revenue in 2019, representing less than 4% of the global market, despite Mexico and Brazil ranking 12th and 13th globally for gaming revenues.
- Latin America possesses significant growth potential for its video game industry due to a large, young population (653.9 million inhabitants in 2020, with 32.7% aged 10-29) and a high number of gamers (252.6 million in 2019, exceeding North America).
- The region was the fastest-growing digital games market globally in 2019, with an expected growth of +11.1%, driven by a rapidly increasing number of smartphone owners (projected to reach 690 million by 2024) and strong demand for mobile games (+50% users from 2017-2020).
The Bulgarian Game Dev Industry Consists of Micro Studios
The article examines the Bulgarian game development sector, drawing on a recent study by the local organization Game Dev Summit.
- The Bulgarian game development industry is characterized by micro studios, with approximately 50 studios, half of which employ up to 5 people.
- Bulgarian game developers primarily focus on PC games (22%), followed by mobile and Steam (around 19% each), with console and VR development being less common (5% for VR).
- The Bulgarian game development market is modest, with an estimated revenue of €11 million in 2019, projected to grow to €13 million with a user penetration of 15% in four years.