2015
Company
Documents about 2015
The Games Sector in Ireland: An Action Plan for Growth
Forfás's action plan for Ireland's games sector argues that the industry is growing rapidly and that Ireland can become a global games hub for the 21st century, but only if policy is deliberately redesigned to capture the opportunity.
- Global games revenues are forecast to grow from US$59.3bn in 2011 to US$82.4bn by 2015, with online (14.9% CAGR) and mobile (11.0% CAGR) segments overtaking packaged console games.
- Ireland's core games employment has grown fivefold since 2004 to just over 2,000 people in 2011, with a target of 4,500 by 2014.
- Foreign-owned firms account for roughly 90% of Ireland's games jobs, concentrated in customer support, localisation, and game servicing, while indigenous firms are mostly micro-firms focused on development.
Sega Sammy Annual Report 2015
The Sega Sammy 2015 Annual Report details a period of significant financial contraction and strategic pivot for the conglomerate.
- Sega Sammy posted a net loss of ¥11.2 billion in its 2015 fiscal year, with net sales down 6% to ¥354.9 billion and operating income falling sharply to ¥17.6 billion from ¥38.5 billion the prior year.
- The losses were driven by a shrinking player base in the pachinko and amusement sectors, regulatory delays that hampered new machine releases, restructuring costs, impairment charges, and underperforming business segments.
- Effective April 2015, the company restructured into three core pillars: Pachislot and Pachinko Machines, Entertainment Contents, and Resort Business, aiming to speed decision-making, clarify accountability, and reduce reliance on the volatile pachinko market.
Aiming Q2 2015 Earnings Briefing Q&A Summary
The Aiming Q2 2015 earnings briefing provides an overview of the company’s performance, focusing on the flagship title Logres and the strategic outlook for its mobile gaming pipeline.
- Aiming plans a 35% increase in advertising expenditure for the second half of the fiscal year, specifically targeting new title launches.
- Marketing budgets are strictly tied to release schedules; if a title is delayed, the associated promotional spend will be deferred to the next fiscal year rather than reallocated.
- Logres experienced a temporary dip in monetization and ARPU during June 2015 due to event scheduling, but metrics showed stabilization and recovery by July.
Aiming FY2015 Q3 Financial Results Q&A Summary
The fiscal year 2015 third-quarter financial results Q&A session outlines the strategic outlook for a mobile gaming company, focusing on the performance of its flagship title, Logres, and the roadmap for upcoming releases.
- The company is targeting a monthly turnover of 50 million to 100 million yen per new title by maintaining top 100 to 150 rankings on major app stores.
- Management is shifting to an investment-heavy strategy for the next fiscal year, with five new titles currently in development to mitigate potential stagnation of older products.
- Marketing investments for titles like Logres and Lost Regalia face a three-month lag between initial user acquisition and peak revenue contribution.
2015 Fiscal Year Full-Year Financial Results Q&A Summary
The 2015 fiscal year financial results Q&A summary outlines the strategic outlook for a mobile gaming company navigating a maturing smartphone market.
- The company is pivoting from mass-market television advertising to a data-driven marketing model to reduce advertising expenditure as a percentage of total revenue.
- Flagship title 'Logres' will be sustained through continuous content updates and the integration of new competitive features to maintain performance.
- Operational costs are being managed by shifting labor-intensive graphic production to the company’s Taiwan studio.
GREE Annual Report 2015
GREE’s fiscal 2015 performance reflects a period of significant structural transition and financial recalibration.
- GREE recorded a net loss of 10.3 billion yen in fiscal 2015, driven by a 26.4 percent decline in net sales to 92.5 billion yen and 35.16 billion yen in impairment losses on subsidiaries including Pokelabo and Funzio.
- Despite the net loss, the company maintains a stable financial position with 79.06 billion yen in cash and cash equivalents and an equity ratio of 80.7 percent.
- The core gaming business generates over 90 percent of total revenue, prompting a strategic pivot toward native game development with a pipeline of 15 new titles and a doubled internal staff.
Capcom Annual Report 2012
The 2012 Capcom Annual Report details a transitional fiscal year characterized by a strategic pivot toward digital and mobile expansion amidst a contraction in traditional console software sales.
- Capcom reported net sales of 82.0 billion yen for the fiscal year ending March 31, 2012, a 16.1% decline attributed to a lighter release schedule and project delays.
- The mobile sector emerged as a growth engine with a 56.6% surge in sales, driven by the Beeline brand and the adoption of freemium business models.
- Management is aggressively shortening development cycles for major franchises from 3–4 years down to 2.5 years to improve operational efficiency.
Capcom Annual Report 2011
Capcom’s 2011 annual report details a period of record-breaking financial performance, characterized by a successful pivot toward digital expansion and organizational efficiency.
- Capcom achieved record financial performance for the fiscal year ending March 31, 2011, reporting 97.7 billion yen in net sales and a 257.6% increase in net income.
- Growth was driven by the release of five million-selling titles, led by Monster Hunter Freedom 3, and the successful implementation of the proprietary MT Framework technology.
- The company is executing a 'Single Content Multiple Usage' strategy to leverage intellectual property across consumer, mobile, and amusement segments.
GungHo Business Report Vol. 23
GungHo Online Entertainment’s business report outlines a strategic roadmap for 2016, centered on the goal of becoming a premier global entertainment company.
- GungHo reported 2015 financial results of 154.3 billion yen in sales and 72.4 billion yen in operating profit.
- The Puzzle & Dragons franchise remains the company's primary revenue driver, reaching over 53 million global downloads as of February 2016.
- The company is aggressively expanding internationally, including a collaboration with Tencent for a Chinese release of Puzzle & Dragons and a joint venture with Gamania for Taiwan, Hong Kong, and Macau.
GungHo Business Report Vol. 27
GungHo Online Entertainment’s business strategy focuses on the global expansion of its gaming portfolio and the long-term maximization of its intellectual property.
- GungHo experienced a significant financial downturn between 2015 and 2017, with net sales dropping from 154.3 billion yen to 92.3 billion yen and operating income falling from 72.4 billion yen to 34.4 billion yen.
- The company is pivoting from a Japan-centric model to a global distribution strategy, specifically targeting expansion into North American and European markets.
- Puzzle & Dragons remains the company's primary growth pillar, reaching 47 million downloads in Japan by late 2017 and utilizing cross-media strategies like anime and e-Sports to maintain relevance.
GungHo Online Entertainment: Consolidated Financial Results for the 3rd Quarter of FY Ending December 31, 2015
GungHo Online Entertainment’s financial results for the third quarter of the fiscal year ending December 31, 2015, highlight a strategy centered on maintaining long-term user engagement for its flagship title, Puzzle & Dragons, amidst a maturing domestic smartphone game market.
- GungHo Online Entertainment reported net sales of 36,878 million yen for Q3 2015, maintaining a robust operating profit margin of 47.2%.
- Quarter-over-quarter net sales and operating profits both experienced a minor decline of 2.2% as the domestic smartphone market reached maturity.
- The company is prioritizing long-term user engagement for its flagship title, Puzzle & Dragons, by utilizing ranking dungeons, collaborative events, and continuous updates to manage player fatigue.
Consolidated Financial Results for the Fiscal Year Ended December 31, 2015: Supplementary Materials
GungHo Online Entertainment’s financial results for the fiscal year ending December 31, 2015, highlight a period of transition characterized by a maturing domestic smartphone game market and increased investment in promotional activities.
- GungHo Online Entertainment reported a 10.8% year-on-year decline in net sales to 154.3 billion yen and a 30.0% drop in net profit to 43.4 billion yen for the fiscal year ending December 31, 2015.
- Profitability was significantly impacted by a 48.2% increase in advertising expenditures, driven by intensified marketing for Puzzle & Dragons, Divine Gate, and Summons Board.
- Puzzle & Dragons remains the company's primary revenue driver, accounting for 88.6% of total net sales in 2015.