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2015

Company

Documents about 2015

Cover of Consolidated Financial Results for the Fiscal Year Ended March 31, 2014
Financial report48 pages

Consolidated Financial Results for the Fiscal Year Ended March 31, 2014

The fiscal year ended March 31, 2014, represented a period of significant structural transition and strategic reinvestment for the Japanese social networking and gaming firm.

  • The company reported a net loss of ¥227 million for the fiscal year ending March 31, 2014, driven by impairment losses from liquidating Chinese subsidiaries and high tax rates, despite net sales of ¥12,155 million.
  • Management projects a significant turnaround for fiscal year 2015, forecasting net sales to triple to ¥40,000 million and net income to reach ¥6,000 million.
  • The mobile title 'Monster Strike' emerged as the primary growth driver within the Social Net Business segment, which generated ¥11,550 million in external sales.
mixiMay 2014
Financial report1 page

GameStop Form 10-K: Fiscal Year 2015

GameStop’s 2015 Form 10-K outlines a strategic pivot from a traditional video game retailer to a diversified multichannel operator.

  • GameStop transitioned from a $269.8 million net loss in fiscal 2012 to a $354.2 million net income in fiscal 2013, driven largely by the absence of the previous year's $680.7 million in goodwill and asset impairment charges.
  • The company is aggressively diversifying into the 'recommerce' and consumer electronics markets, targeting a 20-25% annual growth rate for pre-owned electronics and a 5-10% annual growth rate for the Apple product retail market.
  • GameStop established a new 'Technology Brands' segment in Q4 2013, incorporating acquisitions like Spring Mobile, Simply Mac, and Aio Wireless to reduce reliance on traditional video game retail.
GameStopApr 2014
Cover of CD PROJEKT Capital Group: President of the Board's Address to Shareholders 2013
Financial report2 pages

CD PROJEKT Capital Group: President of the Board's Address to Shareholders 2013

The CD PROJEKT Capital Group maintained profitability and positive cash flow throughout 2013, despite a lack of major game releases during the fiscal year.

  • CD PROJEKT maintained profitability and positive cash flow in 2013 despite having no major game releases during the fiscal year.
  • The company delayed the release of The Witcher 3: Wild Hunt to February 2015 to prioritize technical excellence and product quality.
  • Development for The Witcher 3: Wild Hunt and Cyberpunk 2077 was entirely self-financed by the organization.
CD ProjektMar 2014
Cover of CD PROJEKT Group 2013 Financial Results
Financial report40 pages

CD PROJEKT Group 2013 Financial Results

The CD PROJEKT Group experienced a transitional fiscal year in 2013, characterized by a strategic pivot toward long-term development goals despite immediate financial contraction.

  • CD PROJEKT Group experienced a financial contraction in 2013, with total sales revenue falling 13% to 142.2 million and net profit declining by 47%.
  • The digital distribution arm, GOG Ltd., served as a critical stabilizer, achieving a 36% increase in sales and an 80% expansion in its user base.
  • Management postponed the release of The Witcher 3: Wild Hunt to February 2015 to prioritize product quality and align with a larger next-generation console install base.
CD ProjektMar 2014
Cover of Mobile is the dominant driver for the game's industry say Applifier's CEO
3 min
PocketGamer.biz3 min

Mobile is the dominant driver for the game's industry say Applifier's CEO

Mobile gaming is rapidly emerging as the primary growth engine for the global interactive entertainment sector, with projections indicating the market will expand from $13 billion in 2013 to $22 billion by 2015.

  • The mobile gaming market is projected to grow from $13 billion in 2013 to $22 billion by 2015, establishing it as the primary growth engine for the interactive entertainment sector.
  • The influx of console-quality development talent into the mobile space is shifting the industry focus from casual titles toward more complex, mid-core, and core gaming experiences.
  • Mobile platforms are increasingly characterized by a winner-take-all environment, where app store saturation makes content discoverability a critical structural challenge for developers.
PocketGamer.bizJan 2014
Article

Anuario de la Industria del Videojuego 2014: España

El Anuario de la Industria del Videojuego 2014 es la publicación anual de la Asociación Española de Videojuegos (AEVI), que recoge la situación del sector del videojuego en España en 2014.

  • The AEVI 2014 Yearbook, published on October 13, 2014, serves as the definitive industry report for the Spanish video game sector during that fiscal year.
  • The report provides a comprehensive analysis of the Spanish market, including specific data on top-selling titles and monthly industry releases.
  • The document outlines the regulatory and legal landscape for the industry in 2014, with a specific focus on anti-piracy measures and government-backed grants and subsidies.
AEVIJan 2014
Cover of Fiscal Year Ending March 2015: 1st Half Financial Results
Financial report32 pages

Fiscal Year Ending March 2015: 1st Half Financial Results

Koei Tecmo Holdings reported record-breaking financial results for the first half of fiscal year 2014, ending September 30, 2014.

  • Koei Tecmo achieved record-breaking first-half results for fiscal year 2014, with net sales reaching 16.1 billion yen and operating profit nearly doubling to 3.29 billion yen.
  • The company marked its fourth consecutive year of growth, driven by strong software sales, an expanding digital download business, and high-performing social games.
  • The game software segment generated 9.87 billion yen in revenue, bolstered by the global performance of titles including Hyrule Warriors, Toukiden: Kiwami, and Atelier Shallie.
Koei TecmoJan 2014
Cover of Fiscal Year Ending March 2015 Financial Results
Financial report38 pages

Fiscal Year Ending March 2015 Financial Results

Koei Tecmo achieved record-breaking financial performance for the fiscal year ending March 2015, marking five consecutive years of profit growth and two years of rising sales.

  • Koei Tecmo achieved record-breaking performance for the fiscal year ending March 2015, marking five consecutive years of profit growth with net income surging 36% year-over-year to ¥9.4 billion.
  • Operational efficiency improved significantly, resulting in an operating profit ratio of 25.5% and a 7.0-point reduction in the cost-of-sales ratio since 2011.
  • The company’s investment strategy shifted heavily toward international markets, with foreign asset holdings increasing from 20% in 2011 to 60% in 2014.
Koei TecmoJan 2014
Cover of MTG Corporate Responsibility Report 2014
Report44 pages

MTG Corporate Responsibility Report 2014

MTG's 2014 Corporate Responsibility Report documents how the Swedish-based media group, operating free-TV, pay-TV, radio and digital businesses across many countries, managed its social, environmental and governance responsibilities during the 1 January to 31 December 2014 period.

  • Modern Times Group recorded net sales of SEK 16.7 billion in 2014, an increase from SEK 13.3 billion in 2012, though operating income declined due to investments in digital initiatives.
  • The company expanded its workforce to 4,186 full-time equivalents, representing 44 nationalities, while narrowing the gender pay gap to women earning 75% of men's salaries.
  • Governance and compliance were strengthened through a new corporate-responsibility advisory group, a sanctions-risk register, and an anti-bribery policy endorsed by 787 employees.
Modern Times GroupJan 2014
Cover of Essential Facts 2014: Canada
Report17 pages

Essential Facts 2014: Canada

Canada's video game industry is presented as one of the world's largest and a leading force in the country's digital economy.

  • Canada’s video game sector directly employs 16,500 people, representing 27,000 full-time equivalent jobs.
  • The industry contributed $2.3 billion to Canada’s GDP and generated $1.6 billion in direct spending, marking a 12.5% increase since 2011.
  • Employment in the sector grew by 5% between 2011 and 2013, with 40% of firms projecting a 25% staff expansion within two years.
ESAC – Entertainment Software Association of CanadaJan 2014
Cover of Ubisoft H1 FY14 Earnings Presentation
Financial report39 pages

Ubisoft H1 FY14 Earnings Presentation

Ubisoft’s financial performance during the first half of fiscal year 2014 reflects a deliberate strategic transition toward high-budget, open-world titles designed to anchor the next generation of console gaming.

  • Ubisoft's H1 FY14 sales rose 5%, supported by strong back-catalog performance and digital growth, but the company still posted a net loss of €62.3 million.
  • The non-IFRS operating loss reached €98 million, driven mainly by a 43% surge in R&D depreciation and costs from project cancellations, alongside a 7% rise in total cash R&D investment.
  • Management projects a return to profitability in fiscal year 2015, targeting an operating income of at least €150 million.
UbisoftNov 2013
Cover of Ubisoft Updates Its Financial Targets and Games Release Schedule for 2013-14
Financial report2 pages

Ubisoft Updates Its Financial Targets and Games Release Schedule for 2013-14

Ubisoft has revised its financial targets and release schedule for the 2013-14 fiscal year, primarily driven by the decision to delay the launch of two major titles, Watch Dogs and The Crew, until the 2014-15 fiscal year.

  • Ubisoft has delayed the release of 'Watch Dogs' and 'The Crew' to the 2014-15 fiscal year to prioritize quality and align with the new console cycle.
  • The company downgraded its 2013-14 sales guidance from a range of €1,420–€1,450 million to a new estimate of €995–€1,045 million.
  • Financial projections for 2013-14 shifted from expected positive operating income to a projected non-IFRS operating loss of €40–€70 million.
UbisoftOct 2013