2015
Company
Documents about 2015
Koei Tecmo Holdings Annual Report 2016
Koei Tecmo Holdings achieved record-breaking financial performance during the 2016 fiscal year, marking a sustained period of growth characterized by three consecutive years of rising sales and six consecutive years of profit expansion.
- Koei Tecmo achieved record financial performance in fiscal year 2016, marking three consecutive years of sales growth and six consecutive years of profit expansion.
- Consolidated net sales reached ¥38.3 billion, supported by a strong asset base that includes ¥59.8 billion in marketable securities.
- Growth was primarily driven by the Game Software segment, with a strategic focus on mobile and online platforms and the development of high-profile titles like Nioh.
Sega Sammy 2014 Interim Report
Sega Sammy experienced a period of significant financial contraction during the first half of fiscal year 2015, characterized by a 5% decline in net sales to ¥154.2 billion and a 72% collapse in operating income to ¥3.4 billion.
- Sega Sammy reported a 5% decline in net sales to ¥154.2 billion and a 72% collapse in operating income to ¥3.4 billion for the first half of fiscal year 2015, resulting in a net loss of ¥2.0 billion.
- The financial downturn was primarily caused by regulatory changes in pachislot model testing and reduced demand for packaged software and traditional toys.
- The company is implementing a restructuring plan to reduce fixed costs by ¥6 billion by fiscal year 2016 and has reorganized into a three-segment business structure.
Business Report: Summer 2015
SEGA SAMMY faced a period of significant financial contraction during the fiscal year ending March 31, 2015, recording a net loss of ¥11.2 billion alongside a 6% decline in net sales to ¥354.9 billion.
- SEGA SAMMY reported a net loss of ¥11.2 billion and a 6% decline in net sales to ¥354.9 billion for the fiscal year ending March 31, 2015.
- Management forecasts a return to profitability for the fiscal year ending March 31, 2016, projecting ¥420 billion in net sales and ¥19 billion in net income.
- The company implemented a major restructuring that consolidated operations into entertainment, digital games, and resorts, aiming for ¥6 billion in fixed cost savings through personnel reductions.
Sega Sammy Fiscal 2017 Business Report
The Sega Sammy Holdings fiscal 2017 business report outlines the company’s financial performance for the period ending March 31, 2017, and details its strategic "Road to 2020" initiative.
- Sega Sammy achieved consolidated net sales of ¥366.9 billion in fiscal 2017, representing a 5.4% year-on-year increase, while operating income grew 67.6% to ¥29.5 billion.
- The Entertainment Contents segment generated ¥205.7 billion in sales, significantly aided by the global success of Persona 5, which exceeded 1.5 million units sold.
- The Pachislot and Pachinko Machine business contributed ¥148.2 billion in sales, supported by the performance of titles like Pachislot Hokuto No Ken Syura no kuni hen.
Tencent 2015 Annual Report
Tencent’s 2015 annual performance reflects a period of robust financial expansion and strategic consolidation within the Chinese technology sector.
- Tencent achieved a 30% increase in total annual revenue to RMB 102.9 billion and a 21% rise in profit to RMB 28.8 billion in 2015.
- Growth was driven by a 39% increase in combined Weixin and WeChat monthly active users, a 26% rise in online game revenue, and a 110% surge in online advertising.
- The company utilized 'Structure Contracts' to consolidate domestic operating companies in restricted sectors like telecommunications and gaming, while acknowledging inherent regulatory and tax risks.
Q3 2015 Data Digest
This Q3 2015 data digest provides an analysis of the iOS app market, focusing on downloads, revenue, top publishers, and advertising insights.
- Gaming remains the dominant App Store category, generating over 20 times the revenue of the next leading category.
- Clash of Clans maintained its lead in Q3 2015, though Game of War significantly narrowed the revenue gap in the U.S. market.
- Aggressive advertising on the Facebook network, particularly using high-production image and video assets, shows a strong correlation with increased revenue for gaming and lifestyle apps like those from ContextLogic.
The eSports Economy: Trends, Audience and Revenue Growth Towards 2017
This document, "The eSports Economy: Trends, Audience and Revenue Growth Towards 2017," analyzes the burgeoning eSports market, detailing its audience demographics, revenue streams, and growth projections.
- The eSports enthusiast base is projected to exceed 100 million by 2017, maintaining a 20% compound annual growth rate between 2012 and 2017.
- Approximately 40% of eSports viewers are spectators who do not actively play the games they watch, indicating a shift toward viewing as a standalone entertainment medium.
- Streaming platforms are central to the industry's infrastructure, exemplified by Twitch reaching 100 million unique monthly viewers in 2014.
The Consumer as Producer: How Games & Video Converge to Drive Growth
The document, "The Consumer as Producer: How Games & Video Converge to Drive Growth," analyzes the evolving relationship between consumers and content creation within the global games market, emphasizing the accelerating trend of consumer involvement in creating, streaming, and sharing gaming video content.
- The gaming industry is shifting from a one-way consumption model to a collaborative ecosystem where players act as 'prosumers' who create, share, and monetize content.
- Global games revenue is projected to reach $113.3 billion by 2018, growing at a compound annual rate of 7.9% from 2014.
- China and the United States will dominate the market, collectively accounting for 50% of global gaming revenues by 2018.
Spotting the Mobile Spenders: An Analysis of Paying Smartphone and Tablet Gamers
This Newzoo report, "Spotting the Mobile Spenders," analyzes paying smartphone and tablet gamers globally, with a specific focus on the US and Western Europe.
- Mobile gaming is projected to reach $25 billion in global revenue by 2014, with mobile expected to account for 50% of total game revenues by 2017.
- The share of paying mobile users in Western Europe and the United States grew from 36% to 46% over the last two years, debunking claims of market saturation.
- The Amazon Appstore is an undervalued channel, as its users demonstrate a higher propensity to spend money compared to those on Google Play or Apple platforms.
Publicaciones: DEV
This is the fourth page of the publications archive of DEV, the Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento, which catalogues the association's research reports on the Spanish video game development sector.
- The 'Libro Blanco del Desarrollo Español de Videojuegos' is the primary annual reference for the Spanish game industry, aggregating data from over 100 studios to track employment, revenue, investment, and export performance.
- DEV produces regional white papers for Catalonia (2016, 2018), Valencia (2018), and Andalusia (2019) to provide localized analysis of company composition, talent pipelines, and fiscal incentives.
- Specialized publications such as 'Las 3D de la Financiación de Videojuegos' and 'Informe Incentivos Fiscales' provide targeted analysis on capital market dynamics and tax-related support for the sector.
Le Guide du PEGI: France
Le Guide du PEGI, publié par le Syndicat des Éditeurs de Logiciels de Loisirs (SELL) en 2018, vise à expliquer au grand public le système de classification des jeux vidéo PEGI (Pan European Game Information).
- The PEGI system is an industry-led classification framework officially recognized and homologated by the French Ministry of the Interior since December 2015.
- The system currently operates across 38 European countries to provide standardized age ratings and content descriptors for video games.
- The Interactive Software Federation of Europe (ISFE) developed the PEGI system to address concerns regarding content suitability for younger audiences.
Mobile Game Market
Udonis's mobile game market topic page is a content hub from a mobile marketing agency, collecting its April 2026 articles on the mobile gaming industry.
- Playrix has reached a significant milestone of over $12 billion in total revenue and 2.6 billion downloads as of 2026.
- Playtika has generated more than $9.3 billion in revenue specifically through in-app purchases.
- Outfit7 has achieved a massive scale in user acquisition, recording over 25 billion total downloads.