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Article

PUBG Mobile: World's Highest Grossing Mobile Battle Royale Title

PUBG Mobile has established itself as the world’s highest-grossing mobile battle royale title, driven by significant year-over-year revenue growth and a successful monetization strategy in China.

  • PUBG Mobile became the world's highest-grossing mobile battle royale title with $167 million in global player spending during July 2019, a 748% increase year-over-year.
  • The game has generated $860 million in total lifetime revenue, surpassing competitors Fortnite ($725 million) and Knives Out ($771 million).
  • Following its relaunch as 'Game For Peace' in China, the market accounted for $241 million in revenue—28% of the game's total lifetime earnings—within just 60 days.
Sensor TowerAug 2019
Article

Game Stores: You Need More Real-Time Charts

The primary thesis of this analysis is that digital game storefronts should adopt more agile, real-time charting mechanisms to improve game discoverability.

  • Steam’s algorithm-driven, real-time charts effectively allow games to gain visibility based on sales velocity, contrasting with the editorial-heavy models of console storefronts.
  • Nintendo, Xbox, and PlayStation rely on manual curation and traditional publisher relationships, which often prevents independent titles from breaking out organically.
  • As of August 2019, console storefronts largely operate under a legacy retail-first model rather than the data-driven, engineer-led approach utilized by Steam.
GameDiscoverCoAug 2019
Cover of THQ Nordic AB Acquires Milestone s.r.l.: Investor Presentation
Presentation14 pages

THQ Nordic AB Acquires Milestone s.r.l.: Investor Presentation

THQ Nordic AB finalized the acquisition of the Italian game developer Milestone s.r.l. on August 14, 2019, to bolster its position in the global racing simulation market.

  • THQ Nordic acquired Italian developer Milestone s.r.l. on August 14, 2019, for a total upfront consideration of EUR 55.8 million, comprised of EUR 44.3 million in cash and EUR 11.5 million in B-shares.
  • The acquisition includes an earn-out provision tied to Milestone’s adjusted EBIT performance through the end of fiscal year 2022.
  • Milestone brings a portfolio of established racing franchises including MotoGP, MXGP, Monster Energy Supercross, and RIDE, supported by a pipeline of ten titles scheduled for release between 2020 and 2022.
THQ NordicAug 2019
Cover of Puolivuosikatsaus 1.1.–30.6.2019: Remedy Entertainment
Financial report15 pages

Puolivuosikatsaus 1.1.–30.6.2019: Remedy Entertainment

Remedy Entertainment’s interim report for the first half of 2019 highlights a period of significant operational growth and strategic transition.

  • Remedy Entertainment’s revenue grew by 49.6% to 13.8 million euros in the first half of 2019, driven by development fees from the Control and Crossfire projects.
  • The company achieved an operating profit (EBIT) of 1.5 million euros, a significant turnaround from the 0.4 million euro loss recorded in the same period of 2018.
  • Financial results were bolstered by a 2.5 million euro one-time royalty payment from the recovery of Alan Wake publishing rights and a 0.4 million euro gain from capitalizing product development costs.
Remedy EntertainmentAug 2019
Cover of Remedy Entertainment Half-Year Review: 1.1.–30.6.2019
Financial report15 pages

Remedy Entertainment Half-Year Review: 1.1.–30.6.2019

Remedy Entertainment experienced a period of significant financial growth and operational expansion during the first half of 2019.

  • Remedy Entertainment’s revenue grew by 49.6% to 13.8 million euros in the first half of 2019, driven by a strategic shift toward a multi-project studio model.
  • While the company reported an operating profit of 1.46 million euros, the comparable EBIT was -1.45 million euros when excluding one-time royalty payments and capitalized development costs.
  • The company increased its workforce by 34.1% to 220 employees by June 2019 to support the development of 'Control,' 'CrossfireX,' and proprietary Northlight technology.
Remedy EntertainmentAug 2019
Cover of Current Report No. 42/2019
Regulatory notice1 page

Current Report No. 42/2019

PlayWay S.A. has expanded its corporate portfolio through the strategic acquisition of a significant minority stake in Image Power S.A., a game development studio based in Warsaw.

  • On August 9, 2019, PlayWay S.A. acquired a 25.93% minority stake in Warsaw-based developer Image Power S.A. for a total cash contribution of 35,000 PLN.
  • PlayWay S.A. transferred the full intellectual property rights for three titles—Diesel Punk Wars, Gaming Constructor, and Dirty Jobs—to Image Power S.A. as part of the deal.
  • The acquisition aims to centralize the production and future revenue streams of the three specified titles under the specialized management of Image Power S.A.
PlayWayAug 2019
Cover of KLab 2019 Second Quarter Financial Results
Financial report34 pages

KLab 2019 Second Quarter Financial Results

KLab experienced significant financial growth during the second quarter of 2019, characterized by a 29.0 percent quarter-over-quarter revenue increase to 8,343 million yen.

  • KLab reported a 29.0% quarter-over-quarter revenue increase to 8,343 million yen for Q2 2019.
  • Operating profit grew by 133.3% to 913 million yen, driven by the performance of core titles BLEACH Brave Souls, Captain Tsubasa: Dream Team, and the new release Magatsu Wahrheit.
  • The company adjusted its full-year 2019 revenue guidance to a range of 31,000 to 37,000 million yen while maintaining its existing operating profit projections.
KLabAug 2019
Cover of DeNA Q1 FY2019 Operating Results
Financial report18 pages

DeNA Q1 FY2019 Operating Results

DeNA’s Q1 FY2019 operating results reflect a diversified corporate strategy spanning gaming, professional sports, automotive services, and healthcare.

  • DeNA's Game Business segment reported year-on-year declines in both revenue and operating profit for Q1 FY2019, relying primarily on existing titles.
  • The company is launching 'Pokémon Masters' in summer 2019 across 8 languages, with DeNA handling full development, live operations, and distribution for the 3-on-3 real-time battle game.
  • The Sports business is projected to grow in both revenue and operating profit for FY2019, supported by record-speed attendance of 1 million cumulative visitors for the Yokohama DeNA BayStars.
DeNA Co.Aug 2019
Article

State of the Belgian Games Industry Survey: 2019

The Flemish Games Association (FLEGA) initiated a comprehensive survey in 2019 to quantify the performance and growth of the Belgian games industry.

  • The Flemish Games Association (FLEGA) is conducting a survey to quantify the growth and performance of the Belgian games industry, which has experienced continuous expansion over the last five years.
  • The survey collects operational and financial data from developers, publishers, platforms, event organizers, service providers, and educational or research institutions based in Flanders, Brussels, or Wallonia.
  • Data collection is performed in bulk to ensure anonymity for all participants, with the sole exception of Larian Studios.
FLEGA – Flemish Games AssociationJun 2019
Article

PUBG Mobile Revenue Hit a New High of Nearly $33 Million: November 2018

PUBG Mobile achieved a significant financial milestone in November 2018, reaching a record-breaking $32.5 million in worldwide player spending.

  • PUBG Mobile generated a record $32.5 million in worldwide revenue during November 2018, marking a 44% increase over October and a 26% increase over its previous peak in August.
  • The game averaged approximately $1.1 million in daily player spending throughout November 2018.
  • The United States was the top-earning market for the game in November, contributing $7.1 million (22% of total revenue), followed closely by Japan with $6.4 million (20%).
Sensor TowerDec 2018
Cover of Summary of Financial Results for Third Quarter of Fiscal Year Ending December 31, 2018 (Japanese GAAP)
Financial report12 pages

Summary of Financial Results for Third Quarter of Fiscal Year Ending December 31, 2018 (Japanese GAAP)

KLab Inc. reported significant growth in its consolidated financial results for the first nine months of the fiscal year ending December 31, 2018.

  • KLab Inc. reported revenue of 24.9 billion yen for the first nine months of 2018, marking a 36.7% year-over-year increase driven by titles like Captain Tsubasa: Dream Team, BLEACH Brave Souls, and YU☆YU☆HAKUSHO 100% Maji Battle.
  • Operating income grew 24.4% to 3.9 billion yen, while profit attributable to owners of the parent rose by a more modest 1.6% to 2.6 billion yen.
  • Full-year 2018 forecasts were revised to 31.5 billion yen in revenue and 4.0 billion yen in operating income, with the company projecting a year-over-year decline in annual profits due to the volatility of new game launches.
KLabNov 2018
Cover of Toadman Interactive: Interim Report 1 June – 31 August 2018
Financial report18 pages

Toadman Interactive: Interim Report 1 June – 31 August 2018

Toadman Interactive’s interim report for the period of June 1, 2018, to August 31, 2018, details a significant growth phase characterized by corporate expansion, the launch of its first proprietary title, and a transition into a group structure.

  • Toadman Interactive grew revenue by 61% year-over-year to 11.8 million SEK for the period ending August 31, 2018, though the company recorded an EBIT loss of 3.15 million SEK due to expansion and IP development costs.
  • The company transitioned into a multi-national group following the acquisition of the Norwegian studio Artplant AS.
  • Toadman significantly scaled its operations, increasing its workforce from 27 to 80 employees to support large-scale production and internal game development.
Toadman InteractiveOct 2018