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August

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Cover of Summary of Main Questions and Answers at the FY2018 Fourth Quarter GREE Results Briefing Held on August 2, 2018
Financial report1 page

Summary of Main Questions and Answers at the FY2018 Fourth Quarter GREE Results Briefing Held on August 2, 2018

The fiscal year 2018 fourth quarter results briefing highlights a strategic pivot toward emerging digital entertainment sectors and the international expansion of existing intellectual properties.

  • GREE is pivoting toward a diversified portfolio of digital media and next-generation connectivity, moving beyond traditional mobile gaming to prepare for the widespread adoption of 5G technology.
  • The gaming segment reported record-high daily active users and strong retention rates for the title SINoALICE, bolstered by successful television advertising campaigns.
  • The company is prioritizing the Virtual YouTuber (VTuber) sector as a key market-expansion endeavor, with plans to integrate virtual talent into corporate promotions and future results briefings.
GREEAug 2018
Article

Clash of Clans Daily Revenue Still Exceeds $1 Million After Six Years

Clash of Clans continues to demonstrate significant commercial longevity, maintaining a daily global revenue exceeding $1 million six years after its initial release.

  • Six years after its launch, Clash of Clans continues to generate approximately $1.5 million in daily worldwide revenue as of August 2018.
  • While current daily earnings remain significant, they represent a decline from the game's 2015 peak, when it averaged $5.5 million per day during the same seven-month period.
  • Clash of Clans has surpassed $3 billion in total lifetime revenue on the Apple App Store alone.
Sensor TowerAug 2018
Article

Clash of Clans Revenue Hits $3 Billion on iOS

Clash of Clans has achieved a significant financial milestone, surpassing $3 billion in cumulative worldwide revenue on the iOS App Store since its launch in August 2012.

  • Clash of Clans generated $3 billion in worldwide revenue on the iOS App Store between its August 2012 launch and July 2018.
  • Combined player spending across both the App Store and Google Play reached over $5.5 billion between January 2014 and July 2018.
  • The game maintained a consistent revenue pace, averaging approximately $1.4 million per day on iOS over its first six years.
Sensor TowerJul 2018
Article

Top Grossing Mobile Games: May 2018

The mobile gaming landscape in May 2018 was defined by the sustained dominance of established titles and the notable resurgence of legacy games.

  • Tencent's Honor of Kings maintained its position as the world's top-earning mobile game for the ninth consecutive month in May 2018.
  • Epic Games' Fortnite reached No. 5 in global App Store gaming revenue, marking its best performance to date and an improvement from its No. 8 ranking in April 2018.
  • Fortnite became the first non-Asian developed mobile title to break into the top five for App Store game revenue since Supercell's Clash Royale in May 2017.
Sensor TowerJun 2018
Cover of Akatsuki Summary of Consolidated Financial Results for the Fiscal Year Ended March 31, 2018
Financial report16 pages

Akatsuki Summary of Consolidated Financial Results for the Fiscal Year Ended March 31, 2018

Akatsuki Inc. reported significant financial growth for the fiscal year ended March 31, 2018, driven by the strong performance of its mobile gaming portfolio.

  • Akatsuki Inc. achieved substantial growth in the fiscal year ended March 31, 2018, with net sales rising 89.9% to 21,926 million yen and operating profit increasing 121.7% to 10,534 million yen.
  • Profit attributable to owners of the parent reached 6,084 million yen, an 84.8% increase compared to the previous fiscal year.
  • Financial performance was primarily driven by the success of existing titles like 'Dragon Ball Z Dokkan Battle' and the launch of new games including 'August Cinderella Nine' and 'The Idolmaster: SideM Live on St@ge!'
AkatsukiMay 2018
Cover of Akatsuki Summary of Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2018
Financial report9 pages

Akatsuki Summary of Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2018

Akatsuki Inc.’s consolidated financial results for the first nine months of the fiscal year ending March 31, 2018, demonstrate significant growth driven by the company’s mobile gaming operations.

AkatsukiFeb 2018
Cover of E-sports Are Becoming a Mass Sport: Germany
Article

E-sports Are Becoming a Mass Sport: Germany

E-sports have evolved into a significant mass-market phenomenon in Germany, with participation rates indicating widespread adoption among the gaming population.

  • More than 4 million gamers in Germany have participated in e-sports tournaments or leagues, representing nearly one in ten gamers.
  • Approximately 3 million German gamers participate in e-sports competitions on a regular or occasional basis.
  • There is significant growth potential, with 9 million gamers (21%) expressing interest in future competition and 23% open to joining an e-sports club.
game – Verband der deutschen Games-Branche e. V.Jan 2018
Cover of Millions of Germans Watch Let’s Plays
Article

Millions of Germans Watch Let’s Plays

Let’s Plays have established themselves as a significant, independent entertainment format in Germany, mirroring the consumption patterns of traditional streaming services for film and music.

  • Approximately 16 million Germans watch Let’s Play videos, representing a 7% year-on-year increase in viewership.
  • More than 8.5 million German gamers (19%) express interest in creating and publicly sharing their own gaming streams in the future.
  • Approximately 10% of Let’s Play viewers have financially supported their favorite streamers through donations, with over 3 million more open to doing so.
game – Verband der deutschen Games-Branche e. V.Jan 2018
Cover of Baromètre Annuel du Jeu Vidéo en France Edition 2018
Report17 pages

Baromètre Annuel du Jeu Vidéo en France Edition 2018

The 2018 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the French gaming sector’s economic health, employment trends, and production landscape.

  • The French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
  • In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
  • Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
Syndicat National du Jeu VidéoJan 2018
Cover of The Data Behind 10 Years of Google Play (2018)
Report34 pages

The Data Behind 10 Years of Google Play (2018)

This analysis examines the growth and performance of the Google Play Store over a nearly seven-year period, spanning from January 2012 to August 2018.

  • Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
  • Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
  • While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
data.aiJan 2018
Cover of Raport Bieżący Nr 64/2017
Regulatory notice1 page

Raport Bieżący Nr 64/2017

PlayWay S.A. has formally entered into a licensing agreement with Dr. Ing. h.c. F. Porsche Aktiengesellschaft to incorporate authentic automotive branding into its digital software portfolio.

  • PlayWay S.A. secured a formal licensing agreement with Porsche AG in August 2017 to incorporate authentic branding and vehicle designs into its software.
  • The partnership specifically authorizes the inclusion of three Porsche models in Car Mechanic Simulator 2018 DLC: the 1993 911 Turbo (964) 3.6, the 2016 911 Carrera S (991.2), and the 2003 Carrera GT.
  • This agreement aligns with PlayWay’s corporate strategy to increase the realism and market appeal of its simulation franchise through official manufacturer intellectual property.
PlayWayAug 2017
Cover of Raport Bieżący Nr 63/2017
Regulatory notice1 page

Raport Bieżący Nr 63/2017

PlayWay S.A. officially announced the execution of a publishing agreement for the upcoming title Phantom Doctrine, developed by its subsidiary CreativeForge Games S.A.

  • PlayWay S.A. signed a publishing agreement on August 22, 2017, for the title Phantom Doctrine, developed by its subsidiary CreativeForge Games S.A.
  • The contract establishes Good Shepherd Entertainment (formerly Gambitious B.V.) as the official publisher for the project.
  • Phantom Doctrine is slated for a multi-platform release across PC, PlayStation 4, and Xbox One.
PlayWayAug 2017