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Documents about August

Cover of Current Report No. 33/2017: Planned Game Releases and Sales Potential
Regulatory notice2 pages

Current Report No. 33/2017: Planned Game Releases and Sales Potential

PlayWay S.A. outlines its strategic release schedule and market positioning for the mid-2017 period, focusing on the three-month window ending August 31, 2017.

  • PlayWay S.A. is launching nine titles and expansions by August 31, 2017, headlined by Car Mechanic Simulator 2018 and its associated Mazda and Dodge DLC.
  • Steam Wishlist data serves as the primary metric for forecasting sales, with Hard West leading the portfolio at over 175,000 additions.
  • Unreleased title Agony shows strong market momentum with 103,887 wishlist entries, while UBOOT has reached 20,000 additions, outpacing the pre-launch interest of 911 Operator.
PlayWayJan 2017
Cover of Raport Bieżący nr 65/2017: Zawiązanie Spółki Sonka S.A.
Regulatory notice1 page

Raport Bieżący nr 65/2017: Zawiązanie Spółki Sonka S.A.

The establishment of Sonka S.A., a joint-stock company headquartered in Warsaw, marks a strategic expansion within the Polish gaming sector as of August 31, 2017.

  • PlayWay S.A. and QubicGames S.A. established Sonka S.A. on August 31, 2017, to focus on video game development and porting for the Nintendo Switch.
  • Sonka S.A. launched with an initial share capital of 300,000 PLN, divided into 3,000,000 ordinary bearer shares at a nominal value of 0.1 PLN each.
  • PlayWay S.A. serves as the primary stakeholder with a 51% ownership stake, represented by 1,530,000 shares acquired for 153,000 PLN.
PlayWayJan 2017
Cover of Capcom FY2016 Q2 Financial Results: Business Divisional Strategies and Projections
Financial report30 pages

Capcom FY2016 Q2 Financial Results: Business Divisional Strategies and Projections

The Capcom fiscal year 2016 second-quarter financial results outline the company’s performance for the six-month period ending September 30, 2015, and detail strategic projections for the remainder of the fiscal year.

  • Capcom experienced a decline in operating profit from 4.4 billion yen to 2.8 billion yen for the six-month period ending September 30, 2015, despite revenue increasing to 31.6 billion yen.
  • The company's operating margin dropped significantly from 16.9% to 9.0% due to rising development costs, underperforming pachislot machines, and higher cost-of-sales ratios.
  • Digital content remains the primary revenue driver, highlighted by Monster Hunter 4G reaching 4 million global units and Dragon’s Dogma Online surpassing 1 million downloads within five days of its August 2015 launch.
CapcomOct 2016
Cover of Flip Diving: A Case Study in Mobile Ad Monetization
Article

Flip Diving: A Case Study in Mobile Ad Monetization

Flip Diving, a ragdoll physics simulation game developed by MobileVolt Games and published by Miniclip, serves as a primary example of sophisticated rewarded video ad integration within the mobile gaming industry.

  • Flip Diving maximizes ad revenue by incentivizing many short gameplay sessions per day, as first-impression ad slots command higher CPM bids than subsequent impressions.
  • The game utilizes a complex, multi-layered rewarded video ad strategy that allows players to watch ads to continue failed rounds, double coin rewards, or speed up gacha timers.
  • The core progression loop is anchored by a 'spin machine' gacha mechanic, which serves as the primary gateway for unlocking avatars, tricks, and additional content.
Mobile Dev MemoOct 2016
Cover of Gardenscapes: A Case Study in Incremental Growth
Article

Gardenscapes: A Case Study in Incremental Growth

Gardenscapes demonstrates that mobile games can achieve significant commercial success through incremental growth and high retention rather than relying solely on massive marketing spend and top-tier download rankings.

  • Playrix’s Gardenscapes achieved a Top 50 Grossing position on the US iPhone charts without relying on high-volume user acquisition or a top-tier download ranking.
  • The game demonstrated that strong retention metrics can drive significant revenue growth, allowing for success without competing directly with larger, better-funded rivals on marketing spend.
  • Data from September 2015 to August 2016 shows that only 21% of the 175 apps that reached a Top 50 Grossing position also spent time in the Top 50 Downloaded chart, highlighting that high download volume is not a prerequisite for sustained financial performance.
Mobile Dev MemoSep 2016
Cover of IGG Interim Report: August 2016
Financial report26 pages

IGG Interim Report: August 2016

IGG Inc.’s interim report for the first half of 2016 outlines the company’s financial performance and strategic trajectory as a global mobile gaming developer and operator.

  • IGG generated $126 million in revenue for the first half of 2016, representing a 21.4% increase over the same period in 2015.
  • Mobile games now account for 97% of total revenue, confirming the company's successful transition to a mobile-first business model.
  • The legacy title Castle Clash remains the primary revenue driver, contributing 56% of total income, while the new title Lords Mobile accounted for 14% by mid-2016.
IGGAug 2016
Cover of IGG Inc. 2016 Interim Report
Financial report69 pages

IGG Inc. 2016 Interim Report

During the first half of 2016, the Group experienced significant financial growth and operational expansion, primarily driven by the transition to a mobile-first strategy.

  • IGG Inc. revenue grew 21.4% year-over-year to US$126.0 million in the first half of 2016, with mobile gaming accounting for 97.3% of total earnings.
  • Castle Clash remained the primary revenue driver, contributing over 50% of total earnings, while the new title Lords Mobile reached US$12.0 million in monthly revenue by August 2016.
  • Adjusted net income grew by only 3.4% to US$27.2 million, as a 51.1% increase in selling and distribution expenses for marketing and higher personnel costs offset gross profit growth.
IGGAug 2016
Cover of NEXON FY2016 Q2 Earnings Presentation: Summary of Q&As
Financial report4 pages

NEXON FY2016 Q2 Earnings Presentation: Summary of Q&As

The August 2016 earnings discussion provides a strategic overview of Nexon’s operational priorities, specifically addressing the recent termination of Sudden Attack 2 and the company’s long-term approach to game development.

  • Nexon is shifting its corporate strategy to prioritize game quality and differentiation over the volume or speed of new title launches.
  • The cancellation of Sudden Attack 2 resulted in no significant accounting losses or impairment charges, despite the title failing due to misalignment with user expectations and competition from Overwatch.
  • Dungeon&Fighter remains the primary revenue driver in the Chinese market, showing stable monthly active user counts and growth in the number of paying users.
NEXON Co.Aug 2016
Article

Pokémon GO Has Passed $200 Million in Worldwide Revenue

Pokémon GO established a new benchmark for mobile gaming success by generating over $200 million in worldwide net revenue during its first 30 days of availability.

  • Pokémon GO generated over $200 million in worldwide net revenue across the App Store and Google Play during its first 30 days of availability.
  • The game significantly outperformed other major mobile launches, earning more than seven times the first-month revenue of King’s 2014 hit, Candy Crush Soda Saga.
  • Pokémon GO surpassed the first-month revenue performance of Supercell’s Clash Royale, which was previously considered a top-tier mobile revenue generator.
Sensor TowerAug 2016
Cover of NEXON Q1 2016 Investor Presentation
Financial report30 pages

NEXON Q1 2016 Investor Presentation

Nexon achieved strong financial performance in the first quarter of 2016, generating ¥57.5 billion in revenue.

  • Nexon reported Q1 2016 revenue of ¥57.5 billion, an 11% year-over-year increase driven by the performance of Dungeon&Fighter in China and key titles in Korea.
  • The company recorded a net loss of ¥6.3 billion for Q1 2016, primarily due to a ¥22.6 billion impairment loss on the goodwill of its subsidiary, gloops.
  • Financial results were negatively impacted by unfavorable foreign exchange fluctuations involving the Korean Won and Chinese Yuan.
NEXON Co.May 2016
Cover of How Madden NFL Mobile drove EA Mobile's FY16 Q3 financials
7 min
PocketGamer.biz7 min

How Madden NFL Mobile drove EA Mobile's FY16 Q3 financials

EA Mobile’s financial performance for the third quarter of fiscal year 2016, covering October through December 2015, demonstrates a significant disparity between GAAP and non-GAAP accounting metrics.

  • EA Mobile reported non-GAAP revenue of $162 million for FY16 Q3, marking a 43% quarterly increase driven by deferred revenue recognition in its free-to-play model.
  • GAAP revenue for the same period was $126 million, reflecting a more modest 3% quarter-over-quarter and 5% year-over-year growth compared to non-GAAP figures.
  • Madden NFL Mobile served as the primary growth engine for the quarter, leveraging a mid-August update to align with the NFL season and improve engagement levels.
PocketGamer.bizFeb 2016
Cover of NEXON Q3 2015 Earnings Call Transcript
Financial report14 pages

NEXON Q3 2015 Earnings Call Transcript

Nexon experienced a robust third quarter in 2015, characterized by financial performance that surpassed expectations across revenue, operating income, and net income.

  • Nexon exceeded Q3 2015 financial expectations for revenue, operating income, and net income, driven by the performance of Dungeon&Fighter in China and the launch of DomiNations in Korea.
  • The company divested its 15.08% stake in NCSOFT for ¥64 billion to increase cash reserves for future mergers and acquisitions.
  • The conclusion of Dungeon&Fighter intellectual property amortization in August 2015 is projected to increase 2016 profitability by approximately ¥5.6 billion.
NEXON Co.Nov 2015