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Cover of Let's Plays Prove Popular: More than a Million Germans Make Voluntary Donations
Article

Let's Plays Prove Popular: More than a Million Germans Make Voluntary Donations

Let’s Plays have emerged as a significant entertainment format in Germany, signaling a shift in media consumption habits among younger, digitally savvy generations.

  • Approximately 15 million people in Germany, representing 22% of internet users, watch Let's Play content on platforms like YouTube and Twitch.
  • 1.15 million Germans—8% of the total Let's Play audience—have made voluntary financial donations to content creators.
  • An additional 3.6 million Germans, or 25% of current viewers, express a willingness to financially support Let's Players in the future.
game – Verband der deutschen Games-Branche e. V.Mar 2017
Cover of Approximately 9 Million Germans Pre-order Computer and Video Games
Article

Approximately 9 Million Germans Pre-order Computer and Video Games

Pre-ordering computer and video games has become a significant consumer behavior in Germany, with approximately 9 million individuals—representing one in four gamers—securing titles prior to their official release.

  • Approximately 9 million Germans, representing 26% of all gamers, pre-order computer and video games to ensure access on the official release date.
  • Online platforms are the primary channel for pre-orders, utilized by 23% of gamers, while traditional brick-and-mortar retail accounts for only 4% of pre-orders.
  • Digital download platforms accounted for 33% of all PC and console game unit sales in 2015.
game – Verband der deutschen Games-Branche e. V.Feb 2017
Cover of Nearly 10 Million Gamers Purchase Collector’s Editions of Video Games: Germany
Article

Nearly 10 Million Gamers Purchase Collector’s Editions of Video Games: Germany

The German video game market demonstrates a strong consumer appetite for premium products, with collector’s and special editions serving as a significant revenue driver.

  • Approximately 9.7 million gamers in Germany, representing 28% of the player base, purchase collector’s or special editions of video games.
  • One in ten gamers (3.3 million people) in Germany frequently or regularly purchase special collector’s editions that include bonus items.
  • Additional in-game content, such as bonus levels, missions, or special equipment, is the primary driver for purchases, cited by 29% of gamers as justification for the higher price.
game – Verband der deutschen Games-Branche e. V.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
Article

Pokémon GO Passes $160 Million Worldwide Revenue, Usage Remains Strong

This analysis examines the financial and engagement performance of the mobile game Pokémon GO during its first month of release in July 2016.

  • Pokémon GO generated over $160 million in worldwide net revenue across the App Store and Google Play within its first month of release, despite being available in less than half of all potential global regions.
  • User engagement remains high despite a widely criticized July 30, 2016, update, with average daily usage for U.S. iOS users actually increasing slightly to approximately 26 minutes post-update.
  • The frequency of app usage has remained stable, with users opening the application an average of six times per day both before and after the controversial update.
Sensor TowerAug 2016
Article

Pokémon GO Hit 50 Million Downloads in Record Time, Now at More Than 75 Million Worldwide

Pokémon GO achieved unprecedented growth in the mobile gaming sector during July 2016, setting a new record for the fastest title to reach 50 million worldwide downloads.

  • Pokémon GO reached 50 million worldwide downloads in just 19 days, setting a record as the fastest mobile game to hit that milestone on both iOS and Android.
  • As of July 2016, the game has surpassed 75 million total global installs across Apple and Google platforms.
  • The game achieved this growth while being available in only 32 of the more than 100 available App Store and Google Play markets.
Sensor TowerJul 2016
Article

Pokémon GO Becomes the Fastest Mobile Game to 10 Million Worldwide Downloads

Pokémon GO established a new industry benchmark for rapid user acquisition upon its release in July 2016.

  • Pokémon GO set a record by reaching 10 million worldwide downloads in just seven days following its July 5, 2016 launch.
  • The title surpassed the previous record-holder, Supercell's Clash Royale, which took nine days to reach the 10 million download milestone.
  • Other major titles lagged significantly behind Pokémon GO's pace, with Candy Crush Jelly Saga taking 12 days and Angry Birds 2 taking 19 days to reach 10 million downloads.
Sensor TowerJul 2016
Cover of Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2013
Financial report11 pages

Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2013

Square Enix Holdings reported consolidated financial results for the three-month period ending June 30, 2013, reflecting a period of structural transition and strategic realignment within the global gaming industry.

  • Square Enix reported a net loss of ¥493 million for the three-month period ended June 30, 2013, an improvement from the ¥2,077 million loss recorded in the same period of the prior fiscal year.
  • Operating income reached ¥689 million, driven by a recovery in the Digital Entertainment segment, which posted an operating profit of ¥1,318 million compared to a ¥111 million loss in the previous year.
  • The company incurred an extraordinary loss of approximately ¥1.6 billion related to content evaluation, which significantly impacted the final net results.
Square Enix HoldingsAug 2013
Article

10 Million Downloads In Less Than 2 Years: Tapps Games

Tapps Games, a mobile game developer based in São Paulo, Brazil, successfully transitioned from enterprise software development to mobile gaming in 2012.

  • Tapps Games achieved 10 million mobile game downloads in less than two years by transitioning from enterprise software development to a high-volume gaming model.
  • The company maintains a rapid production pace, launching at least six new games per month with an average development cycle of approximately one month per title.
  • Tapps Games operates with a team of 14 people in São Paulo, Brazil, focusing on internal collaboration between game designers, artists, and developers to maintain output efficiency.
Sensor TowerAug 2013
Cover of Briefing Session for Revisions to Consolidated Results Forecasts: Fiscal Year Ending March 31, 2013
Financial report15 pages

Briefing Session for Revisions to Consolidated Results Forecasts: Fiscal Year Ending March 31, 2013

Square Enix Holdings issued a significant downward revision to its consolidated earnings forecast for the fiscal year ending March 31, 2013, citing poor performance in its core Digital Entertainment segment.

  • Square Enix revised its fiscal year 2013 forecast from a 3.5 billion yen profit to a 13 billion yen net loss, driven by poor performance in the Digital Entertainment segment.
  • Operating income projections shifted from a 7.5 billion yen profit to a 6 billion yen loss, largely due to underperforming HD console titles in North American and European markets.
  • Major titles including Sleeping Dogs, Hitman: Absolution, and Tomb Raider failed to meet unit sales targets, with North American sales volume reaching only two-thirds of European levels.
Square EnixMar 2013
Cover of Square Enix Holdings Consolidated Financial Results: Nine-Month Period Ended December 31, 2012
Financial report11 pages

Square Enix Holdings Consolidated Financial Results: Nine-Month Period Ended December 31, 2012

Square Enix Holdings reported a significant downturn in financial performance for the nine-month period ending December 31, 2012.

  • Square Enix reported a net loss of ¥5,745 million for the nine-month period ended December 31, 2012, a sharp decline from the ¥5,013 million profit recorded during the same period in 2011.
  • Operating income swung from a profit of ¥11,220 million in 2011 to an operating loss of ¥4,853 million in 2012, despite a 7.4% increase in net sales to ¥102,794 million.
  • The Digital Entertainment segment, the company's primary business, failed to achieve expected returns due to difficult conditions in the global console game market, resulting in an operating loss.
Square Enix HoldingsFeb 2013
Cover of Square Enix Holdings Financial Results: Fiscal Year Ended March 31, 2012
Financial report16 pages

Square Enix Holdings Financial Results: Fiscal Year Ended March 31, 2012

Square Enix Holdings reported its financial results for the fiscal year ended March 31, 2012, highlighting a return to profitability and a strategic shift toward digital expansion.

  • Square Enix reported net sales of 127.9 billion yen for the fiscal year ended March 31, 2012, with a forecast to increase sales by 29% to 165.0 billion yen for the fiscal year ending March 31, 2013.
  • Operating income is projected to grow by 40%, rising from 10.7 billion yen in fiscal year 2012 to 15.0 billion yen in fiscal year 2013.
  • The Digital Entertainment segment is the primary growth driver, with net sales forecast to jump from 71.9 billion yen in 2012 to 103.0 billion yen in 2013, supported by a strategic focus on social gaming, MMOs, and HD console titles.
Square Enix HoldingsMay 2012