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Nordeus

Company

25 documents in the library are about Nordeus, from writers such as Take-Two Interactive, SGA and Mobilegamer.biz. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside Nordeus, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the company

Company data from IGDB.com

Key figures from the reports

  • The company faces ongoing financial integration complexities, including a $61.1 million contingent earn-out liability for the Nordeus acquisition and significant Level 3 fair-value inputs for Zynga’s convertible notes.

    Take-Two Interactive, 2022 · Take-Two 10-Q — Q3 FY2022 (November 2022)

  • Take-Two Interactive acquired mobile developer Nordeus, creator of Top Eleven, for $378 million to expand its mobile gaming footprint.

    Sparkers, 2021 · News Mash-Up: Week 22 & 23 (June 2021)

  • Flagship mobile titles from companies like Nordeus and Playrix RS have achieved massive scale, amassing over 100 million monthly active users.

    SGA, 2019 · Serbian Gaming Industry Report 2019, p. 21

  • The acquisition of Nordeus contributed €51.7 million in net revenue, supporting the company's broader strategy of mitigating franchise concentration risks through targeted expansion.

    Take-Two Interactive, 2022 · Take-Two Interactive Annual Report: Fiscal Year 2021

  • Net revenue grew modestly to $2.57 billion, bolstered by the performance of the Grand Theft Auto franchise and the integration of mobile developer Nordeus.

    Take-Two Interactive, 2022 · Take‑Two Interactive 10-Q — Q3 FY2022

Documents about Nordeus

Cover of 2026’s Top Games So Far: Market, Investment and Industry News
Article

2026’s Top Games So Far: Market, Investment and Industry News

This weekly newsletter from mobilegamer.biz, dated July 31, 2026, rounds up the week's mobile games industry news in a single digest, pointing readers to full stories on the publication's site and to its companion podcast.

  • Honor of Kings leads mobile game grossing for 2026 so far, surpassing $1 billion, with new contenders Gossip Harbor and Kingshot also in the top ten.
  • Free Fire Max is the most downloaded mobile game for the first half of 2026, ahead of Block Blast, with two Arrows games also entering the top ten.
  • Ubisoft's mobile revenue share increased to 19% of total group net bookings, up from 10% year-over-year, driven by the record quarter performance of Invincible: Guarding the Globe.
Mobilegamer.bizJul 2026
Cover of 🎮 The 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit
34 min
Two & a Half Gamers34 min

🎮 The 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit

Rewarded user acquisition has evolved into a sophisticated, data-driven sector that currently commands approximately 30% of total advertising budgets.

  • Rewarded user acquisition now accounts for approximately 30% of total advertising budgets in the gaming industry.
  • Modern platforms are shifting from manual optimization to fully automated, ROAS-based models that prioritize long-term LTV curves between day-7 and day-30.
  • AI-driven user labeling categorizes traffic into three distinct personas—reward hunters, casual social users, and gamblers—to prevent ROI erosion from over-reliance on high-cost gambler segments.
Two & a Half GamersJun 2026
Cover of Take-Two, Ubisoft, Monopoly Go and SciPlay news plus data and soft launch nuggets
18 min
Mobilegamer.biz18 min

Take-Two, Ubisoft, Monopoly Go and SciPlay news plus data and soft launch nuggets

The mobile games industry is currently characterized by a significant divergence in performance between major publishers, with mobile platforms increasingly serving as the primary revenue driver for large-scale gaming companies.

  • Take-Two Interactive's mobile division now accounts for over half of the company's total bookings, with Zynga-led titles like Toon Blast (up 25%) and Top Eleven (strongest quarter ever) driving performance.
  • Ubisoft reported a fiscal 'low point' as mobile revenue dropped from 16% to 7% of total bookings year-over-year, citing slower-than-expected launches for Rainbow Six Mobile and The Division Resurgence.
  • Hasbro generated $41 million in quarterly revenue from Scopely’s Monopoly Go, a title that has reached $6 billion in total player revenue and remains a significant contributor to Hasbro's bottom line.
Mobilegamer.bizMay 2026
Cover of Take-Two Interactive Investor Presentation: February 2025
Financial report38 pages

Take-Two Interactive Investor Presentation: February 2025

Take-Two Interactive's February 2025 investor presentation argues that the company is a diversified, multi-platform publisher with an unusually deep intellectual property portfolio, a record development pipeline, and a mobile business strengthened by the Zynga acquisition.

  • Take-Two Interactive is prioritizing recurrent consumer spending through live-service operations and data-driven user acquisition across console, PC, and mobile platforms.
  • Mobile gaming has become the company's primary revenue driver, accounting for 52% of total net bookings in fiscal year 2024.
  • The company is currently executing its largest development pipeline in history, anchored by the upcoming releases of Grand Theft Auto VI and Borderlands 4.
Take-Two InteractiveFeb 2025
Cover of 2023 Serbian Gaming Industry Report
Report73 pages

2023 Serbian Gaming Industry Report

The 2023 Serbian Gaming Industry Report provides a comprehensive overview of a rapidly expanding sector, highlighting its significant economic growth, talent influx, and increasing international integration.

  • Serbia’s gaming workforce grew significantly in 2023, more than doubling from approximately 1,700 to over 4,300 employees.
  • Industry revenue reached €175 million in 2023, a 17% year-on-year increase driven primarily by mobile titles and original intellectual property.
  • Mobile gaming dominates the market with a 60% share on Android, while large studios with 40+ staff capture the majority of industry profits.
SGAApr 2024
Cover of Serbian Gaming Industry Report 2023
Report72 pages

Serbian Gaming Industry Report 2023

Serbia's gaming industry is expanding rapidly, and the 2023 Serbian Gaming Industry Report documents that growth through a 97-question member survey covering an estimated 80% of the ecosystem, supplemented by PwC Serbia financial analysis of large companies.

  • The Serbian gaming industry generated €175 million in revenue in 2023, marking a 17% year-on-year increase.
  • The sector's workforce nearly doubled to approximately 4,300 professionals, supported by talent inflows from Russia, Ukraine, and Belarus.
  • The ecosystem now includes 38 active studios producing 81 titles, with a strategic shift occurring from mobile-first games toward core and original-IP projects.
SGAApr 2024
Cover of Take-Two 10-Q — Q3 FY2022 (November 2022)
Financial report1 page

Take-Two 10-Q — Q3 FY2022 (November 2022)

Take-Two Interactive’s Q3 FY2022 filing documents a sharp transition from modest profitability to a substantial net loss, largely attributable to the May 2022 acquisition of Zynga.

  • Take-Two reported a net loss of $361 million for Q3 FY2022, a sharp reversal from the previous year's profitability, primarily driven by a 144% surge in operating expenses following the acquisition of Zynga.
  • Net revenue grew 62% to $1.394 billion, fueled by a 52% increase in mobile revenue and the integration of Zynga’s high-download titles.
  • Digital-online sales now account for 95% of total revenue, while traditional console and PC revenue streams experienced a decline.
Take-Two InteractiveNov 2022
Cover of Take-Two Interactive Annual Report: Fiscal Year 2021
Financial report1 page

Take-Two Interactive Annual Report: Fiscal Year 2021

Take-Two Interactive Software, Inc. reports a fiscal year 2021 in which it maintained robust revenue growth and solid liquidity while pursuing aggressive expansion through acquisitions.

  • Take-Two Interactive reported $3.50 billion in net revenue for fiscal year 2021, driven primarily by full-game sales and an increasing contribution from recurring consumer spending via virtual currency and downloadable content.
  • The company initiated a strategic pivot toward mobile and online gaming through the $12.7 billion acquisition of Zynga, financed in part by $2.7 billion in senior notes.
  • Operating expenses increased by 23.8% to $1.50 billion, attributed to higher costs in marketing, general and administrative functions, and research and development.
Take-Two InteractiveMay 2022
Cover of Take‑Two Interactive 10-Q — Q3 FY2022
Financial report1 page

Take‑Two Interactive 10-Q — Q3 FY2022

Take-Two Interactive’s third-quarter 2022 filing presents a mixed yet strategically focused financial snapshot for the nine months ended December 31, 2021.

  • Take-Two is positioned to finalize its $12.7 billion acquisition of Zynga, supported by a strong liquidity position of $2.84 billion in combined cash and short-term investments.
  • Net income for the nine months ended December 31, 2021, fell 17% to $307 million, driven by a 17.8% increase in operating expenses related to personnel and acquisition costs.
  • Net revenue grew modestly to $2.57 billion, bolstered by the performance of the Grand Theft Auto franchise and the integration of mobile developer Nordeus.
Take-Two InteractiveFeb 2022
Cover of Take-Two Interactive Investor Presentation: February 2022
Financial report41 pages

Take-Two Interactive Investor Presentation: February 2022

Take-Two Interactive occupies a dominant position in the global interactive entertainment sector, leveraging a portfolio of high-quality intellectual properties to capitalize on a market projected to grow at a 5% compound annual growth rate through 2025.

  • Take-Two Interactive is scaling its development pipeline to release over 60 titles through fiscal year 2024.
  • Recurrent consumer spending grew at a 37% compound annual growth rate between fiscal years 2017 and 2021, serving as the primary driver for the company's 17% compound annual growth rate in net bookings.
  • The company is aggressively expanding its mobile gaming footprint through strategic acquisitions, specifically citing Socialpoint and Nordeus.
Take-Two InteractiveFeb 2022
Cover of Take-Two 10-Q — Q3 FY2021 (November 2021)
Financial report1 page

Take-Two 10-Q — Q3 FY2021 (November 2021)

Take-Two Interactive reported a modest increase in net revenue for the quarter ended September 30, 2021, reaching $858 million versus $841 million a year earlier.

  • Net income for the quarter ending September 30, 2021, dropped sharply to $10.3 million from $99.3 million in the same period of 2020, primarily driven by a 30% year-over-year increase in operating expenses.
  • Take-Two is aggressively pivoting toward digital and recurring revenue, with digital online channels accounting for 90.8% of six-month revenue and recurring consumer spending representing 65.7% of total sales.
  • Mobile revenue grew by $53.9 million (13.4% year-over-year), bolstered by the $289.8 million acquisition of Nordeus, which added new mobile IP to the company's portfolio.
Take-Two InteractiveNov 2021
Cover of Take-Two Interactive Software: 2Q22 Quarterly Results Management Prepared Remarks
Financial report10 pages

Take-Two Interactive Software: 2Q22 Quarterly Results Management Prepared Remarks

Take-Two Interactive Software’s second-quarter fiscal year 2022 results demonstrate strong financial performance and sustained player engagement across its core franchises.

  • Take-Two reported Q2 FY22 net bookings of $985 million, a 3% year-over-year increase that exceeded internal expectations.
  • Recurrent consumer spending grew 33% for the Grand Theft Auto series and accounted for 69% of total net bookings for the quarter.
  • The company raised its full-year fiscal 2022 net bookings guidance to a range of $3.3 billion to $3.4 billion.
Take-Two InteractiveNov 2021