1 free read left. Create a free account for unlimited reading + AI research.
Create free accounthello welcome to bids day I'm John Jordan so the news today is gameloft has announced its latest quarterly financial figures that's always interesting for us on the business side to have a look at some figures and see what trends we can kind of find from them so gameloft is the french mobile game publishers we go for a long long time I'm a pretty good connect I record of what's going on with it absolutely it announced its due to figures that's the period april may june 2015 so the cells there were 62 million euros so fairly decent sum of money but obviously we need to kind of look at some friends and so let's add you have twelve percent year-on-year there's a lot of movement in currency at the moment so game up has broken out what that increase would be if currency was the same year on you and actually takes it down to three percent right yes so much check with my notes down there so
it sets up three percent so it seems like you know reasonable performance from going off but if you actually compare the figures quarter-on-quarter so you compare the April May June figures to the January fabrini March because which is kind of what people probably should be doing now because we're not in a retail game environment or in a game as a service among so we're not they need to come what happened a year ago as long time ago you know things should be happening month a month people should be playing and paying your game every every week getting day maybe and if you look at the quarter horse figures the sales are actually down five percent so you know game off isn't going to go bust it's not this door for a profitable companies got kind of caches no it's not it's not a kind of a basket case by any means um but you don't want to get sales going down so what particularly is kind of worrisome i guess for gameloft is that it's downloads are still pretty good so it's the number one rated games publisher or across iOS and Google Play to Justin to download so people have downloading games for people clearly on playing its
game for long periods of time with people more important on paying Enix games um and again another warning sign is good game of fatty held back some games from relief for release in 2014 2 2015 ways to come spend more time polishing them getting them ready it's released eight games already this year release another eight to ten games in 2015 so that's almost you know getting on for potentially you know 16 18 games in the year so he's putting out games we get some of them do pretty pretty good siege fools one that came out recently its kind of strategy game kind of taking over clash of clans genre putting some heroes and some card-based elements and stuff in it pretty much game but clearly people are engaging in it and that's why it seems kind of quarter on quarter drop in sales and we can see this most clearly cause game off announced though always it always announces its monthly and daily active player or user numbers so did it it's announced the kind of absolute numbers it hasn't made the comparison this is commercially mobile
looking you know the previous quarter but it's a monthly active player base is 162 million player so that's pretty good large number of people playing off to across a wide range of games and game of seconds and go wrong times there's a lot of negative games in the market people can be downloading and playing but if we look at that's like that and 162 million numbers actually down ten percent quarter-on-quarter they actually look at the daily active rate that's 19 million players again you know most comes with pre happy with that but that's down seventy percent quarter-on-quarter so being see in the two quarters the game of sins lost a lot of players of these new games coming out from other companies all the time break competitive market if your games aren't engaging with an audience they're gonna be good playing something else very quickly and we can then we can see there that's kind of then being seen as in a decline in sales because if gang off isn't it's losing players so therefore this list placed it was spending money now see this can change very quickly so maybe one of those eight games game off some
lists at the end of the year is going to be a massive here but i think you know there was concern it's not just for gain loss it's lots of companies that you can seem like you're doing okay for one course and then in the years time or cost I'm you know you can kind of start to see very different kind of change of business and I guess that's what makes the industry so dynamic and so interesting but um also tricky for a turnaround a company and a big company like gameloft so we can have more financials of the next kind of week two weeks it'd be interesting to see what other companies we can we can pull out other trends we can find so I come back tomorrow and we'll see what we've got then see you then you
Gameloft’s financial performance for the second quarter of 2015 reveals a growing disconnect between high download volumes and actual revenue generation. While the French mobile publisher reported 62 million euros in sales for the period of April through June, representing a 12 percent year-on-year increase, these figures are heavily influenced by currency fluctuations. When adjusted for constant currency, the year-on-year growth is a more modest 3 percent. More critically, a quarter-on-quarter analysis shows a 5 percent decline in sales, signaling potential instability in the company’s transition to a games-as-a-service model.
The core issue facing the company is a significant erosion of its active player base. Despite maintaining its position as a top-rated publisher for downloads on iOS and Google Play, the company’s monthly active users fell to 162 million, a 10 percent decrease from the previous quarter. Daily active users experienced an even sharper decline of 17 percent, dropping to 19 million. This contraction suggests that while the company successfully attracts new players, it struggles to retain them in an increasingly competitive mobile market where users frequently migrate to rival titles.
To address these engagement challenges, the company has shifted its strategy toward longer development cycles, delaying releases to prioritize polish. Having released eight games in the first half of 2015, with another eight to ten planned for the remainder of the year, the publisher is banking on high-quality titles like Siegefall to recapture market share. However, the current data underscores the volatility of the mobile sector, where even established, profitable firms face rapid shifts in player behavior and monetization. The findings highlight the difficulty of sustaining long-term growth in a service-based environment where consistent, daily engagement is the primary driver of financial success.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Deconstructor of Fun · 2026
Comments