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Cover of How not to onboard (Game Center fail)
2 min
PocketGamer.biz2 min

How not to onboard (Game Center fail)

The initial user experience of Mobius Final Fantasy highlights critical friction points in mobile game onboarding, specifically regarding technical integration and permission requests.

  • Mandatory Game Center integration creates technical barriers that prevent players from accessing the core gameplay loop, leading to potential churn before the game even begins.
  • Forcing users to troubleshoot authentication errors or navigate complex system settings during the initial onboarding phase significantly alienates players at their most vulnerable point of engagement.
  • Displaying push notification prompts immediately upon launch is a design flaw that causes users to dismiss requests before they have established any connection to the game.
PocketGamer.bizAug 2016
Cover of FTUE: Mobius Final Fantasy
19 min
PocketGamer.biz19 min

FTUE: Mobius Final Fantasy

The first-time user experience (FTUE) for Mobius Final Fantasy highlights significant friction points common in Japanese mobile RPGs, specifically regarding onboarding and technical implementation.

  • Cumbersome initial setup processes, including lengthy mandatory asset downloads, can drive day-one user retention rates as low as 20%.
  • The use of a 'stub file' technical architecture creates stagnant waiting periods that prioritize data transfer over immediate player engagement.
  • Poorly timed system prompts, such as push notifications and Game Center requests, occur before the user has established any investment in the game, creating unnecessary friction.
PocketGamer.bizAug 2016
Cover of Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2016
Financial report11 pages

Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2016

Square Enix Holdings reported its consolidated financial results for the three-month period ending June 30, 2016, demonstrating strong top-line growth despite a decline in bottom-line profitability.

  • Square Enix reported consolidated net sales of ¥51,193 million for the quarter ended June 30, 2016, a 21.1% increase year-on-year, while operating income rose 13.1% to ¥8,949 million.
  • The Digital Entertainment segment, the company's primary revenue driver, saw net sales grow 23.9% to ¥37,541 million and operating income rise 15.6% to ¥9,472 million, fueled by strong performance in smart device, PC browser, and console titles.
  • Ordinary income fell by 32.5% to ¥6,446 million, largely impacted by ¥2,520 million in foreign exchange losses compared to the prior year's gains.
Square Enix HoldingsAug 2016
Cover of 2016 Annual Report
Financial report74 pages

2016 Annual Report

Square Enix achieved record financial performance for the fiscal year ended March 31, 2016, characterized by a 27.5% increase in net sales to ¥214,101 million and a 102.3% surge in profit attributable to owners of the parent.

  • Net sales for the fiscal year ended March 31, 2016, exceeded ¥200 billion for the first time, reaching ¥214,101 million, a 27.5% increase from the prior fiscal year, and operating income increased by 58.4% to ¥26,018 million.
  • The MMO domain, specifically "DRAGON QUEST X" and "FINAL FANTASY XIV," generated stable earnings, with new content and expansion packs released in the fiscal year ended March 2016 successfully retaining and attracting players.
  • The Amusement Business Segment saw brisk performance with year-on-year existing revenue topping 100%, driven by strong demand from foreign tourists, especially from Asia, and the successful rollout of an e-money system.
Square EnixJan 2016
Cover of Fiscal Year Ending March 2017 Financial Results
Financial report31 pages

Fiscal Year Ending March 2017 Financial Results

Koei Tecmo Holdings presents its financial results for the fiscal year ending March 31, 2017, alongside its strategic outlook for the 2018 fiscal year.

  • Koei Tecmo achieved a 7.1% increase in net income to 11,624 million yen for the fiscal year ending March 2017, despite a 3.4% decline in total sales to 37,034 million yen.
  • Profitability growth is primarily driven by high-margin digital distribution and the performance of key intellectual properties.
  • Overseas unit sales grew to 51.7% of total volume, even as Japan remained the largest revenue market at 73.1% of total sales.
Koei TecmoJan 2016
Cover of Consolidated Financial Results for the Three-Month Period Ended June 30, 2015: Square Enix Holdings
Financial report11 pages

Consolidated Financial Results for the Three-Month Period Ended June 30, 2015: Square Enix Holdings

Square Enix Holdings reported strong financial growth for the three-month period ending June 30, 2015, driven primarily by the robust performance of its Digital Entertainment segment.

  • Square Enix reported strong Q1 growth for the period ending June 30, 2015, with net sales reaching ¥42,282 million (up 12.0% YoY) and operating income rising 56.1% to ¥7,912 million.
  • The Digital Entertainment segment, the company's primary revenue driver, saw net sales increase 29.2% to ¥30,297 million and operating income jump 81.6% to ¥8,191 million.
  • Digital Entertainment growth was fueled by strong performance in smartphone and PC browser titles like 'DRAGON QUEST MONSTERS SUPER LIGHT' and 'FINAL FANTASY RECORD KEEPER,' alongside steady results from 'FINAL FANTASY XIV' and 'DRAGON QUEST X'.
Square Enix HoldingsAug 2015
Cover of Nexon First Quarter 2015 Financial Results
Financial report3 pages

Nexon First Quarter 2015 Financial Results

Nexon’s financial performance for the first quarter of 2015 demonstrates a successful execution of its strategic focus on high-quality game development and expansion within the free-to-play market.

  • Nexon reported Q1 2015 total revenues of 52.0 billion yen, a 9% year-over-year increase driven by strong performance in China and Korea.
  • Net income attributable to owners of the parent grew 15% to 18.5 billion yen, while operating income rose 5% to 22.2 billion yen.
  • Mobile game revenues reached 8.4 billion yen, marking a 16% increase, while native game revenues grew 2.8 times compared to Q1 2014.
NEXON Co.May 2015
Cover of Nexon Q1 2015 Investor Presentation
Financial report31 pages

Nexon Q1 2015 Investor Presentation

Nexon’s first-quarter 2015 investor presentation outlines a period of strong financial performance and strategic execution, characterized by revenue growth and successful operations in key Asian markets.

  • Nexon reported Q1 2015 total revenues of ¥52.0 billion, a 9% year-over-year increase, and an operating income of ¥22.2 billion, a 5% increase.
  • Net income for the quarter reached ¥18.5 billion, representing a 15% year-over-year growth, supported by a ¥10 billion share repurchase program.
  • Financial performance exceeded the company's initial outlook due to strong results in China and Korea and disciplined management of marketing and HR expenditures.
NEXON Co.May 2015
Cover of Financial Results: Fiscal Year Ended March 31, 2015
Financial report31 pages

Financial Results: Fiscal Year Ended March 31, 2015

The financial results for Square Enix Holdings for the fiscal year ended March 31, 2015, demonstrate a period of significant growth and operational recovery.

  • Square Enix reported strong fiscal growth for the year ending March 31, 2015, with net sales rising 8.3% to 167.9 billion yen and operating income increasing 55.8% to 16.4 billion yen.
  • The Digital Entertainment segment served as the primary revenue driver, generating 111.9 billion yen in sales and 17.3 billion yen in operating income.
  • Performance was bolstered by the stable revenue streams of MMO titles, specifically Final Fantasy XIV and Dragon Quest X, alongside growth in the smart device market.
Square EnixMay 2015
Cover of 2015 Annual Report
Financial report74 pages

2015 Annual Report

Square Enix Holdings concluded the 2015 fiscal year with robust financial performance, characterized by an 8.3% increase in net sales to ¥167.8 billion and a significant 49.0% rise in net income to ¥9.8 billion.

  • Square Enix Group's mission is to spread happiness globally by providing high-quality content, services, and products that enable customers to create unforgettable experiences and discover their own happiness.
  • The company plans to launch "RISE OF THE TOMB RAIDER" on Xbox One and Xbox 360 in November 2015, PC in early 2016, and PlayStation 4 in late 2016. The Tomb Raider series has shipped over 45 million copies worldwide since 1996, and its film adaptation grossed over $300 million.
  • "JUST CAUSE 3" is scheduled for release on Xbox One, PlayStation 4, and PC on December 1, 2015, continuing a franchise known for explosive action and player freedom since 2006.
Square EnixJan 2015
Cover of Financial Results: Six-Month Period Ended September 30, 2014
Financial report26 pages

Financial Results: Six-Month Period Ended September 30, 2014

Square Enix Holdings Co., Ltd. reported strong financial growth for the six-month period ending September 30, 2014, driven by a robust performance in its Digital Entertainment segment.

  • Square Enix reported strong growth for the six-month period ending September 30, 2014, with net sales rising to 73.1 billion yen (up 11.5 billion yen) and operating income doubling to 8.5 billion yen compared to the same period in 2013.
  • The company raised its full-year fiscal forecast for March 31, 2015, projecting net sales between 150–160 billion yen and operating income between 11–16 billion yen.
  • Digital Entertainment remains the primary revenue driver, with a projected fiscal year operating income of 14.1 billion yen and a 14.1% operating margin.
Square Enix HoldingsNov 2014
Cover of Square Enix Annual Report FY2014
Financial report74 pages

Square Enix Annual Report FY2014

Square Enix achieved a significant financial recovery during the fiscal year ended March 31, 2014, returning to profitability with a net income of ¥6.5 billion following substantial losses the previous year.

  • Square Enix returned to profitability in FY2014 with a net income of ¥6.5 billion and net sales of ¥155 billion, recovering from substantial losses in the previous fiscal year.
  • The Digital Entertainment segment served as the primary growth engine, generating over ¥94 billion in revenue through the success of Final Fantasy XIV: A Realm Reborn and mobile titles like Dragon Quest Monsters Super Light.
  • The company shifted to a digital-first strategy, prioritizing cloud gaming, variable pricing, and shorter development cycles to reduce reliance on traditional console disc distribution.
Square EnixJul 2014