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Pokémon GO Ends 2016 with Its Strongest Week of U.S. Revenue Since Launch

Pokémon GO experienced a significant resurgence in U.S. revenue during the final week of 2016, marking its strongest performance since the game’s initial launch in July.

  • Pokémon GO achieved its highest U.S. weekly revenue since July 2016 during the week of December 26, generating approximately $22.1 million.
  • On December 31, 2016, Pokémon GO recorded its best single-day U.S. gross revenue since July 18, totaling approximately $4.9 million.
  • During the final week of 2016, Pokémon GO was the No. 1 grossing app in the U.S., outperforming Supercell's Clash of Clans and Clash Royale.
Sensor TowerJan 2017
Cover of 2017 Predictions for Mobile Gaming
Article

2017 Predictions for Mobile Gaming

The mobile gaming industry entered 2017 with significant momentum, supported by projections that global smartphone and tablet gaming revenues would rise to $42.5 billion, up from $36.9 billion in 2016.

  • Global mobile gaming revenue is projected to reach $42.5 billion in 2017, an increase from $36.9 billion in 2016.
  • The mobile publishing model is expected to shift away from traditional, punitive arrangements toward comprehensive, mobile-first support focused on user acquisition, analytics, and live operations.
  • Zynga is positioned for potential acquisitions in 2017, supported by a strong balance sheet with $1 billion in current assets and a $200 million stock buyback program.
Mobile Dev MemoJan 2017
Article

92% of iOS Games Released Last Quarter Were Free, Up From 55% in 2012

The mobile gaming landscape has undergone a significant shift toward free-to-play monetization models, rendering traditional premium, paid-upfront games an increasing rarity on the iOS App Store.

  • As of Q3 2016, 92% of all new iOS games are free-to-play, a significant shift from 2012 when free and paid games were nearly equal at 56% and 44% respectively.
  • The volume of free iOS games released per quarter has surged from approximately 4,900 in Q1 2012 to roughly 63,000 in Q3 2016.
  • The number of paid games released per quarter has remained stagnant, averaging approximately 5,400 throughout the 2012–2016 period.
Sensor TowerNov 2016
Cover of Semi-Annual Financial Results Briefing: Fiscal Year Ending March 2017
Financial report17 pages

Semi-Annual Financial Results Briefing: Fiscal Year Ending March 2017

Nintendo’s financial performance for the first half of the fiscal year ending March 2017 reflects a strategic transition period defined by the decline of legacy hardware and the cultivation of new growth vectors.

  • Nintendo is preparing for the global launch of the Nintendo Switch in March 2017, with an initial shipment target of two million units.
  • The company is executing a dual-track strategy to bridge the gap between legacy hardware and the Switch, focusing on 3DS software, the NES Classic Edition, and mobile expansion.
  • Nintendo is aggressively entering the smart device market with the launch of Super Mario Run to maintain consumer engagement during the hardware transition.
NintendoOct 2016
Cover of Consolidated Results for the Six Months Ended September 2015 and 2016
Financial report7 pages

Consolidated Results for the Six Months Ended September 2015 and 2016

Nintendo’s consolidated financial results for the six-month periods ending September 30, 2015, and September 30, 2016, reveal a period of significant operational transition and currency-driven volatility.

  • Nintendo reported a 33% decline in net sales to 136.8 billion yen for the six months ending September 30, 2016, resulting in an operating loss of 5.9 billion yen.
  • A 62.7 billion yen extraordinary gain from the partial sale of the Seattle Mariners enabled the company to report a net profit of 38.2 billion yen despite operational losses.
  • Foreign exchange volatility significantly impacted results, with a strengthening yen contributing to 39.9 billion yen in losses.
NintendoOct 2016
Cover of Nintendo’s Mobile Mario Game: Three Questions
Article

Nintendo’s Mobile Mario Game: Three Questions

The announcement of Super Mario Run, a collaboration between Nintendo and DeNA, serves as a focal point for analyzing shifting strategies in mobile game distribution and monetization.

  • Nintendo announced the upcoming mobile game Super Mario Run, developed in collaboration with DeNA, with an initial release scheduled for the iOS App Store in December 2016.
  • Industry analyst Dr. Serkan Toto has estimated that Super Mario Run could reach 1.5 billion downloads.
  • The game utilizes a 'free-to-download' model with a hard content gate, requiring users to pay to unlock the full game experience rather than using traditional free-to-play mechanics.
Mobile Dev MemoSep 2016
Cover of Earnings Release for Fiscal Year Ended March 2016: Supplementary Information
Financial report8 pages

Earnings Release for Fiscal Year Ended March 2016: Supplementary Information

The fiscal year ended March 2016 earnings release provides a comprehensive financial overview and operational update for Nintendo Co., Ltd.

NintendoApr 2016
Cover of Consolidated Results for the Nine Months Ended December 2014 and 2015
Financial report7 pages

Consolidated Results for the Nine Months Ended December 2014 and 2015

Nintendo Co., Ltd.’s consolidated financial results for the nine-month period ending December 31, 2015, reflect a period of strategic transition and platform stabilization.

NintendoFeb 2016
Cover of Nintendo Earnings Release: Nine-Month Period Ended December 2015
Financial report8 pages

Nintendo Earnings Release: Nine-Month Period Ended December 2015

The Nintendo earnings release for the nine-month period ending December 2015 details the company’s consolidated financial performance and software release pipeline.

NintendoFeb 2016
Cover of Consolidated Results for the Six Months Ended September 2014 and 2015
Financial report7 pages

Consolidated Results for the Six Months Ended September 2014 and 2015

Nintendo Co., Ltd. reported its consolidated financial results for the six-month period ending September 30, 2015, demonstrating a recovery in operating performance compared to the same period in 2014.

  • Nintendo returned to profitability for the six months ending September 30, 2015, reporting an operating income of 8.98 billion yen compared to an operating loss of 215 million yen in the same period of 2014.
  • Net sales grew by 19.1% year-over-year to 204.18 billion yen, though profit attributable to owners of the parent fell 19.8% to 11.47 billion yen due to lower non-operating income.
  • Overseas markets remain the primary revenue driver, accounting for 70.9% of total net sales, with the Americas serving as the largest single market at 43.3%.
NintendoOct 2015
Cover of Nintendo Earnings Release: Supplementary Information (September 2015)
Financial report7 pages

Nintendo Earnings Release: Supplementary Information (September 2015)

Nintendo’s financial results for the six-month period ending September 2015 demonstrate a return to profitability, marking a significant recovery compared to the same period in previous fiscal years.

  • Nintendo returned to profitability for the six-month period ending September 2015, reporting an operating income of 8.98 billion yen compared to an operating loss of 215 million yen in the same period of 2014.
  • The company achieved net sales of 204.18 billion yen and a profit attributable to owners of the parent of 11.47 billion yen.
  • Gross profit reached 93.69 billion yen, maintaining a stable gross profit ratio of 45.9%.
NintendoOct 2015
Article

How to Design Mario Levels That Don’t Suck

Effective level design in the 2D platformer genre relies on a deep understanding of the foundational principles established by the Super Mario series.

  • The core principles of effective 2D platformer design are exemplified by the historical development choices found in the Super Mario series.
  • Consistent level design patterns are a fundamental requirement for creating high-quality, playable 2D platformer stages.
  • The release of Mario Maker democratized level design, allowing creators to apply established Nintendo design methodologies to their own custom stages.
How To Market A GameOct 2015