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Top Mobile Games Worldwide: November 2019

Hyper-casual titles dominated worldwide mobile game downloads in November 2019, according to Sensor Tower's Store Intelligence estimates covering the App Store and Google Play globally from November 1 to November 30.

  • SayGames' 'Sand Balls' was the most downloaded mobile game worldwide in November 2019, reaching approximately 36 million installs with 40% of its traffic originating from India.
  • Lion Studios' 'Ink Inc.' secured the second position with nearly 28 million installs, driven primarily by the United States (26%) and Russia (11%).
  • The top five most downloaded mobile games for November 2019 were 'Sand Balls', 'Ink Inc.', 'Rescue Cut', 'Call of Duty: Mobile', and 'PUBG Mobile'.
Sensor TowerDec 2019
Cover of COLOPL 4Q FY September 2019 Financial Results
Financial report25 pages

COLOPL 4Q FY September 2019 Financial Results

The financial results for the fourth quarter of the fiscal year ending September 2019 highlight a period of significant growth driven by the successful launch of Dragon Quest Walk.

  • COLOPL achieved ¥11.3 billion in Q4 sales, a 42.5% increase over the previous quarter, driven primarily by the launch of Dragon Quest Walk.
  • Operating profit rebounded to ¥2.4 billion in Q4 from a break-even point in the third quarter, contributing to a full-year operating profit of ¥2.9 billion on ¥38.9 billion in total sales.
  • Quarterly Active Users (QAU) grew by 48.1% to reach 8 million, supported by anniversary events for White Cat Project and White Cat Tennis.
COLOPLNov 2019
Cover of COLOPL 4Q FY2019 Operating Results Briefing: Question and Answer Summary
Financial report2 pages

COLOPL 4Q FY2019 Operating Results Briefing: Question and Answer Summary

The fiscal year 2019 operating results briefing for Colopl highlights the strategic success of the location-based mobile game Dragon Quest Walk and outlines the company’s future development trajectory.

  • Dragon Quest Walk has become the primary driver of Colopl's strategic success, validating the company's focus on location-based mechanics and real-world exploration.
  • Colopl plans to leverage its technical proficiency in location-based development to adapt various intellectual properties into similar exploration-based gaming experiences.
  • Existing game titles are expected to see a revenue decline in 1Q FY2020 due to a lack of anniversary events, shifting the company's earnings reliance toward Dragon Quest Walk.
COLOPLNov 2019
Cover of Game Fokus: Esports 2019
Report31 pages

Game Fokus: Esports 2019

Esports in Germany has grown into a mass phenomenon, yet its institutional status lags behind its economic and cultural weight.

  • The German eSports market is projected to reach approximately 130 million Euros by 2020, representing an average annual growth of around 27 percent.
  • Despite its growing relevance, eSports in Germany faces significant hurdles due to a lack of official recognition as a sport, unlike 50 other countries (including EU states like Austria, Netherlands, and Sweden) that already acknowledge and promote it.
  • The German government, through the 2018 coalition agreement, has pledged to support eSports as its own sport with club and association rights, and the Foreign Office eased entry requirements for non-EU eSports athletes in August 2018, yet full equality with traditional sports is still missing.
Sport1Jan 2019
Cover of COLOPL FY Sep. 2018 4Q Results
Financial report27 pages

COLOPL FY Sep. 2018 4Q Results

COLOPL’s fiscal year 2018 results reflect a period of transition characterized by a significant fourth-quarter recovery, though overall annual performance fell short of initial projections.

  • COLOPL's FY ending Sep 2018 sales were 45.7 billion yen (down 12% YoY) and operating profit was 6.9 billion yen (down 46%), missing initial projections mainly because new titles performed sluggishly and launched late.
  • The fourth quarter rebounded, with sales and operating profit both rising sequentially on successful anniversary events for White Cat Project and White Cat Tennis.
  • COLOPL will not disclose a formal financial plan for FY2019 because results are hard to forecast: new title releases will double to six, the titles experiment with 'new ways to play', and advertising spend could swing significantly.
COLOPLNov 2018
Cover of Nintendo Consolidated Financial Highlights: Three Months Ended June 30, 2018
Financial report8 pages

Nintendo Consolidated Financial Highlights: Three Months Ended June 30, 2018

Nintendo’s consolidated financial results for the first quarter of the fiscal year ending March 31, 2019, demonstrate strong growth driven by the continued momentum of the Nintendo Switch platform.

  • Nintendo's net sales for the quarter ended June 30, 2018 rose 9.1% year-on-year to 168.1 billion yen, while operating profit jumped 88.4% to 30.5 billion yen.
  • Profit attributable to owners of the parent reached 30.6 billion yen, up 43.9% year-on-year, indicating strong bottom-line growth.
  • Nintendo Switch software sales hit 17.96 million units, a 120.8% increase over the prior year, making the Switch the primary growth driver.
NintendoJul 2018
Cover of Supplementary Information: Earnings Release for the Three-Month Period Ended June 2018
Financial report7 pages

Supplementary Information: Earnings Release for the Three-Month Period Ended June 2018

Nintendo’s financial results for the three-month period ending June 2018 demonstrate significant growth in both net sales and profitability compared to the same quarter in the previous fiscal year.

  • Nintendo's net sales for the three months ended June 2018 rose to 168.1 billion yen from 154.1 billion yen a year earlier, while operating profit nearly doubled to 30.5 billion yen from 16.2 billion yen in the prior quarter.
  • Gross profit margin recovered to 49.3% from 42.0% in the same period of 2017, driving the sharp improvement in profitability.
  • Overseas sales accounted for 75.3% of total revenue, underscoring the company's heavy dependence on international markets.
NintendoJul 2018
Cover of Nintendo Financial Results Briefing: Fiscal Year Ended March 2018
Financial report14 pages

Nintendo Financial Results Briefing: Fiscal Year Ended March 2018

The Nintendo financial results briefing for the fiscal year ended March 2018 outlines the company’s strategic focus on expanding the Nintendo Switch installed base, maintaining the Nintendo 3DS legacy, and scaling the smart-device business.

  • Digital revenue reached a record high of 60.8 billion yen, driven primarily by downloadable software and add-on content for the Nintendo Switch.
  • The Nintendo eShop ecosystem expanded rapidly, hosting over 600 titles from various publishers at a rate ten times faster than the Nintendo 3DS during its comparable launch period.
  • The Nintendo 3DS family reached a cumulative total of 72 million units sold, serving as a legacy platform alongside the company's focus on Switch growth.
NintendoApr 2018
Cover of The Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface Design
Article

The Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface Design

This critical essay examines game sound design through the lens of Sonic Interface Design (SID), using Kristine Jørgensen's three-layer model of the gameworld interface, consisting of the game controller, WIMP elements, and the gameworld, alongside Charles Sanders Peirce's semiotic framework of iconic, indexical, and symbolic…

  • Sound in games is treated as an informational medium whose effectiveness depends on how sonic signs relate to the objects, events, and player expectations they represent, rather than on strict physical realism.
  • Using Jørgensen's three-layer model (game controller, WIMP elements, gameworld) and Peirce's iconic, indexical, and symbolic signs, the essay frames game audio as Sonic Interface Design.
  • A sound can shift semiotic mode over time, for example moving from iconic to indexical as players learn a game's mechanics, so audio should be calibrated to the realism, hypermediacy, and immediacy suited to each genre and context.
G|A|M|E – The Italian Journal of Game StudiesDec 2017
Cover of COLOPL FY Sep. 2016 Operating Results
Financial report27 pages

COLOPL FY Sep. 2016 Operating Results

COLOPL’s fiscal year 2016 operating results reflect a period of transition characterized by record-high annual sales of ¥84.7 billion, despite a softening performance in the fourth quarter.

  • COLOPL posted record annual sales of ¥84.7 billion and operating profit of ¥31.8 billion for the fiscal year ended September 2016, with FY2016 guidance largely achieved despite a softer fourth quarter.
  • Management guides to a sharp drop in FY2017, with sales of ¥55 billion and operating profit of ¥11 billion, citing a market caught between maturing mobile gaming and emerging VR.
  • White Cat Tennis drove Q4 quarterly active users to a record 13.37 million, up 3.79 million quarter-over-quarter.
COLOPLNov 2016
Cover of COLOPL FY2016 Operating Results Briefing: Q&A Summary
Financial report2 pages

COLOPL FY2016 Operating Results Briefing: Q&A Summary

The fiscal year 2016 operating results briefing for COLOPL provides a strategic overview of the company’s performance in the mobile gaming sector and its long-term outlook for emerging technologies.

  • White Cat Tennis, launched under COLOPL's White Cat Project IP, achieved the fastest sales growth of any title in the company's portfolio to date.
  • Despite that growth, White Cat Tennis underperformed on average revenue per user (ARPU) and pay ratio; management attributes this to users preferring cooperative gameplay over competitive formats.
  • The ARPU and pay-ratio shortfall signals that COLOPL needs to refine future product development to match evolving user expectations, particularly around cooperative play.
COLOPLNov 2016
Cover of Consolidated Results for the Three Months Ended June 2012
Financial report7 pages

Consolidated Results for the Three Months Ended June 2012

Nintendo reported a challenging financial performance for the three-month period ending June 30, 2012, characterized by a net loss of 17.2 billion yen.

  • Nintendo posted a net loss of 17.2 billion yen for the three months ended June 30, 2012, an improvement on the 25.5 billion yen loss in the same period of 2011, but still under pressure from yen appreciation and a weak hardware transition.
  • Net sales fell 9.7% year over year to 84.8 billion yen, with overseas markets accounting for 61% of total revenue.
  • The company recorded an operating loss of 10.3 billion yen, worsened by 21.1 billion yen in foreign exchange losses.
NintendoJul 2012