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Game Publishing reports and market data

1,274 documents·96 writers·259 charts and tables

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Cover of Försäljning av dataspel: Sverige 2009
Report14 pages

Försäljning av dataspel: Sverige 2009

The Swedish video game market experienced a slight contraction in 2009, following a record-breaking performance in 2008. Total sales volume decreased by 3 percent, while total market value fell by 6 percent.

  • The Swedish video game market contracted in 2009, with total sales volume falling 3 percent and total market value decreasing 6 percent compared to 2008.
  • Despite the annual decline, total revenue in 2009 remained 25 percent higher than 2007 levels, with a market recovery occurring in the second half of the year.
  • The PlayStation 2 saw a 57 percent drop in value, marking a significant generational shift toward newer platforms like PlayStation 3, Wii, Xbox 360, and Nintendo DS.
DataspelsbranschenSep 2009
Cover of Ubisoft Annual Report 2007
Report189 pages

Ubisoft Annual Report 2007

The 2007 Ubisoft Annual Report details a period of robust financial expansion and strategic consolidation for the fiscal year ending March 31, 2007.

  • Ubisoft achieved a 24.4% increase in annual sales to €680 million for the fiscal year ending March 31, 2007, shifting from debt to a net cash position of €55 million.
  • The company successfully expanded its global workforce by 15% to nearly 4,000 employees to support aggressive in-house production and the development of proprietary brands.
  • Strategic growth was driven by the acquisition of the Driver and Anno franchises and a commitment to launching three new brands every two years.
UbisoftSep 2007
Cover of Försäljning av dataspel: Sverige 2007
Report3 pages

Försäljning av dataspel: Sverige 2007

The Swedish video game market experienced significant activity throughout 2007, with total sales reaching approximately 7.67 million units and generating over 2.26 billion SEK in revenue.

  • The Swedish video game market reached 7.67 million units sold and 2.26 billion SEK in total revenue during 2007.
  • Market activity accelerated significantly in the second half of 2007, with revenue more than doubling from 691 million SEK to 1.57 billion SEK compared to the first half.
  • PC gaming led the market in volume, accounting for 47.7% of total units sold, though it represented only 28.9% of total revenue.
DataspelsbranschenSep 2007
Cover of CERO Age Rating System: Survey Results After New System Implementation
Report2 pages

CERO Age Rating System: Survey Results After New System Implementation

The Computer Entertainment Supplier’s Association (CESA) conducted a nationwide survey of 681 retail outlets in Japan to evaluate the implementation of the revised CERO age rating system.

  • As of mid-2006, 95.1% of Japanese retailers surveyed by CESA perform mandatory age verification for Z-rated video game products.
  • Industry adoption of the revised CERO rating system is high, with 91.2% of the 681 surveyed retail outlets reporting a clear understanding of the new operational requirements.
  • Retailer compliance with physical store standards is strong, as 85.3% of stores have successfully implemented segregated display practices for Z-rated titles.
CESA – Computer Entertainment Supplier's AssociationJun 2006
Cover of Company Profile: May 2005
Presentation43 pages

Company Profile: May 2005

Capcom concluded the fiscal year ending March 31, 2005, with robust financial results, reporting net sales of 65.8 billion yen and an operating income of 7.7 billion yen.

  • Capcom reported fiscal year 2005 net sales of 65.8 billion yen and an operating income of 7.7 billion yen, driven by Resident Evil 4, Mega Man, and the pachislo LCD business.
  • The company projects net sales of 70 billion yen for the 2006 fiscal year, despite acknowledging volatility in the hit-driven home console market.
  • Capcom is targeting a global sales distribution ratio of 2:5:3 across Japan, North America, and Europe to mitigate the maturity of the domestic Japanese market.
CapcomMay 2005
Cover of Bandai Namco Group Integrated Report 2026
Report64 pages

Bandai Namco Group Integrated Report 2026

Bandai Namco Group's Integrated Report 2026 sets out the company's purpose, "Fun for All into the Future" and "Connecting the World with Smiles," and presents FY2026.3 results as evidence that its intellectual property strategy is delivering record growth.

  • FY2026.3 net sales reached ¥1,348.2 billion (up 8.6% year on year), operating profit rose 5.2% to ¥189.5 billion, and ROE was 17.0%.
  • The Gundam franchise is the central growth driver, with groupwide sales of ¥254.3 billion (up about 65.7%), exceeding ¥250 billion for the first time, and the company is building toward the franchise's 50th anniversary in 2029.
  • The Mid-Term Plan (April 2025 to March 2028) targets ¥1,450 billion in net sales, ¥200 billion in operating profit, a 12% or higher operating margin, and an overseas sales ratio of 50% or more, versus an actual overseas share of roughly 42%.
Bandai Namco
Cover of Integrated Report 2026
Report77 pages

Integrated Report 2026

SEGA SAMMY Group's Integrated Report 2026 presents a company in transition after its first net loss in eleven years for fiscal year 2026/3.

  • SEGA SAMMY posted its first net loss in eleven years for fiscal 2026/3, at about ¥5.8 billion, driven by a ¥54.6 billion impairment charge tied to the Rovio and Stakelogic acquisitions and weak Full Game and new free-to-play performance.
  • Despite consolidated net sales rising 13.7% to ¥487.5 billion, operating income slipped to ¥47.1 billion and ROE turned negative at -1.6%, leaving the Group below its medium-term plan targets.
  • The forecast implies the three-year cumulative adjusted EBITDA and average ROE targets will be missed.
Sega Sammy Holdings
Cover of Sega Sammy Integrated Report 2023
Report81 pages

Sega Sammy Integrated Report 2023

Sega Sammy Holdings’ 2023 Integrated Report outlines a strategic transformation aimed at establishing the company as a global leader in content provision by 2030.

  • Sega Sammy achieved its medium-term financial targets one year early, reporting net sales of ¥389.6 billion (a 21.4% increase) and operating income of ¥46.7 billion (a 45.9% increase) for the fiscal year ending March 2023.
  • The company is executing a 'transmedia' strategy to leverage core intellectual properties like Sonic the Hedgehog, Like a Dragon, and Persona across gaming, film, animation, and merchandise to reach global leadership by 2030.
  • Strategic growth initiatives include the development of 'Super Games,' the acquisition of Rovio Entertainment to bolster mobile gaming, and a focus on global talent acquisition.
Sega Sammy Holdings
Cover of Square Enix Annual Report 2021
Report82 pages

Square Enix Annual Report 2021

Square Enix achieved record financial performance during the fiscal year ending March 31, 2021, demonstrating resilience despite the global disruptions caused by the COVID-19 pandemic.

  • Square Enix achieved record financial results for the fiscal year ending March 31, 2021, with net sales rising 27.6% to ¥332.5 billion and operating income increasing 44.2% to ¥47.2 billion.
  • The company has set medium-term financial targets of ¥400–500 billion in net sales and ¥60–75 billion in operating income, driven by geographic expansion, cloud-based sales, and global talent acquisition.
  • Growth was primarily fueled by the Digital Entertainment, Publication, and Merchandising segments, which successfully accelerated the transition toward digital distribution.
Square Enix
Cover of GungHo Business Report Vol. 24
Report6 pages

GungHo Business Report Vol. 24

GungHo Online Entertainment’s business report outlines a strategic pivot toward long-term brand cultivation and market diversification in response to a maturing smartphone gaming sector.

  • GungHo is pivoting from a mobile-only focus to long-term brand cultivation, aiming to transform core intellectual properties into cross-media franchises spanning console gaming, anime, and physical merchandise.
  • As of mid-2016, the flagship title Puzzle & Dragons reached 42 million downloads in Japan and 10 million in North America.
  • The company is actively extending the lifecycle of its core assets through initiatives like the GPS-enabled companion app Puzzle & Dragons Radar and expansion into new console titles such as Let It Die.
GungHo Online Entertainment
Cover of GungHo Business Report Vol. 26
Report6 pages

GungHo Business Report Vol. 26

GungHo Online Entertainment’s business strategy centers on transitioning from a Japan-centric model to a global distribution framework while simultaneously maximizing the longevity of its existing intellectual property.

  • GungHo is shifting from a Japan-centric model to a global distribution framework to counter the maturing domestic smartphone market and declining console sector.
  • The company is prioritizing long-term brand longevity for its intellectual property, exemplified by ongoing updates to its flagship title, Puzzle & Dragons, which reached over 46 million downloads in Japan by July 2017.
  • Financial results for the first half of 2017 show net sales of 49.1 billion yen and operating income of 19.4 billion yen.
GungHo Online Entertainment
Cover of GungHo Portfolio Overview: Teppen and Nagmaro
Report6 pages

GungHo Portfolio Overview: Teppen and Nagmaro

GungHo Online Entertainment focuses on a multi-faceted growth strategy centered on maximizing the value of existing intellectual properties while simultaneously developing new titles for the global gaming market.

  • GungHo is executing a global expansion strategy to transition from a Japan-centric model to a multi-platform operation across mobile, console, and PC.
  • Flagship title Puzzle & Dragons remains a primary revenue driver, having surpassed 80 million global downloads.
  • The company is diversifying its portfolio through strategic collaborations, such as the card battle game Teppen developed with Capcom and the console-based Ninjala.
GungHo Online Entertainment

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