Financial Report Gamigo Group 2016

Total Page:16

File Type:pdf, Size:1020Kb

Financial Report Gamigo Group 2016 fi nancial report gamigo group 2016 Table of contents Report to shareholders ………………………………………………………………... 3 Report of the Supervisory Board ………………………………………….………… 5 Group management report I. Fundamentals of the gamigo group ...………………………………………………. 8 A. Business operations and corporate structure .………………………………….. 8 B. Business divisions and organisation ..………………………………………...…. 8 C. Objectives and strategies …………………………………………………..…...… 12 D. Control system …...……………………………………………………..………….. 12 E. Research and development .……………………………………………..……….. 13 II. Economic report ………………………………………………………………………. 14 A. Macroeconomic boundary conditions ……….………………………………….... 14 B. Industry-related boundary conditions ……..……………………………………… 16 C. Business development ..…………………………………………………………… 20 D. Profit situations, net asset position and financial status ….……………...…….. 21 III. Supplementary report ………………………………………………………….…… 24 IV . Forecast, opportunities and risk report …………………………………...……….. 25 A. Forecast report ...…………………………………………………………………… 25 B. Forecast quality .………………………………………………………..………..… 25 C. Opportunities report ……………………………………………………….…....…. 25 D. Risk report ………………………………………………………………………….. 26 Balance sheet .…………………………………………………………………………...... 43 Consolidated balance sheet …………………………………………………………… 43 Consolidated statement of comprehensive income …………………………………. 45 Statement of changes in equity …………………………………………………….….. 46 Cash flow statement ..…………………………………………………………………... 47 Notes to the consolidated financial statements …………………………………….. 48 Auditor’s opinion …..……………………………………………………………………... 89 Report to shareholders Dear shareholders, partners, and employees, 2016 was a very defining and successful year for gamigo, once again strongly shaped by acquisitions. With the acquisition of Aeria Games GmbH, we made one major step forward regarding revenues, but also regarding its awareness, and it thereby moves up in the circle of the great consolidators in the European gaming segment. This also proves the success of the impelled platform strategy which has been pursued the past years and which enables gamigo to successfully integrate major companies with an extensive game portfolio. As a further important asset, the B2B area has been reinforced with adspree media GmbH (formerly Seven Games Network GmbH), coming from our new shareholder ProSiebenSat.1 Digital GmbH. With this media agency specialized in the gaming sector, we bring in a great part of added value in terms of new customer acquisition. Due to the necessary restructuring of the newly acquired companies, we focused on the integration of teams, as well as the optimization of processes and the decrease of costs. Therefore, organic growth played a minor role and game portfolios only showed a moderate to positive development. Especially some of the recently acquired games reported slightly decreasing revenues based on the profitability-based control system. The group revenues according to IFRS is with ca. EUR 39M clearly above the group revenues of the previous year (2015: EUR 21,6MM). Even though the EBITDA decreased from ca. EUR 4,3 MM (2015) to EUR 2,6MM (2016) compared to the previous year, this is primarily due to the substantial costs for restructuring reg. the Aeria Games GmbH. Normalized, the underlying transaction shows a very positive development. The consolidation in the European online and mobile games market will continue to be important and become even stronger based on the market growth and the characteristics of the market. To be continuously successful on this “hit-driven” but financially highly attractive market, companies must have a certain revenue volume and reach. At least since the successful transition and integration of Aeria Games GmbH and adspree media GmbH, the gamigo group become one of the biggest players in the online gaming market and achieved another, very important milestone. With more than 100MM registered user accounts, over 500 game titles, and about 300 employees, gamigo is one of the biggest providers on the European and North American market. In 2016, we could continue to expand the sustainable profitability of our group. The group revenues were with ca. EUR 39,0MM clearly higher than in the previous year (+80%). The quality of our revenue could also clearly be improved. “Low-margin” and non-growable games and business units are still being replaced by more profitable growth products. Cost optimization contributes to a significant improvement in the rate of return and of the operative cash flow. The consolidation of smaller and, based on the size, easier integrable game companies is the base for a continuous increase in the revenue and the overall result of the company. However, with the acquisition of Aeria Games GmbH, it has been shown that bigger companies can also be acquired and integrated successfully. The capital market also showed a positive reaction to our economic development since the new business model introduced in 2012, presenting a clearly lower risk profile and bigger chances for rentability. In the second quarter of 2016, our bond (canceled as of June 30, 2017, and paid back with 101,5%) experienced clear capital gains. In the third and fourth quarter of 2016, the course of our bond was constantly within a range of 101 - 103 percent. In the coming years, our strategic concentration on “buy and build” will continue to be represented in the proceeds and in the profit. Mediakraft has been acquired as of June 30, 2017, enabling our media business, which plays a major part regarding new customer acquisition, to make a further substantial step. By now, we can gain a stable result and use the generated cash balance from the operative business to grow further, organically as well as anorganically. Sincere thanks to all our employees and their constant dedication, as well as to our customers, shareholders, and business partners for their support, the great collaboration, and the trust they bring on us. Executive Committee Hamburg, November 2017 Report of the Supervisory Board In the financial year 2016, the Supervisory Board of the gamigo AG advised the Executive Board regarding the company’s management and its strategic orientation on a regular basis and continuously supervised its management. In the course of this, we thoroughly exercised the duties incumbent upon us in accordance with the law and the articles of association and convinced ourselves of the legality and expediency of the work of the Executive Board. The Supervisory Board was involved in any decisions of material importance to the company and the group. In the financial year 2016, the Supervisory Board held a total of 9 meetings where it obtained in-depth information from the Executive Board about the situation and the development of the company as well as important business transactions. The reporting obligations pursuant to § 90 AktG have been complied with. The meetings took place on the following dates: February 3, 2016; March 8, 2016; April 27, 2016; May 23, 2016; June 30, 2016; August 23, 2016; September 14, 2016; September 29, 2016; December 20, 2016. An ongoing exchange of information between the Supervisory Board and the Executive Board also took place outside of the meetings of the Supervisory Board. Thereby, the ExecutiveBoard complied with its reporting obligations stipulated by the law and bylaws and informed the Supervisory Board in written and verbal form regularly, extensively, and promptly about all measures and events that were relevant for the company. The Supervisory Board has thus been informed about the present state of business and business development, the intended business policy, the short and long-term economic planning including investment, financial, and personnel plans, as well as about the company´s rentability, organizational measures and the overall situation of the group. This also included the reporting on subsidiary companies. In addition, there was a regular flow of information about the risk situation and risk management. All businesses and measures requiring the Supervisory Board’s approval have been thoroughly discussed based on the reports of the Supervisory Board and the Executive Board. Weighing all relevant information and following an in-depth examination, the Supervisory Board approved the proposed resolutions of the Executive Board. Composition of the Supervisory Board The Supervisory Board consists of six members. With effect from July 1, 2016, Alexander von Voß and Oliver Strutynski have been appointed to the Supervisory Board by ProSiebenSat.1 GmbH. At the annual general meeting of the gamigo AG on May 28, 2016, Dr. Anton Steyrer has been elected as a member of the Supervisory Board. In the financial year 2016 the Supervisory Board was composed as follows: Until June 12, 2016 • Axel Sartingen (Chairman), Graduate Economist, Cologne • Florian Hörtlehner (Deputy Chairman), Investor, Vienna (Austria) • Christoph Vilanek, Manager, Hamburg June 13, 2016 until June 30, 2016 • Axel Sartingen (Chairman), Graduate Economist, Cologne • Florian Hörtlehner (Deputy Chairman), Investor, Vienna (Austria) • Christoph Vilanek, Manager, Hamburg • Dr. Anton Steyrer, Portfolio Manager, London As of July 1, 2016 • Axel Sartingen (Chairman), Graduate Economist, Cologne • Florian Hörtlehner (Deputy Chairman), Investor, Vienna (Austria) • Christoph Vilanek, Manager, Hamburg • Dr. Anton Steyrer, Portfolio Manager, London • Alexander von Voß, Chief Legal Officer, Munich • Oliver Strutynski, Chief Financial Officer, Berlin Composition of the Executive Board
Recommended publications
  • Russian Games Market Report.Pdf
    Foreword Following Newzoo’s free 42-page report on China and its games market, this report focuses on Russia. This report aims to provide understanding of the Russian market by putting it in a broader perspective. Russia is a dynamic and rapidly growing games We hope this helps to familiarize our clients and friends market, currently number 12 in the world in terms of around the globe with the intricacies of the Russian revenues generated. It is quickly becoming one of market. the most important players in the industry and its complexity warrants further attention and This report begins with some basic information on examination. The Russian market differs from its demographics, politics and cultural context, as well as European counterparts in many ways and this can be brief descriptions of the media, entertainment, telecoms traced to cultural and economic traditions, which in and internet sectors. It also contains short profiles of the some cases are comparable to their Asian key local players in these sectors, including the leading neighbours. local app stores, Search Engines and Social Networks. Russia has been a part of the Newzoo portfolio since In the second part of the report we move onto describe 2011, allowing us to witness first-hand the the games market in more detail, incorporating data unprecedented growth and potential within this from our own primary consumer research findings as market. We have accumulated a vast array of insights well as data from third party sources. on both the Russian consumers and the companies that are feeding this growth, allowing us to assist our clients with access to, and interpretation of, data on We also provide brief profiles of the top games in Russia, the Russia games market.
    [Show full text]
  • Annual Report2011 Web (Pdf)
    ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that.
    [Show full text]
  • Download Mmorpg Games for Pc
    download mmorpg games for pc Top 8 Anime MMORPG Games on PC (And Where to Download Them) (2021) Anime fans all over the world would love to experience a fantasy anime style world, but we are not in the anime world but don’t worry, you can get those experience with Anime Based MMORPG Games. So with this in mind, I feel obligated to satisfy that desire you guys have by giving you a list of some of the best Anime Based MMORPG Games to play currently in 2021. Read Also: Anime Based MMORPG Games. Elsword Online. Elsword is a free-to-play, 2.5D action MMORPG developed by the South Korean company KOG Studios. It features real-time action gameplay and includes both players vs. environment and player vs. player modes. There are thirteen playable characters within the game, each with unique backstories and distinct abilities. SOULWORKER. SoulWorker is an anime-style free action massively multiplayer online role-playing game developed by Lion Games Studios from South Korea. The game story takes place fifteen years ago after a portal, known as the void, started bringing demons into the world. Fifteen years later, children that were once lost to the void were transported back to their world. Armed with supernatural powers, these children were to be known as SoulWorkers. Blade & Soul. Blade & Soul is a Korean fantasy martial-arts massively multiplayer online role-playing game developed by NCSOFT. On September 13, 2012, NCSOFT announced that Blade & Soul would release in Western regions, which eventually happened on January 19, 2016. Blade & Soul features a combination of martial arts-inspired combat and qinggong in an open-world environment.
    [Show full text]
  • Media Monsters: Militarism, Violence, and Cruelty in Children’S Culture
    MEDIA MONSTERS: MILITARISM, VIOLENCE, AND CRUELTY IN CHILDREN’S CULTURE By Heidi Tilney Kramer © Heidi Tilney Kramer, 2015. All rights reserved. This work is protected by Copyright and permission must be obtained from the author prior to reproducing any part of the text in print, electronic, or recording format. Thank you for being respectful and please know that permission will be granted in all likelihood due to the imperative nature of sharing this content. ISBN: 978-0-9742736-8-6 For Alex and the children everywhere: May we leave your world in a better state than when we arrived. Table of Contents Preface ......................................................................................... i Acknowledgments ...................................................................... v Introduction ................................................................................ 1 Chapter I: History of U.S. Media ............................................... 7 Chapter II: Music ...................................................................... 87 Chapter III: Education ............................................................ 125 Chapter IV: Television ........................................................... 167 Chapter V: General Influences on Kids .................................. 217 Chapter VI: Web-Based and Other Media ............................. 253 Chapter VII: Video Games ..................................................... 271 Chapter VIII: Film Industry/Movies ...................................... 295 Chapter
    [Show full text]
  • BORN DIGITAL / GROWN DIGITAL: Assessing the Future Competitiveness of the EU Video Games Software Industry
    BORN DIGITAL / GROWN DIGITAL: ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY G. De Prato, C. Feijóo, D. Nepelski, M. Bogdanowicz, J.P. Simon EUR 24555 EN - 2010 The mission of the JRC-IPTS is to provide customer-driven support to the EU policy- making process by developing science-based responses to policy challenges that have both a socio-economic as well as a scientific/technological dimension. European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo. c/ Inca Garcilaso, 3. E-41092 Seville (Spain) E-mail: [email protected] Tel.: +34 954488318 Fax: +34 954488300 http://ipts.jrc.ec.europa.eu http://www.jrc.ec.europa.eu Legal Notice Neither the European Commission nor any person acting on behalf of the Commission is responsible for the use which might be made of this publication. Europe Direct is a service to help you find answers to your questions about the European Union Freephone number (*): 00 800 6 7 8 9 10 11 (*) Certain mobile telephone operators do not allow access to 00 800 numbers or these calls may be billed. A great deal of additional information on the European Union is available on the Internet. It can be accessed through the Europa server http://europa.eu/ JRC 60711 EUR 24555 EN ISBN 978-92-79-17116-1 ISSN 1018-5593 doi:10.2791/47364 Luxembourg: Publication Office of the European Union © European Union, 2010 Reproduction is authorised provided the source is acknowledged Printed in Spain Acknowledgements This report was carried out by the Information Society Unit at the Institute for Prospective Technological Studies (JRC-IPTS).
    [Show full text]
  • Ensuring Gamer Loyalty with a Scalable, High-Performance Content Delivery Network
    Ensuring gamer loyalty with a scalable, high-performance content delivery network The customer: Major European online game developer and publisher Gaijin Entertainment is the independent European video game developer and publisher, specialising in the development of computer games and related technologies. Established in 2002, it has offices in Russia, Germany, Cyprus, Hungary and Latvia. Gaijin produces games for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, iOS, Mac OS, Linux and Android platforms, and its most popular games include War Thunder, Star Conflict, Crossout and Cuisine Royale. The challenge: Coping with unpredictable network costs and traffic demands Gaijin’s four most popular games – War Thunder, Crossout, Star Conflict and Cuisine Royale – currently have more than 40 million players worldwide. These massively multiplayer online games (MMOs) feature major updates every 2-3 months, which bring new content to the games, such as new vehicles, textures and maps. These Problems with content delivery can updates can each be between 2GB and 5GB and, “ affect player loyalty, as users expect when they are released, they are downloaded to access new features as soon as by huge numbers of players simultaneously. they’re available.” “From a content delivery perspective, this is a huge challenge, because demand for content — Gleb Yalchik, is unpredictable and can peak dramatically,” Chief Technical Officer, says Gleb Yalchik, Chief Technical Officer Gaijin Entertainment at Gaijin Entertainment (Cont’d.) The challenge: The benefits: Coping with unpredictable network A better gaming experience for users costs and traffic demands (Cont’d.) Gaijin is now much better placed to deal with Outages or poor performance can mean losing the huge demands of gaming updates, as its customers, which have required significant investment network is far more scalable and reliable, and to acquire, or can discourage new players from the risk of outages is very low.
    [Show full text]
  • Downloading War Thunder Via Torrent How to Install/Uninstall War Thunder
    downloading war thunder via torrent How to install/uninstall War Thunder. 1. Go to the official website and press red DOWNLOAD GAME button. You will be prompted to save War Thunder launcher file. 2. Save the file and launch it. Select installation language and proceed. 3. Confirm game folder. 4. Once the installation is complete, click Finish. War Thunder Launcher is started and downloading process begins. 5. Wait till download is completed. You are now ready to play! 6. You can also download the game via any torrent client. To download a .torrent file, please press a corresponding link. Uninstalling the game. 1. Run the game launcher, go to its settings screen and switch off the Auto Update feature. After that you will be able to uninstall the game completely. 2 . Go to Control Panel -> Uninstall a program. 3. Select War Thunder Launcher in the Programs List and press uninstall. War Thunder Download PC. War Thunder Free Download for PC is a World War II-inspired massively multiplayer online combat game developed by Gaijin Entertainment for Microsoft Windows, OS X, Linux, PlayStation 4 and Shield Android TV. The game is modeled on a micro-transaction system but with the ability to get almost every feature of the game without paying. This may require players to complete certain challenges (such as shooting down a certain number of enemy aircraft or destroying a certain number of ground targets), or submitting user created content such as skins, or camouflage for vehicles. There may also be other celebratory events throughout the year such as commemorating historic figures in aviation or famous battles allowing players to win premium currency and premium vehicles without any expenditure.
    [Show full text]
  • This Checklist Is Generated Using RF Generation's Database This Checklist Is Updated Daily, and It's Completeness Is Dependent on the Completeness of the Database
    Steam Last Updated on September 25, 2021 Title Publisher Qty Box Man Comments !AnyWay! SGS !Dead Pixels Adventure! DackPostal Games !LABrpgUP! UPandQ #Archery Bandello #CuteSnake Sunrise9 #CuteSnake 2 Sunrise9 #Have A Sticker VT Publishing #KILLALLZOMBIES 8Floor / Beatshapers #monstercakes Paleno Games #SelfieTennis Bandello #SkiJump Bandello #WarGames Eko $1 Ride Back To Basics Gaming √Letter Kadokawa Games .EXE Two Man Army Games .hack//G.U. Last Recode Bandai Namco Entertainment .projekt Kyrylo Kuzyk .T.E.S.T: Expected Behaviour Veslo Games //N.P.P.D. RUSH// KISS ltd //N.P.P.D. RUSH// - The Milk of Ultraviolet KISS //SNOWFLAKE TATTOO// KISS ltd 0 Day Zero Day Games 001 Game Creator SoftWeir Inc 007 Legends Activision 0RBITALIS Mastertronic 0°N 0°W Colorfiction 1 HIT KILL David Vecchione 1 Moment Of Time: Silentville Jetdogs Studios 1 Screen Platformer Return To Adventure Mountain 1,000 Heads Among the Trees KISS ltd 1-2-Swift Pitaya Network 1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby) Dejobaan Games 1/4 Square Meter of Starry Sky Lingtan Studio 10 Minute Barbarian Studio Puffer 10 Minute Tower SEGA 10 Second Ninja Mastertronic 10 Second Ninja X Curve Digital 10 Seconds Zynk Software 10 Years Lionsgate 10 Years After Rock Paper Games 10,000,000 EightyEightGames 100 Chests William Brown 100 Seconds Cien Studio 100% Orange Juice Fruitbat Factory 1000 Amps Brandon Brizzi 1000 Stages: The King Of Platforms ltaoist 1001 Spikes Nicalis 100ft Robot Golf No Goblin 100nya .M.Y.W. 101 Secrets Devolver Digital Films 101 Ways to Die 4 Door Lemon Vision 1 1010 WalkBoy Studio 103 Dystopia Interactive 10k Dynamoid This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database.
    [Show full text]
  • War Thunder American Planes
    War thunder american planes Continue Automotive Fight multiplayer game This article needs additional quotes to check. Please help improve this article by adding quotes to reliable sources. Non-sources of materials can be challenged and removed. Find sources: War of Thunder - News newspaper book scientist JSTOR (April 2020) (Learn, how and when to remove this template message) War Thunder Thunder Art Cover for Playstation 4.Developer (s)Gaijin EntertainmentPublisher (s)Gaijin EntertainmentTencent Game (China)Composer (s) GeorgeYakovAlexAdr Chornizahar AntonovPllatform (s)Microsoft WindowsMacOSLinux 1-PlayStation 4 2012: January 28, 2013. SteamWW: August 15, 2013 PlayStation 4EU: November 29, 2013: June 3, 2014 XApril 17, 2014, LinuxNovember 6, 2014 AndroidJune 2, Official Release 2015, 21, 2016, Xbox OneJune 19, 2018, genre (s)Action, car combat, combat flight simulatorMode (s)Single-player, multiplayer War Thunder is a multiplayer multiplayer video game developed and published by the Moscow video game studio Gainij Entertainment. Announced in 2011, it was first released in November 2012 as an open beta with a worldwide release in January 2013; It was originally released on December 21, 2016. It has a cross-platform format for Microsoft Windows, MacOS, Linux, PlayStation 4, Xbox One and Shield Android TV. Developed as a flying game simulation, it was formerly called World of Planes, but because of its resemblance to Wargaming's World of Warplanes it was changed to its current name in 2012. Geijin initially claimed that after the game was announced, it was an April Fool's joke before confirming its existence in June of that year. Since then, Gaijin has continued its annual tradition of preparing non-traditional events for April Fool's Day.
    [Show full text]