Q1 2021 Earnings Prepared Remarks
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Registration Open for Vbl International Series 2021 En
PRESS RELEASE Frankfurt, Germany 23 April 2021 REGISTRATION OPEN FOR VBL INTERNATIONAL SERIES 2021 • Fourth edition of the Bundesliga’s international EA SPORTS FIFA eSports competition open to all • VBL International Series will feature entrants from 17 countries across three continents • Country Qualifiers and Regional Finals to take place in May • Bundesliga fans can compete for a share of the $10,000 prize pool Registration is now open for the Virtual Bundesliga International Series 2021, where FIFA 21 and FIFA Online 4 players from all over the world can compete with their favourite Bundesliga team to become a VBL International Series champion. Now in its fourth year, the VBL International Series is one of the world’s premier open football esports tournaments, providing gamers of all abilities with the opportunity to play as their favourite Bundesliga heroes on a global stage and prove themselves as one of the top gamers from the Bundesliga’s far-reaching fanbase. Country Qualifiers will begin on 4th May 2021, with entrants competing to become the best in their nation and progress to one of the four Regional Finals. Players from the USA, Canada and Mexico will make it through to meet in the North America final, while participants from Brazil, Argentina, Colombia, Chile and Peru will form the South America Final. All matches in the Americas will take place on the PS4 console in FIFA 21’s “90 Mode”, whereby all clubs have the same overall rating to ensure a level playing field. In Asia, entrants from Japan, Singapore, Indonesia, India and Malaysia will also compete on PS4 in 90 Mode. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Q3 2018 Earnings Prepared Remarks
NEXON Co., Ltd. Q3 2018 Earnings Conference Call Prepared Remarks Nov 8, 2018 Owen Mahoney, Representative Director, President and Chief Executive Officer, NEXON Co., Ltd. Thank you all very much for joining us today. I’m pleased to report that we had another great quarter, with our business delivering solid results around the world. The results represent record Q3 revenues, operating income, and net income, and we also delivered the highest quarterly mobile revenues in our history. These excellent results were primarily driven by the continued strength of our biggest franchises across the regions. The credit for the sustained growth in these franchises goes to the outstanding work by our live operations and live development teams around the world. The work by these incredibly talented people is the key to building a sustainably growing, SaaS-like business. We believe Nexon has the best live teams in the world. Our world-class live teams are one way Nexon is different from the traditional games industry model. The games industry has recently been re-tooling to digital online and recurring revenue models. That’s been Nexon’s approach since day 1. Another difference is how we build for the future. In the traditional games approach, most of your revenues comes from games that were recently launched, in the last 1-2 quarters. In an online approach, most of your revenues comes from games you launched well over a year ago. That difference means in the traditional approach, the key point of analysis was to look for catalysts, which means evaluating the pipeline of new product launches. -
Q2 2021 Earnings Prepared Remarks
NEXON Co., Ltd. Q2 2021 Earnings Prepared Remarks August 11, 2021 Owen Mahoney, Representative Director, President and Chief Executive Officer, NEXON Co., Ltd. Thank you, Ara-san, and welcome everyone to Nexon’s Second Quarter 2021 Conference Call. Today I will provide a brief update on our second quarter performance and devote the rest of my time to detailing the strategies that position Nexon for significant growth in the coming quarters and years. Following that I will turn the call over to our CFO, Uemura-san, for a detailed financial review of our quarter and the guidance for Q3. In the second quarter, Nexon delivered revenue that was within our outlook at 56.0Bn yen -- down 13% on an as-reported basis and down 21% on a constant currency basis. The Kingdom of the Winds: Yeon, Mabinogi, and Sudden Attack exceeded our expectations while MapleStory in Korea came in lower-than-expected. On a platform basis, both PC and mobile revenues were in the range of our outlook. In short, some things went better than expected; others not as well; with the net result putting us within our expected range. On today’s call, I will provide context on how the management team has been investing our time in 2021. We see 2021 as an operational inflection point for improving our live games and polishing multiple new projects - each with the potential for enormous returns. Executing on any...one of these initiatives could dramatically change Nexon’s trajectory and bring step- function improvements to our revenue and profitability. I will start with the actions we’ve taken to improve the performance of MapleStory in Korea, which is facing tough comparisons following the last two years of significant growth, including a 98% jump in year-over-year revenue in 2020. -
Business of Video Games
Business of Video Games Fall Semester, September 6 to December 16, 2016 Course number: MKTG-UB.58.001 Location: T-UC25 Instructor: Joost van Dreunen, [email protected] Class meets on Thursdays, from 4:55 pm to 6:10 pm. COURSE DESCRIPTION Abstract This class discusses the interactive entertainment industry, and looks at how business strategies inform aesthetic practices in the development, distribution, and marketing of video games. Course Summary Video games are now a mainstream form of entertainment. In economic terms, this industry has experienced tremendous growth, despite a grueling recession, growing to an estimated $110 billion worldwide. A key development that has changed the playing field for both the producers and consumers of interactive entertainment is a shift away from physical retail to digital and online game distribution. The audience for games has also shifted—no longer the exclusive practice of hardcore gamers, video games have gained mass appeal in the form of social and casual gaming, on the internet, on consoles, and smartphones. At the same time, the development and publishing of games has become far more accessible. The game behind the game, in a manner of speaking, has changed. In this class, we explore the basic components of the current video game industry. Every week, we review major current events, will hear from people currently working in the industry, examine case studies, and discuss the overall business landscape. Central to each class is the notion that practical business considerations and the design-driven creative process do not have to be in opposition. COURSE OBJECTIVE This course aims to provide students with: ★ An understanding of games industry characteristics, its drivers and major players; ★ An overview of historical and current strategy questions confronted by game companies; ★ A rudimentary set of games business-related solutions applicable toward the developed, publishing, and distribution of interactive entertainment; ★ Enough information about the video games industry to formulate a credible business plan. -
ELECTRONIC ARTS Q3 FY14 PREPARED COMMENTS January 28, 2014
ELECTRONIC ARTS Q3 FY14 PREPARED COMMENTS January 28, 2014 ROB: Thank you. Welcome to EA’s fiscal 2014 third quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO. Peter Moore, our COO, and Patrick Söderlund, our EVP of EA Studios, will be joining us for the Q&A portion of the call. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, and a transcript. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of January 28, 2014 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. -
Eacc Event Rules & Regulations
EACC EVENT RULES & REGULATIONS SCHEDULE 1 LIVE EVENTS RULES All rules are subject to change, and changes may be posted without notice. The format of the Competition may also be changed without notice. It is each Player's responsibility to know and understand the rules as they exist the day of the tournament/play. All games will be played on the computer with network accessibility and EA SPORTS FIFA ONLINE 4. The publishers of EA FIFA SPORTS ONLINE 4 from Thailand and Vietnam(“SEA”), South Korea and China will select squads to participate in EACC at their own discretion. EVENT FORMAT Squad Allocation: ● The 4 qualified squads from respective countries will be placed in the same group, in order of placement from national qualifiers. Tournament Format: ● The tournament will begin with a single round-robin play-in Stage, with every squad playing a single match against every other squad in another country. ● After concluding the play-in phase, the top 2 squads of each country will move on to the play-offs. ● The play-offs will feature 4 squads in a dual tournament format. The squads will be distributed in the bracket in the following way: o The top squad from each country (so HSA, LSA) will be playing against the runner-up from another country(so HSB, LSB), which should be HSA vs LSB and HSB vs LSA. Date Round Content Method KR vs CN SEA Draft Defined in section “Participating Nov 3 Oct 30 Player Draft Day Squads” - Each team from country A plays one Match 1 (A4 vs B1) match against each team from country Play-in Match 2 (A3 vs B2) B Stage Nov 10 Nov 2 Match 3 (A2 vs B3) - No extra time / No penalties Match 4 (A1 vs B4) - Every player plays a game in a match ● P1 vs P1 © 2020 Electronic Arts Inc. -
EA Sports Challenge Series Powered by Virgin Gaming Launches Today
EA Sports Challenge Series Powered by Virgin Gaming Launches Today Virtual Athletes Compete for a Chance to Win Over $1-Million in Cash and Prizes in New Sports Video Game Tournament Exclusively on PlayStation 3 REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Pro athletes will not be the only ones cashing in on their highlight reel moves in 2012, as Electronic Arts Inc. (NASDAQ:ERTS) today announced the EA SPORTS™ Challenge Series, a sports video game tournament series that will determine the most skilled Madden NFL 12, NHL®12 and FIFA 12 gamers. Powered by Virgin Gaming and exclusive to the PlayStation®3 (PS3TM) computer entertainment system, participants will compete for over $1- million in cash and prizes — the largest prize money of any console-based sports gaming tournament ever. Available online at www.virgingaming.com, new technology allows gamers to participate in the tournament online at their leisure by pairing up gamers playing on the site at the same time. "Virgin Gaming is earning a reputation for hosting the biggest gaming tournaments, but our members have been asking for even larger prize pools. That's what drove the creation of the EA SPORTS Challenge Series; the idea came from them," said Rob Segal, CEO of Virgin Gaming. "This is also the perfect opportunity to bring our unique tournament format to the masses, giving gamers the freedom to compete whenever they want, instead of according to a set schedule. Those who make it through the online qualifier phase will then earn a seat to play in the live finals for huge cash prizes and true e-sport star status." Players that want to compete in the EA SPORTS Challenge Series can register and participate immediately. -
Voltage / 3639
Voltage / 3639 COVERAGE INITIATED ON: 2021.04.27 LAST UPDATE: 2021.05.10 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. Voltage / 3639 RCoverage LAST UPDATE: 2021.05.10 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Nexon Expands Partnership with Electronic Arts Inc. to Publish EA SPORTS™ FIFA MOBILE in Japan
July 28, 2020 NEXON Co., Ltd. http://company.nexon.co.jp/en/ (Stock Code: 3659, TSE First Section) Nexon Expands Partnership with Electronic Arts Inc. to Publish EA SPORTS™ FIFA MOBILE in Japan Globally Revered EA SPORTSTM FIFA MOBILE to Deliver Authentic Football Experience Supported by Nexon’s Best-in-Class Live Service Recruiting Closed Beta Testing from August 7 TOKYO – July 28, 2020 – NEXON Co., Ltd. (“Nexon”) (3659.TO), a global leader in online games, today announced that it is expanding its partnership with Electronic Arts Inc. (“EA”) to release and operate EA SPORTS™ FIFA MOBILE in Japan. The upcoming launch of FIFA MOBILE 1 in Japan is the latest in a series of FIFA collaborations between Nexon and EA over the last decade. Most recently, Nexon released FIFA MOBILE 1 in Korea in June, reached #1 in the popular games ranking for both Google Play and App Store and surpassing two million downloads within two months. In addition, Nexon’s hit online game EA SPORTS™ FIFA ONLINE 4 has continued to maintain its top spot within the sports game genre in Korea since its release in 2018. “The EA SPORTSTM FIFA series is an iconic game franchise enjoyed by millions of football fans around the world and we’re excited to release this new title to the Japanese audience,” said Chan Park, the Head of Business Division of Nexon. “Nexon has a long history of successfully running FIFA titles for years and we are looking forward to continuing that tradition and best-in-class operations with an expansive live service plan for FIFA MOBILE 1 in Japan.” 1 “EA is very pleased to partner with Nexon to provide the best service for our Japanese players. -
"JPX-Nikkei Index 400"
JPX-Nikkei Index 400 Constituents (applied on August 30, 2019) Published on August 7, 2019 No. of constituents : 400 (Note) The No. of constituents is subject to change due to de-listing. etc. (Note) As for the market division, "1"=1st section, "2"=2nd section, "M"=Mothers, "J"=JASDAQ. Code Market Divison Issue Code Market Divison Issue 1332 1 Nippon Suisan Kaisha,Ltd. 3107 1 Daiwabo Holdings Co.,Ltd. 1333 1 Maruha Nichiro Corporation 3116 1 TOYOTA BOSHOKU CORPORATION 1605 1 INPEX CORPORATION 3141 1 WELCIA HOLDINGS CO.,LTD. 1719 1 HAZAMA ANDO CORPORATION 3148 1 CREATE SD HOLDINGS CO.,LTD. 1720 1 TOKYU CONSTRUCTION CO., LTD. 3167 1 TOKAI Holdings Corporation 1721 1 COMSYS Holdings Corporation 3197 1 SKYLARK HOLDINGS CO.,LTD. 1801 1 TAISEI CORPORATION 3231 1 Nomura Real Estate Holdings,Inc. 1802 1 OBAYASHI CORPORATION 3254 1 PRESSANCE CORPORATION 1803 1 SHIMIZU CORPORATION 3288 1 Open House Co.,Ltd. 1808 1 HASEKO Corporation 3289 1 Tokyu Fudosan Holdings Corporation 1812 1 KAJIMA CORPORATION 3291 1 Iida Group Holdings Co.,Ltd. 1820 1 Nishimatsu Construction Co.,Ltd. 3349 1 COSMOS Pharmaceutical Corporation 1821 1 Sumitomo Mitsui Construction Co., Ltd. 3360 1 SHIP HEALTHCARE HOLDINGS,INC. 1824 1 MAEDA CORPORATION 3382 1 Seven & I Holdings Co.,Ltd. 1860 1 TODA CORPORATION 3391 1 TSURUHA HOLDINGS INC. 1861 1 Kumagai Gumi Co.,Ltd. 3401 1 TEIJIN LIMITED 1878 1 DAITO TRUST CONSTRUCTION CO.,LTD. 3402 1 TORAY INDUSTRIES,INC. 1881 1 NIPPO CORPORATION 3405 1 KURARAY CO.,LTD. 1893 1 PENTA-OCEAN CONSTRUCTION CO.,LTD. 3407 1 ASAHI KASEI CORPORATION 1911 1 Sumitomo Forestry Co.,Ltd. -
Fifa-13-Xbox-360-Manual.Pdf
CCONTENTSontents COACHING TIP: SHIELDING 1 COMPLete ContROLS 22 Seasons To protect the ball from your marker, release and hold . Your player moves between 16 GaMEPLAY: TIPS anD TRICKS 22 CAREER his marker and the ball and tries to hold him off. 17 SettING UP THE GaME 25 SKILL GaMes SHooTING 18 PLAYING THE GaME 25 ONLINE Shoot/Volley/Header 19 EA SPORTS FootBALL CLUB 26 Kinect® Finesse/Placed shot + MatcH DAY 29 OTHER GaME ModeS Chip shot + 19 EA SPORTS FootBALL CLUB 30 CustoMIZE FIFA Flair shot (first time only) + 20 FIFA ULTIMate TeaM 31 MY FIFA 13 PassING Choose direction of pass/cross COMPLete ContROLS Short pass/Header (hold to pass to further player) NOTE: The control instructions in this manual refer to the Classic controller configuration. Lobbed pass (hold to determine distance) Once you’ve created your profile, select CUSTOMISE FIFA > SETTINGS > CONTROLS > XBOX Through ball (hold to pass to further player) 360 CONTROLLER to adjust your control preferences. Bouncing lob pass (hold to determine + AttacKING distance) DRIBBLING Lobbed through ball + (hold to pass to further player) Move player/Jog/Dribble Give and go + Sprint (hold) Finesse pass + Precision dribble (hold) Face up dribble + (hold) + COACHING TIP: GIVE AND GO Stop ball (when unmarked) (release) + To initiate a one-two pass, press while holding to make your player pass to a nearby teammate, and move to continue his run. Then press (ground pass), Stop ball and face goal (release) + (through ball), (lobbed pass), or + (lobbed through ball) to immediately return Shield ball (when marked) (release) + the ball to him, timing the pass perfectly to avoid conceding possession.