Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page

Total Page:16

File Type:pdf, Size:1020Kb

Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 gamigo AG Behringstrasse 16b 22765 Hamburg/Germany Content Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page Consolidated management report of gamigo AG for the Financial Year from 1 January to 31 December 2018 1-39 Consolidated Statement of Financial Position as at 31 December 2018 40-41 Consolidated Statement of Profit and Loss and Comprehensive Income for the Financial Year from 1 January to 31 December 2018 42 Consolidated Statement of Changes in Equity from 1 January to 31 December 2018 43 Consolidated Statement of Cash Flows from 1 January to 31 December 2018 44 Notes to the Consolidated Financial Statements of gamigo AG for the Financial Year from 1 January to 31 December 2018 45-126 Independent Auditor’s Report gamigo group Consolidated management report 2018 Consolidated management report of the gamigo group for the year ended 31 December 2018 I. Fundamentals of the gamigo group ...................................................................................... 2 A. Business operations and corporate structure ..................................................................................... 2 B. Business activities and organisation .................................................................................................. 3 C. Objectives and strategies .................................................................................................................. 7 D. Management system ........................................................................................................................ 7 E. Internal control system .................................................................................................................... 8 F. Research and development .............................................................................................................. 9 II. Economic report ................................................................................................................. 9 A. Macroeconomic environment ........................................................................................................... 9 B. Industry-related environment ......................................................................................................... 10 C. Business development ................................................................................................................... 14 D. Profit, net worth and financial situation ........................................................................................... 15 III. Forecast, opportunities and risk report ................................................................................19 A. Forecast report .............................................................................................................................. 19 B. Underlying assumptions ................................................................................................................. 19 C. Opportunities report ...................................................................................................................... 20 D. Risk report..................................................................................................................................... 21 1 gamigo group Consolidated management report 2018 I. Fundamentals of the gamigo group A. Business operations and corporate structure The gamigo group is one of the leading gaming companies in Europe and North America. gamigo is also a consolidator in the booming but competitive gaming market. With over 20 M&A transactions, as well as consistent integration and a focus on exploiting synergies, the group has grown rapidly in the last few years, both in revenue and in earnings. In addition to growth through M&A, gamigo is increasingly relying on organic growth by launching games and improving games that are already in the portfolio. Because of certain risk-related considerations, gamigo does not develop new games itself, but instead concentrates in its M&A transactions on acquiring games that are already live, or on licensed games ready to be launched. gamigo was one of the first companies to discover the booming market segment of online games, and in 2000 published the first localised massively multiplayer online game (MMOG) entirely in Germany. Its roughly 350 employees in Hamburg (HQ), Berlin, Cologne, Münster and Darmstadt/Germany; War- saw/Poland; Istanbul/Turkey; Chicago, Redwood City and Austin/USA; and Seoul/South Korea are fo- cused on the B2C business sector of games publishing and the B2B business sector of media and plat- form services. The games publishing sector focuses primarily on a wide portfolio of online and console games, as well as some mobile games, most of them free-to-play MMOGs. The games are licensed exclusively for certain regional territories (mostly Europe and North America). Furthermore, gamigo procures new game licences by acquiring game companies with games that are already established in the market and obtains worldwide rights for new games that are ready to bring to market. Some of the games with higher revenue are then further developed in-house. Through this combination, the gamigo group has built up a broad games portfolio which is being consistently expanded, meaning the group has a long-standing, loyal customer base with several millions of registered user accounts. The core portfolio of the entity includes successful games such as Aura Kingdom, Desert Operations, Die Ratten, Dragon’s Prophet, Fiesta Online, Goal One, Grand Fantasia, Last Chaos, Shaiya, Ironsight and Twin Saga. During 2018, the exclusive rights to further successful titles – such as RIFT, ArcheAge, Trove and Defiance – were acquired for Europe and America, among other regions. The entire gamigo portfolio has over 30 multiplayer games and over 500 casual games. The area of B2B services concentrates on media services, especially online advertising and marketing, with a strong focus on influencer, social and product marketing. The most important activities in this field are affiliated to adspree media GmbH and the Mediakraft Group. While adspree media GmbH is focused on lead generation and advertising for game providers and operating portals such as MMORPG.de, MMOGames.com and Browsergames.de, the Mediakraft Group is a specialist agency for video and influencer marketing that offers a full product range in this field, with advice, design, pro- duction, media purchasing and performance measurement. The expansion of software as a service (SaaS) offerings, which also falls within this area, has been deferred because of the focus on improving the entity’s own technology for the field of B2C. 2 gamigo group Consolidated management report 2018 gamigo AG (“gamigo” for short), with its headquarters in Hamburg/Germany, is the parent company of the group. In this role, it handles its own operational business as well as the central management and control functions for the group entities. Through centralisation, the gamigo group is able to exploit synergies within the entities it holds and structure all business processes efficiently. B. Business activities and organisation The range of services of the gamigo group, which are divided into the business divisions B2C/Game Publishing and B2B/Platform Services, includes the operation and the further development of online and mobile games (publishing) in the B2C division and all B2B media services for marketing games and other products and services, as well as other B2B platform services, in the B2B division. Efforts are being made to bring the B2C and B2B activities together on one platform to the greatest extent possi- ble in order to achieve a strong focus and maximum economies of scale and efficiency. Besides the interdivisional operating and organic development of the business segments, a policy of a consequent acquisition strategy by purchasing favourable companies and assets is also pursued. B2C/Game Publishing business division In the Game Publishing business division, online and mobile games are supplied, supported, operated and sometimes even developed further within the entity for end customers. In 2018, the gamigo group earned about 65 % of its revenue in this business segment. It has a broad portfolio of online and con- sole games, including casual games, role-playing games and strategy games. It markets its products and services to gamers in Europe, North America and South America, as well as Australia, with the focus being on Europe and North America. In most cases, the games are licensed exclusively, either worldwide or for certain regional territories. In Asia, gamigo does not market its games directly, but instead works with licence partners. The free-to-play MMOGs in the portfolio of the gamigo group account for the significant share of rev- enue. Free-to-play means that consumers fundamentally play free of charge but for a fee can acquire goods (known as “items”) that increase the enjoyment of the game and/or facilitate faster success, in particular through new equipment or new functions for game characters. Thanks to this business model, revenue has the potential to scale better, as customers usually do not just pay once but, thanks to various incentives in the games, are motivated to invest money in the games on a continuous basis and over a longer period of time. MMOG means that often several thousand players meet and interact with
Recommended publications
  • The Video Game Industry an Industry Analysis, from a VC Perspective
    The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored.
    [Show full text]
  • SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents
    SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents Jessica Tams | Letter from the Director 7 Legal Studio Spotlight | Playrix Entertainment 8 59 Legal Issues Around Social Games | Dr. Andreas Lober and Olivier Oosterbaan Design & Production Compliance and Contracting (Part One) 62 Keeping It Real | Alisdair Faulkner and Jeff Sawitke Kenji Hisatsune | The Perfect Play 12 The Top Online Gaming Scams and How to Prevent Them Principles Driving PAC-MAN’s Success David Rohrl | Fundamentals of Social Game Design 14 Marketing Part One: Reducing Churn 64 Putting the Money Where the Mouse Is | Jeremy Shea Magnus Alm and Johan Peitz | Taking Icy Tower to 16 Leveraging Social Platforms as a Monetization Engine Facebook Lessons Learned 65 The Debate Over Hardcore Female Gamers | Shanna Tellerman Scott Griffiths | QA Cost Containment Strategies 21 Beginning to Bridge the Gender Gap Maximizing ROI from QA Activities 68 Getting the Scoop on Design | Rick Marazzani Greg Rahn | Fun in Soundville 24 Principles Dished Out in Your Grocer’s Freezer A Conversation about Audio for Social Games David Westendorf | Telepathy in Games 26 Bringing Brain-Computer Interface Technology to Consumers Monetization 70 Paying Can Be Fun | Simon Jones Acknowledging the Most Important Interaction Industry Business Between Seller and Buyer Susan Wu | Bringing Some WoW to FarmVille Fans 28 74 Optimizing Offers | Alex Rampell City of Eternals Breaks New Ground Three Tips to Dramatically Increase Revenues and Make Users Happy Three Guys, Five Questions 32 A Brief Conversation about Social Games 76 Making Retail Pay | Ries Derkman Publishing Casual Games Through Retail Blake Madden | We All Scream For Streams 34 New Directions in Game Distribution Technology 79 Make Them an Offer They Can’t Refuse | Janis Zech and Jan Beckers Klaus Schmidt | Sell Ideas, Not Games 36 Choosing the Offer-based Monetization Platform Eight Questions Worth Pondering .
    [Show full text]
  • Programs to Download Games for Pc
    Programs to download games for pc click here to download Download Pc Games. Free and safe download. Download the latest version of the top software, games, programs and apps in Download Pc Game. Free and safe download. Download the latest version of the top software, games, programs and apps in Thanks to a bundling service called Ninite, you can download and install most First, we're going to give a brief overview of the programs we suggest Notepad ++ - (Optional) If you tend to dig through HTML files, game inis. Download LogMeIn Hamachi It's a really clever bit of free software for your gaming PC, and it's Download Razer Cortex: Game Booster. Free Software Download with Download Astro. Recommended Windows PC apps, reviews and rating. All the best free software and games for Windows. Like playing computer games? The Soft32 site offers free games download for users. Take advantage of the range and selection of their download games. Do as you please in your games Review With the download of Cheat Engine you will be able to shift the creation power from game developers to. The very best free PC games hand selected by the Gizmo's Freeware editors. You don't need to spend a cent on game software when there are many freebies . Game Downloader, free and safe download. Game Downloader latest version: Game Downloader gives access to Great utility kit for PC maintenance · Free. 8 . and gaming. Download safely and also discover alternative software you can try. CCleaner is the number-one tool for cleaning your computer.
    [Show full text]
  • The Business of Video Games Report
    The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction
    [Show full text]
  • Data from Sensortower
    Q4 2019 Store Intelligence Data Digest © 2020 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Worldwide app downloads totaled 28.7 billion in The biggest story of Q4 2019 was the launch of 4Q19, a 4.7% year-over-year increase. 2019 full Disney+, which quickly became the top year downloads grew 9.1% to 114.9B, including downloaded app in the U.S. It had more than 30 30.6B on the App Store and 84.3 from Google Play. million U.S. downloads in the quarter. For the first time in more than five years, Google TikTok ended the year as the No. 2 app by global passed Facebook to become the top mobile downloads behind WhatsApp. India was publisher by worldwide downloads. It had 841M responsible for nearly 45% of TikTok’s first-time first-time downloads in 4Q19, up 27.6% Y/Y. downloads in 2019. 2 © 2020 Sensor Tower Inc. - All Rights Reserved Table of Contents: Topics Covered The Q4 2019 Store Intelligence Data Digest offers analysis on the latest mobile trends: Top Charts for the Quarter 2019 Year in Review 5. Market Overview: 36. Top Categories: 43. 2019 Year in Review: Worldwide year-over-year download A look at year-over-year growth for the Top apps, games, publishers, new apps, growth for the App Store and Google Play top categories on both app stores and new games globally in 2019 6. Top Apps: 39. Top Countries: 51. Disney+: Top non-game apps globally, in the U.S., The countries that had the most installs A look at where Disney+’s launch places it and in Europe in the quarter and a look at Y/Y growth among top SVOD apps in the U.S.
    [Show full text]
  • XPP-PDF Support Utility
    BNA’s Patent, Trademark & Copyright Journal® VOL. 88, NO. 2168 PAGES 509–574 JUNE 20, 2014 HIGHLIGHTS BNA INSIGHTS Mere Implementation of Abstract Idea With Computer Not Patent-Eligible COPYRIGHT: The author says the A method, a computer system, and a computer-readable medium to carry out Supreme Court’s final judgment a method for ensuring that a party to a contract has sufficient funds in its ac- in the Aereo case could clarify count are drawn to a patent-ineligible abstract idea, the U.S. Supreme Court or further muddy the nation’s holds. Affirming a ruling by the U.S. Court of Appeals for the Federal Circuit, copyright laws in a manner not the high court echoes a 2010 ruling that killed a patent on a computer algo- seen since the days of the player rithm for hedging investment risks. Alice Corp. Pty Ltd. v. CLS Bank Int’l. piano. Page 565 Page 513 ALSO IN THE NEWS TTAB Again Finds ‘Redskins’ Disparaging, Orders Registrations Cancelled The various trademark registrations used by the Washington Redskins ‘‘must be cancelled because they were disparaging to Native Americans at the re- COPYRIGHTS: Technology is spective times they were registered, in violation of Section 2(a) of the Trade- changing distribution channels mark Act of 1946,’’ the Trademark Trial and Appeal Board holds in a split de- and business models of view- cision. The board’s ruling strips away the team’s ability to rely on certain fed- ing content and recent court eral laws to enforce its trademark rights, which, if the registrations are decisions are creating uncertain- cancelled, will subsequently have to be grounded in common law.
    [Show full text]
  • Newzoo the Role of Mobile in Esports
    FREE REPORT THE STATE AND FUTURE OF MOBILE ESPORTS IN ASIA AND THE WEST FEBURARY 2018 1. Market Overview 5 2. PC Esports vs. Mobile Esports 11 3. Mobile Esports in the West 16 4. Mobile Esports in Asia 22 5. Future Outlook 29 AN OVERVIEW OF THE CURRENT MOBILE ESPORTS SCENE FEATURED CASE STUDIES The past two years has witnessed crucial developments in the global esports market, growing by 102% in revenues from 2015 to 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging behind that of PC and console. DAU in DAU in the West In Asia however, mobile esports is experiencing a boom, accelerated by the mobile-first China culture of the region. The phenomenon is especially outstanding in China, leading with top Battle of Balls Clash Royale franchises such as Tencent’s Honor of Kings and Giant Network’s Battle of Balls. In Asia, in China in the West mobile esports is expected to follow a similar structure to that of PC, with the top games being played and scalable stadium events taking place with large viewership. In the West, PC is still the dominant form of gaming entertainment and is expected to remain so for the coming years. Here, mobile esports is expected to be more successful in other layers of esports, such as the amateur scene. For the mobile esports scene, 2018 will be a year to uncover its own identity within the larger esports ecosystem. PETER WARMAN NEWZOO CEO 3 © copyright Newzoo 2018 NUMBER OF EVENTS, FEATURING TWO DISTINCTIVE FRANCHISES THE WESTERN OF ASIAN VIEWERS OF
    [Show full text]
  • YEAR END REPORT 2019 Gamigo AG
    YEAR END REPORT 2019 gamigo AG SOLID GROWTH LEADS TO SUBSTANTIAL FREE CASHFLOW “2019 was another milestone year for gamigo. We were able to continue our profitable growth path, combining M&A and organic growth. With the WildTangent acquisition in 2019, we added now more than 25 acquisitions to our track record in the last 6 years. And with further focus on our games portfolio and also launching new games we were able to grow our percentage of organic growth from 5% in 2018 to 10% in 2019. Altogether we increased this year revenues by 30% to EUR 59 million while EBITDA grew by 48% to EUR 16 million due to economy of scale.” says Remco Westermann, CEO of the gamigo Group. THE FULL YEAR 2019 • Net revenues amounted to 58.9 mEUR (2018: 45.3 mEUR), which is an increase of 30% com- pared to the full year 2018. This increase is due to organic growth through new game launch- es like ArcheAge Unchained which generated already 10% of the groups gaming revenues in 2019 as well as inorganic growth due to successful integration of Trion Worlds and WildTan- gent. • EBITDA amounted to 16.3 mEUR (2018: 11.1 mEUR), which is an increase of 48%. At the same time EBITDA margins increased from 24% to 28% as a result of higher revenues combined with efficiency improvements due to synergy effects. gamigo has increased its investments in the further development of its own IPs in 2019 and thus in future organic growth, which is reflected in increased own work capitalized.
    [Show full text]
  • Essential Video Game News
    FEBRUARY 2020 ESSENTIAL VIDEO GAME NEWS FRENCH MARKET REPORT 2019 FEBRUARY 2020 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 THE FRENCH VIDEO GAME MARKET 6 CHAPTER 2 PROFILES OF FRENCH GAMERS 31 CHAPTER 3 A RESPONSIBLE INDUSTRY 38 CHAPTER 4 SELL 48 Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. METHODOLOGY METHODOLOGY an in-depth view of their gaming habits and uses. The NEW PANELS countries covered are France, the UK, Germany and Estimations for 2019 turnover are the result of collaboration between three organisations Spain and also the United States and Russia. GameTrack providing SELL their data, for precise analysis of the sector’s activity. supports the GSD project by providing a more global vision of the markets in which it operates. GSD: for the physical market GSD and GameTrack: for the digital market METHODOLOGY: App Annie and GameTrack: for the mobile market GameTrack data is collated quarterly from two surveys: METHODOLOGY: - An offl ine survey carried out annually on a sample - Retail panel: the data on video game sales is sent 1,000 people aged 15 and over. It is used to balance by distributors from each country on a weekly basis. answers from a more detailed online survey. The data is standardised, combined, anonymised and extrapolated to recreate the entire market. To guarantee – An online survey, carried out monthly with a reliable and standardised product database, the ABOUT GAMETRACK a sample of (the same) 3,000 people per quarter, aged information on catalogues is directly supplied by the GameTrack is an additional project set up in 2011, 6 to 64.
    [Show full text]
  • Settlement Terms, As Approved by Cargill’S Counsel and Class
    CASE 0:13-cv-02563-RHK-JJG Document 7 Filed 09/19/13 Page 1 of 73 UNITED STATES DISTRICT COURT FOR THE DISTRICT OF MINNESOTA Molly Martin and Lauren Barry, on behalf of themselves and all others similarly situated, Civil Action No. Plaintiff, v. CLASS SETTLEMENT Cargill, Incorporated, AGREEMENT Defendant. CASE 0:13-cv-02563-RHK-JJG Document 7 Filed 09/19/13 Page 2 of 73 TABLE OF CONTENTS I. RECITALS ........................................................................................................ 4 II. DEFINITIONS ............................................................................................... 10 III. CERTIFICATION OF THE SETTLEMENT CLASS AND PRELIMINARY APPROVAL ..................................................................... 21 IV. SETTLEMENT CONSIDERATION AND BENEFITS .......................... 22 4.1 Administration and Settlement Funds .............................................. 23 4.2 Eligibility and Process for Obtaining a Cash or Voucher Payment ................................................................................................................ 27 4.3 Monetary Relief to Settlement Class Members: Payments of Cash Refunds or Eligible Product Vouchers. ............................................. 32 4.4 Monetary Relief for Settlement Class. ............................................... 33 4.5 Distribution to Authorized Settlement Class Members. ................ 38 4.6 Insufficient or Excess Funds in the Settlement or Administration Funds. ...................................................................................................
    [Show full text]
  • Eu4digital Market Assessment for Digital Innovation and Scale Up
    EU4Digital: supporting digital economy and society in the Eastern Partnership Market assessment for Digital Innovation and Scale-up Initiative in Eastern partner countries Final report June 2020 1 About this study In early 2020, EU4Digital Facility launched activity ‘Market Assessment for Digital Innovation and Scale-up Initiative (DISC) in Eastern Partner Countries’ (hereinafter – study / research) The goal is to analyse the investment landscape for digital high tech companies in these countries: Armenia, Azerbaijan, Belarus, Georgia, the Republic of Moldova and Ukraine. The activity was inspired by Digital Innovation and Scale-up initiative (DISC) in Central, Eastern and South Eastern Europe region (European Commission Factsheet). Based on the findings of this study, the European Commission will be able to adjust its plans to better serve the needs of the local markets, developing adapted financial support instruments. Based on the Terms of Reference (TOR) (see Appendix I), this research aims to: 1. Understand digital innovation and high-tech start-ups investment landscape and identify existing gaps on investment in Eastern partner countries. 2. Map the main private & corporate equity investors that provide financing to digital start-ups and fast growth companies in Eastern partner countries. 3. Map the main public sector investment programs in start-up / tech-oriented companies at the country-level. 4. Analyse micro-level data on private investments in start-up / tech-oriented companies in the region. 5. Provide recommendations to develop and use financial instruments for digital innovation and the scale-up of high-tech start-ups. The research focuses on start-ups at the creation and scale-up phases, rather than traditional SMEs on their path to digitalisation.
    [Show full text]
  • An Analysis of Mobile Gaming Market Trends and Top Titles in the US
    The State of Mobile Gaming 2021 — An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia © 2021 Sensor Tower Inc. - All Rights Reserved Table of Contents 03 - Market Overview: Worldwide 15 - Market Overview: United States 21 - Market Overview: Europe 32 - Market Overview: Asia 43 - Market Forecast 49 - Game Genre Trends 57 - Monetization Trends 64 - Advertising Trends 73 - Conclusion Market Overview: Worldwide — An Overview of Mobile Gaming Worldwide © 2021 Sensor Tower Inc. - All Rights Reserved Global Game Revenue Surged During the Pandemic Worldwide quarterly consumer spending in mobile games on the App Store and Google Play App Store Google Play $25B Mobile game revenue spiked during the start of the COVID-19 pandemic, seeing its largest year- +25% over-year growth in Q2 2020 at 33 percent. Games earned more than $20 billion globally for $20B the first time that quarter. +18% $9.2B $8.4B $8.6B $8.1B Strong revenue growth continued in the +16% $15B following quarters. The 25 percent Y/Y growth in $7.0B Q1 2021 easily outpaced the growth during the $6.5B $6.5B $6.0B $6.1B prior two years. $5.7B $5.4B $5.2B $5.3B $10B $13.0B $12.1B $12.4B $12.4B $10.8B $5B $10.0B $9.9B $9.0B $9.1B $7.9B $7.8B $8.2B $8.4B Note: $0 Revenue figures are gross revenue (including the cut taken by Apple or Google). Q1 2018 Q2 2018 Q3 2018 Q4 2018 Q1 2019 Q2 2019 Q3 2019 Q4 2019 Q1 2020 Q2 2020 Q3 2020 Q4 2020 Q1 2021 Market Overview: Worldwide 4 © 2021 Sensor Tower Inc.
    [Show full text]