Earnings Results Briefing Session

Total Page:16

File Type:pdf, Size:1020Kb

Earnings Results Briefing Session FY2014 Second-Quarter Earnings Result Briefing Session (July 1st 2014 – September 30th 2014) mixi, Inc. http://mixi.co.jp TSE Mothers 2121 The opinions and forecasts contained in these materials are based on mixi's knowledge as of the time the materials were created. No guarantee of the accuracy of that information is stated or implied. The public should be aware of the possibility that actual earnings may diverge from these forecasts due to changes in any number of factors. 2 Financial condition Copyright (C) mixi, Inc. All rights reserved. 3 Profit / loss ・Monster Strike fuels healthy growth in sales and profits Unit: millions of yen Increase/ FY2014/2Q FY2014/1Q decrease (Jul-Sep 2014) (Apr-Jun 2014) (QoQ) Sales 22,235 12,718 74.8% Operating profit 9,696 4,654 108.3% Recurring profit 9,705 4,636 109.3% Net profit 6,163 2,919 111.1% Copyright (C) mixi, Inc. All rights reserved. 4 Sales trend (Quarterly) ・Monster Strike sales increased 93.5% from previous quarter Unit: millions of yen 25,000 82 1,497 20,000 15,000 66 1,393 19,447 10,000 88 10,049 5,000 16 1,221 その他 15 1 87 55 239 259 40 ライフイベント 230 231 38 584 3,113 3,283 3,004 2,872 226 218 261 2,390 1,877 1,578 1,476 1,375 コンテンツ 0 1,209 1,208 メディア 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q FY2012 FY2013 FY2014 * Other: Research business, new business, etc. Life events: Help Wanted business, photo book business, wedding support business (Start of since December 2013) Content: Monster Strike, etc. Media: SNS “mixi" Copyright (C) mixi, Inc. All rights reserved. 5 Cost of sales (Quarterly) ・Outsourcing costs increased because of Monster Strike Unit: millions of yen 2,500 2,000 1,500 1,000 500 0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q FY2012 FY2013 FY2014 Others 155 132 77 52 29 31 33 38 32 29 Outsourcing 179 207 212 176 135 145 401 569 1,068 1,764 Content procurement expenses 44 41 39 39 37 35 35 35 35 34 Personnel expenses for development 330 339 336 335 329 330 267 264 250 262 Depreciation 74 74 80 69 39 38 47 42 22 24 Rental charges 199 187 123 123 123 123 124 137 145 156 Copyright (C) mixi, Inc. All rights reserved. 6 SG&A expenses (Quarterly) ・Advertising costs and settlement fees increased because of Monster Strike Unit: millions of yen 12,000 10,000 8,000 6,000 4,000 2,000 0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q FY2012 FY2013 FY2014 Others 298 295 218 270 248 237 225 412 398 412 Settlement fees 414 366 363 318 275 258 348 1,294 3,486 6,439 Rents on properties 137 135 133 137 138 140 137 133 147 142 Outsourcing 120 132 144 185 192 217 166 178 220 244 Advertising 22 24 9 142 15 17 149 941 1,665 2,459 Personnel 671 618 633 627 662 573 552 759 591 568 Copyright (C) mixi, Inc. All rights reserved. 7 Business condition - Content business - Media business - Life events business, other business Copyright (C) mixi, Inc. All rights reserved. 8 Content business Copyright (C) mixi, Inc. All rights reserved. 9 Monster Strike‘s first-ever user event: Monster Strike First Anniversary “Chozetsu” Thank-You Fair in nicofarre ・Event celebrates first year of Monster Strike, with live performance of theme song ・nico nico live broadcast attracts over 1.2 million viewers Copyright (C) mixi, Inc. All rights reserved. 10 Top 15 million downloads Unit: 10,000s of people Launch of North 1600 America version 1400 1200 Launch of Taiwan version 1000 800 Start of TV commercials Launch on 600 Android 400 Launch on iOS 200 0 Oct-2013 Jan-2014 Apr Jul Oct *Number of global downloads as of October 27, 2014 Number of downloads does not include multiple downloads from the same device Copyright (C) mixi, Inc. All rights reserved. 11 Sales ranking ・ Grown to No. 5 top publisher and No. 4 for top apps in global ranking Sales Ranking Apr-14 May Jun Jul Aug Sep 1 4 4 4 5 6 6 5 5 6 7 9 11 10 Top Publisher Top Apps ※App Annie top app sales ranking / App Annie top publisher ranking (September 2014) Copyright (C) mixi, Inc. All rights reserved. 12 Promotions ・Popular LINE characters appearing in TV commercials ・New initiatives include outdoor ads and the baseball's first "strike flash ad" TVCM LINE characters in a classroom LINE characters at a pajama party LINE characters at a Korean barbecue (yakiniku) restaurant Outdoor ads Strike flash ad ・Worked with the Chiba Lotte Marines to launch baseball's first stadium ad linked to "strike" count © CHIBA LOTTE MARINES Copyright (C) mixi, Inc. All rights reserved. 13 Tie-ups ・Breaking down barriers between companies and services, featuring characters from each service ©CAPCOM CO., LTD. ALL RIGHTS RESERVED. <Monster Strike> <LINE POP> <Monster Strike> <Monster Hunter Hunting Quest> Copyright (C) mixi, Inc. All rights reserved. 14 Merchandising Comics Strategy books Magazines Snacks 1st anniversary goods Seals Copyright (C) mixi, Inc. All rights reserved. 15 Arcade Game ・Started production of arcade game “Monster Strike Multi Burst” Aiming for Spring 2015 launch, location testing now under way ©Konami Digital Entertainment ©Konami Digital Entertainment <Display> <Box Image> Copyright (C) mixi, Inc. All rights reserved. 16 New Project Monster Strike Stadium(proposed name) Under Development Copyright (C) mixi, Inc. All rights reserved. 17 Overseas activities: progress in Taiwan ・Downloads of Taiwan version now exceed 1 million mainly driven by word-of-mouth ・Launch of YouTube channel ・Planning more marketing activities 1 million users campaign Official YouTube channel ※As of November 6, 2014 Copyright (C) mixi, Inc. All rights reserved. 18 Overseas activities: North America / South Korea North America version South Korea version October 23: Launched mid-November: Planned to launch Coming Soon… Copyright (C) mixi, Inc. All rights reserved. 19 Future global expansion Europe North America China South Korea Japan Taiwan Southeast Asia ※ Countries and regions planning to release Copyright (C) mixi, Inc. All rights reserved. 20 Media business Copyright (C) mixi, Inc. All rights reserved. 21 Services aimed at stimulating interest and curiosity ・Promoting ”Content” from mixi's 10th anniversary, “Communication” in communities and “Connection” through revival of functions where interest was strong Visitors → footprints ・Providing content matched to themes ・Providing functionality allowing users ・Linking communities and real events to follow up on visits to their profiles Aug ust ・Adding access counter functionality Oct ober Copyright (C) mixi,mixi, Inc. All rights reserved. 22 Smart ads (proposed name) progress ・August 2014: capital tie-up with SmartNews Inc. ・Now jointly developing and testing in-feed native ads Web Apps Copyright (C) mixi,mixi, Inc. All rights reserved. 23 Life events business, other business Copyright (C) mixi, Inc. All rights reserved. 24 Topics Photo Book business Wedding support business Strengthening connections between real and virtual worlds ・Start service “Nohana cards for New Year ・ Providing Machicom portal 2015” "Ekuru" ・Nohana customers reach 900,000 ・Added payment via carrier Help Wanted ads ・Maintaining steady earnings over the long ・Easily create using apps term ・Sold 800,000 cards in last year Other businesses ・Release PoPolly Co-Labo, a chat-style tool for communication between consumers and corporations Copyright (C) mixi, Inc. All rights reserved. 25 Earnings Estimates Copyright (C) mixi, Inc. All rights reserved. 26 FY2014 earnings estimates ・Estimates were revised for both sales and profits ・Year-end dividend projected at ¥49 per share (interim dividend was ¥23, for total estimated annual dividend of ¥72) Unit: millions of yen Unit: millions of yen FY2014 65,000 (Apr 2014 - Mar 2015) 55,000 Sales * 100,000 45,000 Operating 35,000 45,000 profit 25,000 Recurring 45,000 profit 15,000 5,000 Net profit 29,000 (5,000) FY13/1H FY13/2H FY14/1H FY14/2H. actual actual actual estimated Media Content Life events Others Operating profit *Overseas sales of Monster Strike includes Taiwan only. Copyright (C) mixi, Inc. All rights reserved. 27 Appendix Copyright (C) mixi, Inc. All rights reserved. 28 BS / CF Unit: millions of yen FY2014/2Q FY2013/2Q (end of Sep 2014) (end of Sep 2013) Current assets 38,845 14,711 Non-current assets 4,771 2,769 Total assets 43,617 17,480 Current liabilities 12,278 2,738 Non-current liabilities 9 77 Net assets 31,329 14,664 FY2014/2Q FY2013/2Q (Apr-Sep 2014) (Apr-Sep 2013) CFs from operating activities 11,174 ▲448 CFs from investing activities 237 2,774 CFs from financing activities 312 ▲327 Cash and cash equivalents at end of 28,549 11,247 period Copyright (C) mixi, Inc. All rights reserved. 29 Company Overview Company name mixi, Inc. Establishment June 3, 1999 Capital 7.03 billion yen Location of main office Sumitomo Shibuya First Tower Building 7F, 1-2-20 Higashi, Shibuya-ku, Tokyo, 150-0011 President Hiroki Morita Outside Director Ichiya Nakamura Director Yasuhiro Ogino Outside Director Tatsuya Aoyagi Executive officers and directors Director Yuichi Kawasaki Corporate Auditor Takako Kato Director Shuhei Nishio Outside Corporate Auditor Takayuki Sato Director and Founder Kenji Kasahara Outside Corporate Auditor Hiroyuki Wakamatsu Employees 366 (regular employee only) Total number of shares issued 83,203,000 shares Kenji Kasahara 47.19% (individual shareholder) 2.54% Major Shareholders BNY GCM CLIENT ACCOUNT JPRD AC ISG(FE-AC) 1.52% Matsui Securities Co., Ltd. 0.92% MSCO CUSTOMER SECURITIES 0.87% * Besides the above, we own 2,708,000 shares of treasury stocks (3.34%) As of Sep 30, 2014 Copyright (C) mixi, Inc.
Recommended publications
  • Appannie.Com
    A P P A N N I E S T A T E O F M O B I L E 2 0 2 1 E X E C U T I V E S U M M A R Y 2020 Mobile Landscape at a Glance New App App Store Daily Time Spent Mobile Venture Capital Downloads Spend Per User Ad Spend to Mobile Tech S T A T E O F 218B $143B 4.2 Hrs $240B $73B M O B I L E 2 0 2 1 +7% +20% +20% +26% +27% YoY Growth YoY Growth YoY Growth YoY Growth YoY Growth Source: Crunchbase iOS, Google Play, Third-Party iOS, Google Play, Third-Party Android Phones; Among Markets Android in China Android in China Analyzed 2 What's Inside Macro Mobile Trends Gaming Finance Social Networking Video Streaming S T A Retail T E O Food & Drink F M O Marketing & Advertising B I L E Other Industries Embracing Mobile Innovation 2 0 2 Top Apps and Games of 2020 1 3 The Mobile Performance Standard S T A T E O F M O B I L E 2 0 2 1 4 Macro Mobile After a year that welcomed more downloads than ever before, apps should focus on Trends influencing user discovery. 37% of app users we surveyed reported they found a new app through a friend or family member. 67% of users agree when discovering and purchasing new S T apps they trust what they learn from online A T E research, and 50% only consider well-known O F apps.
    [Show full text]
  • Gamewith / 6552
    GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 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. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 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 ------------------------------------------------------------------------------------------------------------------------------------------------------------
    [Show full text]
  • “YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award Winning for the Second Consecutive Year!
    〈PRESS RELEASE〉 September 17, 2015 Games of the Year Division Grand Award is “YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award winning for the second consecutive year! “Super Smash Bros.” series won ‘Award of Excellence’ and the ‘Global Awards Japanese Product.’ “Minecraft” and “Monster Strike” received the Special Awards! Computer Entertainment Supplier’s Association The Japan Game Awards 2015 (organized by the Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Okamura) has announced the award winners for the “Games of the Year Division” today. “YO-Kai Watch Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) were selected for the Grand Award in the year of 2015! The “YO-Kai Watch” series received the Grand Award for two consecutive years in 2014 and this year! Winners for the Award of Excellence, the Special Award, the Best Sales Award and the Global Award for Japanese Product / Foreign Product were also selected. - Japan Game Awards 2015 “Games of the Year Division” Award Winners - *Alphabetical order in each award Award Title Company Platform Grand YO-KAI WATCH 2 Ganso/Honke/Shinuchi LEVEL-5 Inc. 3DS Award Super Smash Bros. for Wii U Nintendo Co., Ltd. Wii U Super Smash Bros. for Nintendo 3DS Nintendo Co., Ltd. 3DS Destiny Sony Computer Entertainment Inc. PS4 / PS3 DRAGON QUEST HEROES: The World Tree's Woe SQUARE ENIX CO., LTD. PS4 / PS3 and the Blight Below Bloodborne Sony Computer Entertainment Inc. PS4 Award for Pokémon Omega Ruby and Pokémon Alpha The Pokémon Company 3DS excellence Sapphire Mario Kart 8 Nintendo Co., Ltd. Wii U MONSTER HUNTER 4G CAPCOM CO., LTD.
    [Show full text]
  • Mobile App Industry Trends 2021 — How Mobile Apps Are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc
    Mobile App Industry Trends 2021 — How Mobile Apps are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Hypercasual continues to be a hot trend in Stock trading and cryptocurrency apps continue mobile gaming, with the top hypercasual titles to see high volume in demand going into the new surpassing 10 billion installs in 2020. Easy-to-play year. IQ Option and Expert Option were the top two games gained massive popularity amid COVID-19. trading apps by downloads in 2020. More core games are adopting in-app More consumers being home has led to a 39 subscription models. Subscriptions in games saw a percent Y/Y growth rate among top smart home slight correlation with higher long-term retention apps. Home-centric lifestyles have inspired rates than games without them in 2020. consumers to invest in smart technology. 2 ©2021 Sensor Tower Inc. - All Rights Reserved Industry Trends 2021: Table of Contents Mobile Industry Trends 2021 report offers analysis on the latest trends for the category: 5. 2020 Industry Recap An overview of the app industry in 2020 along with top categories and countries 11. Mobile Gaming 14. Hypercasual Game Adoption Takes Off Examine how hypercasual games grew their massive popularity in 2020 18. Mobile Games Find Success with Subscriptions A look at games that use in-app subscriptions and how it affects retention 22. Mobile Apps 25. The Booming Fintech Market The global fintech market continues to experience high adoption 30. The Rise of 5G and Smart Home Apps A look at smart home apps and how quarantines affected growth 33.
    [Show full text]
  • L'evoluzione Della Relazione Uroborica Fra Videogioco E Musica: Il Singolare Caso Di Transculturalità Dell'industria Videoludica Giapponese
    Corso di Laurea magistrale in Economia e Gestione delle Arti e delle Attività culturali Dipartimento di Filosofia e Beni culturali Tesi di Laurea L'evoluzione della relazione uroborica fra videogioco e musica: il singolare caso di transculturalità dell'industria videoludica giapponese Relatore: Giovanni De Zorzi Correlatrice: Maria Roberta Novielli Laureando: Enrico Pittalis Numero di Matricola: 871795 Anno accademico 2018/2019 Sessione Straordinaria Ringrazio Valentina, la persona più preziosa, senza cui questo lavoro non sarebbe stato possibile. Ringrazio i miei relatori, i professori Giovanni De Zorzi e Maria Roberta Novielli, che mi hanno guidato lungo questo percorso con grande serietà. Ringrazio i miei amici per i tanti consigli, confronti e spunti di riflessione che mi hanno dato. Ringrazio il Dott. Tommaso Barbetta per avermi incoraggiato ed aiutato a trovare gli obiettivi e il Prof. Toshio Miyake per avermi suggerito dei materiali di approfondimento. Ringrazio il Prof. Marco Fedalto per avermi dato importantissimi consigli. Ringrazio i miei genitori per avermi sostenuto nelle mie scelte, anche le più stravaganti. Glossario: - Anime: termine con cui si fa riferimento alle serie televisive animate prodotte in Giappone, spesso adattamenti televisivi di romanzi brevi o manga, talvolta videogiochi. - Arcade: prestito linguistico dall’inglese, termine con cui ci si riferisce alle “Macchine da gioco”, costituita fisicamente da un videogioco posto all'interno di un cabinato di grandi dimensioni operabile a monete o gettoni, che normalmente viene posto in postazioni pubbliche come sale giochi, bar, talvolta cinema e centri commerciali. L’Etimologia è incerta, probabilmente derivante da “Arcata” facente riferimento storicamente a lunghi viali sotto i portici dei borghi, dove si trovavano le botteghe e luoghi dediti al divertimento.
    [Show full text]
  • Esports from Wild West to Mainstream
    26 June 2018 | 4:01AM EDT eSports From Wild West to Mainstream eSports are moving into the mainstream. The immense popularity of survival-based Christopher D. Merwin, CFA +1(212)357-9336 | games like Fortnite, growing prize pools for eSports tournaments, the rise of [email protected] Goldman Sachs & Co. LLC live-streaming, and improving infrastructure for pro leagues have all paved the way Masaru Sugiyama for eSports to reach nearly 300mn viewers by 2022, on par with NFL viewership +81(3)6437-4691 | [email protected] today. For game publishers, we believe eSports will not only help to increase Goldman Sachs Japan Co., Ltd. audience reach and engagement, but also drive direct revenue through established Piyush Mubayi +852-2978-1677 | [email protected] leagues. We see further tailwinds to the broader eSports ecosystem—including Goldman Sachs (Asia) L.L.C. online video platforms, hardware manufacturers (core and peripheral), and chip Toshiya Hari +1(646)446-1759 | [email protected] makers—opportunities we outline in this report. Goldman Sachs & Co. LLC Heath P. Terry, CFA +1(212)357-1849 | [email protected] Goldman Sachs & Co. LLC Alexander Duval +44(20)7552-2995 | [email protected] Goldman Sachs International Heather Bellini, CFA +1(212)357-7710 | [email protected] Goldman Sachs & Co. LLC Drew Borst +1(212)902-7906 | [email protected] Goldman Sachs & Co. LLC Lisa Yang +44(20)7552-3713 | [email protected] Goldman Sachs International Donald Lu, Ph.D. For the exclusive use of [email protected] +86(10)6627-3123 | [email protected] Beijing Gao Hua Securities Company Limited Garrett Clark +1(212)357-4481 | [email protected] Goldman Sachs & Co.
    [Show full text]
  • China's Digital Game Sector
    May 17, 2018 China’s Digital Game Sector Matt Snyder, Analyst, Economics and Trade Acknowledgments: The author thanks Lisa Hanson, Dean Takahashi, and Greg Pilarowski for their helpful insights. Their assistance does not imply any endorsement of this report’s contents, and any errors should be attributed solely to the author. Disclaimer: This paper is the product of professional research performed by staff of the U.S.-China Economic and Security Review Commission, and was prepared at the request of the Commission to support its deliberations. Posting of the report to the Commission’s website is intended to promote greater public understanding of the issues addressed by the Commission in its ongoing assessment of U.S.- China economic relations and their implications for U.S. security, as mandated by Public Law 106-398 and Public Law 113-291. However, the public release of this document does not necessarily imply an endorsement by the Commission, any individual Commissioner, or the Commission’s other professional staff, of the views or conclusions expressed in this staff research report. Table of Contents Executive Summary....................................................................................................................................................3 China’s Digital Game Market ....................................................................................................................................3 Importance of the Digital Game Sector to the U.S. Economy ....................................................................................8
    [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]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Earnings Release for the Six-Month Period Ended September 2015 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2012 FY3/2013 FY3/2014 FY3/2015 FY3/2016 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Apr.-Sept.'14 Apr.-Sept.'15 Net sales 215,738 200,994 196,582 171,399 204,182 Cost of sales 183,721 156,648 134,539 90,306 110,495 Gross profit 32,016 44,346 62,042 81,092 93,687 (Gross profit ratio) (14.8%) (22.1%) (31.6%) (47.3%) (45.9%) Selling, general, and administrative expenses 89,363 73,506 85,321 81,308 84,709 Operating income -57,346 -29,159 -23,278 -215 8,977 (Operating income ratio) (-26.6%) (-14.5%) (-11.8%) (-0.1%) (4.4%) Non-operating income 4,840 5,392 24,708 22,509 7,536 (of which foreign exchange gains) ( - ) ( - ) (18,360) (15,587) (719) Non-operating expenses 55,366 23,481 180 97 77 (of which foreign exchange losses) (52,433) (23,273) ( - ) ( - ) ( - ) Ordinary income -107,872 -47,248 1,248 22,196 16,436 (Ordinary income ratio) (-50.0%) (-23.5%) (0.6%) (13.0%) (8.1%) Extraordinary income 50 - 1,421 3,466 6 Extraordinary losses 62 23 18 2,174 23 Income before income taxes and minority interests -107,884 -47,271 2,651 23,488 16,419 Income taxes -37,593 -19,330 2,065 9,190 4,966 Profit -70,290 -27,941 586 14,297 11,452 Profit attributable to non-controlling interests -17 55 -13 -3 -13 Profit attributable to owners of parent -70,273 -27,996 600 14,300 11,466 (Profit attributable to (-32.6%) (-13.9%) (0.3%) (8.3%) (5.6%) owners of parent ratio) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Apps for Gamesmy Downloaded Games These Are the Most Popular Ios Apps and Games of All Time
    apps for gamesmy downloaded games These are the most popular iOS apps and games of all time. Next week, Apple will—most likely—be announcing new versions of the iPhone and iPad, along with releasing the newest version of its mobile operating system iOS 9. It remains to be seen whether a new operating system or new devices will affect the types of apps we download. But a new report from app-tracking firm App Annie shows that our habits on our iOS devices haven’t changed much over the years. Facebook—first released in 2008—is the most downloaded app in the world of all time, and Candy Crush Saga, which debuted November 2012, is the most downloaded game ever. According to App Annie, which tracks the app stores in each country daily, US iPhone users have downloaded the top 10 apps of all time the most. The US dominated revenue earned for game downloads as well, apart from two games— Puzzle & Dragon and Monster Strike —where the Japanese spent the most. App Annie also said Apple’s Pages app is the only app on the list that doesn’t have a free version or in-app purchases (meaning it made all its revenue from people buying the app). Facebook-owned apps accounted for 40% of the most downloaded apps, a week after the company announced 1 billion people accessed the social network in a single day. Facebook also happens to be the only app in the top downloads chart that’s lasted since the initial launch of the App Store in 2008.
    [Show full text]
  • UNO Template
    13 July 2016 Asia Pacific/Japan Equity Research Internet Mixi (2121.T / 2121 JP) Rating NEUTRAL* [V] Price (12 Jul 16, ¥) 4,295 INITIATION Target price (¥) 4,900¹ Chg to TP (%) 14.1 Market cap. (¥ bn) 356.97 (US$ 3.46) Initiate at NEUTRAL; valuations attractive, but Enterprise value (¥ bn) 341.97 Number of shares (mn) 83.11 need more income sources to lessen Free float (%) 40.0 52-week price range 6,060 - 3,015 dependence on Monster Strike *Stock ratings are relative to the coverage universe in each analyst's or each team's respective sector. ■ Action: We initiate coverage of Mixi with a NEUTRAL rating and a ¥4,900 ¹Target price is for 12 months. [V] = Stock considered volatile (see Disclosure Appendix). target price (potential return 14.1%). Although valuations appear low, and we see few downside risks to the share price, we would need more catalysts to Research Analysts take a more positive view. Keiichi Yoneshima 81 3 4550 9740 ■ Investment case: Despite the stock’s comparatively low valuations, Mixi's [email protected] earnings depend heavily on Monster Strike, creating a risk of earnings fluctuations. However, its ample cash flow should enable promotional/development-related spending to sustain long-term Monster Strike profits, and also new business investment. We see no relative overvaluation, and only limited downside risk, so we assign a NEUTRAL rating. ■ Catalysts/risks: Catalysts include development of new sources of earnings, clear earnings contribution from growth in new business areas. Risks include earnings trends for Monster Strike, including in overseas markets, and tightening or loosening of online gaming regulations.
    [Show full text]
  • Mobile Game Taxonomy Report 2021 — Analyzing the Driving Forces Behind the Latest Mobile Game Genre Trends ©2021 Sensor Tower Inc
    Mobile Game Taxonomy Report 2021 — Analyzing the Driving Forces Behind the Latest Mobile Game Genre Trends ©2021 Sensor Tower Inc. - All Rights Reserved Game Taxonomy Report: Table of Contents The 2021 Mobile Game Taxonomy Report offers analysis on the latest gaming trends by genre: 3. Gaming Overview An overview of the game industry in 2020 along with top categories and top apps 17. Game Intelligence Intro to Sensor Tower Game Intelligence and gameplay types 27. Gameplay Trends Emerging gameplay trends and popular themes 37. Conclusion A summary of key takeaways from the report Market Overview © 2021 Sensor Tower Inc. - All Rights Reserved Top Mobile Games Worldwide in 2020 by Top-Level Category Top mobile games globally by App Store and Google Play downloads Casino Casual Mid-core Sports & Racing Coin Master Among Us Garena Free Fire 8 Ball Pool 1 Moon Active 1 InnerSloth 1 Garena Games Online 1 Miniclip Slots (Golden HoYeah) Subway Surfers PUBG Mobile Hill Climb Racing 2 International Games System 2 Sybo Games ApS 2 Tencent 2 Fingersof Luxy Poker Hunter Assassin Sniper 3D Traffic Rider 3 Gamesofa 3 Ruby Game Studio 3 Fun Games For Free 3 Soner Kara Lucky Toss 3D Gardenscapes Call of Duty: Mobile Pooking 4 Lucky Coins 4 Playrix 4 Activision Blizzard 4 Mountain Game Zynga Poker Brain Out Brawl Stars Street Racing 3D 5 Zynga 5 Focus apps 5 Supercell 5 Ivy Junglee Rummy Ludo King Mobile Legends Racing in Car 2 6 Junglee Games 6 Gametion 6 Moonton 6 Fast Free Games Teen Patti Gold Tiles Hop Real Commando Real Bike Racing 7 Moonfrog 7 Amanotes 7 GAMEXIS 7 Italic Games Teen Patti by Octro Homescapes Cover Strike Dream League 8 Octro 8 Playrix 8 Free Actions 8 First Touch Games Slotomania Roblox FPS Commando Mario Kart Tour 9 Playtika 9 Roblox 9 Hazel Mobile Games 9 Nintendo POP! Slots Candy Crush Saga Critical Action Asphalt 8 Racing 10 PlayStudios 10 King 10 Free Actions 10 Gamelof Game Overview 4 © 2021 Sensor Tower Inc.
    [Show full text]