Eu4digital Market Assessment for Digital Innovation and Scale Up
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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 -
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 . -
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. -
M&A in Ukraine Catching the Rebound
M&A IN UKRAINE CATCHING THE REBOUND CONTENTS 03 Foreword 04 Key findings 05 M&A overview 09 Sector watch 17 An eye on private equity 18 The tech sector in Ukraine 20 Spotlight interviews 23 The long-term outlook 25 Conclusion DEAL METHODOLOGY Deals within regular Mergermarket criteria have a transaction value greater than or equal to US$5 million, except for some minority stake acquisitions where a higher threshold applies. If the consideration is undisclosed, deals are included on the basis of a reported or estimated deal value greater than or equal to US$5 million. If the deal value is not disclosed and cannot be confirmed to be greater than or equal to US$5 million, the deal is included if the target’s turnover/revenue is greater than or equal to US$10 million. If neither the deal value nor the target revenue is disclosed, Mergermarket will use other indicators to determine inclusion, including but not limited to number of employees of the target company, assets under management exceeding US$200 million for the asset management firms, and value of assets/deposits exceeding US$50 million for banks. To capture a wider scope of the Ukrainian M&A market, for this report, some deals outside of the regular deal criteria have been included. CATCHING THE REBOUND 2 FOREWORD The coronavirus crisis brought mass disruption to global M&A, including the Ukrainian market. Having navigated significant headwinds, signs point to an economic and dealmaking recovery for the country in 2021 Like virtually all other economies, Ukraine’s gross domestic product (GDP) fell in 2020 – an inevitable consequence of the Covid-19 pandemic. -
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 -
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. -
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. -
Gamigo AG Hamburg Consolidated Financial Statements As of 31 December, 2016 Group Management Report for the Financial Year from 1 January to 31 December, 2016
gamigo AG Hamburg Consolidated Financial Statements as of 31 December, 2016 Group Management Report for the financial year from 1 January to 31 December, 2016 Rödl & Partner GmbH auditing firm tax consulting company Kranhaus 1 Im Zollhafen 18 D-50678 Cologne Telephone +49 (2 21) 94 99 09-0 Telefax +49 (2 21) 94 99 09-900 E-mail [email protected] Internet www.roedl.de Table of contents 1. Group Management Report, Consolidated Financial Statements and Auditors' Report 1.1 Group management report for the financial year from 1 January to 31 December 2016 1.2 Consolidated balance sheet as of 31 December 2016 1.3 Consolidated statement of comprehensive income for the financial year from 1 January to 31 December 2016 1.4 Statement of changes in equity for the financial year from 1 January to 31 December 2016 1.5 Cash flow statement for the financial year from 1 January to 31 December 2016 1.6 Notes to the consolidated financial statements for the financial year from 1 January to 31 December 2016 2. General Terms of Engagement The gamigo Group, Hamburg Consolidated annual financial statement as of 31/12/2016 Annex 1.1 1. Group Management Report, Consolidated Financial Statements and Auditors' Report 1.1 Group management report for the financial year from 1 January to 31 December 2016 The gamigo Group, Hamburg Consolidated annual financial statement as of 31/12/2016 Group management report for the financial year from 1 January to 31 December 2016 I.Fundamentals of the gamigo group 2 A. Business operations and corporate structure 2 B. -
Investment Opportunities and Market
Current VC investment opportunities explained with selected examples Alexander Bondar, Partner Kolos Ventures In 2019 the Calvert Journal ranked Minsk as #1 among Eastern European Investment opportunities and Market: Belarus cities with the most developed Startup ecosystem Belarusian IT market shows stable growth dynamics Source: https://www.calvertjournal.com. January 17, 2019 Export growth in Hi-Tech Park (HTP Belarus): # of residents of HTP Belarus jumped from 200 to 979 in 3 years (2 quarter) (full year) Exports surged by $1.2 2018 2019 2020 2020 2017 2018 2019 billion or 30% p.a. on + 268 + 319 + 150 + 243 1.0 billion $ 1.4 billion $ 2.2 billion $ average over 3 years. companies companies companies companies (25%) (38%) (55%) Two IT companies have become "unicorns" exceeding $1 billion IT companies’ growth continued defying COVID-19, e.g. EPAM share price exceeded in capitalization (EPAM, Wargaming) $280 in July 2020 at $15.6 billion capitalization (19x growth since IPO at NYSE in Skyrocketing revenues of GameDev companies (Wargaming, 2012). SayGames, EasyBrain, BelkaGames, VizorGames) Successful international exits of Belarusian companies (MSQRD Solid growth prospects for GameDev, FinTech, EdTech, HealthTech, – Facebook, AIMATTER - Google, Maps.Me – Mail.ru, SaaS, eCommerce, AI SwagMasha – Mail.ru, BelkaGames – AppLovin, VizorGames – Playrix) Over 1000 startups SaaS 11% at various stages of development World renown startups: Flo, PandaDoc, Friendly Data, OneSoil % % 35 Artificial 12 Every third startup Intelligence already earns revenue On a separate note: Political instability in the country following the presidential elections in August 2020 weighs heavily on investors’ interest in FinTech % 85% of startups 14 intend to attract investment startups from Belarus. -
Innovative Ukraine
INNOVATIVE UKRAINE 2019 INNOVATIVE UKRAINE 4 INTRODUCTION 5 EXECUTIVE SUMMARY 6 IT INDUSTRY OF UKRAINE 10 UKRAINIAN HIGH-TECH INDUSTRY HIGHLIGHTS 12 INTERNATIONAL RANKINGS 14 TRENDS 16 INVESTMENTS 19 COMPANIES 22 R&D 24 GOVERNMENT 25 ECOSYSTEM INITIATIVES 29 TALENT POOL AND EDUCATION 32 DESTINATIONS IN UKRAINE 35 OTHER INDUSTRIES 48 MEASURES ON IT DEVELOPMENT IN UKRAINE 51 ESTIMATED EFFECTS OF THE ABOVE MEASURES 52 RECOMMENDATIONS TO THE WESTERN POLICYMAKERS 53 NOTES 54 LIST OF SOURCES 3 EXECUTIVE SUMMARY • Ukraine’s IT industry has become one of the proving the process of destructing counterfeit factors driving the country’s economic growth: goods, adopting a law establishing the Nation- the industry’s exports totaled $4 billion USD, al Authority on Intellectual Property of Ukraine, or 9% of the country’s total exports. In 2018, and intensifying international cooperation at investments into the IT industry reached $337 the highest level through the facilitation of a million USD, which amounted to 14% of the consistent dialogue between the Presidential total foreign investments. These results were Offices of Ukraine and the USA. Dmytro Yeromin achieved with the efforts of 184,000 persons UNIT.City, Managing Partner • Among other measures the government must employed in the IT industry (1.2% of the na- implement to create the conditions for accel- tion’s total workforce). erated growth of the IT industry are: establish- • Ukraine’s IT industry continues to exhibit rapid ing the legislative framework for software de- growth: in the last five years, its export volume velopment on a “customer-owned” basis (i.e. has doubled, total investments quadrupled, when software is developed in Ukraine but is and every year Ukrainian universities turn out the property of a nonresident customer), in- 23,000 new IT specialists. -
Essential Video Game News
FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS FRENCH MARKET REPORT 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. FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 The French video game market 8 CHAPTER 2 Profiles of French gamers 32 CHAPTER 3 A responsible industry 38 CHAPTER 4 SELL 46 EDITORIAL A WORD FROM THE CHAIRWOMAN 4 A WORD FROM THE CHAIRWOMAN ideo gaming is a continuously changing industry. Its energy, its ability to rise to the technological challenges and push the boundaries of creativity are its cornerstones and ensure the sector never Vstops reinventing itself. Whether it’s a pastime, a passion or a job, in just a few years video gaming has become more 2018 is raising the bar even accessible, addressing increasing numbers of players around higher with sales of 4.9 billion the world. Video gaming is entertainment that brings people euros and growth of +15%. together and builds connections. Gamer communities are its first ambassadors and video gaming can incite passion and Julie Chalmette, SELL Chairwoman commitment like no other leisure activity. It offers a wide range of unrivalled experiences for expert gamers and occasional players and encourages playing with people all over the world. This growth is even more remarkable as it is driven by the three large ecosystems that make up the market. There are too few industries capable of developing as quickly in terms of technological changes and the offer of Incredibly flexible when it comes to innovating and adapting reinvented, enriched and diversified experiences. -
Q1 2021: Store Intelligence Data Digest — Explore the Quarter’S Top Apps, Games, Publishers, and More © 2021 Sensor Tower Inc
Q1 2021: Store Intelligence Data Digest — Explore the Quarter’s Top Apps, Games, Publishers, and More © 2021 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Worldwide app downloads totaled 36.6 billion in Q1 2021 was a dynamic quarter for finance apps, 1Q21, an 8.7% year-over-year increase. App Store with increased demand for stock trading apps downloads fell 8.6% to 8.4B (due to an outsized total caused by the WallStreetBets subreddit and soaring in 1Q20 during the initial spread of COVID-19), while cryptocurrency prices. As a result, stock trading Google Play downloads increased 15.3% to 28.2B. and cryptocurrency apps saw installs skyrocket. Crash Bandicoot: On the Run from King showed Secure messaging apps continued to gain the power of popular console and PC properties popularity in Q1 2021. Apps such as Telegram and on mobile, releasing worldwide on March 25. The Signal experienced rapid growth last quarter and game was a massive success in its first week, gained market share versus the top established becoming the most downloaded title in Q1 2021. messaging apps. 2 © 2021 Sensor Tower Inc. - All Rights Reserved About This Data: Methodology Could your business benefit from Sensor Tower’s Mobile Insights team compiled the download estimates access to Store Intelligence insights provided in this report using the Sensor Tower Store Intelligence platform. and the highly accurate data used to ● Figures cited in this report reflect App Store and Google Play build this report? See the fastest download estimates for January 1, 2016 through March 31, 2021.