BUSINESS REPORT to SHAREHOLDERS 2016.1.1- 2016.12.31 Stock Code 3659 Top Message
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Demae-Can / 2484
Demae-can / 2484 COVERAGE INITIATED ON: 2017.12.25 LAST UPDATE: 2021.06.25 Shared Research Inc. has produced this report by request from the company discussed herein. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, neutral analysis. To highlight any biases, we clearly attribute our data and findings. We always present opinions from company management as such. The 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. Demae-can / 2484 RCoverage LAST UPDATE: 2021.06.25 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 later Business section. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2007 (Briefing Date: 2008/1/25) 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. Consolidated Statements of Income Transition million yen FY3/2004 FY3/2005 FY3/2006 FY3/2007 FY3/2008 Apr.-Dec.'03 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Net sales 439,589 419,373 412,339 712,589 1,316,434 Cost of sales 257,524 232,495 237,322 411,862 761,944 Gross margin 182,064 186,877 175,017 300,727 554,489 (Gross margin ratio) (41.4%) (44.6%) (42.4%) (42.2%) (42.1%) Selling, general, and administrative expenses 79,436 83,771 92,233 133,093 160,453 Operating income 102,627 103,106 82,783 167,633 394,036 (Operating income ratio) (23.3%) (24.6%) (20.1%) (23.5%) (29.9%) Other income 8,837 15,229 64,268 53,793 37,789 (of which foreign exchange gains) ( - ) (4,778) (45,226) (26,069) (143) Other expenses 59,175 2,976 357 714 995 (of which foreign exchange losses) (58,805) ( - ) ( - ) ( - ) ( - ) Income before income taxes and extraordinary items 52,289 115,359 146,694 220,713 430,830 (Income before income taxes and extraordinary items ratio) (11.9%) (27.5%) (35.6%) (31.0%) (32.7%) Extraordinary gains 2,229 1,433 6,888 1,047 3,830 Extraordinary losses 95 1,865 255 27 2,135 Income before income taxes and minority interests 54,423 114,927 153,327 221,734 432,525 Income taxes 19,782 47,260 61,176 89,847 173,679 Minority interests 94 -91 -34 -29 -83 Net income 34,545 67,757 92,185 131,916 258,929 (Net income ratio) (7.9%) (16.2%) (22.4%) (18.5%) (19.7%) - 1 - Nintendo Co., Ltd. -
The Colonial-Wartime Background to Japan's Development Cooperation
Background Paper No.10 Japan’s Development Cooperation: A Historical Perspective September 2020 【遺稿】 Interrogating “Comprehensive Development:” The Colonial-Wartime Background to Japan’s Development Cooperation Aaron Stephen Moore Associate Professor, Arizona State University In Memoriam: History Professor Aaron Moore (1972-2019) by Jin Sato, Professor of The University of Tokyo Dr. Aaron Moore (Arizona State University), the author of this paper, passed away in September 2019. He did not have the time to complete the revision himself, but the final touches have been offered by his dear colleagues and friends, Profs. Hiromi Mizuno (University of Minnesota) and Ian Miller (Harvard University) at the request of his bereaved family. Professor Moore was an outstanding historian of modern Japan who focused on the intersection of technology, history, and geo-political power. With his excellent command of the Japanese language, he delved into the unexplored archives of the Japanese consulting company, Nippon Koei, during his fellowship in the Institute for Advanced Studies on Asia at the University of Tokyo in 2018. We publish this paper to remember his work and celebrate Dr. Aaron Moore's contribution to the scholarship on Japan’s development trajectory across Asia. アーロン・ムーア博士(1972-2019) への追悼文 ムーアさんと最初に出会ったのは、かれこれ 10 年近く前の全米アジア研究学会 (AAS)の時であった。日本の近現代の 対アジア政策についてのパネルでご一緒した。興味関心が近かったので、翌朝、ホテルで朝食をともにした。会議のとき はすべて英語であったが、朝食では流暢な日本語で話かけてきたので本当に驚いた。新世代の日本研究者の到来を感じ た。2013 年に上梓された彼の単著 Constructing East Asia: Technology, Ideology, and Empire in Japan’s -
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. -
No.699 (April Issue)
NBTHK SWORD JOURNAL ISSUE NUMBER 699 April, 2015 Meito Kansho Examination of Important Swords Type: Katana Kinzogan mei: Shikkake Norinaga kore suriage Honnami Koshitsu with kao Owner: NBTHK Length: 2 shaku 3 sun 2 bu (70.3 cm) Sori: 9 bu 1 rin (2.75 cm) Motohaba: 9 bu 7 rin (2.95 cm) Sakihaba: 7 bu 1 rin (2. 15 cm ) Motokasane: 2 bu 3 rin (0.7 cm) Sakikasane : 1 bu 7 rin (0.5 cm) Kissaki length: 1 sun 7 rin (3.25 cm) Nakago length: 6 sun 4 bu (19.4 cm) Nakago sori: 5 rin (0.15 cm) Commentary This is a shinogi-zukuri katana with an ihorimune. It is slightly wide, and the widths at the moto and saki are not much different. The shinogi is wide, there is a slightly high shinogi, a large hiraniku, and a strong or substantial shape. The blade is thin, and there is a large sori and a chu-kissaki. The jihada is itame mixed with mokume and nagare hada, and some parts of the jihada are visible. There are thick dense ji- nie, and some chikei. The hamon is ko-gunome mixed with ko-notare and togari. There are ashi, a dense nioiguchi, slightly uneven nie, some hotsure, frequent kinsuji, niesuji,sunagashi, and small yubashiri.The boshi is midarekomi, the tip is yakizume, and there is hakikake and yubashiri. The nakago is o-suriage. The tip of the nakago is sakikiri, and the yasurime are katte-sagari. There is a one mekugi ana, and on the ura side, under the mekugi ana, there is a kinzogan-mei, along the center. -
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. -
Maplestory Chief Bandit Guide
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