2019 Annual Report
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NVIDIA Success Story |
CASE STUDY | SQUARE ENIX CO., LTD. BRINGING AGILITY TO THE GAMING INDUSTRY Revolutionizing Game Development with NVIDIA Virtual GPUs VIRTUAL GPUs (vGPUs) DELIVER THE HIGH-DEFINITION GRAPHICS PROCESSING REQUIRED FOR GAME DEVELOPMENT. AT A GLANCE SQUARE ENIX’s corporate philosophy is to “Provide superb User Profile ‘stories,’ bringing happiness to people around the world.” The Company name: Square Enix Co., Ltd. company aims to create high-quality content and services that Industry: Gaming deliver the finest entertainment to customers. To that end, Location: Japan, Global they’ve focused on the innovation and creativity of employees Established: October 1, 2008 and have been developing a collaborative and competitive Head office: Shinjuku Eastside Square corporate culture. The company seeks to anticipate changes in the 6-27-30 Shinjuku, Shinjuku-ku, Tokyo, environment so they can respond flexibly and sensitively. As part 160-8430 Japan of this effort, the Service Desk Group in the Information Systems Representative Director: Yosuke Matsuda Division, which provides SQUARE ENIX’s IT infrastructure and development environment, has been promoting the construction Capital: 1.5 billion yen (as of March 31, 2019) of GPU-accelerated virtual desktop infrastructure (VDI) since 2018 to create a virtualization platform that can accommodate Overview approximately 2,000 users. Square Enix Co., Ltd., is a leading provider continuously releasing creative CHALLENGE and innovative content and services in the entertainment field. Major SQUARE ENIX created a location-agnostic development works include the Dragon Quest series environment for game development. (cumulative shipments and downloads of more than 82 million), the Final Fantasy To deliver high-quality gaming entertainment, creative series (more than 154 million), the Tomb Raider series (more than 78 million), and professionals, such as programmers, designers, producers, and the Space Invaders series. -
A Message from the Final Fantasy Vii Remake
FOR IMMEDIATE RELEASE A MESSAGE FROM THE FINAL FANTASY VII REMAKE DEVELOPMENT TEAM LONDON (14th January 2020) – Square Enix Ltd., announced today that the global release date for FINAL FANTASY® VII REMAKE will be 10 April 2020. Below is a message from the development team: “We know that so many of you are looking forward to the release of FINAL FANTASY VII REMAKE and have been waiting patiently to experience what we have been working on. In order to ensure we deliver a game that is in-line with our vision, and the quality that our fans who have been waiting for deserve, we have decided to move the release date to 10th April 2020. We are making this tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience. I, on behalf of the whole team, want to apologize to everyone, as I know this means waiting for the game just a little bit longer. Thank you for your patience and continued support. - Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE” FINAL FANTASY VII REMAKE will be available for the PlayStation®4 system from 10th April 2020. For more information, visit: www.ffvii-remake.com Related Links: Facebook: https://www.facebook.com/finalfantasyvii Twitter: https://twitter.com/finalfantasyvii Instagram: https://www.instagram.com/finalfantasyvii/ YouTube: https://www.youtube.com/finalfantasy #FinalFantasy #FF7R About Square Enix Ltd. Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
Cyberagent, Inc. All Rights Reserved. 0 Table of Contents
CyberAgent, Inc. All Rights Reserved. 0 Table of Contents 1 Overview of Quarterly Consolidated Financial Results 2 Business Forecast for FY2014 3 Internet Advertisement Business 4 Game and Other Media Businesses 5 Investment Development Business 6 Ameba Business 7 Summary 0 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Overview of Consolidated Financial Results for 3Q (April 2014-June 2014) 1 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Third Quarter Highlights (Apr. Jun. 2014) Consolidated To the multi-year harvest season Financial Sales: 51.2 billion yen 34.8% increase from the same quarter of the previous year Results Operating profit: 4.0 billion yen 2.5-time increase from the same quarter of the previous year Internet Sales growth rate remains high Advertisement Sales: 28.2 billion yen 42.8% increase from the same quarter of the previous year Business Operating profit: 2.2 billion yen 24.7% increase from the same quarter of the previous year Increase of top-ranked native games Game and Other Sales: 16.3 billion yen 15.1% increase from the same quarter of the previous year Media Businesses Operating profit: 1.6 billion yen 41.5% decrease from the same quarter of the previous year Ameba Sales: 9.6 billion yen 43.2% increase from the same quarter of the previous year Business Operating profit: 0.2 billion yen -2.6 billion yen → 2.9 billion increase from the same quarter of the previous year 2 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Quarterly Consolidated Sales Sales for the 3Q FY2014: 51.2 billion yen (up 34.8% from the same quarter of the previous year) Sales have been going up steadily, although there was a recoil after the ad demand period in Mar (Unit: billion yen) Quarterly Consolidated Sales 52.4 Sales of CyberAgent FX, Inc. -
Results Briefing Session for the Six-Month Period Ended
Financial Results Briefing Session Six-Month Period Ended September 30, 2019 November 7, 2019 SQUARE ENIX HOLDINGS CO., LTD. Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries' (together, “SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward-looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP’s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP’s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward-looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. -
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. -
For Immediate Release Groove Coaster Zero Teams up With
FOR IMMEDIATE RELEASE GROOVE COASTER ZERO TEAMS UP WITH PUZZLE & DRAGONS Special Crossover Event Begins August 12 TOKYO (August 9, 2013) – TAITO Corporation (TAITO®), a wholly-owned subsidiary of Square Enix Holdings Co., Ltd., and GungHo Online Entertainment, Inc., today announced a special collaboration between TAITO’s iPhone®, iPod touch®, and iPad® rhythm game GROOVE COASTER® ZERO and GungHo’s puzzle RPG app PUZZLE & DRAGONS. From Monday, August 12 through Sunday, August 25, GROOVE COASTER ZERO-themed event dungeons and characters from SPACE INVADERS® will be appearing in PUZZLE & DRAGONS. During the same period, levels featuring original and remixed PUZZLE & DRAGONS background music will also be available for play in GROOVE COASTER ZERO. GROOVE COASTER ZERO DUNGEONS Featured in PUZZLE & DRAGONS! As part of the crossover event, GROOVE COASTER ZERO-themed dungeons will be available for play in PUZZLE & DRAGONS. These event dungeons are designed as “Technical Dungeons,” enabling enemies to use special skills to fight back against players in addition to their standard attacks. Four different difficulty settings are presented, guaranteeing an experience suitable for everyone from beginners to PUZZLE & DRAGONS experts. The characters of SPACE INVADERS—including standard and evolved versions of the OCTOPUS, CRAB, SQUID, UFO—and the GROOVE COASTER ZERO icon’s GC CRAB will also be appearing in the event dungeons, providing nostalgic pixel monsters for players to defeat. PUZZLE & DRAGONS Tracks Appear in GROOVE COASTER ZERO, Remixed by ZUNTATA! Original and remixed versions of PUZZLE & DRAGON’s in-game background music will also appear in new playable tracks for GROOVE COASTER ZERO. A new version of composer Kenji Ito’s “Departure,” specially remixed by TAITO sound team ZUNTATA member COSIO, will be available to play free of charge until the end of the crossover event. -
Square Enix Essay
BTEC Extended Diploma in Creative Media Production Unit 7: Understanding the Creative Media Sector The media sector is a large part of digital entertainment, including television, music, advertisements video games and films. Here I will be talking about a company which is well-known in the gaming industry. Square and Enix were originally separate companies but then there was horizontal integration, merging them together in April 1, 2003. The founder of Enix, Yasuhiro Fukushima is the chairman and shareholder of this corporation. Majority of the current company’s employees were previously working for Square, which wasn’t as successful as Enix. Other key members are Yosuke Matsuda, the president and the representative director, where he must report to the board of directors all the time, and Phil Rogers is the CEO for this corporation. Furthermore, both him and Yoichi Wada are the heads of Square Enix Europe. They vertically integrated for a larger audience and that’s how their products increased, improving the market and quality in merchandise. The structure that this company has is the same as others; with Board of Directors, Corporate Auditors, committees etc. The purpose of the directors is to engage in discussions and opinions, enabling them to see what their target audience needs. The reason why board of directors are needed is to handle the performance of Square Enix, as well as being responsible for their government expenditures (the number of money spent). They look at their audience’s stats (profiles) to compare with their competitors and the revenue that they gain throughout the years. -
HITMAN GO (For Oculus/Gear VR) ・Kai‐Ri‐Sei Million Arthur Coming May 12, 2016
1 Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries' (together, “SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward‐looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward‐looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP’s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP’s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward‐looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. SQUARE ENIX GROUP assumes no obligation to update or revise any forward‐looking statements, including forecasts or projections, whether as a result of new information, subsequent events or otherwise. -
TOKYO GAME SHOW 2020 ONLINE Starts !
The Future Touches Gaming First. Press Release September 24, 2020 TOKYO GAME SHOW 2020 ONLINE Starts ! Official Program Streaming from 20:00, September 24 in JST/UTC+9 Computer Entertainment Supplier’s Association Computer Entertainment Supplier’s Association (CESA, Chairman: Hideki Hayakawa) announces that TOKYO GAME SHOW 2020 ONLINE (TGS2020 ONLINE: https://tgs.cesa.or.jp/) has opened for the five- day period from September 23 (Wed.) to 27 (Sun.), 2020. Online business matching started yesterday, and official program streaming will kick off with the Opening Event from 20:00, Thursday, September 24 (JST/ UTC+9) featuring the Official Supporter Hajime Syacho and other popular figures. The Official Program page offers 35 Exhibitor Programs delivering the latest news and 16 Organizer’s Projects including Keynote Speech, four competitions of e-Sports X, the indie game presentation event SENSE of WONDER NIGHT (SOWN), and the announcement and awarding for each category of Japan Game Awards. No pre-registration or log-in is required to enjoy viewing the programs for free of charge. Keynote Speech, Grand Award of Japan Game Awards 2020 and SOWN will be streamed in English as well as Japanese for global audience in Asia and other parts of the world. In TGS2020 ONLINE, 424 companies and organizations from 34 countries and regions exhibit in a virtual space, providing the updates on newly-released titles and services through streaming and each exhibitor’s page. By region, more companies and organizations from overseas (221) exhibit in this year’s TGS than those from Japan (203). Ten or more exhibitors participate from South Korea (46), China (22), Canada (20), Taiwan (19), the United States (17), Poland (13), and Colombia (10). -
2010 Annual Report
2010 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. -
Final Fantasy
Final Fantasy Yoshitaka Amano A Square Enix Research Document By Vincent van Haarlem Who is Square Enix? Square Enix is the company behind one of the most well known JRPG franchine in the world called ‘Final Fantasy’. But their name hasn’t always been Square Enix. The company started of as Square and was founded by Masafumi Miyamoto in 1983.(Daiji 2006) In 1989 Squaresoft was was established as a subsidiary of Square in North America. Enix is a software publisher that was founded in 1975 by Yasuhiro Fukushimaas Eidansha Boshu Service Center. (Square Enix History Timeline, 2007) While Square had their eyes on Nintendo development, Enix decided to develop for both Nintendo and Playstation.(ENIX TO DEVELOP TITLES FOR THE PLAYSTATION, 1997) In 2003 the 2 companies finally merged to form the now known Square Enix. But a merger had been talked about since 2000. (Long, 2008)“Yasuhiro Fukushima, former chairman of Enix, told Mainichi that a merger with Square had been under consideration as long as three years ago” after the financial loss of Square’s first movie ‘Final Fantasy: A spirit within’. Enix went on to proceed the merger while Square was losing money. While Square/Squaresoft has developed some all time classics, under the name SquareEnix the company has known the most succes. Partly due to the MMORPG Final Fantasy XIV. (Final Fantasy, 2017) Square Enix 23plusone Model 23plusone Method explained My 23plusone choices To identify and analyze Square Enix as a brand, I’ve chosen the After careful reasearch into the Square Enix brand. The main brand research tool from BR-ND called 23plusone.