The 12th Term Fourth Quarter Financial Results Presentation. CROOZ, Inc. JASDAQ Standard; Code 2138

Size: px
Start display at page:

Download "The 12th Term Fourth Quarter Financial Results Presentation. CROOZ, Inc. JASDAQ Standard; Code 2138"

Transcription

1 The 12th Term Fourth Quarter Financial Results Presentation CROOZ, Inc. JASDAQ Standard; Code 2138

2 The 12th Term Fourth Quarter Financial Results Presentation Agenda Starting off This quarter's good news Business What does CROOZ, Inc. do? What sort of games do we provide? What are our major titles? How popular are we? Strategy What devices will we focus on? What regions will we focus on? What technologies are we improving? What systems are CROOZ proud of? What are the strengths of CROOZ? Results What are the trends for quarterly results? What are the primary quarterly cost trends? What is the trend in regards to the number of employees? What are the 12th Term results? What percentage of full year performance estimate was achieved? Shareholder return policy What is the policy on return to shareholders? What are the trends in regard to dividends and payout ratios? Lastly What steps will we take to grow in the near future? Policies for the near future Measures for the near future (offense) Measures for the near future (defense) A special notice FAQ Reference: What are social games?

3 This quarter's good news An important message We have a very special announcement on the last page. Please look forward to it.

4 New records achieved for sales and operating income in the 12th Term Fourth Quarter Sales were billion yen, 1.2 times that of the third quarter Operating income was 680 million yen, 1.6 times that of the third quarter

5 RAGNABREAK, HUNTER x HUNTER, and Avalon are doing great! Avalon in particular is a huge hit as expected, providing a significant boost of confidence for future success and a basis for increased operating income in the 13th Term, from April onward!!

6 The 12th Term Fourth Quarter Financial Results Presentation This quarter s good news Since "The Knights of Avalon" TV commercial in February, we have surpassed one million registered users, exceeding our expectations for an increase in sales. Thanks to our "RAGNABREAK" TV commercial in the third quarter, we received our highest monthly operating income yet in January of the fourth quarter. We predicted a significant increase in operating income for the fourth quarter if no significant promotional activities were made, but we decided to work toward better results for April onward during the 13th Term. As a result, sales increased dramatically, and we were able to secure a significant increase in operating income for the 13th Term, so expectations should be high!

7 Before getting into details regarding these results, allow me to introduce CROOZ.

8 What does CROOZ, Inc. do?

9 CROOZ provides Internet-based services worldwide. Singapore CROOZ Asia Pte.Ltd. Established July 26, 2012 Vietnam CROOZ Vietnam Acquired entire equity interest February 2013 Tokyo CROOZ,Inc. Established May 24, 2001 ForGroove, Inc. Established January 23, 2012 Seoul CROOZ Korea Corporation Established December 6, 2012 San Francisco CROOZ America, Inc. Established August 1, 2012 Current services are centered on social games.

10 What sort of games do we provide? Users (10,000s) /20 3/4 4/18 8/1 5/2 Released by our affiliate ForGroove 7/13 Global version of Mobage title 3/13 10/10 6/13 9/6 7/25 3/16 12/23 Released by our affiliate ForGroove 9/13 3/30 Title for Yahoo! Mobage

11 The 12th Term Fourth Quarter Financial Results Presentation What sort of games do we provide? Year 1-10th term As our first title, we released Nekketsu Kouha Kunio Battle for Mobage. It became a hit, and next we released another licensed title, Shounan Bakusou-Zoku, which also sold well, making us one of Mobage's top social application providers. Year 2-11th term We continued to release character-based hits one after another, such as Sengoku Battle! Kunio-Kun (Mobage award winner) and Team and Resistance! Gang King. In addition, we released an original title, RAGNABREAK, our biggest hit to date. Year 3-12th term (current) Our No. 1 title, RAGNABREAK continues to grow. We also released our first overseas title Deity Wars, and are beginning to develop globally. The Knights of Avalon and HUNTER HUNTER BATTLE COLLECTION continue to maintain hit status as well, contributing to our rapid growth. * Users for cancelled services or services planned for cancellation have been excluded.

12 What are our major titles? Card battle games with high-quality illustrations as a major selling point

13 The 12th Term Fourth Quarter Financial Results Presentation What are our major titles? RAGNABREAK is our first main title. Known for its high-quality card illustrations outmatching other card battle games, it exceeded one million users in its first 6 months, and has currently exceeded 1.8 million users. It has also ranked in the Mobage Top 20 for 10 months in a row, was ranked number 1 overall by mixi game ranking, and was selected as "2012 Mixi Game of the Year" Grand Prix. The ios version was ranked number 1 free game by the App Store the day after it was released. Because of this, its fan base continues to grow for various devices and platforms.

14 What are our major titles? A real-time guild battle game, taking place in a parallel world to RAGNABREAK.

15 The 12th Term Fourth Quarter Financial Results Presentation What are our major titles? The Knights of Avalon is our second main title. This is a real-time guild battle game, taking place in a parallel world RAGNABREAK. It exceeded 500 thousand users in approximately 50 days from release, and has over 1 million users today. It has also ranked in the Mobage Top 20 for 6 months in a row, and currently ranks among the Top 10.

16 What are our major titles? Released by our affiliate ForGroove A card battle game under copyright of the popular anime.

17 The 12th Term Fourth Quarter Financial Results Presentation What are our major titles? HUNTER x HUNTER BATTLE COLLECTION is our third main title. This is based on a copyrighted top-class anime, rising above dozens of competitors. It exceeded 500 thousand users in approximately 20 days from release. It also ranks in Mobage's Top 15 smartphone and feature phone games. Additional Information ForGroove, Inc., a fifty-fifty joint venture affiliated with Nippon Television, is now acting as distributor for HUNTER x HUNTER, and is in charge of recording sales. CROOZ is in charge of project management, and recording of sales distribution. So the sales of HUNTER x HUNTER do not fully contribute to CROOZ's sales, but contribute to its gross profits. (Sales x % of operating costs -> our sales. Because of this, TV commercials and platform distribution fees etc. will be covered by ForGroove, and CROOZ bears no responsibility.)

18 How popular are we? Mobage ranking for games released in 2012 or later: 2nd 3rd 4th CROOZ games make up 3 of the top 5 Mobage titles.

19 The 12th Term Fourth Quarter Financial Results Presentation How popular are we? As of April 30, 2013, CROOZ games "The Knights of Avalon," "HUNTER x HUNTER BATTLE COLLECTION," and "RAGNABREAK" ranked 9th, 13th, and 14th respectively in Mobage's Top 20 smartphone game ranking. Excluding titles released in-house by, or in collaboration with, DeNA Co., Ltd, CROOZ titles ranked 2nd, 3rd, and 4th on Mobage s Top 5 released in 2012 or later, establishing our name as a hit-producing company for Mobage. This ranked at April 30, 2013

20 What devices will we focus on? No. of monthly unique visitors (smartphone) Percentage of smartphones users 10th Term 11th term 12th Term (This term) We will focus energy on smartphones to increase the number of users.

21 The 12th Term Fourth Quarter Financial Results Presentation What devices will we focus on? We are focusing on providing social games for smartphones. As a result, the percentage of smartphone users visiting our titles has increased steadily each quarter, and today 60.8% of all visitors use smartphones. We are confident that this remarkable trend will continue into the near future, and will continue focusing on development for smartphones. In addition, due to the fact that 1 in 3 people in the US are said to own a tablet device, we estimate that this number will continue to expand, so we will focus our efforts on these devices along with smartphones. * The number of monthly unique visitors and percentage of smartphone users were determined for our main social games only. * The feature phone image used in this presentation was extracted from NTT DOCOMO's website. The smartphone image was extracted from Apple Japan's website.

22 What regions will we focus on? East Asia (Japan, South Korea, China) North America (USA, Canada) Population: 1.53 billion people GDP: trillion USD Population: 350 million people GDP: 17.5 trillion USD We will focus on the large markets of East Asia and North America.

23 The 12th Term Fourth Quarter Financial Results Presentation What regions will we focus on? We will focus distributing games to the large markets of East Asia (Japan, South Korea, China) and North America (USA, Canada). So far we have established marketing bases in three countries within those regions: Singapore, USA, and South Korea. We plan to actively establish new bases in regions with large markets, or those in which expansion is expected, in order to strengthen the development of new games for worldwide users. The success of these new games will ensure a portion of profit from overseas to increase, starting in the 13th term for CROOZ. Extracted from the "Sekai Keizai no Neta-cho" website covering worldwide economic and statistical information.

24 What technologies are we improving? Creative technology Development power Systemized through our Venus accelerated development framework G4 Four technologies Universal network technology Delivery technology Infrastructure power Systemized through our Zeus common infrastructure base Communicative technology Marketing power Systemized through our Compass marketing database Visual technology Design power Outlined in the four articles of our Blue Fire design guidelines

25 The 12th Term Fourth Quarter Financial Results Presentation What technologies are we improving? We are mainly focused on improving four technologies. We believe these four technologies, called G4, are vital to long-term survival in any sort of network-based business. As we plan to focus more on native apps in the near future, we will devote additional energy to these 4 technologies to increase the level of freedom for graphics, motion, and sound, to continuously provide new experiences for our users. Development power Infrastructure power Marketing power Design power Creative technology Delivery technology Communicative technology Visual technology *For details regarding the four articles of our Blue Fire design guidelines, please refer to our website.

26 What are the strengths of CROOZ? Compass Marketing database Analysis of areas to be tuned up S4 Four Systems Innovative technological infrastructure Venus Accelerated development framework Agile tuning operations through piecemeal development Zeus Common infrastructure base A network capable of handling heavy loads on demand Chronometer Accelerated business system Optimizing daily routine work

27 The 12th Term Fourth Quarter Financial Results Presentation What are the strengths of CROOZ? CROOZ continually strives to be a technologically powerful company. In particular, we value systems that ensure high-quality, do not require special skills, and allow for effective and highly productive work. This philosophy helped to create one of our company s strengths, a technological infrastructure system made up of four major technologies. We call this system S4 and work each day to enhance it. Compass Venus Zeus Chronometer Marketing database Accelerated development framework Common infrastructure base Accelerated business system For further information regarding each system, please refer to our website.

28 What are the strengths of CROOZ? Positive A remarkable ability to attract users Excellent products RAGNABREAK, Avalon, HUNTER x HUNTER Positive Marketing power Compass Industry experience Affluent executives Positive Promotional power Capital, expertise in TV commercials and web promotions Neutral Speed in adaptation Although not to an overwhelming degree We will improve even more Positive The ability to locate talented human resources We were selected as No. 1 in "corporate style" in a survey conducted by a leading personnel-recruiting company. We will hone these 5 elements in order to advance to the top of the industry.

29 The 12th Term Fourth Quarter Financial Results Presentation What are the strengths of CROOZ? Excellent products, able to draw in many users We will release many popular titles such as RAGNABREAK, The Knights of Avalon, and HUNTER x HUNTER BATTLE COLLECTION to increase the number of users. Marketing power Our executives have over 10 years of experience in internet advertising, fee-based contents, etc., and will continue to improve with our unique "Compass" database. Ability to promote With capital strength and accumulated expertise, we will continue to utilize an efficient promotional toolsmeasures to maximize our profit. Speed in adaptation We will regain an overwhelming speed we once used to have when we were listed in order to meet fast- changing market place. The ability to recruit talented human resources We were selected as No. 1 in terms of corporate environment where people want to work in the survey of a leading personnel-recruiting company.

30 What kind of results can we show?

31 What are the trends for quarterly results? (Millions of yen) Sales Operating profits Operating profit ratio 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 11th term (previous term) 12th term (this term) Record breaking sales and operating profits

32 What are the trends for quarterly results? (Millions of yen) Sales Operating profits 12th term, 4Q (this term) 11th term, 4Q (same term last year) Compared to Last Year About 2 times About 2.3 times 12th term, 3Q (previous quarter) Compared to Previous quarter About 1.2 times About 1.6 times Operating profit ratio Term net profit About 2.5 times About 1.6 times

33 The 12th Term Fourth Quarter Financial Results Presentation What are the trends for quarterly results? 12th term 4Q sales were 4.78 billion yen, about 1.2 times higher than 3Q, while operating income was 680 million yen, about 1.6 times higher than 3Q results, for new record highs in both sales and operating income. As mentioned before, a continuous increase in users for RAGNABREAK and The Knights of Avalon, along with the sudden rise of HUNTER x HUNTER BATTLE COLLECTION released at the end of the third quarter, are significant contributors to the increase in sales and operating income.

34 What are the primary quarterly cost trends? (Millions of yen) Advertising costs Personnel costs Subcontracting costs 11th term (previous term) Large-scale promotional 12th term (this term) activities were carried out for the 13th term

35 What are the primary quarterly cost trends? (Millions of yen) 12th term, 4Q (this term) 11th term, 4Q (same term last year) Compared to Last Year 12th term, 3Q (previous quarter) Compared to Previous quarter Advertising costs Personnel costs Subcontracting costs

36 The 12th Term Fourth Quarter Financial Results Presentation What are the primary quarterly cost trends? A fourth quarter increase in advertising and personnel costs stands out in particular when compared to third quarter costs. Advertising costs include large-scale promotional activities for Avalon in February, and personnel costs include an aggressive hiring campaign for talented engineers, but these investments were done in anticipation of higher revenue for the 13th term, so we can say that they panned out as expected.

37 What is the trend in regards to the number of employees? Social game related (engineers, designers, planners, etc.) "SHOPLIST.com" and "CROOZ blog" related (engineers, designers, planners, etc.) Other in-house infrastructure related (engineers, system support, etc.) Back office (marketing, management, personnel, etc.) 11th term (previous term) 12th term (this term) Personnel increase with a focus on social game related creators

38 The 12th Term Fourth Quarter Financial Results Presentation What is the trend in regards to the number of employees? We added 44 employees in the fourth quarter, for 367 employees in total. Compared to 11th term 4Q, we have about twice as many employees now, but the majority of them are. In general, in-house infrastructure and back office personnel planning is determined by the number of employees needed for social game development.

39 What are the 12th Term results? (Millions of yen) 11th term (previous term) 12th term (this term) Compared to Previous Term Sales About 1.5 times Operating profits Term net profit We're aiming for a large increase in revenue for the 13th term by reinvesting the sales proceeds into advertisement.

40 The 12th Term Fourth Quarter Financial Results Presentation What are the 12th Term results? Sales for the 12th term were billion yen, for an increase of 55% from the 11th term. Operating income saw a 32 million yen decrease ( 2%). Compared to 11th term numbers, sales increased significantly driven by our three strongest titles RAGNABREAK, The Knights of Avalon, and HUNTER x HUNTER BATTLE COLLECTION which were among the top titles in Mobage Ranking. However, when factoring in aggressive promotional activities, operating income was nearly the same as the last term.

41 What percentage of full year performance estimate was achieved? (Millions of yen) Full-year performance estimate Total results Achievement ratio Sales Operating profits Term net profit We've achieved our upward-revised sales estimate for the year.

42 The 12th Term Fourth Quarter Financial Results Presentation What percentage of full year performance estimate was achieved? We achieved 103% of the performance estimate for sales, and 96% for operating income. In February 2013,was an upward revision made to the full-year sales performance estimate, from 11 billion yen to 13.5 billion yen, and due to the excellent performance of our three strong titles, we were able to meet that estimate.

43 What is the policy on return to shareholders? As a general rule, aim to distribute dividends every term Aim to achieve a payout ratio of 30% or higher Recognition among all employees of the importance of dividends Recognition among all employees of the importance of operating income Aim to heighten mid-term stock prices by achieving our corporate vision Consider various methods to improve liquidity of shares Consider an investment unit price which will encourage more investors Consider a period where a priority is made on reinvestment in business by increasing internal reserves than paying out dividends.

44 The 12th Term Fourth Quarter Financial Results Presentation What is the policy on return to shareholders? Once per quarter, CROOZ officers and executives take a retreat together and review the return policy to shareholders based on stock prices and financial conditions. (1) As a general rule, we seek to ensure income that will allow us to pay dividends to shareholders each term. CROOZ has paid dividends since the term following listing. (2) We aim to achieve a payout ratio of 30% so we can make returns to investors as many as possible. (3) We are creating an environment where all employees, not just officers and managers, recognize the importance of dividends. As a concrete example of our policy, employee bonuses are calculated based on the source of dividends to shareholders. (4) We are creating an environment where all employees, not just officers and managers, recognize the importance of operating income. As a concrete example of our policy, officer remuneration and manager salaries are calculated based on the operating income of the previous term. (5) We do not aim for short-term increases in stock prices, but increases in the mid-term based on achieving our corporate vision. (6) We are considering various methods to improve the liquidity of our shares. Our aim is to secure at least 2,200 shareholders in the mid-term. (As of late March 2013, we have 5,078 shareholders.) (7) We are considering an investment unit price which will encourage a large number of investors. (8) We will consider a period where a priority is made on reinvestment in business by increasing internal reserves than paying out dividends.

45 What are the trends in regard to dividends and payout ratios? 8th term 9th term 10th term 11th term 12th term Dividend per share (yen) Total dividends (millions of yen) Dividend payout ratio (%) CROOZ has been paying dividends each term since the term after listing.

46 The 12th Term Fourth Quarter Financial Results Presentation What are the trends in regard to dividends and payout ratios? CROOZ has succeeded in paying dividends each term since the term after listing. As mentioned previously, we spent a great deal of effort in the 12th term actively providing high-quality original games, and meeting business challenges for overseas development, etc. Because of this, our annual dividends per share amount will be the same as last term. However, we will work to increase dividends and dividend ratios with our performance and business situation in mind. * Stock splits were performed on October 1, 2010 and March 1, Figures calculated prior to these have been adjusted to reflect the splits. * The 7th term dividend includes a portion commemorating the first anniversary of the company's listing, worth 225 yen. * The dividend payout ratio for the 9th term is a theoretical figure that assumes deductions of irregular factors such as extraordinary losses.

47 ? What steps will we take to grow in the near future (Policies and measures for the near future)

48 Policies for the near future Stay focused on browser games from Mobage, etc. Expand our market share and aim for the top (Three titles are planned for release in the first half of the year) & Actively and independently release native apps in Japan and overseas through AppStore, GooglePlay, etc. (Three titles are planned for release in the first half of the year)

49 The 12th Term Fourth Quarter Financial Results Presentation Policies for the near future Undetermined period (first half of the year): Two other native apps for release in Japanese and worldwide markets Browser game for Japanese market x 1 Browser game for Japanese market x 1 June July August September Native app for Japanese and worldwide markets x 1 Browser game for Japanese market x 1 Planned for second half of year For browser games in the Japanese market, we will continue to increase the number of users for our 3 main titles, but also expand our share of the market by releasing new original game titles as an extension of our main ones. As a new challenge, we will focus our efforts on native apps to p oneer new markets in Japan and overseas. At each of our bases around the world, we will carry out marketing efforts to provide services that take local needs into account, and are acceptable to the local population. We will also strengthen our partnership with businesses in each region that possess important information and assets.

50 Measures for the near future Offense Recruit native app developers aggressively!

51 The 12th Term Fourth Quarter Financial Results Presentation Measures for the near future Offense We will assemble a team of talented new recruits for native app development, making it unnecessary to move any creators who are currently working on browser games (Mobage). In other words, we will add new personnel without any drop in sales. And with our acquisition of BANEXJAPAN Inc. announced in April, we acquired an entire group of talented web developers. All that's left is to start aggressively hiring native app developers. And we have a secret plan for that.

52 Measures for the near future Defense We have to be just as aggressive on defense.

53 The 12th Term Fourth Quarter Financial Results Presentation Measures for the near future Defense Since we are functioning under the "Product First" philosophy, we've already implemented a system for creating top-quality products. We have no plans of increasing personnel at a reckless pace. Even overseas, we've only recruited a select few of exceptionally talented individuals, and we have ample communication taking place between our Japan and overseas offices. As a prerequisite for release, most of our projects must be possible within the capacity of our in-house development teams in Japan and overseas. So we are not excessively dependent on subcontracts.

54 That is all for the fourth quarter earnings announcement, However...

55 To end our meeting today, we have a special announcement.

56 But before that... Instead of a full-year performance estimate, we will be announcing a quarterly performance estimate for each following quarter.

57 The 12th Term Fourth Quarter Financial Results Presentation What does performance look like for the near future? Up to now, CROOZ has been providing performance estimates on a full-year scale, but the quickly changing market makes it difficult to provide accurate long-term performance estimates. So in order to prevent confusion among our investors due to obscure long-term numbers, we will instead be announcing a quarterly performance estimate for each following quarter.

58 What is our 13th term 1Q performance estimate? 5.3 billion about 2.4 times yen in sales, that of 12th term 1Q 1.4 billion about 4 times yen in operating income, that of 12th term 1Q.

59 What is our 13th term 1Q performance estimate? (Millions of yen) Sales Operating profits Term net profit 13th term, 1Q (this term) 12th term, 1Q (same period last year) Compared to Last Year About 2.4 times About 4 times About 4 times 12th term, 4Q (previous quarter) Compared to Previous Quarter About 2 times About 2 times Both sales and operating income are projected to increase by a wide margin.

60 The 12th Term Fourth Quarter Financial Results Presentation What is our 13th term 1Q performance estimate? 13th term first quarter sales are projected at 5.3 billion yen, with operating income projected at 1.4 billion yen, about 2.4 times that of sales and 4 times that of operating income from the 12th term's first quarter. However, these projections do not include sales numbers from new titles planned for release in the 13th term's first quarter, nor do they include advertising costs related to those titles. If these new titles are projected to produce numbers which exceed expectations, similar to one of our main titles "The Knights of Avalon," we may carry out promotional investments in the 13th term's second quarter, but nothing like the large-scale investment of the previous quarter.

61 And one more thing...

62 New records were achieved in April for monthly sales and operating income. Based on our high level of expertise and confidence, we are currently developing native apps for distribution to new market such as AppStore and GooglePlay.

63 The 12th Term Fourth Quarter Financial Results Presentation A special notice Allow me to announce results for the month of April in our 13th term's first quarter. After April's result, the former single-month company records for both sales and operating income were dramatically renewed. These achievements provide us with significant momentum on our way to meeting the 13th term's first quarter performance estimate. As mentioned previously, we have already started developing native apps for distribution to new markets such as AppStore and GooglePlay, with launch dates slated from July. At this point, we are confident enough to release these in Japan as well as overseas. Expect them to do well.

64 That wraps up our earnings announcement. But from this point we'd like to list FAQ and reference materials, so please feel free to continue looking.

65 FAQ Plus Twitter-like comments from Obuchi

66 The 12th Term Fourth Quarter Financial Results Presentation FAQ We have gathered frequently asked questions for this FAQ compilation. Q: How many employees work at CROOZ? A: 367(As of late 12th term) Q: Why did the number of employees increase by more than 40 during the fourth quarter alone? A: Most were mid-career employment as developers for social games. As a result of the investment for the future term, we have enough development power. Q: What is the ratio of genders at CROOZ? A: About 80 percent male, 20 percent female. Q: What is the average age at CROOZ? A: 29(As of late 12th term) Q: What is the job distribution like at CROOZ? A: Ninety percent of our employees are developers and creators. The remaining 10% work in marketing or back office divisions. This ratio is unlikely to change. We are a technological company, and most of our employees are technical workers. Q: How many new employees will CROOZ hire over the next year? A: If we find capable human resources, there is no limit to how many people we will hire, and then challenge in a number of different ways. We will accept lower profits compared to last year and greater personnel expenses if it means gathering talented individuals. Investing in the future is extremely important. We strike while the iron is hot. What is the average length of service for employees at CROOZ? A: One year and eight months. (As of late 12th term) Two years ago it was 3.5 years, which is high considering industry standards, but since we've hired nearly 300 employees in the last two years, our average length of service has dropped. *Twitter images extracted from the Twitter website.

67 The 12th Term Fourth Quarter Financial Results Presentation FAQ Q: What is the turnover rate? A: 13.5 %(As of late 12th term) This is reasonable at an IT company. Our goal is closer to 10%. Q: What is the average salary at CROOZ? A: 5.15 million yen. (As of end of December, 2012) Q: Do you believe the growth of social games will continue? A: Yes. Q: What are the strengths of CROOZ social games? A: We've developed titles that draw in a large number of users, such as RAGNABREAK, The Knights of Avalon, and HUNTER x HUNTER BATTLE COLLECTION, our executives with long, diverse careers in marketing, combined with our independent "Compass" database, give us strong marketing capabilities, we utilize our promotional know-how to continuously invest as much capital as possible in large-scale promotional activities, and we were selected as No. 1 in "corporate style" in a survey conducted by a leading personnel-recruiting company, indicating our capability to recruit talented individuals. Q: Can you tell us the status of social games based on title? A: That information is not made public. Q: Can you tell us detailed KPI on social games? A: That information is not made public. Q: What are CROOZ's strengths as a company? A: Systemized core systems for our development framework, marketing database, network infrastructure, etc. independently.

68 The 12th Term Fourth Quarter Financial Results Presentation FAQ Q: Will you tell us the mid-term business plan at CROOZ? A: We won't get into that at this time. Just as the fact that no one predicted that Mobage would become a huge media entity five years ago taught, the changes in this industry come hard and fast, which means that quick, flexible reactions to the environment are more important than solid planning. In the IT business, speed is king. Thinking five years ahead is good, but looking right ahead is better. Rather than thinking of profits planned for five years from now, creating a system and corporate culture that can handle change seems wiser. Q: What are CROOZ s major projects in the near future? A: For browser games in the Japanese market, we will continue to increase the number of users for our 3 main titles, but also expand our share of the market by releasing new original game titles as an extension of our main ones. As a new challenge, we will focus our efforts on native apps for light users to pioneer new markets in Japan and overseas. Q: What efforts is CROOZ making in the smartphone field? A: All new mobile services are being planned and developed with smartphones as a base, and released at a date no later than for feature phones. In addition to global operation, we are working to improve our smartphone services. Q: CROOZ donated 5 million yen in the wake of the earthquake and tsunami. How else does CROOZ plan to contribute to society? A: We try not to be a company that contributes only in the wake of an earthquake, but one that naturally contributes through everyday activity. CROOZ donates 100,000 yen to a guide dog fund with every new social game title released, taking profit generated by sighted users who enjoy our games, and trying to help those with visual impairments enjoy life more.

69 The 12th Term Fourth Quarter Financial Results Presentation FAQ Q: What is your current business scheme? A: There is still plenty of room for growth in social games, using original titles as an axis. We aim to multiply the scope of our sales. In the near future we will actively work to obtain global sales. We believe we can be the top SAP. Q: What is your current target demographic? A: Male users in their 30s or older. This group is our biggest payer of user fees. But soon we plan to expand to a wider demographic of users, including those overseas. Q: They say your officers are on average the second youngest of all listed companies. Tell us more about that. A: Every July, Toyo Keizai issues a report on officers for all listed companies and our company's officers ranked the second youngest out of 3,595. The total average for officers was 59.6 years old and our average was 36 years old. Q: Real-money trading (RMT) is a problem cropping up in recent social games. What do you think of this issue? A: We believe it is a hindrance toward the healthy enjoyment of games. We will monitor the problem carefully and work together with platforms to implement policies and methods to deal with it. Q: Did the cancellation of "complete gacha" services affect profits or KPI? A: There was almost no effect. Q: Why did you establish affiliate companies in South Korea, Singapore, San Francisco, etc? A: Our affiliate companies in South Korea, Singapore, and Vietnam will serve as marketing bases for Southeast Asia and Greater China. While offshore development is taking shape in Vietnam. Our affiliate company in San Francisco is to serve as a marketing base for North America, the market we will pursue most aggressively in the near future. We will actively work to obtain profits there.

70 Reference: What are social games? Packaged games Social games Desktop game consoles Mobile phones, PC

71 The 12th Term Fourth Quarter Financial Results Presentation What are social games? Packaged games Social games One-time sale model Basically played by 1 or 2 players with limited communication There is great risk in relation to the profitability of these games as they cannot be modified after they are put on the market. Continuous revenue generating model Basically played by multiple players; abundant communication and highly entertaining Stable revenue generation as user inputs can be reflected instantly and improvements can be made Game machine manufacturers: Nintendo, Sony, etc. Game site operators: DeNA, GREE, etc. Game software developers: Capcom, Sega, etc. Game application providers: CROOZ,Drecom, etc. Desktop game consoles Wii PS3 Xbox360 Mobile phones, PC (Cell phone and Smartphone, PC) Glossary Social games Games offered as social applications via SNS (social networking services). *Wii screens and game software pictures in this material have been extracted from the website of Nintendo. Playstation 3 screens have been extracted from the website of Sony Computer Entertainment Inc. Mobage screens have been extracted from the website of DeNA Co., Ltd. Facebook images have been extracted from the Facebook website. Images of notebook computers have been extracted from the Hewlett-Packard Japan website.

72 ? What is our business model Approximately 123 million users in total Approximately 61.4 million users Approximately 37.8 million users Approximately 32.5 million users Game Platforms

73 The 12th Term Fourth Quarter Financial Results Presentation What is our business model? We provide Nekketsu Kouha Kunio Battle and other social games through the Mobage game platform from DeNA Co., Ltd. Anyone who owns a mobile phone through NTT docomo, au, and softbank are potential customers. We earn revenue from fees paid by users who access game platforms including Mobage, Yahoo!Mobage, mixi, Google Play, and App Store via mobile phone networks. *Number of users: Extracted from the website of the Telecommunications Carriers Association *Logos images have been extracted from the websites of NTT DOCOMO, Inc., KDDI CORPORATION, SOFTBANK MOBILE Corp., DeNA Co., Ltd., mixi, Inc., Google, and Apple Japan respectively.

74 How does CROOZ make profit? We sell incredibly powerful weapons for only 500 yen.

75 The 12th Term Fourth Quarter Financial Results Presentation How does CROOZ make profit? In the case of Nekketsu Kouha Kunio-Kun (RENEGADE): An action game in which the player trains and strengthens the character to fight against enemies cooperatively with friends I could have won if I had this weapon. I ll go to the item shop and buy this weapon. With this weapon, I have become more powerful. I can now play more effectively! I could have won with this weapon, but I am not sure I want to pay for it. Fee income Revenue from selling items By introducing this game to a friend and having them register, I was rewarded with the item! To start User loses against the opponent Increase in users Users solicit friends to join With this weapon, I have become more powerful. I can now play more effectively! Point! CROOZ earns revenue from selling weapons that strengthen the character, and the reduction in the required training time of character, as well as other features

76 How large is the game software market Online games billion yen Nintendo 3DS / DS billion yen Mobile games 69.6 billion yen Social games 465 billion yen as of 2012 Playstation billion yen Wii/WiiU 31.5 billion yen 40.7 billion yen PS VITA PSP

77 The 12th Term Fourth Quarter Financial Results Presentation How large is the game software market? The social game market has grown to account for 465 billion yen in This means the market has grown far beyond that of Wii and PlayStation3 software seen in TV commercials. *Market sizes for the game software of each console are assumptions based on company calculations as of late January 2013.

78 What is the future outlook on market size? (100s of million yen) Online games 1,376 Nintendo 3DS/DS 1,332 Mobile games 696 PlayStation3 632 PS VITA/PSP 519 Wii/WiiU (Year)

79 The 12th Term Fourth Quarter Financial Results Presentation What is the future outlook on market size? Social games play a leading role in the game software market. Social games pulled in 465 billion yen in 2012, making them the undeniable kings of the game software market. The social game market will continue to grow, expected to reach nearly 600 billion yen in * Market information is estimated via company calculations as of late January 2013, based on material provided by the Mobile Content Forum and Mitsubishi UFJ Morgan Stanley Securities.

80 Are social games really profitable 1st place 2nd place 3rd place Brand Ranking: Number of times aired on TV commercials Mobage GREE Ameba 1,396 times 2,316 times 1,829 times 4th place 5th place 6th place 7th place SoftBank Mobile Aeon NTT docomo Uniqlo 1,239 times 1,154 times 1,025 times 1,004 times 8th place DeNA 894 times (Mobage excluded) 9th place McDonald s 867 times 10th place Daihatsu 772 times (MOVE)

81 The 12th Term Fourth Quarter Financial Results Presentation Are social games really profitable? In terms of the number of times TV commercials aired, Mobage ranks first and GREE ranks second. This indicates that in today s Japan, companies focusing on social games as a source of revenue, such as GREE and Mobage, are extremely active in respect to their presence on TV commercials. Today, social game providers are comparable to firms such as NTT DOCOMO and McDonald s, providing common services everywhere, which society cannot do without. *Kanto area data extracted from Video Research Comhouse Ltd. website, December 2012.

82 The 12th Term Fourth Quarter Financial Results Presentation Points to note The material herein contains mid-to-long-term plans and forecasts made by CROOZ. The information contained in these pages is not intended to guarantee the future business results of the company and bears certain risks and uncertainties. As business forecasts are affected by various factors and prone to change, we ask the reader to refrain from relying solely on the information presented herein.

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014 0 Forward-looking Statements Strategies, plans, outlooks and

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are

More information

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) 1st Quarter Report Fiscal year ending March 31, 2013

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) 1st Quarter Report Fiscal year ending March 31, 2013 Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) 1st Quarter Report Fiscal year ending March 31, 2013 0 Forward-looking Statements Information in these materials concerning strategies,

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2015

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2015 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2015 0 Forward-looking Statements Strategies, plans, outlooks and

More information

Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta

Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta TRANSLATED FROM THE FINNISH ORIGINAL Translated from the Finnish original. Finnish version prevails. Contents

More information

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2013

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2013 Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2013 0 Forward-looking Statements Strategies, plans, outlooks

More information

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, rd Quarter Report Fiscal year ending March 31, 2010

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, rd Quarter Report Fiscal year ending March 31, 2010 Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, 9697 3rd Quarter Report Fiscal year ending March 31, 2010 Precautions Concerning Forward-looking Statements Strategies, plans, outlooks and other

More information

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2013

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2013 Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, 9697 Overview of Strategies and Plans Fiscal Year ending March 31, 2013 0 0 < Contents > 1.Our Mid-Term Goal 2.Strategies for Growth 3. Forecasts

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2014

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2014 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2014 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

The game market is expanding worldwide and Capcom continues to grow due to mobile and download sales

The game market is expanding worldwide and Capcom continues to grow due to mobile and download sales Explanation Summary for the Briefing Regarding Financial Results of the Year ending March 31, 2015 by Haruhiro Tsujimoto, President and COO (May 8, 2015) I am Haruhiro Tsujimoto, president and chief operating

More information

Promote Growth Strategy. and Governance Reforms Aimed at Enhancing Corporate Value. Haruhiro Tsujimoto Chairman and Chief Executive Officer (CEO)

Promote Growth Strategy. and Governance Reforms Aimed at Enhancing Corporate Value. Haruhiro Tsujimoto Chairman and Chief Executive Officer (CEO) To Our Stakeholders (From the CEO & COO) Promoting Growth Strategies and Governance Reforms Aimed at Enhancing Corporate Value Creating Entertaining Games that Continue to Excite People Around the World

More information

Sony IR Day Game & Network Services Segment. November 25, Andrew House

Sony IR Day Game & Network Services Segment. November 25, Andrew House Sony IR Day 2014 November 25, 2014 Andrew House President and Group CEO Sony Computer Entertainment Inc. Group Executive in Charge of Network Entertainment Business Sony Corporation Agenda 1. Business

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2018

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2018 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2018 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, 1st section, 9697) Financial Highlights in Fiscal Year ended March 31, 2012

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, 1st section, 9697) Financial Highlights in Fiscal Year ended March 31, 2012 Capcom Co., Ltd. (Tokyo and Osaka Exchanges, 1st section, 9697) Financial Highlights in Fiscal Year ended March 31, 2012 0 0 Forward-looking Statements Information in these materials concerning strategies,

More information

The resulting net sales were 87,170 million yen (up 13.2% from the previous fiscal year).

The resulting net sales were 87,170 million yen (up 13.2% from the previous fiscal year). Attachment contents 1. Operating results overview 2 (1) Operating results for the fiscal year under review. 2 (2) Financial position overview for the fiscal year under review. 4 (3) Cash flow overview

More information

TOKYO GAME SHOW 2018 Visitors Survey Report

TOKYO GAME SHOW 2018 Visitors Survey Report 2018 Visitors Survey Report November 2018 COMPUTER ENTERTAINMENT SUPPLIER'S ASSOCIATION Contents Part 1 Guide to Survey 1. Outline of 2018 Visitors Survey 1 2. Respondents' Characteristics 2 1. Gender

More information

FY rd Quarter Financial Results

FY rd Quarter Financial Results FY2013 3 rd Quarter Financial Results April 1 December 31, 2012 KONAMI CORPORATION February 7, 2013 Cautionary statement with respect to forward-looking statements Statements made in this presentation

More information

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2012

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2012 Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, 9697 Overview of Strategies and Plans Fiscal Year ending March 31, 2012 0 < Contents > 1. Strategies for Growth 2. Business Segments Highlights

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019 0 Contents page 1. Forecasts for FY3/19 2 2. Financial Highlights 3 3. Business Segment

More information

FY2015 Financial Results

FY2015 Financial Results FY2015 Financial Results GungHo Online Entertainment, Inc. (3765) Feb 2, 2016 Sales Operating profit (Unit: 100 Million yen) 1,630 1,730 1,543 912 942 724 Sales declined From the previous year, yet Earnings

More information

G5 Entertainment. Investor Presentation

G5 Entertainment. Investor Presentation G5 Entertainment Investor Presentation G5 Entertainment in Brief Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones Global company operating in the global market of

More information

Southeast Asia Games Market. The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015

Southeast Asia Games Market. The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015 Southeast Asia Market The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015 Why focus on Southeast Asia? Revenues of the Southeast Asia games market will double to $2.2 Bn by 2017 Key reasons

More information

Mid/Long-Term Management Policy

Mid/Long-Term Management Policy Mid/Long-Term Management Policy Grand Design & Mid-Term Plan FY2018~FY2020 Yoshiaki Yoshida Representative Director & CEO Advantest Corporation April 26 th, 2018 Objectives of Grand Design and Mid-Term

More information

G5 Entertainment. Investor Presentation

G5 Entertainment. Investor Presentation G5 Entertainment Investor Presentation G5 Entertainment in Brief Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones Global company operating in the global market of

More information

Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang

Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang Company Overview Thesis Blizzard Synergies Solid Pipeline e 09 10 0 Competitive Advantage Risks DCF World s largest third party game publisher

More information

G5 ENTERTAINMENT AB. Investor Presentation

G5 ENTERTAINMENT AB. Investor Presentation G5 ENTERTAINMENT AB Investor Presentation G5 Entertainment in Brief Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones Global company operating in the global market

More information

2014 PRODUCTION FORECASTS FOR THE GLOBAL ELECTRONICS AND INFORMATION TECHNOLOGY INDUSTRIES

2014 PRODUCTION FORECASTS FOR THE GLOBAL ELECTRONICS AND INFORMATION TECHNOLOGY INDUSTRIES PRODUCTION FORECASTS FOR THE GLOBAL ELECTRONICS AND INFORMATION TECHNOLOGY INDUSTRIES December 24, JAPAN ELECTRONICS AND INFORMATION TECHNOLOGY INDUSTRIES ASSOCIATION FOREWORD For the Japanese economy,

More information

2Q FY2018/3 Financial Results Briefing by SQUARE ENIX HOLDINGS held on Nov. 8, 2017

2Q FY2018/3 Financial Results Briefing by SQUARE ENIX HOLDINGS held on Nov. 8, 2017 We would now like to begin the Financial Results Briefing Session of SQUARE ENIX HOLDINGS (the Company ) for the first half of the fiscal year ending March 31, 2018 ( 1H FY2018/3 ). Today s presenters

More information

Activision Announces Second Quarter 2006 Results

Activision Announces Second Quarter 2006 Results Activision Announces Second Quarter 2006 Results - Company's Q2 Results Exceed Outlook - - Company Increases FY 2006 Revenue Outlook - SANTA MONICA, Calif., Nov 02, 2005 /PRNewswire-FirstCall via COMTEX

More information

FY nd Quarter Financial Results

FY nd Quarter Financial Results FY2013 2 nd Quarter Financial Results April 1 September 30, 2012 KONAMI CORPORATION November 1, 2012 Cautionary statement with respect to forward-looking statements Statements made in this presentation

More information

Good afternoon. I m Kazuharu Watanabe. I will be presenting an overview of the Company s financial results for 1Q FY2019/3.

Good afternoon. I m Kazuharu Watanabe. I will be presenting an overview of the Company s financial results for 1Q FY2019/3. We would now like to begin the Financial Results Briefing Session of SQUARE ENIX HOLDINGS (the Company ) for the first quarter of the fiscal year ending March 31, 2019 ( 1Q FY2019/3 ). Today s presenters

More information

Explanation on FY2018 Q3

Explanation on FY2018 Q3 Explanation on FY2018 (2017/10/01 2017/12/31) Gala Inc. 2018/02/09 This is a translation Copyright Gala Inc., All rights reserved 1 I. Financial Statement III. Gala Group Structure Copyright Gala Inc.,

More information

JAPAN M+A A N N u A l r e v i e w

JAPAN M+A A N N u A l r e v i e w M+A Annual review JAPAN Morrison & Foerster s Tokyo office has the most active M&A practice of any global firm in Japan, handling over $40 billion in M&A transactions in Tokyo in 2012. softbank We represented

More information

Take-Two Interactive Software, Inc.

Take-Two Interactive Software, Inc. Take-Two Interactive Software, Inc. (NASDAQ: TTWO) Wedbush Technology, Media & Telecommunications Conference March 7, 2012 Forward-Looking Statements The statements contained herein which are not historical

More information

FY2005 Results Briefing Session. May 24, 2006

FY2005 Results Briefing Session. May 24, 2006 FY2005 Results Briefing Session May 24, 2006 1 Statements made in this document with respect to SQUARE ENIX CO., LTD. and consolidated subsidiaries' (together, "SQUARE ENIX") plans, estimates, strategies

More information

CARLOSX360 CO. LTD. Right now, CarlosX360 Co., Ltd. Is a global gaming network of blogs and forums delivering content to gamers worldwide.

CARLOSX360 CO. LTD. Right now, CarlosX360 Co., Ltd. Is a global gaming network of blogs and forums delivering content to gamers worldwide. CARLOSX360 CO. LTD. Right now, CarlosX360 Co., Ltd. Is a global gaming network of blogs and forums delivering content to gamers worldwide. The company s intention is to become a game publisher/developer,

More information

3Q03 Silicon Wafer Update: Demand Continues Recovery

3Q03 Silicon Wafer Update: Demand Continues Recovery Gartner Dataquest Alert 3Q03 Silicon Wafer Update: Demand Continues Recovery The latest silicon forecast indicates that silicon wafer demand will grow 10 percent in 2003 over the previous year. This is

More information

April, 2014 GameAccount Network

April, 2014 GameAccount Network April, 2014 Disclaimer Certain statements included in this Presentation contain forward-looking information concerning GameAccount Network's strategy, operations, financial performance or condition, outlook,

More information

2018 1Q IR PRESENTATION

2018 1Q IR PRESENTATION 2018 1Q IR PRESENTATION Investor Relation March 2018 Disclaimer These materials have been prepared by GRAVITY Co., Ltd. ("Gravity" or the "Company"). The statements contained in this presentation have

More information

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN, JANUARY 2019 INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN 1 Billion USD THE JAPANESE

More information

Fourth Quarter 2013 Results. February 6, 2014

Fourth Quarter 2013 Results. February 6, 2014 Fourth Quarter 2013 Results February 6, 2014 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts

More information

INTRODUCTION MARKET OVERVIEW

INTRODUCTION MARKET OVERVIEW CHINESE ONLINE GAMING 216 Essex Street, Salem, MA 01970 (978) 745-9233 (800) 888-MGMT www.ecabot.com info@ecabot.com Nearly 100 million people in China are playing online games. These users spent about

More information

2012 Review. February 13, Dear Fellow Shareholders:

2012 Review. February 13, Dear Fellow Shareholders: Dear Fellow Shareholders: Today we are reporting revenues and operating income for the fourth quarter of 2012 above the high end of our forecast for the quarter. We provide details below on our performance

More information

KKR & Co. L.P. Morgan Stanley Financials Conference: June 13, 2018

KKR & Co. L.P. Morgan Stanley Financials Conference: June 13, 2018 KKR & Co. L.P. Morgan Stanley Financials Conference: June 13, 2018 ($ in trillions) KKR Growth in Alternative Asset Market Share KKR AUM +20% CAGR +21% CAGR Alternative AUM +12% CAGR $190 (1) ($ in billions)

More information

KKR & Co. Inc. Goldman Sachs U.S. Financial Services Conference December 4, 2018

KKR & Co. Inc. Goldman Sachs U.S. Financial Services Conference December 4, 2018 KKR & Co. Inc. Goldman Sachs U.S. Financial Services Conference December 4, 2018 KKR Today Private Markets Public Markets Capital Markets Principal Activities $104bn AUM $91bn AUM Global Franchise $19bn

More information

January September Summary

January September Summary January September 2010 - Summary Consolidated revenue for the period January-September 2010 is 14 707 KSEK, up 94% compared to 7 596 KSEK for the same period of 2009. Operating result for the period January-September

More information

Under the Patronage of His Highness Sayyid Faisal bin Ali Al Said Minister for National Heritage and Culture

Under the Patronage of His Highness Sayyid Faisal bin Ali Al Said Minister for National Heritage and Culture ORIGINAL: English DATE: February 1999 E SULTANATE OF OMAN WORLD INTELLECTUAL PROPERTY ORGANIZATION Under the Patronage of His Highness Sayyid Faisal bin Ali Al Said Minister for National Heritage and Culture

More information

1.Operating results (1) Qualitative information and consolidated financial statements Operating results of the fiscal year ended March 31, 2012

1.Operating results (1) Qualitative information and consolidated financial statements Operating results of the fiscal year ended March 31, 2012 Attachment contents 1. Operating results 2 (1) Qualitative information and consolidated financial statements 2 (2) Analysis of the consolidated financial position.... 5 (3) Basic policy for profit distribution

More information

Fields Corporation Business Strategy Conference. May 7, 2014

Fields Corporation Business Strategy Conference. May 7, 2014 Fields Corporation Business Strategy Conference May 7, 2014 Index 1 1 Pachinko/Pachislot Field Growth Strategy Business alliances and customer acquisition 3-year lineup 2 Current status of Tsuburaya Productions

More information

First Quarter CY 2012 Results. May 9, 2012

First Quarter CY 2012 Results. May 9, 2012 First Quarter CY 2012 Results May 9, 2012 2012 Activision Blizzard 1 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are

More information

Today s presenters are: Yosuke Matsuda, President and Representative Director and Kazuharu Watanabe, Chief Financial Officer.

Today s presenters are: Yosuke Matsuda, President and Representative Director and Kazuharu Watanabe, Chief Financial Officer. We would now like to begin the Financial Results Briefing Session of SQUARE ENIX HOLDINGS (the Company ) for the fiscal year ended March 31, 2018 ( FY2018/3 ). Today s presenters are: Yosuke Matsuda, President

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by RESEARCH ON INTERNATIONAL MARKETS March 2014 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages

More information

4Q February 2011

4Q February 2011 4Q 2010 28 February 2011 2 Disclaimer forward looking statements This presentation contains forward-looking statements that involve risks and uncertainties. All statements other than statements of historical

More information

Erratum to the Press Release 2017 annual results - NRJ Group. dated March 15, 2018

Erratum to the Press Release 2017 annual results - NRJ Group. dated March 15, 2018 Paris, March 20, 2018 5:45 pm Erratum to the Press Release 2017 annual results - NRJ Group dated March 15, 2018 An editorial error was made in the press release dated March 15, 2018 (English version only)

More information

Single copy license: Corporate license (multiple users): $4,375

Single copy license: Corporate license (multiple users): $4,375 mixi A case study of Japan s most successful social networking service Version 1.1, March 03, 2007 The service: mixi mixi, the #1 SNS service in Japan (more than 8 million users, 80+% market share) originally

More information

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS Contacts: Kristin Southey SVP, Investor Relations (310) 255-2635 ksouthey@activision.com Maryanne Lataif SVP, Corporate Communications (310) 255-2704 mlataif@activision.com FOR IMMEDIATE RELEASE ACTIVISION

More information

Textron Reports Second Quarter 2014 Income from Continuing Operations of $0.51 per Share, up 27.5%; Revenues up 23.5%

Textron Reports Second Quarter 2014 Income from Continuing Operations of $0.51 per Share, up 27.5%; Revenues up 23.5% Textron Reports Second Quarter 2014 Income from Continuing Operations of $0.51 per Share, up 27.5%; Revenues up 23.5% 07/16/2014 PROVIDENCE, R.I.--(BUSINESS WIRE)-- Textron Inc. (NYSE: TXT) today reported

More information

The mobile gaming market. Rise of the smart phone. Dual market The year of gaming. Revenues. smartphone sales. top apps

The mobile gaming market. Rise of the smart phone. Dual market The year of gaming. Revenues. smartphone sales. top apps Tech Guide 1 Contents 02 03 04 05 06 08 09 10 12 The mobile gaming market Rise of the smart phone Dual market 2015 The year of gaming Revenues Re-entrants and new entrants smartphone sales the top 20 publishers

More information

Digital Game Development

Digital Game Development Digital Game Development In Partnership with The Concept: Replicating the Success of GRAM GAMES Founded Target Markets Investors / Grants Headquarters Employees 7 YR1 Targets Break Even Positive Cash Flow

More information

Please see analyst certification and other important disclosures starting on page 165.

Please see analyst certification and other important disclosures starting on page 165. Page 84 Exhibit 120 Third-Party Gross Margin Sensitivity Relative to Hardware Royalties and Manufacturing Costs (US$) Manufacturing Cost Royalty Cost $3.00 $4.00 $5.00 $6.00 $7.00 $8.00 $9.00 $1.00 90%

More information

January September Summary

January September Summary January September 2012 - Summary Consolidated revenue for the period is 60 239 KSEK, up 93% compared to 31 207 KSEK for the same period of 2011. This is in line with the previously communicated forecast

More information

Confirms 2013 Financial Guidance

Confirms 2013 Financial Guidance Confirms 2013 Financial Guidance PROVIDENCE, R.I.--(BUSINESS WIRE)--Jul. 17, 2013-- Textron Inc. (NYSE: TXT) today reported second quarter 2013 income from continuing operations of $0.40 per share, compared

More information

FY rd Quarter Financial Results

FY rd Quarter Financial Results FY2012 3 rd Quarter Financial Results April 1 December 31, 2011 KONAMI CORPORATION February 2, 2012 Cautionary statement with respect to forward-looking statements Statements made in this presentation

More information

THE STARS GROUP 2017 ANNUAL AND SPECIAL MEETING MANAGEMENT PRESENTATION MAY 10, 2018, TORONTO, 11:30 (ET)

THE STARS GROUP 2017 ANNUAL AND SPECIAL MEETING MANAGEMENT PRESENTATION MAY 10, 2018, TORONTO, 11:30 (ET) Please Note: THE STARS GROUP 2017 ANNUAL AND SPECIAL MEETING MANAGEMENT PRESENTATION MAY 10, 2018, TORONTO, 11:30 (ET) Some of our comments today will contain forward-looking information and statements

More information

[Overview of the Consolidated Financial Results]

[Overview of the Consolidated Financial Results] 0 1 [Overview of the Consolidated Financial Results] 1. Consolidated revenue totaled 5,108.3 billion yen, increased by 581.1 billion yen (+12.8%) from the previous year. 2. Consolidated operating profit

More information

20 ONLINE BUSINESS IDEAS

20 ONLINE BUSINESS IDEAS 20 Online Business Ideas Create An Online Business That You Love And Work From Home! Without an idea, there is no chance to start your own online business. With tons of entrepreneurs out there this first

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Second Half Business Strategies Fiscal year ending March 31, 2017

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Second Half Business Strategies Fiscal year ending March 31, 2017 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Second Half Business Strategies Fiscal year ending March 31, 2017 0 Forward-looking Statements Strategies, plans, outlooks and other statements that

More information

Textron Reports Third Quarter 2014 Income from Continuing Operations of $0.57 per Share, up 62.9%; Revenues up 18.1%

Textron Reports Third Quarter 2014 Income from Continuing Operations of $0.57 per Share, up 62.9%; Revenues up 18.1% Textron Reports Third Quarter Income from Continuing Operations of $0.57 per Share, up 62.9%; Revenues up 18.1% 10/17/ PROVIDENCE, R.I.--(BUSINESS WIRE)-- Textron Inc. (NYSE: TXT) today reported third

More information

January September Summary

January September Summary January September 2011 - Summary Consolidated revenue for the period is 31 207 KSEK (12 065 KSEK in Q3, 9 594 KSEK in Q2, 9 548 KSEK in Q1), up 112% compared to 14 707 KSEK for the same period of 2010.

More information

Japan s business system has changed significantly since 2000, shifting toward

Japan s business system has changed significantly since 2000, shifting toward 1 Continuity and Change in Japan s Ecosystem for Venture-Capital backed Start-up Companies: Encouraging the Creation of Firms to Stimulate Economic Growth and Jobs Japan s business system has changed significantly

More information

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals INVESTOR RELATIONS 2012 Content Ⅰ. OVERVIEW Company Overview Business Overview Strategic Goals Ⅱ. SNG & Mobile Game R&D Superiority Global Expansion Strategy - Domestic Strategy - Japan Ⅲ. Online Game

More information

2016 GLOBAL GAMES MARKET REPORT

2016 GLOBAL GAMES MARKET REPORT FREE 2016 GLOBAL GAMES MARKET REPORT AN OVERVIEW OF TRENDS & INSIGHTS JUNE 2016 TABLE OF CONTENTS 1. Introduction 3 2. Key Global Trends 5 3. The Global Games Market Per 9 Region, Segment & Screen 4. Regional

More information

Third Quarter CY 2010 Results. November 04, 2010

Third Quarter CY 2010 Results. November 04, 2010 Third Quarter CY 2010 Results November 04, 2010 Safe Harbor Disclosure The statements contained in this presentation that are not historical facts are forward-looking statements. The company generally

More information

Activision Blizzard Announces Record First Quarter Financial Results

Activision Blizzard Announces Record First Quarter Financial Results Activision Blizzard Announces Record First Quarter Financial Results - Q1 and EPS Ahead of Prior Year and Prior - - Q1 GAAP EPS Increased 40% and Non-GAAP EPS Up 44% Over Prior Year - - Q1 from Digital

More information

Textron Reports First Quarter 2016 Income from Continuing Operations of $0.55 per Share, up 19.6%; Reaffirms 2016 Financial Outlook

Textron Reports First Quarter 2016 Income from Continuing Operations of $0.55 per Share, up 19.6%; Reaffirms 2016 Financial Outlook Textron Reports First Quarter 2016 Income Continuing Operations of $0.55 per Share, up 19.6%; Reaffirms 2016 Financial Outlook April 20, 2016 06:30 AM Eastern Daylight Time PROVIDENCE, R.I.--(BUSINESS

More information

Investor Conference, 2017

Investor Conference, 2017 Code:4994 X-Legend Entertainment Co., Ltd. Investor Conference, 2017 President: Chou Chun-Nan 2017/11/23 Legal Disclaimer The information contained in this presentation, including all forward-looking information,

More information

2 nd Quarter Earnings Conference Call

2 nd Quarter Earnings Conference Call 2 nd Quarter Earnings Conference Call KKR & Co. Inc. Investor Update July 26, 2018 Recent Milestones K-1 $ Converted to a Corporation on July 1, 2018 Investor Day held on July 9, 2018 2 Key Metrics Assets

More information

Second Quarter CY 2012 Results. August 2, 2012

Second Quarter CY 2012 Results. August 2, 2012 Second Quarter CY 2012 Results August 2, 2012 1 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts

More information

Wait a minute, these are not Genius Brands characters. These are the characters of Marvel!!! All household names now. Spiderman, Iron Man,

Wait a minute, these are not Genius Brands characters. These are the characters of Marvel!!! All household names now. Spiderman, Iron Man, Wait a minute, these are not Genius Brands characters. These are the characters of Marvel!!! All household names now. Spiderman, Iron Man, the Incredible Hulk, X Men, Captain America, and Thor. Exactly

More information

FOCUS HOME INTERACTIVE

FOCUS HOME INTERACTIVE Press release Paris, July 5, 2018 FOCUS HOME INTERACTIVE Annual earnings for 2017/2018 (FY lasting 15 months) Excellent results despite delays with two major games Nomination of a new member to Management

More information

CAPITAL MARKETS DAY. March 2019

CAPITAL MARKETS DAY. March 2019 CAPITAL MARKETS DAY March 2019 COMPANY SNAPSHOT Founded 2007 In Germany 400+ employees in Hamburg >12 years of consecutive growth > 30 language versions 7 Live games 756m hours playtime in 2018 BUSINESS

More information

FY2018 Q4 Earnings Presentation (Feb 12, 2019) Q&A Summary

FY2018 Q4 Earnings Presentation (Feb 12, 2019) Q&A Summary FY2018 Q4 Earnings Presentation (Feb 12, 2019) Q&A Summary Q Can you share any achievement or challenges you found during the closed beta test for Dungeon&Fighter 2D mobile? Also, please provide the rough

More information

To Our Shareholders 2 SQUARE ENIX CO., LTD.

To Our Shareholders 2 SQUARE ENIX CO., LTD. To Our Shareholders I am proud to present the annual report of SQUARE ENIX for fiscal 2004, ended March 31, 2005. Fiscal 2004 was the Company s second year of business since we were formed through the

More information

Safe Harbor Disclosure

Safe Harbor Disclosure Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts are forward-looking statements. The company generally

More information

4 th Quarter Earnings Conference Call

4 th Quarter Earnings Conference Call 4 th Quarter Earnings Conference Call KKR & Co. L.P. Investor Update February 8, 2018 4Q17 Reflections Fundamentals Are Strong (Dollars in millions, except per unit amounts and unless otherwise stated)

More information

Annual results 2005/06

Annual results 2005/06 Annual results 2005/06 June 28, 2006 Yves Guillemot, Chief Executive Officer Alain Martinez, Chief Finance Officer Agenda Introduction Arrival of next-generation platforms: Evolutions and potential Ubisoft's

More information

Aiming for Sustainable Growth and Enhancing Corporate Governance to Fulfill Our Responsibility to Stakeholders.

Aiming for Sustainable Growth and Enhancing Corporate Governance to Fulfill Our Responsibility to Stakeholders. To Our Stakeholders (From the CEO & COO) Aiming for Sustainable Growth and Enhancing Corporate Governance to Fulfill Our Responsibility to Stakeholders. Kenzo Tsujimoto Chairman and Chief Executive Officer

More information

Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results

Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results - Skylanders Spyro's Adventure was #1 Kids Video Game for First Quarter 2012 with 30+ Million Toys Sold Life to Date

More information

Game On! An Industry s Journey. Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President

Game On! An Industry s Journey. Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President Game On! An Industry s Journey Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President About Vicarious Visions A Leading developer of video games Headquartered in Albany, NY, with 140 employees

More information

TECMO, LTD. (Tokyo Stock Exchange/First Section: 9650) August 23, 2007

TECMO, LTD. (Tokyo Stock Exchange/First Section: 9650) August 23, 2007 CORPORATE PROFILE TECMO, LTD. (Tokyo Stock Exchange/First Section: 9650) August 23, 2007 Company Profile Company: Established: Business Category No. of Employees Capital Stock Listing Issued No. of Shares

More information

Results Presentation 2017 Second Quarter and Interim Results. 30 Aug, 2017

Results Presentation 2017 Second Quarter and Interim Results. 30 Aug, 2017 Results Presentation 2017 Second Quarter and Interim Results 30 Aug, 2017 Disclaimer This presentation is prepared by NetDragon Websoft Holdings Limited (the Company ) solely for information purposes and

More information

Ubisoft reports full-year sales

Ubisoft reports full-year sales Ubisoft reports full-year 2007-08 sales Full-year sales up 36% to 928 million. Target for 2008-09 current operating income 1 revised upwards. Paris, April 24, 2008 Today, Ubisoft reported its sales for

More information

Ubisoft reports third-quarter sales

Ubisoft reports third-quarter sales Ubisoft reports third-quarter 2009-10 sales Third-quarter sales: 495 million Update on the rollout of the strategic plan Initial comments for 2010-11 Paris, February 9, 2010 Today, Ubisoft reported its

More information

Go From Employee to Entrepreneur with One of These 7 Online Business Models

Go From Employee to Entrepreneur with One of These 7 Online Business Models Have you been wondering how people start online businesses and make them sustainable and successful over the long haul? It s a concern that most people who are just starting their entrepreneurial journey

More information

January June Summary

January June Summary January June 2012 - Summary Consolidated revenue for the period is 36 082 KSEK, up 89% compared to 19 142 KSEK for the same period of 2011. This is in line with the previously communicated forecast of

More information

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens

More information