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DeNA reports another record high in quarterly sales

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DeNA Co Ltd, the leading global online service company, has announced that its net sales performance and operating income, during the quarter ended Sept 30, was approximately $457 million and $203 million respectively; 28% and 13% higher than the same quarter of the previous year.

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Reporting its eighth consecutive quarter of increasing revenues, DeNA has demonstrated significant moves toward executing on a worldwide rollout of its Mobage mobile entertainment network.

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“We are hyper-focused on making the right investments for our company’s ultimate goals,” Isao Moriyasu, President & Representative Director of DeNA, said. “In just three short months, we launched Mobage Global, we hired world-class leadership talent, we bought and established studios in key global territories and we continued to deploy more games for smartphones – all while seeing our virtual currency spending continue to climb among our user base.”

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During the quarter, DeNA launched Mobage for Android in Beta, starting with China and English-speaking territories. The company also began launching games developed in its proprietary social games engine, ngCore.

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DeNA invested in strengthening its smartphone game development capabilities around the world. The company established a development studio in Sweden to focus on developing new high-quality app-based smartphone games. The company also acquired Punch Entertainment in Vietnam and Atakama Labs in Chile to bolster the development teams focused on extending DeNA’s currently popular game genres. DeNA also set up a local subsidiary in Singapore and began cultivating relationships with local developers in South East Asia.

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Mobage, DeNA’s social games network expanded at an accelerated pace, counting more than 32 million users in Japan alone, by the end of the quarter. The growth shows more than 50% increase on a year-on-year basis and the company aims to further boost its base with yet-untapped demographics that are proving to be major game consumers. During the second quarter, the consumption of Moba-coin, the platform’s virtual currency, increased more than 11 percent over the previous quarter, and has nearly doubled over the same quarter last year.

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Priority initiatives charted for the third quarter, which began Oct 1, includes readying Mobage for a full-scale global launch including Mobage for iOS, further strengthening social game development capabilities and expanding of Mobage game catalogs. Since the second quarter closed, DeNA has reported that Mobage Global has seen both first and third party games soar into the top charts.

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