• Uncategorized

DeNA reports another record quarter

ntttttttttttt

DeNA Co, a leading global Internet company, on Tuesday announced its financial results for the quarter ended Sept 30, reporting a record-high quarterly revenue of $627 million, 45% higher than the same quarter last year, and increased operating profit of $254 million, 38% higher than the same period of the previous year.

n

DeNA reported that consumption of Moba-coin, the company’s virtual currency, was another record high after bringing in $700 million from mobile social games platform Mobage’s domestic network in Japan. The company attributes its positive performance to strong marketing to attract new players as well as a heavy focus on continually adding new content, events and other fresh game elements to keep loyal players engaged and active. DeNA was also pleased to state that coin consumption on smartphones exceeded feature phones in September, proving that the transition of Mobage users onto smartphones has been a success.

n

DeNA indicated that coin consumption rose globally to nearly $30 million outside of Japan. As of Nov 5, Mobage West, targeted for North America and Europe, boasted six thriving titles in the top 30 of Google Play’s top grossing chart and saw over $1 average revenue per daily active user (ARPDAU) across multiple titles including Blood Brothers and Ninja Royale. Mobage West operates a robust catalog of more than 80 games including first and second-party titles Blood Brothers, Marvel: War of Heroes, Quests & Sorcery and HellFire, as well as third-party titles Rage of Bahamut, Deity Wars, Fantasica, Pocket Planes, and Warriors of Odin.

n

DeNA launched hit third-party games such as Rage of Bahamut and Fantasica in South Korea and Mainland China during the second quarter of the fiscal year. Rage of Bahamut has been holding steady in the top 10 on Google Play’s top grossing chart in South Korea. Mobage also increased its footprint in Asia as the service expanded to Taiwan, Hong Kong and Macau.

n

“In our second quarter we continued to see steady growth internationally, as well as in Japan,” said Isao Moriyasu, CEO, DeNA. “In order to build the world’s top social games platform, we must stay focused on expanding our audience and delighting our customers with exciting games that will keep them engaged.”

tttttttntttntttntttttttttttt© BusinessWirenttttttttt