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The Pokemon Company’s Net Profit Jumps 26x To US$143 Million Last Year

As a private company, there is no need for The Pokemon Company to disclose financials every quarter – or to ever discuss any of their numbers publicly.

In Japan, however, a lot of private companies that are structured in a certain way communicate some financials (not all) in the “Kanpo”, the official government gazette, at regular intervals.

The Pokemon Company did so on May 30.

The gazette shows (via Kanpo Blog in Japanese) that the release of Pokemon Go last summer and of Pokemon Sun/Moon last holiday generated some handsome income for the company.

According to the disclosure, net profit reached a staggering US$143.3 million in the fiscal year that ended on February 28, 2017 (there are no sales figures given).

That year was the Pokemon Company’s 19th fiscal in its history.

In comparison to the previous fiscal, net profit jumped by a factor of 26.

Here is The Pokemon Company’s net profit for the last five years (all past fiscals ended on the last day of February):

  • 15th fiscal (for the year that ended on February 28, 2013): US$16.6 million
  • 16th fiscal: US$10.6 million
  • 17th fiscal: US$18.4 million
  • 18th fiscal: US$5.6 million
  • 19th fiscal: US$143.3 million

The rise in profits also helped Nintendo (7974) to significantly boost their numbers last fiscal.

(Nintendo owns 32% of voting rights in The Pokemon Company. According to investment bank CLSA, Nintendo owns another 10% of Creatures Inc., a developer affiliated with The Pokemon Company.)

Report: Japan’s Smartphone Game Market Stagnates At High Level

Tokyo-based market research firm Yano has published a new report on Japan’s smartphone game industry. According to the company, the size of the industry is stagnating from 2014 to 2017 within the US$8-8.5 billion band: The numbers include sales generated inside smartphone native apps as well as browser games. Ad revenue isn’t reflected. (As mentioned previously…

Japan Has A “Secondary Market” – For Servicing Mobile Games

There can be no doubt Japanese companies lead the world when it comes to understanding that free-to-play mobile games are actually services that never end. As such, live operations are viewed as a key activity in the mobile game industry’s value chain and taken very seriously over here. For the uninitiated, servicing a given mobile game includes…

Report: Size Of Japan’s Console Gaming Market Drops To $2.6 Billion In 2016

Today, Japan’s biggest video game magazine Famitsu published (JP) new stats showing that the country’s market for console gaming continues to shrink. According to Famitsu, the combined sales in Japan for video game hard- and software amounted to US$2.59 billion between December 28, 2015 and December 25, 2016. This compares to US$2.77 billion a year prior (or a minus…

Sony’s Mobile Gaming Plans: Solid, But (Probably) Not Enough

At a press conference in Tokyo today, Sony (6758) detailed its next attempt to move into the mobile gaming business. The big idea this time is to turn existing PlayStation IP into smartphone games, via a wholly owned subsidiary called Forwardworks. In my view, the 10 titles shown today can be grouped in 3 categories. Category 1…

Facebook’s Instant Games Platform Is Surprisingly Japan-Heavy

Facebook has launched Instant Games yesterday, a new HTML5 cross-platform that could lead to a new era in gaming. In a nutshell, Facebook allows developers to deploy games that run completely within the Facebook and Messenger clients (both on mobile and desktop). One tap of the user is enough, and the games start within the client…

My Own Prediction Of Super Mario Run Downloads? 1.5 Billion (Note: It’s a Free App)

As everybody reading this text will know by now, Nintendo (7974) announced Super Mario Run for iOS earlier this week. Co-developed with partner DeNA (2432), the app is supposed to go live this December. Estimate Of Future Number Of Total Super Mario Run Downloads As Nintendo’s first actual game for smart devices, I expect Super Mario Run to do…

Japan’s Mobile Game Market Tops US$9 Billion, Is (Probably) World’s Biggest

In the last days, two domestic organizations have released updates on the size of the Japanese market for mobile games in 2015. I am aware that different data sources (especially across countries) rely on different methodologies, but I have not seen any numbers that are bigger than these elsewhere (such as the US or China). If these…