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DeNA Reports Another Record Quarter with $627 Million in Revenue

DeNA Co., Ltd. (2432.T), a leading global Internet company, today announced its financial results for the quarter ended September 30, 2012. DeNA reported a record-high quarterly revenue of $627 million*, 45 percent higher than the same quarter last year, and increased operating profit of $254 million, 38 percent higher than the same period of the previous year.

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.

DeNA indicated that coin consumption rose globally to nearly $30 million outside of Japan. As of November 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.

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.

“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.”

DeNA continues to focus on strategies to expand its impressive catalog on Mobage in the new quarter. In the third quarter, the company will deploy games that combine proven game systems with major popular intellectual properties such as TRANSFORMERS: LEGENDS. During the remainder of its fiscal year, the company also looks to release titles that feature rich graphics and core gameplay mechanics, broadening Mobage’s audience with games such as HellFire and a new first-person shooter.

* Dollar values reported were translated at 80.28 Japanese yen per U.S. dollar, which was the Telegraphic Transfer Middle Rate (TTM) per the Bank of Tokyo-Mitsubishi UFJ as of November 2, 2012.

About DeNA

DeNA Co., Ltd. is a global Internet company focused on its leading mobile social game platform as well as social games, e-commerce and other Web services for mobile devices and PCs. DeNA’s flagship business is its mobile social games platform Mobage, which offers first, second and third-party games on five localized player networks worldwide. The Mobage network in Japan currently serves over 45 million registered users with more than 2,000 titles. Founded in 1999, DeNA has more than 2,000 employees worldwide working at offices and development studios in 16 cities across 11 countries and regions. The company generated annual sales of more than 1.8 billion U.S. dollars in the fiscal year ended March 2012. DeNA is listed on the Tokyo Stock Exchange (2432). For more information, visit dena.jp/intl.

About Business Wire
Copyright © 2009 Business Wire. All rights reserved. Republication or redistribution of Business Wire content is expressly prohibited without the prior written consent of Business Wire. Business Wire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

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