Korean mobile games publisher Gamevil released financial numbers from 2009 yesterday, to a bit of well deserved fanfare. When compared to one year prior, Gamevil increased sales amounts by an impressive 59 percent, totaling 24.4 billion Won, or $21 million. According to company representatives, this is the first time that a Korean mobile gaming company has surpassed the 10 billion Won mark, with Gamevil’s total Net income holding firm at 11.8 billion Won ($10.2 million). Gamevil pulled down a 56 percent operating profit, and a healthy 48 percent net profit, both company records.
The majority of sales were driven by their popular titles Baseball Superstars, RPG title Zenonia, and action RPG Hybrid: Eternal Whisper. These titles are available on both standard and iPhone mobile devices. Gamevil points to not only the success of these titles, but more importantly, their microtransaction sales within these games as primary revenue drivers. However, while Gamevil has employed the microtransaction monetization module in their standard mobile phone apps, they’ve yet to make the same jump with their iPhone games. Let’s say that again – Gamevil has pulled down record profits, and is NOT garnering significant profits from iPhone based microtransactions.
“The Korean mobile gaming market is one of the most advanced in the world, driven by original titles and new business models such as micro-transactions and network games,” said Byung Joon Song, Gamevil CEO.
“We’ll do our best to continuously grow now as a global mobile gaming company by developing games optimised for the mobile platform, adopting to new platforms, and leveraging our experience and knowledge that we’ve accumulated throughout the past decade.”
“We’re especially proud of the high profit level we were able to achieve,” added chief financial officer Yong Kuk Lee.




I-play’s VP of Sales and Marketing for mobile, Keith Adair states that Android does have a distinct advantage over other (read:iPhone) smartphones currently on the market, in that, “not only can game be distributed via Google’s Android Market, but increasingly carriers will launch their own portals on the platform, enabling a second point of distribution.” He further establishes that each individual carrier is still defining their Android strategy, these distribution channels will give long-established mobile developers an advantage, as they’re likely to take advantage of existing operator contacts.
But what does the iPad mean for games developers? An entirely new playing field. A number of games houses reacted almost immediately to the announcement, with the overwhelming consensus positive and indicating that they’re already hard at work on iPad ready apps.
With approximately 15,000 games being displayed on almost 40,000 publisher websites, and 140 million active monthly users, Mochi is/was a prime candidate for purchase. San Francisco based Mochi Media is an open platform that offers game developers products and services to help them push their product. These tools range everywhere from analytics and tracking data, to distribution and microtransaction monetization methods.
Not coincidentally,
While Sony counts approximately 27 million gamers on it’s flagship platform the PS3, they’re currently just shy of have 50 percent of these users involved with Home (appox. 10 million). And even though these numbers seem paltry when set next to figures such as
If Giles’ most recent position didn’t warrant enough street cred, he also served as Execvutive Director of Technology at Turbine, where he oversaw core development projects, operations, IT, and Biz Dev efforts for Asheron’s Call, DDO, and LotRO. And rounding out the ‘Wow, this guy’s been a major player in a lot of stuff’ category, from 2003-2006, Giles filled the role of Director of Platform Technology at Sony Online Entertainment, meaning he was deeply involved in development and technology efforts in titles including EverQuest, EverQuest2, Star Wars Galaxies, The Matrix Online, and Planetside.
The survey found that the most popular method of monetizing Flash games is still rooted in in-game advertising. The majority (58 percent) of respondents indicated that they use in-game advertising as their primary monetization method, with sponsorships taking second place at 43 percent. Licensing held down third place with 26 percent, and web site ads landed in forth with 20 percent. Monetization via microtransactions scored dead last in developers methods, garnering only 6 percent.