Gameloft Reports Record Fourth-Quarter Sales in 2005 of EUR 15.5 Million; Full-Year Sales Exceed Targets, Surging 102% to EUR 46
January 26 2006 - 11:32AM
Business Wire
Gameloft (PINK SHEETS:GLOFF): Full year revenues Gameloft posted
consolidated sales of EUR 15.5 million in the final quarter of
2005, up by 71% from the previous year. Full-year sales surged 102%
to EUR 46.8 million. This was the third consecutive year of
triple-digit growth for Gameloft. -0- *T Sales (EUR millions)* 2005
2004 Change
----------------------------------------------------------------------
1st quarter 9.9 4.0 + 146%
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2nd quarter 10.5 4.7 + 122%
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3rd quarter 11.0 5.5 + 101%
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4th quarter 15.5 9.1 + 71%
----------------------------------------------------------------------
Annual sales 46.8 23.2 + 102%
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* Rounded figures *T Mobile gaming generated 96% of total 2005
sales, increasing by 105% over 2004. Internet revenues accounted
for 4% of total sales, up 44%. The share of international revenues
further increased during the fourth quarter, once again
highlighting Gameloft's ability to sell its games worldwide. Europe
accounted for 53% of fourth-quarter sales, North America 31% and
the rest of the world (notably, Asia and South America), 16%. For
the full year, Europe accounted for 57% of total sales, North
America 29% and the rest of the world 13%. In 2004, Europe, North
America and the rest of the world accounted for respectively 68%,
26% and 6% of Gameloft's total sales. 2005 highlights With annual
growth of more than 100%, the company exceeded its previous growth
targets of 90%. This achievement is partly due to the excellent
performance of games launched between 2002 and 2004 that still
account for 68% of Gameloft downloads in 2005. The immediate
success of many games rolled out in 2005 also fueled the strong
growth. New York Nights: Success in the City, Midnight Pool,
Splinter Cell: Chaos Theory and War of the Worlds, for instance,
were all among Gameloft's 10 top-selling games in 2005. Finally,
the success of King Kong the Official Mobile Game of the Movie,
launched in late November, contributed significantly to the very
strong fourth-quarter performance and represents to date Gameloft's
best-selling game for a single month. The excellent quality of
Gameloft's portfolio of games and licenses combined with its
ability to launch creations on all mobile phone models ensures both
recurring revenue from its back catalogue and rapid success for
recently launched games. The company's strong performance can also
be attributed to the distribution network that has been put in
place since 2000. As the largest such network in the wireless
gaming industry, covering more than 150 carriers in 70 countries,
it ensures Gameloft's mobile games access to a worldwide audience
as soon as they are released. The growth of Java and Brew enabled
phones has also driven the development of the mobile gaming market,
providing Gameloft access to an increasingly large base of
potential customers. 2006 outlook With close to 2,000 employees at
2005 year-end, Gameloft is well positioned to support the
increasing number of phone models selected by operators. A
development capability unique in the mobile gaming industry
combined with the quality of its games should drive continued sales
and market share gains in 2006. On this basis, Gameloft announces
guidance for 2006 sales of EUR 65 million representing growth of
40%, accompanied by an improvement in the operating margin. This
new year of strong growth will be made possible by the launch of
some thirty new mobile games in 2006 and recurring revenue from the
thousands of game versions Gameloft has released over the last few
years. Gameloft's long-term goal is to become a leader in a market
of more than 2 billion mobile phones for which the penetration rate
of Java and Brew enabled devices will exceed 90%. 2005 earnings
will be published on March 21, 2006.
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