Gameloft Record Fourth-Quarter Sales of EUR 21.8 Millions in 2006
January 29 2007 - 12:08PM
Business Wire
Full year revenues: Gameloft posted consolidated sales of
�21.8�million ($28 million) in the last quarter of 2006, up by 41%
from the previous year. Full year sales increased by 46% compared
to 2005, reaching �68.4�M ($89 million). The annual revenue target
that had been revised upwards to �68�M in September�2006 has
therefore been reached and even slightly exceeded. � � � � Sales (M
euros)* 2006� 2005� Variation 1st quarter 14.8� 9.9� + 49% 2nd
quarter 15.8� 10.5� + 50% 3rd quarter 16.1� 11.0� + 47% 4th quarter
21.8� 15.5� + 41% Annual sales 68.4� 46.8� + 46% * rounded out
figures Mobile gaming generated 99% of 2006 sales, increasing by
51% over 2005. Within the mobile games activity, the sales of
downloadable games, which are the company�s core business and
accounted for 91% sales, increased by 78% over the full year.
Internet sales generated by the jeuxvideo.com web site accounted
for 1% of total sales in 2006. This activity was sold for
�22.9�million in cash on 10�June 2006. Sales in Europe, up 60%
quarter on quarter, strongly accelerated during Q4. Europe
represented 45% of turnover in Q4, North America 39% and the rest
of the world (mainly Asia and Latin America) 15%. During 2006,
Group sales have evened out considerably between Europe, North
America and the rest of the world. Europe represented 43% of the
company�s sales in 2006, North America 41% and the rest of the
world 17%. In 2005, Europe, North America and the rest of the world
represented respectively 57%, 29% and 13% of Gameloft�s total
sales. 2006 highlights Throughout 2006, Gameloft continued to
consolidate its position as the leading mobile gaming company in
Europe and the second largest player on the North American market.
The market shares gained by the Company in 2006 were in part due to
the longstanding success of games it launched between 2002 and
2005. Gameloft�s back catalogue generated 70% of its total
downloads in 2006. The 45 new games launched by Gameloft in 2006
also helped the Company grow its market share worldwide. Games such
as 2006 Real Football, Mission Impossible III, And1 Street Ball and
Platinum Sudoku, released during 2006, were all among Gameloft�s 20
best sellers. The immediate success of Tom Clancy�s Splinter
Mobile: Double Agent, Brain Challenge, Asphalt 3: Street Rules and
Deal or No Deal, launched shortly before the beginning of, or
during, Q4 2006 contributed also to the excellent performance
during this period, supporting expectations of a successful 2007.
The excellent quality of Gameloft games and licences together with
its ability to launch its games onto all models of mobile phones
ensures recurring revenues from its back catalogue and rapid
success for recently launched games. The sustained growth recorded
in 2006 was also made possible by Gameloft�s extensive distribution
network developed since 2000. This direct distribution network��
the first in the mobile gaming industry�� includes over 160 telecom
operators covering over 70 countries, enabling the games to be made
available worldwide at launch. The installed base of Java and Brew
handsets continues to grow, stimulating the growth of the wireless
gaming industry even further. Over 1 billion mobile phones were
sold throughout the world in 20061 alone. Gameloft�s potential
customer base is therefore expanding apace. 2007 Outlook At the end
of 2006, Gameloft had over 2600 employees, a 36% year on year
increase. With its current staff, Gameloft can support the growing
number of handset models selected by the carriers while releasing
more than 50 new games a year. This unique production strength in
the mobile gaming industry, combined with the quality of its
creations and brands, should drive further sales increases and
market share gains in 2007. During the first half of 2007, the
company will release many high potential games such as Lost,
Desperate Housewives, Tom Clancy�s Ghost Recon Advanced Warfighter,
and Real Football 2007. On this basis, Gameloft announces guidance
for 2007 sales of �90 to �100�million as well as a strong increase
in the operating margin, expected to be in excess of 10% (excluding
employee stock based compensation). The Company�s growth will be
made possible by the release of over 50 new mobile phone games in
2007 as well as by recurring revenues generated by the thousands of
game versions launched over the last few years. The Company is
therefore more than ever in a position to become a leader in a
market of 4 billion potential consumers in 20101, a position for
which it has invested heavily since 2002. The Group�s results for
2006 will be published on 16�March 2007. 1 Source: Strategy
Analytics
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