DeNA Reports Fourth Quarter and Fiscal Year 2013 Financial Results
CATEGORY :Corporate
DATE :2014.05.09
TOKYO, JAPAN - May 9, 2014 - DeNA Co., Ltd. (Tokyo: 2432) today announced its financial results for the quarter and the fiscal year ended March 31, 2014. DeNA reported quarterly revenue of 39.8 billion yen (391 million* USD), 24 percent lower than the same quarter last year, and operating profit of 9.7 billion yen (95 million* USD), 47 percent lower than the same quarter of the previous year. DeNA also reported full-year revenue of 181.3 billion yen (1,785 million* USD) and full-year operating profit of 53.2 billion yen (524 million* USD).
"With DeNA's significant achievements in fiscal year 2013, the company is in a good position to revitalize and strengthen its core business of mobile games," said Isao Moriyasu, President and CEO of DeNA. "In the mid to long term, DeNA is focused on leveraging its capabilities with operating e-commerce and entertainment platforms to pursue new growth opportunities. Additionally, DeNA will continue to invest in ideas that disrupt traditional business practices in established industries."
Fourth Quarter FY2013 Financial Summary
(Billion yen)
Item
Q4 FY2013
Q4 FY2012
YoY Change
FY2013
FY2012
YoY Change
Revenue
39.8
52.3
-24%
181.3
202.5
-10%
Operating profit
9.7
18.2
-47%
53.2
76.8
-31%
Profit before tax
9.5
20.6
-54%
54.9
79.2
-31%
Profit for the periodattributable to owners of the parent
5.5
12.1
-55%
31.7
45.6
-31%
Fourth Quarter FY2013 Business Highlights
Coin consumption in DeNA's Japan game business was 43.6 billion yen (429 million* USD), 5 percent lower than the previous quarter
Released 33 new first-and second-party titles in Japan from August through March, and overall monthly active users (MAU) hit bottom in November 2013
Total coin consumption from DeNA's international business was approximately 55 million USD
Released 17 game titles in the West from August through March (including limited launches)
Greater China business continued to grow with a major contribution from the first-party game NBA: My Dream
FY2013 Business Highlights
Total coin consumption in the Japan game business was 194.8 billion yen (1.9 billion* USD)
Created multiple game titles that saw moderate success and established a native app user base in Japan
Expanded Western game studios' capabilities to produce a massive number of new titles
Launched e-commerce services for key categories: groceries (SEIYU.com) and consumer goods (Sundrug.com)
Launched Manga Box and Showroom that are receiving positive reactions in the market
FY2014 Business Strategy Update
Strengthening the mobile gaming business by establishing a strong market position in global native apps
Maintaining and revitalizing browser games
Making mid- to long-term investments in promising areas, such as online content and communication platforms
Creating digital innovations in traditional, established industries
First Quarter FY2014 Guidance
Revenue is projected to be 36.6 billion yen (360 million* USD)
Operating profit is estimated to be 6.5 billion yen (64 million* USD)
Profit for the period attributable to owners of the parent is projected to be 4.1 billion yen (40 million* USD)
Guidance for Quarter Ending June 30, 2014
(Billion yen)
Item
Apr-Jun FY2014 (Forecast)
Apr-Jun FY2013 (Actual)
YoY Change
Revenue
36.6
52.2
-30%
Operating profit
6.5
17.0
-62%
Profit for the periodattributable to owners of the parent
4.1
9.6
-57%
* Dollar values reported were translated at 101.6 Japanese yen per U.S. dollar, which was the Telegraphic Transfer Middle Rate (TTM) per the Bank of Tokyo-Mitsubishi UFJ as of May 7, 2014.