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D-Link Announces New 802.11ac Business-Class Wireless Access Points
Business Wire - Tue Mar 04, 2:01AM CST
D-Link, the networking solutions provider for small business and medium enterprise IT environments, today announced its first 802.11ac solutions in a new line of standalone business-class access points - the AC1750 Concurrent Dual Band Access Point with PoE (DAP-2695) and the AC1200 Dual Band Access Point (DAP-1665). The DAP-2695 offers network administrators secure and manageable dual-band wireless LAN options utilizing the cutting-edge speed of 802.11ac wireless technology, along with premium features such as support for Power over Ethernet (PoE) and a plenum-rated housing. Designed for budget conscious IT managers, the DAP-1665 offers cutting-edge 802.11ac performance without the premium features.
Global Virtual Currency Market 2014-2018: Gamification Market Valued at US$0.55 Billion and is Expected to Reach US$4.35 Billion by 2018
M2 - Thu Feb 27, 10:39AM CST
Research and Markets (http://www.researchandmarkets.com/research/r8lzsr/global_virtual) has announced the addition of the "Global Virtual Currency Market 2014-2018" report to their offering. The analysts forecast the Global Virtual Currency market to grow at a CAGR of 8.52 percent over the period 2013-2018. One of the key factors contributing to this market growth is the increasing usage of social media and online games. The global virtual currency market has also been witnessing the increasing adoption of gamification. However, the increase in cyber threats could pose a challenge to the growth of this market. Key vendors dominating this space are DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc. Other vendors mentioned in the report are CrowdStar Inc., Electronic Arts Inc., Kabam Inc., King.com, Playdom, Inc., Rovio Entertainment Ltd., Tencent Holdings Ltd., TinyCo., and Wooga GmbH. Commenting on the report, an analyst from the team said: Gamification involves the use of gaming mechanics and principles in the field of learning. There is an increased interest from the Corporate sectors in adopting games in the learning process. These provide learners with interactive media, animated videos, competition among colleagues, and, most importantly, learning scenarios. Gamification helps users improve their problem solving and negotiation skills, analytical skills, strategic thinking, attention, cognition, teamwork, and creativity. Also, games increase learner engagement and readers apply these acquired skills in their job instantly. Further, this trend is responsible for maintaining the attrition level in companies since it engages the employees and makes learning more interesting. This has led to an increase in the purchase of virtual currency among corporates that are using it to upgrade levels and purchase other add-ons. Some of the popular games include Math Blaster, Candy Crush Saga, FarmVille, Mavis Beacon Teaches Typing, Oregon Trail, Jeopardy, and many more. The increasing adoption of gamification is a new trend that is expected to have a positive impact on the market during the forecast period. For more information visit http://www.researchandmarkets.com/research/r8...al_virtual About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
Research and Markets: Future of South Africa Oil Refinery Markets to 2020
Business Wire - Tue Feb 11, 3:32AM CST
Research and Markets (http://www.researchandmarkets.com/research/6jkbw2/future_of_south) has announced the addition of the "Future of South africa Oil Refinery Markets to 2020- Outlook of Investments, Business Opportunities, Infrastructure, Petroleum Products, Supply- Demand and Competition" report to their offering.
United States Social Gaming Market Report to 2016 with Zynga, EA, King, Social Point and wooga Dominating
M2 - Mon Feb 10, 9:45AM CST
Research and Markets (http://www.researchandmarkets.com/research/qjdn45/social_gaming) has announced the addition of the "United States Social Gaming Market Report to 2016 with Zynga, EA, King, Social Point and wooga Dominating" report to their offering. One of the main drivers in this market is the increasing number of social gamers. Approximately one-third of internet users in the US are social gamers and therefore the Social Gaming market in the US is strongly driven by the increasing number of social gamers. In addition, there is a huge opportunity for the vendors in this market to attract and retain potential gamers since internet penetration is very high in the US (78.1 percent of the population as of December 2011). The advances being made in the capabilities of numerous high-end mobile devices could lead to the growth of multiplayer mobile gaming during the forecast period. With the advent of smartphones and tablets, social gaming has been extensively adopted across multiple platforms such as Android and iOS. However, the number of multiplayer gamers on social media platforms is still quite low. This suggests that multiplayer social gaming is still in its nascent stage. However, the increased innovation and sophistication of mobile devices is expected to propel the growth of the Multiplayer Social Gaming segment during the forecast period. Therefore, the growth of multiplayer social gaming is another trend which is expected to benefit the Social Gaming market in the US during the forecast period. Further, the report states that one of the major challenges hindering the growth of this market is the increasing presence of alternative gaming devices. The market is becoming fragmented at a faster rate due to the presence of multiple hardware devices. In addition, the Social Gaming market in the US is facing competition from alternatives such as PC games, mobile phone games, and games on other types of handheld devices. Therefore, the presence of alternative gaming, such as console gaming, casual gaming, desktop gaming, mobile gaming, and MMO gaming could adversely affect vendor revenue. The key vendors dominating this market space are: - Zynga Inc. - Midasplayer.com Ltd. (King) - wooga GmbH - Social Point S.L. - Electronic Arts Inc. (EA). Other vendors mentioned in the report are: - Arkadium Inc. - DeNA Co. Ltd. - Fun Technologies Inc. - GREE Inc. - Peak Games - Playdom Inc. - Pretty Simple Games - PopCap Games Inc. Key Topics Covered: 01. Executive Summary 02. Scope of the Report 03. Market Research Methodology 04. List of Abbreviations 05. Introduction 06. Market Landscape 07. Market Segmentation 08. Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 09. Market Segmentation by Number of Social Gamers 10. Buying Criteria 11. Market Growth Drivers 12. Drivers and their Impact 13. Market Challenges 14. Impact of Drivers and Challenges 15. Market Trends 16. Trends and their Impact 17. Vendor Landscape 18. Key Vendor Analysis For more information visit http://www.researchandmarkets.com/research/qj...ial_gaming
DeNA Reports Third Quarter, Fiscal Year 2013 Financial Results
GlobeNewswire - Wed Feb 05, 12:04AM CST
DeNA Co., Ltd. (Tokyo:2432), the global leader in mobile Internet services, today announced its financial results for the quarter ended December 31, 2013. DeNA reported quarterly revenue of 41.7 billion yen (408 million* USD), 20 percent lower than the same quarter last year, and operating profit of 11.4 billion yen (112 million* USD), 42 percent lower than the same quarter of the previous year.
Social Gaming Market in the US 2012-2016: Multiplayer Social Gaming Still in its Nascent Stage
M2 - Fri Nov 29, 9:13AM CST
Research and Markets (http://www.researchandmarkets.com/research/c9tlcg/social_gaming) has announced the addition of the "Social Gaming Market in the US 2012-2016" report to their offering. The analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market. The key vendors dominating this market space are Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA). Other vendors mentioned in the report are Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc. Commenting on the report, an analyst from the team said: The advances being made in the capabilities of numerous high-end mobile devices could lead to the growth of multiplayer mobile gaming during the forecast period. With the advent of smartphones and tablets, social gaming has been extensively adopted across multiple platforms such as Android and iOS. However, the number of multiplayer gamers on social media platforms is still quite low. This suggests that multiplayer social gaming is still in its nascent stage. However, the increased innovation and sophistication of mobile devices is expected to propel the growth of the Multiplayer Social Gaming segment during the forecast period. Therefore, the growth of multiplayer social gaming is another trend which is expected to benefit the Social Gaming market in the US during the forecast period. According to the report, one of the main drivers in this market is the increasing number of social gamers. Approximately one-third of internet users in the US are social gamers and therefore the Social Gaming market in the US is strongly driven by the increasing number of social gamers. In addition, there is a huge opportunity for the vendors in this market to attract and retain potential gamers since internet penetration is very high in the US (78.1 percent of the population as of December 2011). Further, the report states that one of the major challenges hindering the growth of this market is the increasing presence of alternative gaming devices. The market is becoming fragmented at a faster rate due to the presence of multiple hardware devices. In addition, the Social Gaming market in the US is facing competition from alternatives such as PC games, mobile phone games, and games on other types of handheld devices. Therefore, the presence of alternative gaming, such as console gaming, casual gaming, desktop gaming, mobile gaming, and MMO gaming could adversely affect vendor revenue. For more information visit http://www.researchandmarkets.com/research/c9...ial_gaming About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
DeNA Reports Second Quarter, Fiscal Year 2013 Financial Results
GlobeNewswire - Thu Nov 07, 12:04AM CST
DeNA Co., Ltd. (Tokyo:2432), the global leader in mobile Internet services, today announced its financial results for the quarter ended September 30, 2013. DeNA reported quarterly revenue of 47.6 billion yen (483 million* USD), 5 percent lower than the same quarter last year, and operating profit of 15.1 billion yen (153 million* USD), 26 percent lower than the same quarter of the previous year.
DeNA Reports First Quarter, Fiscal Year 2013 Financial Results
GlobeNewswire - Thu Aug 08, 1:15AM CDT
DeNA Co., Ltd. (Tokyo:2432), the global leader in mobile Internet services, today announced its financial results for the quarter ended June 30, 2013. DeNA reported quarterly revenue of 52.2 billion yen (532 million* USD), 10 percent higher than the same quarter last year, and operating profit of 17.0 billion yen (173 million* USD), 8 percent lower than the same quarter of the previous year.
DeNA Reports Fourth Quarter and Fiscal Year 2012 Financial Results
GlobeNewswire - Thu May 09, 1:30AM CDT
DeNA Co., Ltd. (Tokyo: 2432), the global leader in mobile Internet services, today announced its financial results for the quarter and the fiscal year ended March 31, 2013. DeNA reported quarterly revenue of 52.3 billion yen (approximately $528 million*), 22 percent higher than the same quarter last year, and operating profit of 18.2 billion yen ($184 million), 3 percent higher than the same quarter of the previous year. DeNA concluded a successful fiscal year with record-high 202.5 billion yen in revenue ($2.04 billion) and 76.8 billion yen in operating profit ($775 million), up 38 and 28 percent respectively.
Wireless Gaming: Robust Growth in Mobile Users Sets the Stage - Global Strategic Business Report 2013
M2 - Tue Apr 02, 5:59AM CDT
Research and Markets (http://www.researchandmarkets.com/research/l5b7nw/wireless_gaming) has announced the addition of the "Wireless Gaming - Global Strategic Business Report" report to their offering. This report analyzes the worldwide markets for Wireless Gaming in US$ Million by the following Product Segments: Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the US, Japan, Europe, and Rest of World. Annual estimates and forecasts are provided for the period 2010 through 2018. The report profiles 90 companies including many key and niche players such as Blockdot, Inc., DeNA Co., Ltd., Electronic Arts, Inc., Gameloft SA,GAMEVIL, GREE International, Inc., Glu Mobile Inc., GigaMedia Limited, HandyGames, I-play, Itsmy? Games, Jump Games, Kuju Entertainment Ltd., MocoSpace, NAMCO BANDAI Games Inc., Nexon America, Inc., Player X, RockYou?, Inc., Santaro Interactive Entertainment Company, SendMe Inc.,
Wireless Gaming Market Reviewed by GIA in New In-Demand Report Now Available at MarketPublishers.com
PRWeb - Wed Mar 27, 10:40AM CDT
By 2018, the worldwide wireless gaming market is expected to amount to almost USD 24 billion. The market is likely to be spurred by the ever-growing use of wireless devices primarily such as mobile phones/smartphones and gaming consoles. Europe is the largest and fastest growing regional market for wireless gaming; it is expected to grow at a CARG of nearly 9% through 2018. Downloadable wireless gaming is the leading product segment in terms of size and growth rates; its revenues are projected to increase at a CARG of over 10.5% through 2018.
Journey to the Amazon Rainforest to Raise Butterflies with Flutter(TM): Butterfly Sanctuary for iPhone, iPad and iPod touch
Business Wire - Fri Feb 22, 11:58AM CST
Flutter(TM): Butterfly Sanctuary, a mobile game from DeNA Co., Ltd. and Runaway(TM) that takes players deep into a realistic rainforest environment to raise and collect butterflies from all over the world, is now available for iPhone, iPad and iPod touch. Flutter: Butterfly Sanctuary is featured on DeNA's Mobage(TM) social games platform.
DeNA Reports Financial Results for Quarter Ended December 31, 2012
Business Wire - Thu Feb 07, 12:15AM CST
DeNA Co., Ltd. (2432.T), the global leader in mobile Internet services, today announced its financial results for the quarter ended Dec. 31, 2012. DeNA reported record-high quarterly revenue of 52.3 billion yen (approximately $567 million*), 52 percent higher than the same quarter last year, and operating profit of 19.9 billion yen ($216 million), 54 percent higher than the same quarter of the previous year. Both total revenue and operating profit for the quarter exceeded the guidance provided by management last quarter.
DeNA Teams Up with the National Football League and NFL PLAYERS to Launch the Mobile Card Game NFL Matchups
Business Wire - Tue Jan 15, 1:40PM CST
DeNA Co., Ltd. (TSE: 2432) has teamed up with the National Football League (NFL) and NFL Players Inc. (NFL PLAYERS) to bring the NFL mobile social card game NFL Matchups to DeNA's Mobage social games platform. Featuring hundreds of NFL players, NFL Matchups challenges gamers to build the ultimate football card collection. The game is available now for free download on Android and is coming soon to iOS mobile devices.
Save the Tribes of Texel from Robotic Invaders in DeNA's 8-Bit Mobile Adventure Game D.O.T. Defender of Texel
Business Wire - Mon Jan 14, 11:00AM CST
D.O.T. Defender of Texel (D.O.T.), an 8-bit fantasy adventure mobile role-playing game from DeNA Co., Ltd. (TSE: 2432), is now available for free download on Android and iOS devices worldwide via DeNA's Mobage(TM) social games platform.
DeNA Unveils New Corporate Logo and Brand Identity
Business Wire - Thu Jan 10, 12:00AM CST
DeNA Co., Ltd. (TSE: 2432), the global leader in mobile Internet services, today unveiled a new corporate logo and brand identity that unite all DeNA-owned companies worldwide.
Internet in the USA - Report 2012 Features Companies Amazon, LinkedIn, AOL and Yahoo!
M2 - Wed Jan 02, 11:25AM CST
Research and Markets (http://www.researchandmarkets.com/research/nwvcrx/internet_in_the) has announced the addition of the "Internet in the USA" report to their offering. This 91 page report profiles the Internet industry in the USA. It covers key areas such as industry size, structure, competitive environment and regulatory environment. The report contains 105 tables and charts of key industry data. Heernet Ventures` industry profiles provide an in depth and comprehensive analysis of a particular segment of the media and telecoms industry in a particular country. The profile covers industry size, structure, recent developments, competitive environment, major players and regulatory environment. The data is collated from authoritative sources and analysed by an in house team of analysts who are solely focused on researching the media, telecoms and technology industries. With a dedicated focus on the media, telecoms and technology industries, Heernet Ventures publishes research that is relevant, rigorous