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Why Online Gaming Companies Are Thriving In Spite of the Pandemic


PALM BEACH, Fla., Feb. 11, 2021 /PRNewswire/ — The gaming markets haven’t solely survived the pandemic… they’ve really thrived! The worldwide media and leisure market has constantly been on the rise throughout this time. All the worldwide market is projected to develop from an estimated 1.72 trillion U.S. {dollars} in 2015 to 2.2 trillion U.S. {dollars} by 2021. Gaming is an integral and ever-developing phase of this market. The 2 largest gaming areas, Asia Pacific and North America, are predicted to account for 78 p.c of worldwide evenues in 2017. On-line gaming specifically is likely one of the branches that has developed over the previous a long time. It consists of social gaming, cell gaming, in addition to free-to-play and pay-to-play massively multiplayer gaming, in any other case referred to as MMO gaming. Based on Statista, the latter two segments mixed generated income of roughly 19.9 billion U.S. {dollars} in 2016 and, judging by the info quantity of worldwide on-line gaming site visitors alone, which is forecast to develop from 126 petabytes in 2016 to 568 petabytes in 2020, it’s secure to imagine on-line gaming is right here to remain.   The Statista report disclosed that: “Income within the On-line Video games phase is projected to achieve US$23,582m in 2021; Income is predicted to indicate an annual development charge (CAGR 2021-2025) of seven.4%, leading to a projected market quantity of US$31,328m by 2025; Person penetration will likely be 14.6% in 2021 and is predicted to hit 16.4% by 2025; The typical income per consumer (ARPU) is predicted to quantity to US$21.49; and in international comparability, most income will likely be generated in China (US$5,599m in 2021).”  Lively tech and gaming shares in information immediately embrace:  Tapinator, Inc. (OTCPK: TAPM), Glu Cellular Inc. (NASDAQ: GLUU), Zynga Inc. (NASDAQ: ZNGA), DraftKings Inc. (NASDAQ: DKNG), Digital Arts Inc. (NASDAQ: EA).

Statista continued: “The variety of on-line console avid gamers is predicted to develop to over 57 million by 2020 and the marketplace for PC on-line video games alone is projected to achieve a price of round 33.6 billion U.S. {dollars} by 2019. In a 2016 survey, 25 p.c of respondents claimed to have spent on common between 41 to 60 p.c of their time enjoying multiplayer on-line video games utilizing a handheld console. Social gaming is tightly certain with cell gaming, as nearly all of social video games are developed within the type of apps for iOS and Android gadgets. In the US, the social app-based market largely exceeds browser-based social gaming. This development has been obvious a minimum of since 2010. That yr, app-based gaming accounted for 70 p.c of the social on-line market worth, with the remaining 30 p.c of the worth attributed to browser social video games.

Tapinator, Inc. (OTCPK: TAPM) BREAKING NEWSTapinator Publicizes 2020 Report Monetary Outcomes – Revenues Enhance 18% to $4.5 Million; Bookings* Enhance 32% to $4.4 MillionAdjusted EBITDA* Will increase 479% to $1.0 Million – Adjusted EBITDA* Margin Climbs to 23% – Tapinator, a developer and writer of class main video games for cell platforms, immediately introduced unaudited monetary outcomes for the interval ended December 31, 2020, and the submitting of its annual report for the years ended December 31, 2020 and 2019.  The annual report and monetary statements could also be discovered at http://www.otcmarkets.com/inventory/TAPM/disclosure.  The outcomes offered beneath exchange, in its entirety, any steerage or projections beforehand issued by the Firm.

For the yr ended December 31, 2020, Tapinator achieved document income of roughly $4.5 million, document bookings* of roughly $4.4 million, internet lack of roughly $548,000, and document adjusted EBITDA* of roughly $1.0 million.  The Firm’s income, bookings* and adjusted EBITDA* characterize year-over-year enhancements of 18%, 32% and 479%, respectively.

For the quarter ended December 31, 2020, Tapinator achieved income of roughly $1.2 million, bookings* of roughly $1.1 million, internet lack of roughly $416,000 and adjusted EBITDA* of roughly $335,000. The Firm’s quarterly income and bookings* characterize year-over-year modifications of 55% and 35%, respectively. 

Ilya Nikolayev, CEO of Tapinator commented, “We had a really robust yr in 2020. We continued to put money into our social on line casino video games by each constructing new options and, specifically, increasing our Stay Operations techniques to drive will increase in engagement and monetization. These techniques are at the moment in place inside Video Poker Traditional and can make their approach to our lately launched social on line casino recreation, Fortunate Lotto, in addition to our future titles. We see 2021 as characterised by the next:

  • Ongoing funding in Video Poker Traditional as we additional scale the property primarily based on rising advertising and marketing spend
  • Leveraging our Stay Operations and social on line casino experience to develop different social on line casino properties, with a present deal with our social lottery product, Fortunate Lotto
  • Launching a number of new video games, the primary of which will likely be an idle useful resource administration title that may be a comply with as much as Crypto Trillionaire which we count on to launch in Q2 of this yr.

Total, we’re extra excited in regards to the enterprise now than we’ve ever been. Our present video games are performing effectively, we’ve constructed out a robust basis by way of Stay Operations and have techniques that will likely be used throughout our key merchandise, and we’ve a robust product pipeline of recent video games for 2021. We proceed to consider that Tapinator is essentially and deeply undervalued and we’ve our heads down working diligently on behalf of all of our shareholders to develop and unlock this worth in 2021 and past.”

Andrew Merkatz, President of Tapinator, additionally commented on the Firm’s outcomes, “We’re extraordinarily happy with the next working accomplishments in 2020:

  • We achieved document annual income of roughly $4.5mm, representing annual development of 18% year-over-year
  • We reported document annual Bookings* of roughly $4.4mm, representing annual development of 32%
  • We reported annual Bookings* development inside our core Class Main Video games Enterprise of 51%
  • Via a mixture of prime line development and aggressive value management, we lowered our internet loss from roughly to $2.4mm in 2019 to roughly $500k in 2020
  • We reported document annual adjusted EBITDA* of roughly $1.0mm, representing annual development of 479%
  • Our annual adjusted EBITDA* margin climbed to 23% in 2020, up from 5% within the earlier yr
  • We paid off our accounts receivable primarily based line of credit score in full in the course of the third quarter
  • We completed 2020 with a robust and targeted pipeline of recent video games to enter the market in 2021. We consider this pipeline represents invaluable future alternative for our shareholders given the Firm’s vital working leverage. CONTINUED… Learn the complete monetary report with full outcomes for TAPM at: https://www.financialnewsmedia.com/news-tapm

In different gaming business information and developments of notice:

Digital Arts Inc. (NASDAQ: EA), a worldwide chief in interactive leisure, and Glu Cellular Inc. (NASDAQ: GLUU), a number one international developer and writer of cell video games together with Design DwellingCovet Style, and MLB Faucet Sports activities Baseball, have entered right into a definitive settlement below which Digital Arts will purchase Glu Cellular. Underneath the phrases of the settlement, EA will purchase Glu for $2.1 billion in enterprise worth. Glu stockholders will obtain $12.50 in money for every share of Glu inventory, representing a 36% premium to Glu’s closing share worth on February 5, 2021. Upon closing, the acquisition will likely be instantly accretive to Digital Arts’ whole internet bookings, and is predicted to develop underlying profitability starting in its first yr.

The acquisition will instantly add vital scale to Digital Arts’ cell video games enterprise. The mixture of Digital Arts and Glu creates a number one cell product portfolio that features greater than 15 prime dwell providers throughout fast-growing genres with a mixed $1.32 billion in bookings over the past twelve months. Bringing collectively the best-in-class cell improvement groups at Glu and Digital Arts’ cell enterprise, with a collective portfolio of highly effective IP in sports activities, way of life, RPG, informal and different genres, and leveraging Digital Arts’ advertising and marketing and distribution energy to generate international attain, the mixed group will construct on EA’s community of 430 million gamers, together with greater than 100 million month-to-month energetic gamers in cell, and broaden to new audiences and demographics everywhere in the world.

“Our acquisition of Glu combines wonderful groups and deeply-engaging merchandise to create a cell video games chief with confirmed experience throughout many fast-growing genres,” stated Andrew Wilson, CEO of Digital Arts. “Cellular continues to develop as the most important gaming platform on this planet, and with the addition of Glu’s video games and expertise, we’re doubling the scale of our cell enterprise. With a deep IP portfolio and an increasing international viewers, we’ll ship extra thrilling experiences for our gamers and drive additional development for Digital Arts.”

Glu Cellular Inc. (NASDAQ: GLUU), a number one international developer and writer of cell video games, lately introduced monetary outcomes for its fourth quarter and full yr ended December 31, 2020.   “Our fourth quarter outcomes capped off one other robust yr for Glu,” stated Nick Earl, Chief Government Officer. “The efficiency of our Progress Video games and the resurgence of Kim Kardashian: Hollywoodcoupled with a robust contribution from the title we launched in the course of the yr, Disney Sorcerer’s Enviornment, drove a 32% yr over yr improve in bookings in 2020. The working initiatives we put in place to enhance productiveness and scale our enterprise took maintain within the second half of 2020 leading to a big improve in profitability and elevated margin enlargement.”

“Our monetary outcomes replicate the large progress we made all year long in successfully scaling our enterprise to extend profitability and meaningfully broaden our adjusted EBITDA margin,” stated Eric R. Ludwig, Chief Working Officer and Chief Monetary Officer. “We reached a milestone with document profitability and working margin on a GAAP foundation for the fourth quarter and full yr 2020. Our key working metrics – participant conversion, engagement and monetization replicate the initiatives we’ve put in place to optimize our consumer acquisition and advertising and marketing spend. Our debt-free steadiness sheet stays in wonderful form with $364 million in money.”

DraftKings Inc. (NASDAQ: DKNG) a pacesetter within the digital sports activities leisure and gaming business identified for its top-rated each day fantasy sports activities and cell sports activities betting apps and the Nationwide Soccer League (NFL) have lately reached an settlement to broaden their present each day fantasy sports activities (DFS) and content material partnership to Canada. Beforehand, the landmark advertising and marketing and content material deal between DraftKings and the NFL was restricted to the US. The announcement of an expanded deal additional deepens the connection between the 2 organizations and enhances the DFS fan expertise in Canada because the NFL season approaches the Tremendous Bowl.

“The connection we share with the NFL is necessary for DraftKings to supply prospects a terrific expertise,” stated Ezra Kucharz, Chief Enterprise Officer at DraftKings. “This expanded settlement provides us a singular alternative within the Canadian market, and we stay up for working with the workforce on the NFL Canada as we proceed to form the fashionable fan expertise.”

Zynga Inc. (NASDAQ: ZNGA), a worldwide chief in interactive leisure, launched monetary outcomes for its fourth quarter and full yr ended December 31, 2020 by posting administration’s This fall 2020 Quarterly Earnings Letter to its Investor Relations web site. Please see the hooked up Quarterly Earnings Letter or go to http://investor.zynga.com/financial-information/quarterly-results  to entry the letter.

“In an unprecedented yr, our proficient and resilient groups completed This fall robust, delivering our highest quarterly income and bookings in Zynga’s historical past. Our execution all through 2020 added significant scale to our dwell providers platform and strengthened our place as one of many main cell recreation publishers on this planet,” stated Frank Gibeau, Chief Government Officer of Zynga. “Our dwell providers portfolio is off to an amazing begin in 2021 led by our Ceaselessly Franchises, momentum in Harry Potter: Puzzles & Spells and two new prime downloaded hyper-casual video games from Rollic. Zynga’s multi-year technique of rising our dwell providers, launching new video games and investing in thrilling development alternatives has us effectively positioned for development in 2021 and past.”

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