e20vf
As filed with the Securities and
Exchange Commission on June 29, 2011
UNITED STATES SECURITIES AND
EXCHANGE COMMISSION
Washington, D.C.
20549
Form 20-F
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(Mark One)
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o
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REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR (g) OF
THE SECURITIES EXCHANGE ACT OF 1934
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or
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þ
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ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934
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For the fiscal year ended December 31,
2010
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or
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o
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TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934
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or
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o
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SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934
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Commission file number:
000-51138
GRAVITY CO., LTD.
(Exact name of registrant as
specified in its charter)
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N/A
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The Republic of Korea
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(Translation of
registrants name into English)
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(Jurisdiction of incorporation
or organization)
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Nuritkum Square Business Tower
15F, 1605 Sangam-Dong, Mapo-Gu,
Seoul
121-795,
Korea
(Address of principal executive
offices)
Heung Gon Kim
Chief Financial
Officer
Nuritkum Square Business Tower
15F, 1605 Sangam-Dong, Mapo-Gu, Seoul
121-795,
Korea
Telephone:
82-2-2132-7000
Fax:
82-2-2132-7070
(Name, Telephone,
E-mail
and/or Facsimile number and Address of Company Contact
Person)
Securities registered or to be
registered pursuant to Section 12(b) of the Act:
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Title of Each Class
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Name of Each Exchange on Which Registered
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Common stock, par value Won 500 per share*
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The NASDAQ Global Market
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American depositary shares, each representing one-fourth of a
share of common stock
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*
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Not for trading, but only in
connection with the listing of American depositary shares on the
NASDAQ Global Market pursuant to the requirements of the
Securities and Exchange Commission.
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Securities registered or to be registered pursuant to
Section 12(g) of the Act: None
Securities for which there is a reporting obligation pursuant
to Section 15(d) of the Act: None
Indicate the number of outstanding shares of each of the
issuers classes of capital or common stock as of the close
of the period covered by the annual report: Shares, par value
Won 500: 6,948,900
Indicated by check mark if the registrant is a well-known
seasoned issuer, as defined in Rule 405 of the Securities
Act. Yes o No þ
If this report is an annual or transition report, indicate by
check mark if the registrant is not required to file reports
pursuant to Section 13 or 15(d) of the Securities Exchange
Act of
1934. Yes o No þ
Indicate by check mark whether the registrant: (1) has
filed all reports required to be filed by Section 13 or
15(d) of the Securities Exchange Act of 1934 during the
preceding 12 months (or for such shorter period that the
registrant was required to file such reports), and (2) has
been subject to such filing requirements for the past
90 days. Yes þ No o
Indicate by check mark whether the registrant has submitted
electronically and posted on its corporate Web site, if any,
every Interactive Data File required to be submitted and posted
pursuant to Rule 405 of
Regulation S-T
(§ 232.405 of this chapter) during the preceding
12 months (or for such shorter period that the registrant
was required to submit and post such
files). Yes o No o
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, or a non-accelerated
filer. See definition of accelerated filer and large
accelerated filer in
Rule 12b-2
of the Exchange Act. (Check one):
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Large accelerated
filer o
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Accelerated
filer o
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Non-accelerated
filer þ
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Indicate by check mark which basis of accounting the registrant
has used to prepare the financial statements included in this
filing:
U.S. GAAP þ International
Financial Reporting Standards as used by the International
Accounting Standards
Board o Other o
If Other has been checked in response to the
previous question, indicate by check mark which financial
statement item the registrant has elected to
follow: Item 17 o Item 18 o
If this is an annual report, indicate by check mark whether the
registrant is a shell company (as defined in
Rule 12b-2
of the Exchange
Act). Yes o No þ
CERTAIN
DEFINED TERMS
Unless the context otherwise requires, references in this annual
report on
Form 20-F,
or annual report to:
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ADRs are to the American depositary receipts that
evidence our ADSs;
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ADSs are to our American depositary shares, each of
which represents one-fourth of a share of our common stock;
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Government is to the government of The Republic of
Korea;
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Gravity, the Company, we,
us, our, or our company are
to Gravity Co., Ltd. and except as otherwise indicated or
required by context, our subsidiaries;
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Korea or the Republic are to The
Republic of Korea;
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China or the PRC are to the
Peoples Republic of China (excluding Taiwan, Hong Kong and
Macau);
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Taiwan or the ROC are to Taiwan, the
Republic of China;
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US$, U.S. dollars, US
dollars, or Dollars are to the currency of the
United States of America;
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Won, Korean Won, or
W, are to the currency of The
Republic of Korea;
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Chinese Yuan or CNY are to the currency
of China;
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Japanese Yen or JPY are to the currency
of Japan;
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NT dollar or NT$ are to the currency of
Taiwan;
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Hong Kong dollar or HK$ are to the
currency of Hong Kong; and
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Thai Baht or THB are to the currency of
Thailand.
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For your convenience, this annual report contains translations
of certain Won amounts into U.S. dollars at the noon buying
rate as quoted by the Federal Reserve Bank of New York for Won
in effect on March 31, 2011, which was Won 1,097.25 to
US$1.00. No assurance is given that any Won or dollar amounts
could have been, or could be converted into dollars or Won as
the case may be at such rate, or any other rate, or at all.
Discrepancies in tables between totals and sums of the amounts
listed are due to rounding.
FORWARD-LOOKING
STATEMENTS
This annual report for the year ended December 31, 2010
contains forward-looking statements, as defined in
Section 27A of the U.S. Securities Act of 1933, as
amended, or the Securities Act, and Section 21E of the
U.S. Securities Exchange Act of 1934, as amended, or the
Exchange Act. The forward-looking statements are based on our
current expectations, assumptions, estimates and projections
about us and our industry, and are subject to various risks and
uncertainties. Generally, these forward-looking statements can
be identified by the use of forward-looking terminology such as
anticipate, believe,
considering, depends,
estimate, expect, intend,
plan, planning, planned,
predict, project, continue
and variations of these words, similar expressions, or that
certain events, actions or results will,
may, might, should,
would or could occur, be taken or be
achieved.
Forward-looking statements include, but are not limited to, the
following:
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future prices of and demand for our products;
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future earnings and cash flow;
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estimated development and commercial launch schedule of our
games in development;
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our ability to attract new customers and retain existing
customers;
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the expected growth of the Korean and worldwide online gaming
industry;
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4
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the effect that economic, political or social conditions in
Korea have on the revenue generated from our online game product
and our results of operations;
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the effect that the current global financial crisis and global
economic recession will or may have on our business prospects,
financial condition and results of operations; and
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our future business development and prospects, results of
operations and financial condition.
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We caution you not to place undue reliance on any
forward-looking statement, each of which involves risks and
uncertainties. Although we believe that the assumptions on which
our forward-looking statements are based are reasonable, any of
those assumptions could prove to be inaccurate, and as a result,
the forward-looking statements based on those assumptions could
be incorrect. All forward-looking statements are based on our
managements current expectation, assumptions, estimates
and projections of future events and are subject to a number of
factors that could cause actual results to differ materially
from those described in the forward-looking statements. Risks
and uncertainties associated with our business include, but are
not limited to, risks related to changes in the regulatory
environment; technology changes; potential litigation and
governmental actions; changes in the competitive environment;
changes in customer preference and popular culture and trends,
including the online gaming culture; political changes; recent
global economic events including, but not limited to, the
significant downturn in the global economic and financial
markets and the tightening of the global credit markets, changes
in business and economic conditions, fluctuations in foreign
exchange rates, fluctuations in prices of our products,
decreasing consumer confidence and slowing of economic growth
generally, and other risks and uncertainties that are more fully
described under the heading Risk Factors in this
annual report, and elsewhere in this annual report. In light of
these and other uncertainties, you should not conclude that we
will necessarily achieve any plans and objectives or projected
financial results referred to in any of the forward-looking
statements. We undertake no obligation to update or revise any
forward-looking statement to reflect future events or
circumstances.
5
PART I
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ITEM 1.
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IDENTITY
OF DIRECTORS, SENIOR MANAGEMENT AND ADVISERS
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Not applicable.
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ITEM 2.
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OFFER
STATISTICS AND EXPECTED TIMETABLE
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Not applicable.
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ITEM 3.A.
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SELECTED
FINANCIAL DATA
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You should read the selected financial data below in conjunction
with the financial statements and the related notes included
elsewhere in this annual report. The selected financial data as
of December 31, 2009 and 2010 and for the years ended
December 31, 2008, 2009 and 2010 are derived from our
audited financial statements and related notes thereto are
included elsewhere in this annual report. Our historical results
do not necessarily indicate results expected for any future
periods. Our financial statements are prepared in accordance
with accounting principles generally accepted in the United
States of America, or U.S. GAAP.
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As of and for the Years Ended December 31,
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2006
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2007
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2008
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2009
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2010
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2010(1)
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(Unaudited)
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(In millions of Won and thousands of US$, except share and
per share data,
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operating data and percentage)
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Statements of operations
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Revenues:
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Online games subscription revenue
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W
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8,420
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W
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9,405
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W
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12,576
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W
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12,674
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W
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9,908
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US$
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9,030
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Online games royalties and license fees
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26,123
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24,698
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30,110
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34,037
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32,132
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29,284
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Mobile games
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3,840
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4,063
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6,882
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7,882
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9,188
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8,374
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Character merchandising, animation and other revenue
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2,580
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2,063
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3,602
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2,810
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1,134
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1,034
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Total revenues
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40,963
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40,229
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53,170
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57,403
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52,362
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47,722
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Cost of revenues
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17,746
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19,479
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27,772
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21,170
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20,873
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19,023
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Gross profit
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23,217
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20,750
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25,398
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36,233
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31,489
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28,699
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Operating expenses:
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Selling, general and administrative
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27,555
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28,159
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23,489
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21,651
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20,422
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18,612
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Research and development
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9,239
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5,761
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2,145
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1,799
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4,652
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4,240
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Impairment losses on investments
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8,619
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Impairment losses on intangible assets
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871
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280
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475
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433
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Litigation charges
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4,648
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Proceeds from a former chairman due to fraud
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(4,947
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)
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Gain in disposal of assets held for sale
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(1,081
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)
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Settlement cost of litigation
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1,649
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Operating income (loss)
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(12,197
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)
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(22,660
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)
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(236
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)
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10,854
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5,940
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5,414
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Other income, net
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2,265
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3,441
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6,030
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2,108
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2,322
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2,115
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Income (loss) before income tax expenses and equity income
(loss) on investments
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(9,932
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)
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(19,219
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)
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5,794
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12,962
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8,262
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7,529
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Income tax expenses
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12,069
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2,916
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3,379
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4,544
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4,207
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3,835
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Income (loss) before equity income (loss) on investments
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(22,001
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)
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(22,135
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)
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2,415
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8,418
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4,055
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3,694
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Equity loss on investments, net
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(1,106
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)
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(1,026
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)
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(5,119
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)
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(1,424
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)
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(345
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)
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(314
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)
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Income (loss) before cumulative effect of change in accounting
principle
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(23,107
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)
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(23,161
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)
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(2,704
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)
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6,994
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|
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3,710
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|
|
|
3,380
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6
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As of and for the Years Ended December 31,
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|
2006
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2007
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2008
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|
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2009
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|
2010
|
|
|
2010(1)
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(Unaudited)
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(In millions of Won and thousands of US$, except share and
per share data,
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operating data and percentage)
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Cumulative effect of change in accounting principle, net of tax
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849
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Net income (loss)
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(22,258
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)
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(23,161
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)
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(2,704
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)
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6,994
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|
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|
3,710
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|
|
|
3,380
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LESS: Net income (loss) attributable to the non-controlling
interest
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|
7
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|
40
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69
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|
77
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|
(20
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)
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|
|
(18
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)
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Net income (loss) attributable to Parent Company
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|
W
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(22,265
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)
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|
W
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(23,201
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)
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|
W
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(2,773
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)
|
|
W
|
6,917
|
|
|
W
|
3,730
|
|
|
US$
|
3,398
|
|
|
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|
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Earnings (loss) per share:
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Before cumulative effect of change in accounting principle
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W
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(3,326
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)
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W
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(3,339
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)
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|
W
|
(399
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)
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|
W
|
995
|
|
|
W
|
537
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|
|
US$
|
0.49
|
|
Cumulative effect of change in accounting principle(2)
|
|
|
122
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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Basic and diluted per share
|
|
W
|
(3,204
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)
|
|
W
|
(3,339
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)
|
|
W
|
(399
|
)
|
|
W
|
995
|
|
|
W
|
537
|
|
|
US$
|
0.49
|
|
Basic and diluted per ADS(3)
|
|
|
(801
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)
|
|
|
(835
|
)
|
|
|
(100
|
)
|
|
|
249
|
|
|
|
134
|
|
|
|
0.12
|
|
Weighted average number of shares outstanding (basic and diluted)
|
|
|
6,948,900
|
|
|
|
6,948,900
|
|
|
|
6,948,900
|
|
|
|
6,948,900
|
|
|
|
6,948,900
|
|
|
|
6,948,900
|
|
Balance sheet data:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cash and cash equivalents
|
|
W
|
35,314
|
|
|
W
|
53,588
|
|
|
W
|
53,168
|
|
|
W
|
51,333
|
|
|
W
|
44,122
|
|
|
US$
|
40,211
|
|
Total current assets
|
|
|
88,203
|
|
|
|
72,667
|
|
|
|
72,550
|
|
|
|
82,899
|
|
|
|
76,343
|
|
|
|
69,577
|
|
Property and equipment, net
|
|
|
8,472
|
|
|
|
7,195
|
|
|
|
5,226
|
|
|
|
2,837
|
|
|
|
2,672
|
|
|
|
2,435
|
|
Total assets
|
|
|
122,561
|
|
|
|
96,921
|
|
|
|
95,935
|
|
|
|
102,438
|
|
|
|
125,490
|
|
|
|
114,368
|
|
Total current liabilities
|
|
|
16,192
|
|
|
|
10,106
|
|
|
|
8,397
|
|
|
|
8,248
|
|
|
|
14,065
|
|
|
|
12,818
|
|
Total liabilities
|
|
|
24,419
|
|
|
|
21,377
|
|
|
|
19,327
|
|
|
|
18,828
|
|
|
|
27,078
|
|
|
|
24,678
|
|
Total parent company shareholders equity
|
|
|
98,113
|
|
|
|
75,476
|
|
|
|
76,471
|
|
|
|
83,396
|
|
|
|
87,416
|
|
|
|
79,668
|
|
Non-controlling interest
|
|
|
29
|
|
|
|
68
|
|
|
|
137
|
|
|
|
214
|
|
|
|
10,996
|
|
|
|
10,022
|
|
Total equity
|
|
|
98,142
|
|
|
|
75,544
|
|
|
|
76,608
|
|
|
|
83,610
|
|
|
|
98,412
|
|
|
|
89,690
|
|
Selected operating data and financial ratios (unaudited):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit margin(4)
|
|
|
56.7
|
%
|
|
|
51.6
|
%
|
|
|
47.8
|
%
|
|
|
63.1
|
%
|
|
|
60.1
|
%
|
|
|
60.1
|
%
|
Operating profit margin(5)
|
|
|
(29.8
|
)
|
|
|
(56.3
|
)
|
|
|
(0.4
|
)
|
|
|
18.9
|
|
|
|
11.3
|
|
|
|
11.3
|
|
Net profit margin(6)
|
|
|
(54.4
|
)
|
|
|
(57.7
|
)
|
|
|
(5.2
|
)
|
|
|
12.0
|
|
|
|
7.1
|
|
|
|
7.1
|
|
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
|
(2) |
|
The Financial Accounting Standards Board, or FASB Accounting
Standard Codification, or ASC 718, Compensation
Stock Compensation was adopted in 2006. |
|
(3) |
|
Each ADS represents one-fourth of a share of common stock. |
|
(4) |
|
Gross profit margin for each period is calculated by dividing
gross profit by total net revenues for each period. |
|
(5) |
|
Operating profit margin for each period is calculated by
dividing operating income by total net revenues for each period. |
|
(6) |
|
Net profit margin for each period is calculated by dividing net
income by total net revenues for each period. |
7
Exchange
Rate Information
The following table sets forth information concerning the noon
buying rate for the years 2006 through 2010 and for each month
during the previous six months through June 17, 2011,
expressed in Won per US dollar.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
At End of
|
|
Average
|
|
|
|
|
Period
|
|
Period
|
|
Rate(1)
|
|
High
|
|
Low
|
|
2006
|
|
|
930.0
|
|
|
|
950.1
|
|
|
|
1,002.9
|
|
|
|
913.7
|
|
2007
|
|
|
935.8
|
|
|
|
928.0
|
|
|
|
950.2
|
|
|
|
903.2
|
|
2008
|
|
|
1,262.0
|
|
|
|
1,105.8
|
|
|
|
1,507.9
|
|
|
|
935.2
|
|
2009
|
|
|
1,163.7
|
|
|
|
1,270.0
|
|
|
|
1,570.1
|
|
|
|
1,149.0
|
|
2010
|
|
|
1,130.6
|
|
|
|
1,158.7
|
|
|
|
1,253.2
|
|
|
|
1,104.0
|
|
December
|
|
|
1,130.6
|
|
|
|
1,145.5
|
|
|
|
1,155.2
|
|
|
|
1,130.6
|
|
2011
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
January
|
|
|
1,119.1
|
|
|
|
1,118.9
|
|
|
|
1,128.1
|
|
|
|
1,111.0
|
|
February
|
|
|
1,123.7
|
|
|
|
1,117.4
|
|
|
|
1,130.6
|
|
|
|
1,100.9
|
|
March
|
|
|
1,097.3
|
|
|
|
1,119.3
|
|
|
|
1,135.6
|
|
|
|
1,097.3
|
|
April
|
|
|
1,068.4
|
|
|
|
1,083.0
|
|
|
|
1,091.8
|
|
|
|
1,068.4
|
|
May
|
|
|
1,078.0
|
|
|
|
1,084.4
|
|
|
|
1,101.6
|
|
|
|
1,065.5
|
|
June (through June 17, 2011)
|
|
|
1,085.8
|
|
|
|
1,082.3
|
|
|
|
1,091.2
|
|
|
|
1,076.2
|
|
Source: Federal Reserve Bank of New York.
Note:
|
|
|
(1) |
|
The average rates for the annual periods were calculated based
on the average noon buying rate on the last day of each month
during the period. The average rates for the monthly periods
were calculated based on the average noon buying rate of each
day of the month. |
|
|
ITEM 3.B.
|
CAPITALIZATION
AND INDEBTEDNESS
|
Not applicable.
|
|
ITEM 3.C.
|
REASONS
FOR THE OFFER AND USE OF PROCEEDS
|
Not applicable.
RISKS
RELATING TO OUR BUSINESS
We
currently depend on one online game product, Ragnarok Online,
for most of our revenues.
Most of our revenues have been and are currently derived from a
single online game product, Ragnarok Online, which was
commercially introduced in August 2002 and is currently
commercially offered in 80 countries and markets. We derived Won
37,573 million (US$34,243 thousand) in revenues from
Ragnarok Online in 2010 and Won 42,290 million in revenues
from Ragnarok Online in 2009, representing approximately 71.8%
and 73.7% of our total revenues in 2010 and 2009, respectively.
Ragnarok Online has been in the market for nine years and has
reached maturity in most of our principal markets. The life
cycle of an online game generally lasts from four to seven years
and reaches its peak popularity within the first two years of
its introduction after which usage gradually stabilizes and
begins to decrease over time. The number of users of Ragnarok
Online worldwide reached its peak in the first quarter of 2005
and has continued to decline since such time. Our failure to
maintain, improve, update or enhance Ragnarok Online in a timely
manner or successfully introduce it in attractive new markets is
likely to lead to a continual decline in Ragnarok Onlines
user base and subscription revenues and royalties. This will
likely lead to a decline in our overall revenues, which would
materially and adversely affect our business, financial
condition and results of operations.
8
If we
are unable to consistently and timely develop, acquire, license,
launch, market or operate commercially successful online games
in addition to Ragnarok Online, our business, financial
condition and results of operations may be materially and
adversely affected.
In order to grow our revenues and net income, we must develop,
acquire, license, launch, market or operate commercially
successful online games in addition to Ragnarok Online in order
to retain our existing users and attract new users. In addition
to Ragnarok Online, we currently offer five other massively
multiplayer online role playing games, or MMORPGs, Requiem, Emil
Chronicle Online, R.O.S.E. Online, Canaan and Dragonica, which
is also known as Dragon Saga in the United States and Canada, a
casual third person shooter, H.A.V.E. Online, which is also
known as Toy Wars in Japan, and two social network games,
Fashion Star and Jeweled Planet. We conducted closed beta
testing of an MMORPG sequel to Ragnarok Online, Ragnarok Online
II, and open beta testing of a Web browser-based casual MMORPG,
Eternal Destiny, which was developed by Xpec Entertainment Inc.,
a Taiwanese company. We are currently developing a new MMORPG
with a tentative title of East Road. We have entered into
license agreements to publish Weapons of the Gods, an MMORPG,
with Shanghai Nineyou Interactive Community and Media Co., Ltd.
and its two affiliated Chinese game developers and publishers,
Shanghai Nineshine Information Technology Co., Ltd. and HitNorth
International Limited. We have entered into license agreements
to publish Da Ming Long Quan, an MMORPG developed by Shanghai
Jiayou Network Technology, a Chinese company, with SL
Media & Games Co., Ltd., and Finding Neverland Online,
an MMORPG developed by X-Legend Entertainment Co., Ltd., a
Taiwanese company, all of which are currently being localized
and prepared for beta testing.
None of our other online games to date have proven to be as
commercially successful as Ragnarok Online. We stopped offering
Pucca Racing, a casual online game, in June 2010 as the game did
not gain popularity in the market. In addition, we have
experienced significant delays in and cost overruns related to
the launch of many of our online games. For example, although we
conducted open beta testing of Ragnarok Online II from May
2007 to August 2010, followed by closed beta testing on the
upgraded version of the game from August 2010 to September 2010
and a customer satisfaction test called R Care Test in January
2011, and had indicated our plan to release Ragnarok
Online II at various times over the past few years, the
launch of this game has been significantly delayed on a number
of occasions for a variety of reasons, including as a result of
technical difficulties and corrective actions taken in response
to market feedback during the testing and development phase.
While no assurance can be given that we will be able to meet our
current anticipated launch date, we currently intend to launch
Ragnarok Online II in the fourth quarter of 2011. We
entered into license and distribution agreements for Ragnarok
Online II with six licensees in ten countries in 2006, 2007
and 2008, including Thailand, Japan, Taiwan, the Philippines,
Singapore, Malaysia, Vietnam, China, Indonesia and Brazil. Our
agreement with the licensee for licensing and distribution of
Ragnarok Online II in the Taiwan, Hong Kong and Macau
markets was terminated in December 2010. Licensing and
distribution agreements with licensees in the Philippines and
Brazil were amended in June 2010, and those in Thailand,
Singapore and Malaysia were amended in November 2010 with less
favorable terms than the original agreements, such as reduced
license fees or guaranteed minimum royalty. As a result of such
termination and amendments, the total value of our license and
distribution agreements for Ragnarok Online II in nine
countries is US$43,390 thousand as of December 31, 2010.
Any continued delay in the launch schedule of Ragnarok
Online II could result in financial losses, including
termination or amendments of more license agreements, which
could damage our reputation and have a material adverse effect
on our business, prospects, financial condition and results of
operation.
In addition, no assurance can be given that when launched,
Ragnarok Online II will gain market acceptance and
popularity and be profitable for us. The success of Ragnarok
Online II will be subject to many factors, including the
quality, uniqueness and playability of the game and the launch
by our competitors of other games that may gain more market
acceptance than Ragnarok Online II. See ITEM 3.D.
RISK FACTORS RISKS RELATING TO OUR
BUSINESS As we introduce new games, we face the risk
that a significant number of users of our existing games may
migrate to our new games without any net gains in the overall
user base or overall improvement to our total revenues.
9
As we
introduce new games, we face the risk that a significant number
of users of our existing games may migrate to our new games
without any net gains in the overall user base or overall total
revenues.
We expect that as we introduce new games, a certain number of
our existing users will migrate from our existing games to the
new games. If the net gains in new users is significantly lower
than our expectations, then our revenue growth and profitability
is likely to be materially and adversely affected.
In particular, there is a high degree of uncertainty about the
potential impact of the commercial launch of Ragnarok
Online II on the user base of Ragnarok Online. While we
believe that the game environment and the overall game
experience of Ragnarok Online II will be meaningfully
different from those of Ragnarok Online, we cannot assure you
that the overall user base will grow and that the net migration
away from Ragnarok Online will not be significant and
detrimental to our total revenues and as a result our net income.
We
depend on our overseas licensees for a substantial portion of
our revenues and rely on them to distribute, market and operate
our games, and comply with applicable laws and government
regulations.
In markets other than Korea, the United States, Canada,
Australia, New Zealand, India and certain European countries for
Ragnarok Online; Korea, the United States, Canada, certain
European countries, certain Central and South American
countries, Thailand, Vietnam, Singapore, Malaysia, Indonesia and
the Philippines for Requiem; the United States, Canada, Mexico
and certain European countries for R.O.S.E. Online; the United
States and Canada for Dragonica, which is also known as Dragon
Saga; and Korea for Fashion Star and Jeweled Planet in which we
or our subsidiaries directly publish our games, we license our
games to overseas operators or distributors for license fees and
royalty payments based on a percentage of revenues generated
from our games in such markets. Overseas license fees and
royalty payments represented 61.4% of our total revenues in 2010
and 59.3% of our total revenue in 2009. In particular, we are
heavily dependent on one licensee for a significant portion of
our revenues. In 2010, 55.5% of our total revenues was derived
from GungHo Online Entertainment, Inc., or GungHo, our licensee
in Japan, which is also our majority shareholder. Deterioration
in our relationships with licensees or material changes in the
terms of our licenses with such licensees will likely have a
material adverse effect on our business, prospects, financial
condition and results of operations. In addition, as we are
heavily dependent on certain licensees, deterioration or any
adverse developments in the operations, including changes in
senior management, of our overseas licensees may materially and
adversely affect our business, financial condition and results
of operations.
Further, our overseas licensees generally have the exclusive
right to distribute our games in their respective markets for a
term of two or three years and may also operate or publish other
online games developed or offered by our competitors, while we
may not be able to easily terminate the license agreements as
the agreements do not specify particular financial or
performance criteria that need to be met by our licensees. If
our overseas licensees devote greater time and resources to
marketing their proprietary games or those of our competitors,
we may not be able to terminate our license agreements or enter
into a new license agreement with a different licensee and our
revenues and net profit would be adversely impacted. Also, a
failure to satisfy our obligation to provide technical and other
consulting services to the licensees under the license agreement
may negatively affect user satisfaction and loyalty and hinder
our licensees efforts to increase market share, which may
lead the licensees to focus their attention on our
competitors games or request modifications to our
licensing agreements, including our licensees terminating or not
renewing their relationship with us.
Our overseas licensees are responsible for remitting royalty
payments to us based on a percentage of sales from our games
after deducting certain expenses. Some licensees may be allowed
to deduct certain expenses before calculating royalty payments
depending on the terms of the applicable contract. Failure by
our licensees to maintain a stable and efficient billing,
recording, distribution and payment collection network in these
markets may result in inaccurate recording of sales or
insufficient collection of payments from these markets and may
materially and adversely affect our financial condition and
results of operations. Certain of our licensees in the past have
failed to accurately report amounts due to us and have diverted
certain payables to one of our former chairmen, in contravention
of our license agreements. When the illicit payments were
discovered, we audited the database of our licensees in Japan,
Taiwan, Thailand, the Philippines and China to assess the amount
embezzled by the former chairman. Although we have audit rights,
pursuant to our license agreements, to ensure that proper
payment
10
amounts are being recorded and remitted, such activities can be
disruptive and time consuming and as a result we do not exercise
such rights on a regular basis. Although we have taken a number
of steps to improve our internal controls and compliance
procedures to prevent inaccurate reporting and illicit diversion
of payments, we cannot ensure that such incidents will not occur
again. Any future occurrence of such incidents may materially
and adversely affect our business, financial condition and
results of operations.
Furthermore, our overseas licensees are responsible for
complying with local laws, including obtaining and maintaining
the requisite government licenses and permits. Failure by our
overseas licensees to do so may result in, among others, a
suspension of service of our games in such market which may
result in user complaints and decrease in use of our game which
would likely have a material adverse effect on our business,
financial condition and results of operations.
GungHo,
the publisher of our games in Japan, our largest market in terms
of revenues, is our majority shareholder, which gives them
control of our board of directors.
Since April 1, 2008, GungHo has been our largest
shareholder and beneficially owns, as of the date hereof, 59.3%
of our common shares. As a result, GungHo is able to exert
significant control over all matters requiring shareholder
approval, including the election of directors and approval of
significant corporate transactions, including acquisitions,
divestitures, strategic relationships and other matters, and may
also exert significant control over decisions related to the
status of our American depositary shares being eligible for
quotation and trading on the NASDAQ Global market. In addition,
as GungHo is also an online game developer, there may be
conflicts of interest. For instance, GungHo may lead our
management with strategies and efforts which benefit itself and
its shareholders to the detriment of our other shareholders.
GungHo may also compete directly or indirectly against us for
users and customers or increased market share for its games.
Furthermore, four of our registered Executive Directors,
Mr. Hyun Chul Park, Mr. Yoshinori Kitamura,
Mr. Kazuki Morishita and Mr. Kazuya Sakai currently
serve as General Manager, Director and Executive General
Manager, President and Chief Executive Officer, and Director and
Chief Financial Officer, respectively, of GungHo, and there may
be conflicts of interest in the decisions made by our Board of
Directors and senior management. See ITEM 7.B.
RELATED PARTY TRANSACTIONS Relationship with
GungHo Online Entertainment, Inc.
We
operate in a highly competitive industry and compete against
many large companies.
Increased competition in the online game industry in our markets
from existing and potential competitors could make it difficult
for us to retain existing users and attract new users, and could
reduce the number of hours users spend playing our current or
future games or cause us and our licensees to reduce the fees
charged to play our current or future games. In some of the
countries in which our games are distributed, such as Korea,
Japan and Taiwan, growth of the market for online games has
continued to slow while competition remains strong. If we are
unable to compete effectively in our principal markets, our
business, financial condition and results of operations could be
materially and adversely affected. Many companies worldwide are
dedicated to developing
and/or
operating online games and compete across various markets and
regions. We expect more companies to enter the online game
industry and a wider range of online games to be introduced in
our current and future markets. Our competitors in the MMORPG
industry vary in size from small companies to very large
companies with dominant market share such as NCsoft of Korea and
Tencent of China. We also compete with online casual game and
game portal companies such as NHN Corporation, Nexon
Corporation, CJ E&M and Neowiz Games Corporation, all from
Korea. In addition, we may face stronger competition from
companies that produce package games, such as Activision
Blizzard, Electronic Arts, Nintendo and Sony Computer
Entertainment, some of which have already successfully entered
the online gaming market and many of which have announced their
intention to expand their game services and offerings over the
Internet. For example, World of Warcraft, Activision
Blizzards online game, was released in 2004 and has been
one of the most popular games in the world. Electronic Arts
co-developed with Neowiz Games and launched FIFA Online 2, a
sports online game based on its best-selling package sports game
franchise FIFA series, in Korea in 2007 and the game is
currently serviced in Korea and some South East Asian countries.
Many of our competitors have significantly greater financial,
marketing and game development resources than we have. As a
result, we may not be able to devote adequate resources to
develop, acquire or license new
11
games, undertake extensive marketing campaigns, adopt aggressive
pricing policies or adequately compensate our game developers or
third-party game developers to the same degree as many of our
competitors.
As the online game industry in many of our markets is rapidly
evolving, our current or future competitors may more effectively
adapt to the changing competitive landscape and market
conditions and compete more successfully than us. In particular,
online game products are becoming more similar to each other,
thus becoming commoditized and undifferentiated. In this
environment, larger companies with relative economies of scale
have a clear advantage over smaller companies like ours, as they
are able to develop games in a more cost efficient manner,
diversify their risks with a broader category of games and
genres and increase their chances of having widely popular
games. In addition, any of our competitors may offer products
and services that have significant performance, price,
creativity or other advantages over those offered by us. These
products and services may weaken the market strength of our
brand name and achieve greater market acceptance than ours. In
addition, any of our current or future competitors may be
acquired by, receive investments from or enter into strategic
relationships with larger, better established and better
financed companies and therefore may be able to obtain
significantly greater financial, marketing and game licensing
and development resources than we can. See ITEM 4.B.
BUSINESS OVERVIEW COMPETITION.
Our
investments in joint ventures or partnerships, or acquisitions
of other companies related to development or service of online
games may not be successful.
Since 2004 we have made investments in joint ventures and
entered into partnership arrangements with third parties to
invest in online games. In many cases, as we do not have
significant investment or other control over such entities, the
success of such joint ventures and partnership arrangements is
heavily dependent on third parties and their investment
decisions. In December 2005, we entered into a limited liability
partnership agreement to invest an aggregate amount of
JPY1,000 million in Online Game Revolution
Fund No. 1, a limited liability partnership which
purpose was to invest in online games. In 2005, 2006, 2008 and
2009, we made contributions of JPY100 million,
JPY150 million, JPY642 million and JPY18 million,
respectively, to the partnership. We account for our partnership
interest under equity method of accounting and recorded our
partnership interest as an equity loss equal to
Won 5,119 million, Won 1,424 million and Won
358 million in 2008, 2009 and 2010, respectively. On
December 31, 2010, the term of the partnership expired and
it is currently undergoing liquidation process. In June 2010, we
acquired from Terabit Telecom Ltd., a Russia-based online game
company, a 25% of equity interest in Ingamba LLC, or Ingamba, a
joint venture company established in April 2010 for online game
service in Russia. In October 2010, we acquired an aggregate of
50.83% of the total shares of Barunson Interactive Corporation,
subsequently named Gravity Games Corporation, an online game
developer in Korea.
If our partners or our investments in such joint ventures and
partnerships or companies acquired by us are unable to manage
their investments, develop promising online games, or market or
operate commercially successful online games such joint ventures
and partnerships or acquired companies will be unable to attain
their investment objectives, which may materially and adversely
affect the value of our investments and commitments and will
likely have a material adverse affect on our business, financial
condition and results of operation.
We
have experienced frequent turnover among our senior management
team and key employees in the past. Some of our senior managers
and key employees have limited experience in our industry, which
could materially and negatively affect our business
prospects.
Some senior management members and other key employees have
worked with us and in our industry for a relatively short period
of time. Their unfamiliarity with many aspects of our business
operations may adversely affect our business, prospects,
financial condition and results of operation. Despite our
efforts to stabilize the composition of our senior management,
we cannot provide any assurance that we will be successful. Our
business prospects must be considered in light of the risks and
difficulties we have encountered in the recruitment and
retention of qualified senior management. Our inability to
successfully address these risks and difficulties could
materially harm our business prospects, financial condition and
results of operations.
12
If we
fail to hire and retain skilled and experienced game developers
or other key personnel to design and develop new online games
and additional game features, we may be unable to achieve our
business objectives.
In order to meet our business objectives and maintain our
competitiveness, we need to attract and retain qualified
employees, including skilled and experienced online game
developers. We compete to attract and retain key personnel with
other companies in the online game industry as well as in the
broader entertainment, media and Internet industries, many of
which offer superior compensation arrangements and career
opportunities. In addition, our ability to train and integrate
new employees into our operations may not meet the changing
demands of our business. We cannot assure you that we will be
able to attract and retain qualified game developers or other
key personnel, and successfully train and integrate them to
achieve our business objectives, which could materially harm our
business prospects. For example, during the development of
Ragnarok Online II, certain key online game developers left,
which negatively affected our ability to launch Ragnarok
Online II in a timely fashion.
Undetected
programming errors or flaws in our games could harm our
reputation or decrease market acceptance of our games, which
would materially and adversely affect our business prospects,
reputation, financial condition and results of
operations.
Our current and future games may contain programming errors or
flaws, which may become apparent only after their release. In
addition, our online games are developed using programs and
engines developed by and licensed from third party vendors,
which may include programming errors or flaws over which we have
little or no control. If our users have negative experiences
with our games related to or caused by undetected programming
errors or flaws, they may be less inclined to use our games or
recommend our games to other potential users.
While we have not experienced any material disruptions to our
business from such errors or flaws in our games or in the
programs and engines that we use to develop our games, these
risks are inherent to our industry and, if realized, could
severely harm our reputation, cause our users to cease playing
our games, divert our resources or delay market acceptance of
our games, any of which could materially and adversely affect
our business, financial condition and results of operations.
Unexpected
network interruptions, security breaches or computer virus
attacks could harm our business and reputation.
Failure to maintain satisfactory performance, reliability,
security and availability of our network infrastructure, whether
maintained by us or by our licensees, may cause significant harm
to our reputation and negatively impact our ability to attract
and maintain users. Major risks relating to our network
infrastructure include:
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any breakdowns or system failures, including from fire, flood,
earthquake, typhoon or other natural disasters, power loss or
telecommunications failure, resulting in a sustained shutdown of
all or a material portion of our servers;
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any disruption or failure in the national or international
backbone telecommunications network, which would prevent users
in certain countries in which our games are distributed from
logging onto or playing our games for which the game servers are
located in other countries; and
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any security breach caused by hacking, loss or corruption of
data or malfunctions of software, hardware or other computer
equipment, and the inadvertent transmission of computer viruses.
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Hacking involves efforts to gain unauthorized
access to information or systems or to cause intentional
malfunctions or loss or corruption of data, software, hardware
or other computer equipment. Hackers, if successful, could
misappropriate proprietary information or cause disruptions in
our service. We may have to spend significant capital and human
resources to fix any damage to our system. In addition, we
cannot ensure that any measures we take against computer hacking
will be effective. A well-publicized computer security breach
could significantly damage our reputation and materially and
adversely affect our business.
We have been subject to denial of service attacks that have
caused portions of our network to be inaccessible for limited
periods of time but did not cause material losses or damages.
Although we take a number of measures to
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ensure that our systems are secure and unaffected by security
breaches, including ensuring that our servers are hosted at
physically secure sites, limiting access to server ports, and
using firewalls, passwords, and encryption technology, we cannot
ensure that the measures we have implemented will be effective
against all hacking efforts.
In addition, computer viruses may cause delays or other service
interruptions on our systems and expose us to a material risk of
loss or litigation and possible liability. We may be required to
expend significant capital and other resources to protect our
Web sites against the threat of such computer viruses and to
alleviate any problems resulting from such viruses. Moreover, if
a computer virus affecting our system is highly publicized, our
reputation could be materially damaged and our visitor traffic
may decrease.
Any of the foregoing factors could reduce our users
satisfaction, harm our business and reputation and have a
material adverse effect on our financial condition and results
of operations.
Electronic
embezzlement could lessen the popularity of our online games and
adversely affect our reputation and our results of
operations.
Despite security measures, some of our employees or
licensees employees with high-level security access to our
network, or other employees who hack into or otherwise gain
unauthorized access to certain sectors of our network, may
succeed in breaching internal security systems and engage in
electronic embezzlement by creating or diverting game money used
in our online games and engaging in a public or private sale of
the game money for their personal financial benefit. Although we
have internal security procedures in place designed to prevent
electronic embezzlement and have not had any incident of
electronic embezzlement since early 2006, we cannot assure you
that we or our overseas licensees will be successful in
preventing all electronic embezzlement. We have taken a number
of procedures to prevent electronic embezzlement, including
installing security programs designed to prevent counterfeiting
and modification of program files, but cannot assure you such
procedures will be sufficient to prevent new methods to engage
in electronic embezzlement. Incidents of electronic embezzlement
may negatively impact the reputation of our games, which may
materially and adversely affect our business, financial
condition and results of operations.
Cheating
by users of online games could lessen the popularity of our
online games and adversely affect our reputation and our results
of operations.
We have experienced numerous incidents where users were able to
modify the published rules of our online games. Although these
users did not gain unauthorized access to our systems, they were
able to modify the rules of our online games during game play in
a manner that allowed them to cheat and disadvantage our other
online game users, for example, by utilizing auto-run programs
that enabled the games to be continuously and automatically
played without user participation, which allowed the users to
accumulate in-game points quickly, causing many other players to
stop using the game and shortening the games lifecycle.
Such unauthorized manipulation of our games may negatively
impact the image and users perception of our games and
damage our reputation. Although we have taken a number of steps
to deter our users from cheating when playing our online games,
including spot checks, monitoring of game play by game masters
to check for suspicious activity, we cannot assure you that we
or our licensees will be successful or timely in taking the
corrective steps necessary to prevent users from modifying the
terms of our online games.
Unauthorized
use of our intellectual property by third parties, and the
expenses incurred in protecting our intellectual property
rights, may adversely affect our business.
Our intellectual property such as copyrights, service marks,
trademarks and trade secrets are critical to our business.
Unauthorized use of the intellectual property used in our
business, whether owned by us or licensed to us, may materially
and adversely affect our business and reputation. We rely on
trademark and copyright law, trade secret protection and
confidentiality agreements with our employees, customers,
business partners and others to protect our intellectual
property rights. Despite certain precautions taken by us, it may
be possible for third parties to obtain and use our intellectual
property without authorization.
Since the commercialization of Ragnarok Online in August 2002,
we have discovered that the server-end software of Ragnarok
Online has been consistently and unlawfully released in most of
the countries and markets in
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which Ragnarok Online is offered. This enables unauthorized
parties to set up local server networks to operate Ragnarok
Online, which may result in the diversion of a significant
number of paying users. We designate certain employees to be
responsible for detecting such illegal servers. In Korea, we
report offenders to the relevant enforcement authority for
possible prosecution relating to crimes on the Internet. In
markets outside of Korea, we cooperate with and rely on our
licensees to seek enforcement actions against operators of
illegal servers. For example, in Japan, we submitted a
preliminary written accusation to the Tokyo Metropolitan Police
Department in October 2009 and filed criminal charges against an
illegal server operator of Ragnarok Online in April 2011 in
cooperation with GungHo, our licensee in Japan, and the matter
is currently under investigation by the Tokyo Metropolitan
Police Department. In December 2007 and June 2008, Gravity
Interactive, Inc., our wholly owned subsidiary in the United
States which manages Ragnarok Online game operations in the
United States, petitioned the Federal Bureau of Investigation
for remission or mitigation of forfeiture of the property of two
illegal server operators of Ragnarok Online, which property was
deemed proceeds of copyright infringement violations by the
illegal server operators, and US$154,674.73 was returned to
Gravity Interactive, Inc. in April 2011. We may incur
considerable costs in the future in order to remedy software
piracy of our sever software and to enforce our rights against
the operators of unauthorized server networks.
The validity, enforceability, enforcement mechanisms and scope
of protection of intellectual property in Internet-related
industries are uncertain and evolving. In particular, the laws
and enforcement regimes of Korea, Japan, Taiwan, Thailand, China
and certain other countries in which our games are distributed
are uncertain or may not protect intellectual property rights to
the same extent as do the laws and enforcement procedures of the
United States. Moreover, litigation may be necessary in the
future to enforce our intellectual property rights. Such
litigation could result in substantial costs and diversion of
our resources, disruption of our business, and have a material
adverse effect on our business, prospects, financial condition
and results of operations.
We may
be subject to claims with respect to the infringement of
intellectual property rights of others, which could result in
substantial costs and diversion of our financial and management
resources.
We cannot be certain that our online games do not or will not
infringe upon patents, copyrights or other intellectual property
rights held by third parties. We may become subject to legal
proceedings and claims from time to time relating to the
intellectual property of others. For example, in November 2010,
Gravity Interactive, Inc., our wholly owned subsidiary in the
United States, which manages Dragonica game operations under the
name Dragon Saga in the United States and Canada, THQ*ICE LLC,
the former game distributor of Dragonica in the United States
and Canada, and THQ Inc., the former joint venture partner of
THQ*ICE LLC, were accused of trademark infringement. The owner
of the registered trademark of Dragonica in the United States
filed a lawsuit with the United States District Court for the
Southern District of California seeking damages and any profits
and gains to the defendants through the alleged trademark
infringement. In February 2011, Gravity Interactive, Inc.
responded to the United States District Court for the Southern
District of California, stating that there was no infringement
on the registered trademark of Dragonica. If we are found to
have violated the intellectual property rights of others, we may
be enjoined from using such intellectual property, and we may be
required to pay penalties, fines and pay for unauthorized use of
such intellectual property and we may need to incur additional
license fees or be forced to develop alternative technology or
obtain other licenses. We may incur substantial expenses in
defending against these third party infringement claims,
regardless of their merit. In addition, certain of our employees
were recruited from other online game developers, including
current and potential competitors. To the extent these employees
have been and are involved in the development of our games that
are similar to the games they helped develop at their former
employers, we may become subject to claims that we or such
employees have improperly used or disclosed trade secrets or
other proprietary information. Although we are not aware of any
pending or threatened claims of this type, if any such claims
were to arise in the future, litigation or other dispute
resolution procedures might be necessary to retain our ability
to offer our current and future games, which could result in
substantial costs and diversion of our financial and management
resources.
Successful infringement or licensing claims against us may
result in substantial monetary damages, which may materially
disrupt our business operations and have a material adverse
effect on our reputation, business, financial condition and
results of operations.
15
We may
not be able to successfully implement our growth and profit
improvement strategies.
We are pursuing a number of growth and profit improvement
strategies, including the following:
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distributing games developed in-house;
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publishing games acquired from or developed by third parties
through licensing arrangements;
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offering our games in countries where we currently have little
or no presence;
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optimizing our marketing and research and development
expenditures;
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cross-selling our popular online games through other lines of
businesses, such as mobile games, console games, animation and
character merchandising; and
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pursuing joint ventures with game development and service
companies.
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We cannot assure you that we will be successful in implementing
any of these strategies. Certain of our strategies relate to new
services or products, such as game business related to internet
protocol television, for which there are no established markets,
or in which we lack experience and expertise. If we are unable
to successfully implement our growth and profit improvement
strategies, our revenues, profitability and competitiveness may
be materially and adversely affected.
We
have limited business insurance coverage and any business
interruption could have a material adverse effect on our
business.
While we carry insurance coverage against certain risks, such as
fire, flood and earthquake, in respect of our principal assets,
including offices and equipment, as well as directors and
officers liability insurance, we do not separately
maintain casualty and liability insurance against litigation,
risks or disruptions related to our business. The occurrence of
any natural disaster, fire, power loss, telecommunications
failure, break-ins, sabotage, computer viruses, intentional acts
of Internet vandalism, human error or other similar events may
damage our facilities or network servers and disrupt the
operation of our business. As we do not carry sufficient natural
disaster or business interruption insurance to compensate us for
all types or amounts of loss that could arise, any damage or
disruption from such events might result in our incurring
substantial costs and the diversion of our resources, and have a
material adverse effect on our business, financial condition and
results of operation. See ITEM 4.B. BUSINESS
OVERVIEW INSURANCE.
Slow
growth or contractions in the Internet café industry in
Korea may affect our ability to target a core group of
users.
According to the 2009 report issued by the Korea Creative
Content Agency, an industry, non-profit organization that
promotes exporting of Korean culture, the growth of the Internet
café industry started to stabilize from 2000 although the
total number of personal computers, or PCs, in Internet
cafés continues to increase steadily. The number of
Internet cafés slightly increased in 2008 after a short
period of decrease in 2007 due to certain legal developments
such as the Enforcement Decree of the Building Act, which placed
limitations on the space for Internet cafés, the School
Health Act, which prohibited the entry of certain facilities
into the school environment
clean-up
zone and the Mandatory Registration of Businesses Supplying
Games which was enforced by the government to regulate
speculative gambling places. While we believe that
there was no significant change in the number of Internet
cafés in operation in 2010, as the Korean government
enforces its regulations to tighten control over businesses that
provide Internet and computer game facilities, the number of
Internet cafés and as a result the total number of PCs at
Internet cafés are expected to gradually decrease in the
long term. Internet cafés have traditionally been the
largest consumer and served as a medium of the game industry in
Korea and any future reduction in the number of Internet
cafés may shrink the size of the overall game market in
Korea and adversely affect our ability to target a core group of
potential users who prefer playing online games, in particular,
MMORPGs, at Internet cafés.
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The
high cost to access the Internet in certain markets may impede
our entry into new markets.
Our growth potential in many of the markets in which our games
are currently distributed or which we intend to enter, such as
Southeast Asia and South America, may be limited as the
penetration rates for personal computers in such markets are
relatively low and the cost of Internet access relative to the
per capita income is higher when compared to some of our
principal markets such as Korea and Japan. If we are unable to
successfully enter and develop new markets for our games, our
growth and profit improvement strategies, our revenues,
profitability and competitiveness may be materially and
adversely affected.
Occurrence
of widespread public health problems could adversely affect our
business and results of operations.
During 2003, some online game operators in China experienced
declining growth of their online game revenues which they
believe resulted from the closure of Internet cafés in
Beijing and elsewhere to prevent the spread of SARS, or severe
acute respiratory syndrome. In April 2009, a new strain of
influenza A virus subtype H1N1, commonly referred to as
swine flu, was first discovered in Mexico and
quickly spread to other parts of the world. A renewed outbreak
of SARS or another widespread public health problem, such as
swine flu or avian influenza, in China or in other countries may
prevent our customers from accessing Internet cafés and may
adversely affect our prospects, business and operating results.
A worldwide health crisis from any known or unknown causes and
the response and the reaction from the health authorities of
each country may impact our operations in a number of ways,
including, among other things:
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quarantines or closures of some of our offices which would
severely disrupt our operations;
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the sickness or death of our officers and key employees; and
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closure of Internet cafés and other public areas where
people access the Internet.
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Any of the foregoing events or other unforeseen consequences of
public health problems could adversely affect our business,
financial condition and results of operations.
We may
be required to take significant actions that are contrary to our
business objectives in order to avoid being deemed an investment
company as defined under the Investment Company Act of 1940, as
amended.
Section 3(b)(1) of the Investment Company Act of 1940, or
the 40 Act, provides that a company is not an investment
company and, therefore, not required to register under the
40 Act as an investment company, if the company is
primarily engaged, directly or through a wholly-owned subsidiary
or subsidiaries, in a business or businesses other than that of
investing, reinvesting or trading in securities (a
Non-Investment Business). There are several bases on
which a company can rely in determining that it is a
Non-Investment Business.
Under one set of criteria, the factors to be considered in
determining that a company is a Non-Investment Business are:
(i) the history of the company; (ii) the manner in
which the company represents itself to the investing public;
(iii) the activities of its officers and directors;
(iv) the nature of its current assets; and (v) the
sources of its current income. Based on those factors, we
believe that we are engaged primarily and directly in the
business of providing online game services, and consequently,
that we are a Non-Investment Business, and not an investment
company as that term is defined under the 40 Act.
However, the determination as to whether a company satisfies the
foregoing criteria is fact sensitive and subjective.
Accordingly, it is possible that our determination could be
challenged by the U.S. Securities and Exchange Commission
(SEC), particularly if at any time we own
investment securities (as defined in the
40 Act) having a value in excess of 40% of our total
assets (exclusive of cash items and U.S. government
securities). We do not currently own investment securities in
excess of this threshold. Nonetheless, if this were to become
the case, we could be required to take actions to reduce our
ownership of investment securities to comply with this standard,
such as shifting a portion of our short-term investment
portfolio into low-yielding bank deposits. If necessary, such
actions would likely reduce the amount of interest or other
income that we could otherwise generate from our investments. In
addition, we might need to acquire additional income or loss
generating assets
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that we might not otherwise have acquired or forego
opportunities to acquire minority interests in companies that
could be important to our business strategy.
Alternatively, we could consider other actions, including
applying to the SEC for an exemptive order pursuant to
Section 3(b)(2) of the 40 Act, declaring that we are
a company that is primarily engaged in a business or businesses
other than that of investing, reinvesting, owning, holding, or
trading in securities, without regard to the composition of our
assets at any particular time. However, there can be no
assurance that we would receive an exemptive order and the
process to obtain such an exemptive order could be long and
expensive.
The 40 Act contains numerous, complex requirements with
respect to the organization and operations of investment
companies, including restrictions on their capital structure,
operations, and transactions with affiliates, as well as
restrictions on the composition of the board of directors and
other matters which would be incompatible with our business.
Also, if we were to be deemed an investment company in the
future, we would effectively be precluded from making public
offerings of securities in the United States. In addition to
disciplinary actions, such as SEC enforcement actions seeking
monetary damages, we could also be subject to administrative or
legal proceedings and any contracts to which we are a party that
violate the 40 Act or the rules thereunder might be
rendered unenforceable or subject to rescission.
Our
status as a passive foreign investment company
(PFIC) in 2010 and potentially other years could
result in adverse U.S. tax consequences for you.
In light of the nature of our business activities and our
holding of a significant amount of cash, short-term investments,
and other passive assets after our initial public offering, we
may have been a PFIC for U.S. federal income tax purposes
since our initial public offering. In particular, due to the
deterioration of the trading price of our ADSs, we believe that
we were a PFIC in 2008 through 2010, and there is a significant
risk that we will continue to be a PFIC in 2011. If we are a
PFIC for any taxable year during which you hold our ADSs or
common shares, you could be subject to adverse U.S. federal
income tax consequences. You are urged to consult your tax
advisors concerning the U.S. federal income tax
consequences of holding our ADSs or common shares if we are
considered a PFIC in any taxable year. See ITEM 10.E.
TAXATION U.S. FEDERAL INCOME TAX
CONSIDERATIONS Passive foreign investment
companies.
If we
fail to achieve and maintain an effective system of internal
controls over financial reporting, we may be unable to
accurately report our financial results or do so on a timely
basis or reduce our ability to prevent or detect fraud, and
investor confidence and the market price of our ADSs may be
adversely affected.
We have identified material weaknesses in our internal control
over financial reporting in prior years. Most recently, in
connection with the audit of our financial statements prepared
under U.S. GAAP for the year ended December 31, 2009,
our management identified a material weakness in our internal
control over financial reporting related to lack of monitoring
controls over significant transactions at the subsidiary level.
Based upon the remediation actions taken by us, our management
has concluded that this control deficiency no longer exists as
of December 31, 2010.
We cannot assure you that we will not discover additional
material weaknesses in our internal control over financial
reporting in the future. If we fail to design and maintain an
effective system of internal control over financial reporting,
we may be unable to accurately report our financial results in a
timely manner or prevent errors or fraud. Any of these possible
outcomes could result in an adverse reaction in the financial
marketplace due to loss of investor confidence in the
reliability of our consolidated financial statements and could
result in investigations or sanctions by the SEC, the NASDAQ, or
other regulatory authorities or in stockholder litigation. Any
of these factors could ultimately harm our business and could
adversely impact the market price of our ADSs.
Furthermore, we are subject to the Sarbanes-Oxley Act, which
requires us to, among other things, maintain an effective system
of internal controls over financial reporting, and requires our
management to provide a certification on the effectiveness of
our internal controls on an annual basis. See ITEM 15.
CONTROLS AND PROCEDURES for additional discussion
concerning our material weakness of prior year and changes in
internal control.
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Rapid
technological developments and changes in market environment may
limit our ability to recover game development, acquisition or
licensing costs and adversely affect our financial condition and
results of operations due to impairment loss.
The online game industry is subject to rapid technological
developments and changes in market environment, which could
render our online games under development and commercialized
games obsolete or unattractive to users. Any resulting failure
to recover capitalized development, acquisition or licensing
costs and the recognition of impairment loss for such costs may
materially and adversely affect our financial condition and
results of operations.
We
could suffer losses due to asset impairment
charges.
We held a total of Won 19,964 million in acquired
intangible assets and Won 7,991 million in goodwill at
December 31, 2010. See Note 12 to our consolidated
financial statements included in this annual report. We test
goodwill and indefinite-lived intangible assets at least
annually for impairment, and more frequently if an event occurs
or circumstances change that would more likely than not reduce
the fair value of these assets below their carrying amount. Such
an event would include unfavorable variances from established
business plans, significant changes in forecasted results or
volatility inherent to external markets and industries, which
are periodically reviewed by management. If such an adverse
event occurred and had the effect of changing one of the
critical assumptions or estimates related to the fair value of
our intangible assets or goodwill, an impairment charge could
result. For example, during 2009, as a result of an overall
decline in the fair value of the business reporting units in our
business in Russia, we recorded a goodwill impairment charge of
Won 241 million to write off the entire outstanding balance
of goodwill in such reporting units. There can be no assurance
that future reviews of our goodwill and other intangible assets
will not result in impairment charges. Although it does not
affect cash flow, an impairment charge does have the effect of
decreasing our earnings, assets and shareholders equity.
RISKS
RELATING TO OUR REGULATORY ENVIRONMENT
Our
online operations and businesses are subject to regulation in
certain of the countries in which our games are distributed,
such as Korea, China, Taiwan, Japan and Thailand, the changes of
which are difficult to predict, and the uncertainties in
interpretation and enforcement of rules in such counties may
limit the protections available to us.
The regulatory and legal regimes in many of the countries in
which our games are distributed have yet to establish a
sophisticated set of laws, rules or regulations designed to
regulate the online game industry. However, in many of our
principal markets, such as Korea, China, Taiwan and Thailand,
legislators and regulators have implemented or indicated their
intention to implement laws and regulations with respect to
issues such as user privacy, defamation, pricing, advertising,
taxation, promotions, financial market regulation, consumer
protection, content regulation, quality of products and
services, and intellectual property ownership and infringement
that may directly or indirectly impact our activities. The
impact of such laws and regulations on our business and results
of operations is difficult to predict as many such laws and
regulations are constantly changing. However, as we might
unintentionally violate such laws or such laws may be modified
and new laws may be enacted in the future, any such
developments, or developments stemming from enactment or
modification of other laws, could increase the costs of
regulatory compliance, force changes in business practices or
otherwise have a material adverse effect on our business,
financial condition and results of operations. Further, if the
cost of regulatory compliance increases for our licensees as a
result of regulatory changes, our licensees may seek to reduce
royalties and license fees payable to us, which may materially
and adversely affect our business, results of operations and
financial condition.
Korea
A draft amendment to the National Health Promotion Act was
submitted to the National Assembly in February 2009. The draft
amendment, among others, proposes to designate certain public
facilities including Internet cafés as non-smoking areas.
If the draft amendment is adopted in the extra session of the
National Assembly, it will cause significant changes in the
operation of Internet cafés, which currently operate both
smoking and non-smoking sections. The number of Internet
cafés in Korea is already gradually decreasing and the
enactment of the proposed amendment may further reduces the
number of Internet cafés operated by small business owners
and have a
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materially adversely affect on our business, financial condition
and results of operation. See ITEM 3.D. RISK
FACTORS RISKS RELATING TO OUR BUSINESS
Slow growth or contractions in the Internet café industry
in Korea may affect our ability to target a core group of
users. See also ITEM 4.B. BUSINESS
OVERVIEW LAWS AND REGULATIONS
Korea for detailed discussion regarding Korean laws that
affect our operations.
China
The Chinese government, through various regulatory authorities,
heavily regulates the Internet sector, which includes the online
game industry. In addition, there are uncertainties in the
interpretation and application of existing Chinese laws,
regulations and policies regarding the activities of Internet
companies and businesses in China. Any violations of current and
future laws and regulations could materially and adversely
affect our and our Chinese licensees business, financial
condition and results of operations. See ITEM 4.B.
BUSINESS OVERVIEW LAWS AND
REGULATIONS China for detailed discussion
regarding Chinese laws that affect our operations.
Taiwan
In Taiwan, the game industry and online game companies are
subject to various laws and regulations on different aspects,
including, among others, consumer protection, rating system for
protection of children and juveniles, Internet cafés,
intellectual property and privacy protection.
Currently there is no national law specifically regulating the
operation of Internet cafés in Taiwan. However, several
municipalities and counties of Taiwan, such as Taipei City, New
Taipei City, Taoyuan County, Tainan City, Nantou County,
Lienchiang County and Kinmen County, have promulgated ordinances
imposing restrictions on Internet cafés. In order to have
Internet cafés regulated under a national legislation
rather than by different municipalities and counties ordinances,
the ROC Ministry of Economic Affairs as well as some legislators
propose to regulate all Internet cafés located in Taiwan
under a national legislation to be enacted. It is unclear,
however, whether or when the above proposals will be passed by
the Legislative Yuan and what restrictions will be imposed on
Internet cafés. If the future laws and regulations have an
impact on the Internet cafés, the growth of the Internet
cafés industry in Taiwan may be affected and adversely
affect our business, financial condition and result of
operations. See ITEM 4.B. BUSINESS
OVERVIEW LAWS AND REGULATIONS
Taiwan for detailed discussion regarding Taiwanese laws
that affect our operations.
Thailand
Although there is no specific law or regulation that directly
governs the online game industry in Thailand, new legislation
was passed in June 2008 to impose certain restrictions to
control operators of game shops (i.e., places where people can
play games, including Internet cafés that provide game
services) and limit access to game shops by users under
18 years of age. These restrictions include limitations on
the business days and hours, location and building structure of
game shops as well as the daily playing time of games and curfew
hours for users under 18 years of age. According to the
Ministerial Regulation of Ministry of Culture Re: Permission and
Operation of Video Shops B.E. 2552 (September 24, 2009),
users under 15 years of age can enter game shops and
Internet cafés between 2:00 p.m. and 8:00 p.m. on
Monday to Friday; and between 10:00 a.m. and 8:00 p.m.
on public holidays or during school term breaks prescribed by
the competent registrar. For users aged from 15 years to
18 years, the access times are limited to between
2:00 p.m. and 10:00 p.m. on Monday to Friday; and
between 10:00 a.m. and 10:00 p.m. on public holidays
or during school term breaks as prescribed by the competent
registrar. See ITEM 4.B. BUSINESS
OVERVIEW LAWS AND REGULATIONS
Thailand for detailed discussion regarding Thai laws that
affect our operations.
United
States and Japan
See ITEM 4.B. BUSINESS OVERVIEW LAWS AND
REGULATIONS for detailed discussion regarding
U.S. and Japanese laws that may materially impacted our
operations.
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Our
online games may be subject to governmental restrictions or
ratings systems, which could delay or prohibit the release of
new games or reduce the existing and potential scope of our user
base.
Legislation is periodically introduced in many of the countries
in which our games are distributed to establish a system for
protecting consumers from the influence of graphic violence and
sexually explicit materials contained in various types of games.
For instance, Korean law requires online game companies to
obtain ratings classifications and implement procedures to
restrict access of online games to certain age groups. Similar
mandatory ratings systems and other regulations affecting the
content and distribution of our games have been adopted or are
under review in Taiwan, China, the United States and other
markets for our online games. In the future, we may be required
to modify our game content or features or alter our marketing
strategies to comply with new governmental regulations or
ratings assigned to our current or future games, which could
delay or prohibit the release of new games or upgrades and
reduce the existing and potential scope of our user base.
Moreover, uncertainties regarding governmental restrictions or
ratings systems applicable to our business could give rise to
market confusion, thereby materially and adversely affecting our
business, financial condition and results of operations.
Restrictions
and controls on currency exchange in Korea and in certain
countries in which our games are distributed may limit our
ability to effectively utilize revenues generated in Won to fund
our business activities outside Korea or expenditures
denominated in foreign currencies, and may limit our ability to
receive and remit revenues effectively.
The existing and any future restrictions on currency exchange in
Korea, including Korean exchange control regulations, may
restrict our ability to convert Won into foreign currencies
under certain emergency circumstances, such as natural
calamities, wars, conflicts of arms or grave and sudden changes
in domestic or foreign economic circumstances, difficulties in
Koreas international balance of payments and international
finance and obstacles in carrying out currency policies,
exchange rate policies and other Korean macroeconomic policies.
Such restrictions may limit our ability to effectively utilize
revenues generated in Won to fund our business activities
outside Korea or expenditures denominated in foreign currencies.
In addition, the governments in certain markets in which our
games are distributed, including Thailand, Taiwan and China,
impose controls on the convertibility of local currency into
foreign currencies and, in some cases, the remittance of
currency outside their countries. Under current foreign exchange
control regulations of certain markets, shortages in the
availability of foreign currency may restrict the ability of our
overseas licensees to pay license fees and royalties, most of
which are paid in U.S. dollars, to us. Restrictions on our
ability to receive license fees, royalties and other payments
from our licensees would adversely affect our financial
condition and liquidity.
Adverse
changes in the withholding tax rates in the countries from which
we receive license fees and royalties could adversely affect our
net income.
We may be subject to income tax withholding in countries where
we derive revenues. Such withholding is made by our overseas
licensees at the current withholding rates in such countries. To
the extent Korea has a tax treaty with any such country, the
withholding rate prescribed by such tax treaty will apply. Under
the Corporation Tax Law of Korea, we are entitled to and
recognize a capped tax credit computed based on the amount of
income taxes withheld overseas when filing our income tax return
in Korea. Accordingly, the amount of taxes withheld overseas may
be offset against taxes payable in Korea.
The tax rates on royalties pursuant to tax treaties that Korea
entered into have not changed recently. Any adverse changes in
tax treaties between Korea and the countries from which we
receive license fees and royalties, such as with the rate of
withholding tax in the countries in which our games are
distributed or in Korean tax law enabling us to recognize tax
credits for taxes withheld overseas, could adversely affect our
net income.
21
RISKS
RELATING TO OUR MARKET ENVIRONMENT
Our
businesses may be adversely affected by developments affecting
the economies of the countries in which our games are
distributed.
Our future performance will depend in large part on the economic
growth of our principal markets. Our top geographic markets in
terms of revenues were Japan, Korea, the United States and
Canada, Taiwan and Hong Kong/ Macau, and Brazil, representing
55.7%, 18.6%, 9.1%, 5.6% and 2.1%, respectively, of our total
revenues in 2010. Accordingly, our business, prospects,
financial condition and results of operations are subject to the
economic, political, legal and regulatory conditions and
developments in these countries. Adverse economic developments
in such markets may have an adverse effect on the number of our
subscribers and our revenues and have a material adverse effect
on our results of operations.
Deterioration in global economic conditions in the recent global
downturn has weakened the economies of the countries in which
our games are distributed. Many countries for the foreseeable
future may continue to experience economic slowdowns and
recessionary pressures, including difficulty in securing credit
in the global financial markets and decreased consumer
confidence and discretionary spending. While the recent global
economic developments did not yet have a material adverse effect
on us, continuing deterioration or delayed recovery in global
economic conditions could materially and adversely affect our
business, financial condition and results of operations.
Fluctuations
in exchange rates could result in foreign currency exchange
losses.
In most of the countries in which our games are distributed, the
revenues generated by our overseas subsidiaries or licensees are
denominated in local currencies, which include the
U.S. dollar, the Japanese Yen, the Euro, the
NT dollar, the Thai Baht and the Chinese Yuan. In 2010,
approximately 81.4% of our revenues were denominated in foreign
currencies, primarily in the U.S. dollar and the Japanese
Yen. As the revenues denominated in local currencies, other than
the U.S. dollar, the Japanese Yen and the Euro, are
converted into the U.S. dollar for remittance of monthly
royalty payments to us, any depreciation of the local currencies
against the U.S. dollar will result in reduced license fees
and monthly royalty payments in U.S. dollar terms and may
materially and adversely affect our financial condition and
results of operations.
While we receive monthly royalty revenues from our overseas
licensees in foreign currencies, substantially all of our costs
are denominated in Won. Our financial statements are also
prepared and presented in Won. We receive monthly royalty
payments from our overseas licensees based on a percentage of
revenues confirmed and recorded at the end of each month
applying the foreign exchange rate applicable on such date.
Appreciation of the Won against the Japanese Yen or other
foreign currencies will result in foreign currency losses that
may materially and adversely affect our financial condition and
results of operations. See ITEM 5.A. OPERATING
RESULTS OVERVIEW Foreign currency
effects.
As of December 31, 2010, we have not entered into any
outstanding foreign currency forward exchange contract. We may
enter into hedging transactions in the future to mitigate our
exposure to foreign currency exchange risks, but we may not be
able to do so in a timely or cost-effective manner, or at all.
Increased
tensions with North Korea could adversely affect us and the
price of our ADSs.
Relations between Korea and North Korea have been tense
throughout Koreas modern history. The level of tension
between the two Koreas has fluctuated and may increase abruptly
as a result of current and future events. In recent years, there
have been heightened security concerns stemming from North
Koreas nuclear weapons and long-range missile programs and
increased uncertainty regarding North Koreas actions and
possible responses from the international community. There can
be no assurance that the level of tension on the Korean
peninsula will not escalate in the future. Any further increase
in tension, which may occur, for example, if North Korea
experiences a leadership or economic crisis, high-level contacts
break down, or military hostilities occur, could adversely
affect our business, prospects, financial condition and results
of operations and could lead to a decline in the market value of
our ADSs.
22
Disruptions
in Taiwans political environment could seriously harm our
business and operations in Taiwan.
In 2010 and 2009, we derived 5.2% and 2.8%, respectively, of our
total revenues from our licensees in Taiwan. The Chinese
government asserts that it has sovereignty over Taiwan as well
as mainland China and does not recognize the legitimacy of the
government of Taiwan. The Chinese government has indicated that
it may use military force to gain control over Taiwan if Taiwan
declares independence or a foreign power interferes in
Taiwans internal affairs. In response, the Taiwanese
government promulgated the Referendum Law on December 31,
2003, last amended on June 17, 2009, allowing referenda on
a range of issues to be proposed and voted upon. The law allows
a referendum on key constitutional issues in the event that
Taiwan faces a military attack from a foreign power and its
sovereignty is threatened.
In March 2008, the Taiwanese people elected President Ma
Ying-jeou, who has supported the cultivation of better relations
with mainland China. For instance, in July 2008, Taiwan lifted
the ban on Chinese persons visiting Taiwan with certain
limitations. In December 2008, Taiwan re-established regular
direct transportation links with mainland China that had been
shut since 1949, including regularly scheduled commercial
flights and shipping and mail. Further, the Taiwanese government
has partially unwound the restrictions on the investment in
Taiwan by Chinese companies and person and several new
regulations in connection therewith have been passed. For the
purpose of furthering financial cooperation, Taiwan has entered
into a memorandum of understanding regarding cross-strait
financial supervision with mainland China on November 16,
2009, which became effective on January 16, 2010. Also,
after several months of negotiation, the Taiwanese and Chinese
governments entered into the Economic Cooperation Framework
Agreement for enjoying custom benefits on June 29, 2010,
which became effective on September 12, 2010. Although
recent trends may be beneficial to Taiwans economy, the
history between Taiwan and mainland China has been marked with
uncertainties. Deteriorations in the relationship between Taiwan
and China and other factors affecting Taiwans political
environment may materially and adversely affect our Taiwanese
licensees business and our results of operations.
President Ma Ying-jeous term will expire in 2012 and a new
president will be elected early in that year. There can be no
assurance that the political environment between Taiwan and
China will remain unchanged after this election.
RISKS
RELATING TO OUR AMERICAN DEPOSITARY SHARES
The
public shareholders of our ADSs may have more difficulty
protecting their interests than they would as shareholders of a
U.S. corporation.
Our corporate affairs are governed by our articles of
incorporation and by the laws and regulations governing Korean
corporations. The rights and responsibilities of our
shareholders and members of our Board of Directors under Korean
law may be different from those that apply to shareholders and
directors of a U.S. corporation. For example, minority
shareholder rights afforded under Korean law often require the
minority shareholder to meet minimum shareholding requirements
in order to exercise certain rights. Under applicable Korean
law, a shareholder must own at least (i) one percent of the
total issued shares to bring a shareholders derivative
lawsuit, (ii) three percent to demand convocation of an
extraordinary meeting of shareholders, demand removal of
directors or inspect the books and related documents of a
company, (iii) ten percent to apply to the court for
dissolution if there is gross improper management or a deadlock
in corporate affairs likely to result in a significant and
irreparable harm to the company or to apply to the court for a
reorganization in the case of an insolvency and
(iv) 20 percent to block a small-scale share exchange
or a small merger that may be approved only by a board
resolution. In addition, while the facts and circumstances of
each case will differ, the duty of care required of a director
under Korean law may not be the same as the fiduciary duty of a
director of a U.S. corporation. Although the business
judgment rule concept exists in Korea, there is
insufficient case law or precedent to provide guidance to the
management and shareholders as to how it should be applied or
interpreted. Holders of our ADSs may have more difficulty
protecting their interests against actions of our management,
members of our Board of Directors or controlling shareholders
than they would as shareholders of a U.S. corporation.
23
Any
dividends paid on our common shares will be in Won and
fluctuations in the exchange rate between the Won and the U.S.
dollar may affect the amount received by you.
If and when we declare cash dividends, the dividends will be
paid to the depositary for the ADSs in Won and then converted by
the depositary into U.S. dollars pursuant to the deposit
agreement that governs the rights and obligations of the holders
of ADSs. Fluctuations in the exchange rate between the Won and
the U.S. dollar will affect, among other things, the
U.S. dollar amounts you will receive from the depositary as
dividends. Holders of ADSs may not receive dividends if the
depositary does not believe it is reasonable or practicable to
do so. In addition, the depositary may collect certain fees and
expenses, at the sole discretion of the depositary, by billing
the holders of ADSs for such charges or by deducting such
charges from one or more cash dividends or other cash
distributions from us to be distributed to the holders of ADSs.
Your
ability to deposit or withdraw common shares underlying the ADSs
into and from the depositary facility may be limited, which may
adversely affect the value of your investment.
Under the terms of our deposit agreement, holders of our common
shares may deposit such shares with the depositarys
custodian in Korea and obtain ADSs, and holders of our ADSs may
surrender the ADSs to the depositary and receive our common
shares. However, to the extent that a deposit of common shares
exceeds the difference between:
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the aggregate number of common shares we have consented to be
deposited for the issuance of ADSs (including deposits in
connection with offerings of ADSs and stock dividends or other
distributions relating to ADSs); and
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the number of common shares on deposit with the custodian for
the benefit of the depositary at the time of such proposed
deposit,
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such common shares will not be accepted for deposit unless
(i) our consent with respect to such deposit has been
obtained or (ii) such consent is no longer required under
Korean laws and regulations or under the terms of the deposit
agreement.
Under the terms of the deposit agreement, no consent is required
if the common shares are obtained through a dividend, free
distribution, rights offering or reclassification of such
shares. Under the terms of the deposit agreement, we have
consented to any deposit to the extent that, after the deposit,
the aggregate number of deposited common shares does not exceed
3,552,229 common shares or any greater number of common shares
we determine from time to time (i.e., as a result of a
subsequent offering, stock dividend or rights offer), unless the
deposit is prohibited by applicable laws or violates our
articles of incorporation; provided, however, that in the case
of any subsequent offer by us or our affiliates, the limit on
the number of common shares on deposit shall not apply to such
offer and the number of common shares issued, delivered or sold
pursuant to the offer (including common shares in the form of
ADSs) shall be eligible for deposit under the deposit agreement,
except to the extent such deposit is prohibited by applicable
laws or violates our articles of incorporation or, in the case
of any subsequent offer by us or our affiliates, we determine
with the depositary to limit the number of common shares so
offered that would be eligible for deposit under the deposit
agreement in order to maintain liquidity of the shares in Korea
as may be requested by the relevant Korean authorities. We might
not consent to the deposit of any additional common shares. As a
result, if a holder surrenders ADSs and withdraws common shares,
the holder may not be able to subsequently deposit the common
shares to obtain ADSs.
You
may not be able to exercise preemptive rights or participate in
rights offerings and as a result, you may experience dilution in
your ownership percentage in us.
The Korean Commercial Code and our articles of incorporation
require us to offer shareholders the right to subscribe for new
common shares in proportion to their existing ownership
percentages whenever new common shares are issued, except under
certain circumstances as provided in our articles of
incorporation. See ITEM 10.B. ARTICLES OF
INCORPORATION Preemptive rights and issuance of
additional shares.
24
Such exceptions include offering of new shares:
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through a general public offering;
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to the members of the employee stock ownership association;
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upon exercise of a stock option;
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in the form of depositary receipts;
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to induce foreign direct investment necessary for business in
accordance with the Foreign Investment Promotion Act of Korea;
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for the purpose of raising funds on an emergency basis;
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to certain companies under an alliance arrangement; or
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by a public offering or to cause underwriters to underwrite new
shares for the purpose of listing them on any stock exchange.
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Accordingly, if we issue new shares to non-shareholders based on
such exceptions, existing holders of ADSs will be diluted. If
none of the above exemptions is available under Korean law, we
may be required to grant subscription rights when issuing
additional common shares. However, under U.S. law, we would
not be able to make those rights available in the United States
unless we register the securities to which the rights relate or
an exemption from the registration requirements of the
Securities Act is available. Under the deposit agreement
governing the ADSs, if we offer rights to subscribe for
additional common shares, the depositary under the deposit
agreement, after consultation with us, may make such rights
available to you or dispose of such rights on behalf of you and
make the net proceeds available to you or, if the depositary is
unable to take such actions, it may allow the rights to lapse
with no consideration to be received by you. The depositary is
generally not required to make available any rights under any
circumstances. We are under no obligation to file a registration
statement under the Securities Act to enable you to exercise
preemptive rights in respect of the common shares underlying the
ADSs, and we cannot assure you that any registration statement
would be filed or that an exemption from the registration
requirement under the Securities Act would be available.
Accordingly, you may not be entitled to exercise preemptive
rights and may thereby suffer dilution of your interests in the
Company.
You
will not be treated as our shareholder and you will not have
shareholder rights such as the voting rights applicable to a
holder of common shares.
As an ADS holder, we are not obligated to and we will not treat
you as one of our shareholders and therefore, you will not have
the rights of a shareholder. Korean law and our articles of
incorporation govern the rights applicable to our shareholder.
The depositary will be treated as the shareholder of the common
shares underlying your ADSs. As a holder of ADSs, you will have
ADS holder rights, which is governed by deposit agreement among
us, the depositary and you, as an ADS holder. Upon receipt of
the necessary voting materials, you may instruct the depositary
to vote the number of shares your ADSs represent. The depositary
will notify you of shareholders meetings and arrange to
deliver our voting materials to you only when we deliver them to
the depositary with sufficient time under the terms of the
deposit agreement. If there is a delay or loss of the proxy
materials, we cannot ensure that you will receive voting
materials or otherwise learn of an upcoming shareholders
meeting to ensure that you may instruct the depositary to vote
your shares. In addition, the depositary and its agents are not
responsible for failing to carry out voting instructions or for
the manner of carrying out voting instructions.
You
would not be able to exercise dissent and appraisal rights
unless you have withdrawn the underlying common shares from the
depositary facility and become a holder of our common
stock.
In some limited circumstances, including the transfer of the
whole or any significant part of our business, our acquisition
of a part of the business of any other company having a material
effect on our business, or our merger or consolidation with
another company, dissenting shareholders have the right to
require us to purchase their shares under Korean law. However,
if you hold our ADSs, you will not be able to exercise such
dissent and appraisal rights
25
unless you have withdrawn the underlying common shares from the
depositary facility and become our direct shareholder prior to
the record date for the shareholders meeting at which the
relevant transaction is to be approved.
We may
amend the deposit agreement and the American Depositary Receipts
without your consent for any reason and, if you disagree, your
option will be limited to selling the ADSs or withdrawing the
underlying securities.
We may agree with the depositary to amend the deposit agreement
and the ADRs without your consent for any reason. If an
amendment adds or increases fees or charges, except for taxes
and other governmental charges or expenses of the depositary,
for registration fees, facsimile costs, delivery charges or
similar items, or prejudices a substantial right of ADS holders,
it will not become effective for outstanding ADRs until
30 days after the depositary notifies ADS holders of the
amendment. At the time an amendment becomes effective, you are
considered, by continuing to hold your ADSs, to agree to the
amendment and to be bound by the ADRs and the deposit agreement
as amended. If you do not agree with an amendment to the deposit
agreement or the ADRs, your option is limited to selling the
ADSs or withdrawing the underlying securities. No assurance can
be given that the sale of ADSs would be made at a price
satisfactory to you in such circumstances. In addition, the
common shares underlying the ADSs are not listed on any stock
exchange in Korea. Your ability to sell the underlying common
shares following withdrawal and the liquidity of the common
shares may be limited.
You
may be subject to Korean withholding tax.
Under Korean tax law, if you are a U.S. investor, you may
be subject to Korean withholding taxes on capital gains and
dividends in respect of the ADSs unless an exemption or a
reduction under the income tax treaty between the United States
and Korea is available. Under the
Korea-United
States tax treaty, capital gains realized by holders that are
residents of the United States eligible for treaty benefits will
not be subject to Korean taxation upon the disposition of the
ADSs. However, under the
Korea-United
States tax treaty, the following holders are not eligible for
such tax treaty benefits: (i) in case the holder is a
United States corporation, if by reason of any special measures,
the tax imposed on such holder by the United States with respect
to such capital gains is substantially less than the tax
generally imposed by the United States on corporate profits, and
25% or more of the holders capital is held of record or is
otherwise determined, after consultation between competent
authorities of the United States and Korea, to be owned directly
or indirectly by one or more persons who are not individual
residents of the United States and (ii) in case the holder
is an individual, if such holder maintains a fixed base in Korea
for a period or periods aggregating 183 days or more during
the taxable year and the holders ADSs or common shares
giving rise to capital gains are effectively connected with such
fixed base or such holder is present in Korea for a period or
periods of 183 days or more during the taxable year.
You
may have difficulty bringing an original action or enforcing any
judgment obtained outside Korea against us and our directors and
officers who are not U.S. persons.
We are organized under the laws of Korea, and most of our
directors and officers reside outside of the United States.
While we have a wholly-owned subsidiary in the United States,
most of our assets and the assets of such persons are located
outside of the United States. As a result, it may not be
possible for you to effect service of process within the United
States upon these persons or to enforce against them or us court
judgments obtained in the United States that are predicated upon
the civil liability provisions of the federal securities laws of
the United States or of the securities laws of any state of the
United States. There is doubt as to the enforceability in Korea,
either in original actions or in actions for enforcement of
judgments of United States courts, of civil liabilities
predicated on the federal securities laws of the United States
or the securities laws of any state of the United States.
The
transfer, sale or availability for sale of substantial amounts
of our ADSs could adversely affect their market
price.
GungHo beneficially owns 59.3% of our common shares. If GungHo
decides to sell or transfer substantial amounts of our common
shares into the form of ADSs in the public market or if there is
a perception of their intent to sell, the market price of our
ADSs could be materially and adversely affected and could
materially impair our future ability to raise capital through
offerings of our ADSs.
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ITEM 4.
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INFORMATION
ON THE COMPANY
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ITEM 4.A.
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HISTORY
AND DEVELOPMENT OF THE COMPANY
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We were incorporated as a company with limited liability under
Korean law on April 4, 2000 under the legal name of Gravity
Co., Ltd. Following our initial public offering of 8,000,000
ADSs, each representing one-fourth of one share of our common
stock, par value Won 500 per share on February 8, 2005, our
ADSs were listed on the NASDAQ Stock Markets the NASDAQ
Global Market, formerly the NASDAQ National Market, under the
symbol GRVY.
In March 2003, we established Gravity Interactive, LLC, our
wholly-owned subsidiary in the United States. The name of
Gravity Interactive, LLC was changed on January 1, 2006 to
Gravity Interactive, Inc., or Gravity Interactive. In January
2004, we acquired 50% of the voting shares of Gravity
Entertainment Corporation, or Gravity Entertainment, formerly RO
Production Co., Ltd., our subsidiary in Japan. In October 2004,
we obtained from GungHo, then the other 50% shareholder of RO
Production Co., Ltd., their ownership interest in
RO Production Co., Ltd., which made Gravity Entertainment
our wholly-owned subsidiary. RO Production Co., Ltd. changed its
corporate name to Gravity Entertainment on February 5,
2005. In April and May 2005, we acquired an aggregate of 88.15%
equity interest in TriggerSoft Corporation, or TriggerSoft,
which developed R.O.S.E. Online. TriggerSoft went into
liquidation proceedings in Korea in May 2007 and the liquidation
was completed in October 2007. In November and December 2005, we
acquired an aggregate of 96.11% of the total shares of NeoCyon,
Inc., or NeoCyon, which provides mobile multimedia services in
Korea. In August 2006, we founded Gravity EU SASU, or Gravity
EU, a wholly-owned subsidiary based in France, and in September
2006, we acquired 100% of the voting shares of Gravity CIS, Inc.
formerly Mados, Inc., from Cybermedia International, Inc., a
former subsidiary of NeoCyon. On November 21, 2007, the
name of Gravity CIS, Inc. was changed to Gravity CIS Co., Ltd.,
or Gravity CIS. In May 2007, we established Gravity Middle
East & Africa FZ-LLC, or Gravity Middle
East & Africa, a wholly-owned subsidiary in Dubai.
Gravity Middle East & Africa has been in the process
of liquidation since September 2008. In October 2007, we founded
Gravity RUS Co., Ltd., or Gravity RUS, a Russia-based
subsidiary, and acquired 99.99% of the voting shares, and
transferred 100% of the voting shares of Gravity CIS to Gravity
RUS in December 2007. In October 2007, we formed L5 Games Inc.,
or L5 Games, a game development studio in the United States
which is a wholly-owned subsidiary of Gravity Interactive. L5
Games went into liquidation proceedings in the United States in
August 2008 and the liquidation was completed in May 2010. On
April 1, 2008, GungHo acquired shares of our common stock,
after which it became our largest shareholder, beneficially
owning approximately 52.4% of our common shares. GungHo
subsequently purchased our ADSs and beneficially owns
approximately 59.3% of our common shares as of March 31,
2011. In June 2010, we acquired from Terabit Telecom Ltd., a
Russia-based online game company, a 25% of equity interest in
Ingamba LLC, or Ingamba, a joint venture company established in
April 2010 for online game service in Russia, and Terabit
Telecom sold its 75% of equity interest in Ingamba to Stylonos
Technologies Ltd., a Russia-based online game company, in
December 2010. In October 2010, we acquired an aggregate of
50.83% of the total shares of Barunson Interactive Corporation,
or Barunson Interactive, an online game developer in Korea.
Barunson Interactive changed its corporate name to Gravity Games
Corporation, or Gravity Games, on March 28, 2011.
Our registered office is located at Nuritkum Square Business
Tower 15F, 1605 Sangam-Dong, Mapo-Gu, Seoul, Korea
121-795. Our
telephone number is
(822) 2132-7000.
Our main Web site is at
http://www.gravity.co.kr. Our
address for service of process in the United States is Gravity
Interactive, 13160 Mindanao Way, Marina Del Rey, California
90292.
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ITEM 4.B.
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BUSINESS
OVERVIEW
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OVERVIEW
We are a leading developer and publisher of online games in
Japan, Taiwan, Brazil, the Philippines, Indonesia, Singapore,
Malaysia, Thailand and Russia based on the number of peak
concurrent users, or PCU, as compiled from various statistical
data available from public sources in such countries. We are
based in Korea and we currently offer nine online games
worldwide and have two online games in development and four
online games developed or being developed by third parties for
which we have entered into license agreements. Our principal
product, Ragnarok Online, is commercially offered in Korea and
79 other countries and markets. Requiem is commercially offered
in
27
Korea, the United States, Canada and 87 other countries and
markets. Emil Chronicle Online is commercially offered in
Thailand, Hong Kong, Taiwan and Indonesia. R.O.S.E. Online is
commercially offered in the United States, Canada, Mexico and 40
other countries. Dragonica is commercially offered in the United
States, Canada and 55 other countries and markets. H.A.V.E.
Online is commercially offered only in Japan under the name Toy
Wars. Canaan, Fashion Star and Jeweled Planet are commercially
offered in Korea. We also offer a number of mobile games and
license the merchandizing rights of character-related products
based on our online games. We intend to diversify our online
game offering by developing online games in-house as well as
publishing additional online games developed by third parties.
We are also expanding our business by providing our games on
multiplatform devices, such as Nintendo DS, Xbox Live Arcade and
PlayStation Portable (PSP).
In Korea, we directly manage all aspects of operations of our
games except Dragonica, such as marketing, operation, billing
and customer service. For certain countries and markets, our
subsidiaries directly manage such game operations. Gravity
Interactive, our wholly-owned subsidiary in the United States,
is responsible for all aspects of Ragnarok Online game
operations in the United States, Canada, Australia, New Zealand
and India, for all aspects of Requiem game operations in the
United States, Canada, 39 European countries and 24 Central and
South American countries, for all aspects of R.O.S.E. Online
game operations in the United States, Canada, Mexico and 40
European countries, and for all aspects of Dragonica, which is
also known as Dragon Saga, in the United States and Canada.
Gravity EU, our wholly-owned subsidiary in France is responsible
for Ragnarok Online game operations in France and 26 European
countries. In the countries where we and our wholly-owned
subsidiaries, Gravity Interactive and Gravity EU, manage game
operations, our game revenues are recorded as subscription
revenues. In addition, our revenues from global services of
Requiem, for which we offer the game directly and local
consignees are responsible for services related to marketing and
billing, among others, such as Thailand, Vietnam, Singapore,
Malaysia, Indonesia and the Philippines, are also recorded as
subscription venues.
In the rest of the countries in which our games are offered, our
overseas licensees are responsible for all aspects of game
operations in their respective markets in close cooperation with
us. Our license agreements have an initial term of two or three
years and are subject to renewal every year once the initial
term expires. We rely on the initial license fees and the
ongoing royalties from our overseas licensees for a significant
portion of our revenues. The ongoing royalties are based on a
percentage of revenues generated by our overseas licensees from
the subscriptions to our games in their respective markets.
28
The following table sets forth a summary of our consolidated
statements of operations showing revenues from our online games
(by type of revenue and geographic market), mobile games, and
character merchandising and other revenue as a percentage of
total net revenues for the periods indicated.
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Year Ended December 31,
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2008
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2009
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2010
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2010(1)
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(In millions of Won and thousands of US$, except
percentages)
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Online game revenues(2):
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Subscriptions:
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Korea
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W
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7,463
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14.0
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%
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W
|
4,951
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8.6
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%
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W
|
3,829
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7.3
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%
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US$
|
3,490
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United States/Canada(3)
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3,607
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6.8
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5,785
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10.1
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4,664
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8.9
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4,251
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Others(4)
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1,506
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2.9
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1,938
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3.4
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1,415
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2.7
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1,289
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Royalties and license fees:
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Japan
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23,353
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43.9
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28,089
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48.9
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24,761
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47.3
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22,567
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Taiwan/Hong Kong/Macau
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2,210
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4.1
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1,827
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3.2
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2,864
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5.5
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2,610
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Brazil
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971
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1.8
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1,057
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1.8
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1,079
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2.1
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983
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Others(3)(4)
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3,576
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6.7
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3,064
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5.4
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3,428
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6.5
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3,124
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Subtotal
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30,110
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56.5
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34,037
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59.3
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32,132
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61.4
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29,284
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Mobile game revenues
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6,882
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12.9
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7,882
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13.7
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9,188
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17.5
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8,374
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Character merchandising and other revenues
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3,602
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6.9
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2,810
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4.9
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1,134
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2.2
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1,034
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Total revenues
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W
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53,170
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100.0
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%
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W
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57,403
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100.0
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%
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W
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52,362
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100.0
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%
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US$
|
47,722
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Notes:
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(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
|
(2) |
|
Online game revenues include revenues from Ragnarok Online,
R.O.S.E. Online, Requiem, Emil Chronicle Online, Canaan,
Dragonica, Pucca Racing, Time N Tales and from two games offered
through STYLIA, our casual online game portal site. Canaan was
commercially launched in October 2010. The revenues from
Dragonica in 2010 only include revenues arising after
October 21, 2010 when we acquired Barunson Interactive,
currently Gravity Games, the developer of Dragonica. We
discontinued offering games through STYLIA, Time N Tales and
Pucca Racing in September 2008, March 2009 and June 2010,
respectively. |
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(3) |
|
Subscription revenues in the United States and Canada, as shown
on this table, also include subscription and other types of game
revenues generated in other countries managed by Gravity
Interactive. The license agreement for Ragnarok Online with
Gravity Interactive was amended in January 2008 to include
Australia and New Zealand as countries serviced by Gravity
Interactive, and in September 2009 to include India as a country
serviced by Gravity Interactive. Revenues generated in India
prior to the respective amendment to the license agreement were
shown as Online game revenues-Royalties and license fees-Others.
The license agreement for Requiem with Gravity Interactive was
amended in December 2009 to include the United Kingdom and 38
other European countries serviced by Gravity Interactive. |
|
(4) |
|
Gravity CIS, our wholly-owned subsidiary in Russia was
responsible for all aspects of Ragnarok Online and Requiem game
operations in Russia, Armenia, Azerbaijan, Belarus, Estonia,
Georgia, Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Moldova,
Tajikistan, Turkmenistan, Ukraine and Uzbekistan only until
June 15, 2010. After we entered into license agreements
with Ingamba on June 16, 2010 to distribute Ragnarok Online
and Requiem, the two games are serviced in the 15 countries by
Ingamba. The revenues generated in the 15 countries until
June 15, 2010 were shown as Online game
revenues-subscription-Others and those after June 16, 2010
were shown as Online game revenues-royalties and license
fees-Others. |
29
OUR
PRODUCTS
We currently have five product lines: MMORPGs, casual online
games, social network games, mobile games, and game-related
products and services, including animation and character-based
merchandise. Revenues from our principal product, Ragnarok
Online, accounted for 71.8% of our total revenues in 2010,
compared with 73.7% of our total revenues in 2009. We are
seeking to diversify our revenue sources by offering additional
MMORPGs, casual online games, social network games and other
products and services, including mobile games.
Massively
multiplayer online role playing games (MMORPGs)
MMORPG is a genre of computer role playing games in which a
large number of players interact with one another within a
virtual game world.
The following table summarizes the MMORPGs that we currently
offer and currently in development, and those games licensed
from third party developers.
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Date of Commercial
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Title
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Description
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Game Source
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Launch/Testing(2)
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Ragnarok Online
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Action adventure with 150 levels of skill upgrades, which
features two-dimensional characters in three-dimensional
backgrounds(1)
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Developed in-house
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Launched in August 2002
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Requiem
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Three-dimensional action adventure
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Developed in-house
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Launched in October 2007
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Emil Chronicle Online
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Three-dimensional action adventure
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Licensed from third party developer
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Launched in August 2007
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Dragonica (Dragon Saga)(3)
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Three-dimensional action adventure
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Originally licensed from third party developer and currently
owned by us(4)
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Launched in October 2010(5)
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R.O.S.E. Online
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Three-dimensional action adventure with seven independent
storylines
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Originally licensed from third party developer; currently owned
by us(6)
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Launched in January 2005
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Canaan
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Web browser-based casual
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Licensed from third party developer
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Launched in October 2010
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Eternal Destiny
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Web browser-based casual
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Licensed from third party developer
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Currently expected to launch in the third quarter of 2011
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Ragnarok Online II
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Three-dimensional sequel to Ragnarok Online
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Being developed in-house by the Company
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Open beta testing from May 2007 to August 2010, closed beta
testing on the upgraded version from August 2010 to September
2010 and a customer satisfaction test called R Care Test in
January 2011. Currently expected to launch in the fourth quarter
of 2011
|
Da Ming Long Quan (Kun Woong Online)(7)
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Two-dimensional action adventure
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Licensed from third party developer
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Currently expected to launch in the third quarter of 2011
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30
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Date of Commercial
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Title
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Description
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Game Source
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Launch/Testing(2)
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Weapons of the Gods
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Three-dimensional action adventure
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Licensed from third party developer
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Currently expected to launch in the first quarter of 2012
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Finding Neverland Online
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Three-dimensional casual action adventure
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Licensed from third party developer
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Not determined
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East Road (tentative title)
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Three-dimensional action adventure
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Being developed in-house(8)
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Not determined
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Notes:
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(1) |
|
A game with such features is generally referred to in the
industry as a 2.5 dimensional game. |
|
(2) |
|
The actual date of commercial launch of games in each country is
dependent on a variety of factors, including technical viability
and durability, availability of in-house development capability,
market conditions, beta testing results and availability of
licensing partners in various jurisdictions, among others. |
|
(3) |
|
Dragonica is commercially offered in the United States and
Canada under the name Dragon Saga. |
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(4) |
|
We acquired an aggregate of 50.83% equity interest in Gravity
Games, formerly known as Barunson Interactive, which developed
Dragonica, on October 21, 2010. |
|
(5) |
|
Dragonica was initially launched in China in February 2009
followed by 54 other countries and markets under license
agreements between Gravity Games and local publishers before our
acquisition of Gravity Games. We launched Dragonica in the
United States and Canada on October 28, 2010. |
|
(6) |
|
We acquired an aggregate of 88.15% equity interest in
TriggerSoft, which developed R.O.S.E. Online in April and May
2005. TriggerSoft was liquidated in October 2007. |
|
(7) |
|
We intend to offer Da Ming Long Quan in Korea under the name Kun
Woong Online. |
|
(8) |
|
East Road is being developed by Gravity Games. |
Ragnarok
Online
Ragnarok Online is commercially offered in Korea and 79 other
countries and markets since its commercial launch in August
2002. We began to commercially offer Ragnarok Online in 22 new
countries in 2010. Ragnarok Online represented 71.8% of our
total revenues or Won 37,574 million (US$34,244 thousand)
in 2010, compared with 73.7% of our total revenues or Won
42,290 million in 2009. See ITEM 4.B. BUSINESS
OVERVIEW OUR MARKETS Overseas
markets.
31
The following are revenues generated by Ragnarok Online for the
periods indicated:
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|
|
|
|
|
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Year Ended December 31,
|
|
Revenue Type
|
|
Country
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
|
|
(In millions of Won and thousands of US$)
|
|
|
Online game-subscription revenue
|
|
Korea
|
|
W
|
5,971
|
|
|
W
|
4,156
|
|
|
W
|
3,412
|
|
|
US$
|
3,110
|
|
|
|
United States/Canada(2)
|
|
|
2,693
|
|
|
|
3,794
|
|
|
|
3,003
|
|
|
|
2,737
|
|
|
|
Others(3)
|
|
|
1,198
|
|
|
|
1,046
|
|
|
|
944
|
|
|
|
861
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
Subtotal
|
|
|
9,862
|
|
|
|
8,996
|
|
|
|
7,359
|
|
|
|
6,708
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
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|
Online game-royalties and license fees
|
|
Japan
|
|
|
23,326
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|
|
|
28,089
|
|
|
|
24,637
|
|
|
|
22,453
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|
|
|
Taiwan/Hong Kong/Macau
|
|
|
1,706
|
|
|
|
1,452
|
|
|
|
2,167
|
|
|
|
1,975
|
|
|
|
Brazil
|
|
|
971
|
|
|
|
1,057
|
|
|
|
1,079
|
|
|
|
983
|
|
|
|
Thailand
|
|
|
679
|
|
|
|
819
|
|
|
|
719
|
|
|
|
656
|
|
|
|
Philippines
|
|
|
699
|
|
|
|
707
|
|
|
|
689
|
|
|
|
628
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|
|
|
China
|
|
|
472
|
|
|
|
336
|
|
|
|
373
|
|
|
|
340
|
|
|
|
Indonesia
|
|
|
322
|
|
|
|
362
|
|
|
|
214
|
|
|
|
195
|
|
|
|
Europe
|
|
|
446
|
|
|
|
408
|
|
|
|
152
|
|
|
|
138
|
|
|
|
Middle East/Africa
|
|
|
|
|
|
|
7
|
|
|
|
123
|
|
|
|
112
|
|
|
|
Singapore/Malaysia
|
|
|
63
|
|
|
|
57
|
|
|
|
40
|
|
|
|
36
|
|
|
|
Russia/CIS countries(3)
|
|
|
|
|
|
|
|
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|
22
|
|
|
|
20
|
|
|
|
India(2)
|
|
|
26
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Chile
|
|
|
186
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Vietnam
|
|
|
191
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Subtotal
|
|
|
29,087
|
|
|
|
33,294
|
|
|
|
30,215
|
|
|
|
27,536
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
38,949
|
|
|
W
|
42,290
|
|
|
W
|
37,574
|
|
|
US$
|
34,244
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
|
(2) |
|
Subscription revenues in the United States and Canada, as shown
on this table, also include subscription and other types of game
revenues generated in other countries managed by Gravity
Interactive. Such revenues from other countries constitute a
minor portion of the revenues recorded as subscription revenues
from the United States and Canada. The license agreement for
Ragnarok Online with Gravity Interactive was amended in January
2008 to include Australia and New Zealand as countries serviced
by Gravity Interactive, and in September 2009 to include India
as a country serviced by Gravity Interactive. Revenues generated
in India prior to the respective amendment to the license
agreement were shown as Online game royalties and license fees. |
|
(3) |
|
Gravity CIS, our wholly-owned subsidiary in Russia, was
responsible for all aspects of Ragnarok Online and Requiem game
operations in Russia, Armenia, Azerbaijan, Belarus, Estonia,
Georgia, Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Moldova,
Tajikistan, Turkmenistan, Ukraine and Uzbekistan only until
June 15, 2010. After we entered into a license agreement
with Ingamba on June 16, 2010 to distribute Ragnarok
Online, Ragnarok Online is serviced in the 15 countries by
Ingamba. The revenues generated in the 15 countries until
June 15, 2010 were shown as Online game
revenues-subscription-Others and those after June 16, 2010
were shown as Online game revenues-royalties and license
fees-Russia/CIS countries. |
32
The table below provides for the periods indicated, the peak
concurrent users and average concurrent users of Ragnarok Online
since the first quarter of 2008, in each of our principal
markets for Ragnarok Online.
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Taiwan/
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Hong Kong
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Thailand
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Japan
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China
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Korea
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USA/Canada
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PCU(1)
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ACU(2)
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PCU
|
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ACU
|
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PCU
|
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ACU
|
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PCU
|
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ACU
|
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PCU
|
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ACU
|
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PCU
|
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ACU
|
|
1Q 2008
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36,429
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|
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29,893
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|
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63,316
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25,942
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61,800
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24,674
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8,609
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|
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4,469
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6,785
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3,219
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4,334
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2,469
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2Q 2008
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34,747
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26,364
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14,996
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9,709
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57,348
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22,908
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7,393
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3,856
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10,146
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3,518
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4,288
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2,396
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3Q 2008
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40,574
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27,097
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22,850
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12,687
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57,515
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22,401
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6,979
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|
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3,273
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9,192
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4,357
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3,700
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2,122
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4Q 2008
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30,128
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21,292
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30,455
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20,707
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59,470
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24,109
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5,342
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|
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2,476
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6,306
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3,052
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4,661
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2,354
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1Q 2009
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27,686
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20,351
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28,761
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22,628
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58,171
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24,554
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5,942
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2,861
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6,127
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3,211
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4,908
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3,181
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2Q 2009
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27,616
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20,678
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47,679
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36,445
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57,387
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23,038
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|
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5,378
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|
|
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2,571
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|
|
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6,975
|
|
|
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2,641
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|
|
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5,093
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|
|
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3,300
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3Q 2009
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37,066
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|
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23,599
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47,310
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|
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31,636
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|
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54,671
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|
|
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21,331
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|
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6,351
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|
|
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3,162
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|
|
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7,610
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|
|
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3,525
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5,634
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|
|
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3,758
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4Q 2009
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27,803
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19,274
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31,883
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|
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24,603
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59,800
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|
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21,817
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|
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4,877
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|
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2,247
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|
|
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6,949
|
|
|
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3,319
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|
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5,128
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|
|
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3,332
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1Q 2010
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29,089
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|
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22,437
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31,042
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24,253
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52,585
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|
|
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20,232
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|
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5,447
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|
|
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2,529
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|
|
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6,502
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|
|
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3,091
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|
|
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4,933
|
|
|
|
3,298
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2Q 2010
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30,542
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|
|
|
25,087
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|
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30,760
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23,643
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|
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48,113
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|
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18,547
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4,933
|
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|
|
2,478
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|
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4,427
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2,367
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5,476
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4,124
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3Q 2010
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32,409
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25,522
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35,426
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28,630
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61,322
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22,631
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7,158
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3,599
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5,001
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1,939
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5,307
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3,681
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4Q 2010
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120,781
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71,580
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34,910
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15,508
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55,089
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20,905
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5,853
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2,861
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15,232
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4,487
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5,502
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3,338
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1Q 2011
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119,473
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90,670
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25,073
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17,569
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43,869
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17,983
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|
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5,221
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2,699
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|
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16,064
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|
|
6,403
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|
|
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4,692
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|
|
|
3,176
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|
Notes:
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(1) |
|
PCU, or peak concurrent users, represents the highest number of
users of Ragnarok Online during the specified time period as
recorded on the servers for the various countries. |
|
(2) |
|
ACU, or average concurrent users, represents the average number
of concurrent users of Ragnarok Online during the specified time
period as recorded on the servers for the various countries. |
|
(3) |
|
We believe that the number of users as measured by PCU or ACU
(i) is reflective of our active user base and (ii) is
correlated to revenues as revenues from an online game depend on
the number of users as well as time spent playing the game.
However, PCU and ACU are non-financial variables and the data
presented has not been audited or reviewed. Other companies may
determine PCU or ACU differently than we do. |
We obtained an exclusive license from Mr. Myoung-Jin Lee to
use the storyline and characters from his cartoon titled
Ragnarok for the development of Ragnarok Online
including for animation and character merchandising. We paid
Mr. Lee an initial license fee of Won 40 million and
are required to pay royalties based on a percentage of adjusted
revenues (net of value-added taxes and certain other expenses)
or net income generated from the use of the Ragnarok brand
through January 2033.
Ragnarok Online is an action adventure-based MMORPG that
combines cartoon-like characters, community-oriented themes and
combat features in a virtual world within which thousands of
players can interact with one another. By combining the highly
interactive and community-oriented themes and features, such as
marriages and organization of guilds, we believe we are able to
create user loyalty from our users who favor games that provide
social interaction in a virtual setting.
Other key features of Ragnarok Online include the following:
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players may assume an ongoing role, or alter-ego, of a
particular game character, each with different strengths and
weaknesses. In Ragnarok Online, the user starts as a
novice and undergoes training in a specialized
mapped game zone to become familiar with the game features. Once
that stage is completed, the user can choose from six basic
characters, each with a distinct combination of different traits;
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as each game character advances in challenge levels, the
character can enter into a greater range of mapped game zones
and develop into a more sophisticated game character in terms of
game attributes and special powers;
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Ragnarok Online characters may visually express the users
mood and emotions by using emotive icons that appear within a
bubble above the characters heads. We believe that this
feature significantly expands the interface for user interaction
and elevates the level of social reality of the game;
|
33
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game features may be traded or sold within the game, and game
characters may simulate real-life experiences such as marriage,
group fights and joining a guild. In addition, players may
communicate with each other through in-game chatting or instant
messaging;
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special events are held from time to time to stimulate community
formations. For example, we periodically host fortress
raids whereby players are encouraged to organize
themselves into a team to compete against other teams to capture
a fortress within a set time; and
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the game has no preordained ending and is designed to
continuously evolve in terms of plots, mapped game zones and
character attributes through enhancements from time to time.
|
We believe that the personal computer, or PC, configurations
required to run Ragnarok Online are lower than or similar to
many other competing MMORPGs, which we believe has facilitated
our successful entry into and expansion of Ragnarok Online in
many of the developed and developing countries in which Ragnarok
Online is distributed. Also, we believe the community based
features, such as marriages and organization of guilds, builds
user loyalty from our users who favor games that provide social
interaction in a virtual setting. We believe that our decision
to balance three-dimensional graphics and game functions with
prevailing technological standards with a combination of
two-dimensional characters, which requires lower PC
configurations than three-dimensional MMORPG has helped to
increase the popularity of Ragnarok Online, in particular in
certain jurisdictions which does not have access to the more
technological updated PC technology as a result of cost and
other limitations. The recommended minimum PC configuration for
Ragnarok Online is Pentium III 1.6 GHz, 256 MB
RAM and 32 MB graphics card. Ragnarok Online can be
accessed through a
dial-up
modem as well as broadband Internet.
Requiem
Unlike Ragnarok Online, which does not emphasize violent themes,
we designed Requiem to showcase
user-to-user
combat. Requiem provides players with a variety of combat
systems, which allow them to accumulate experience and reward
points to be used when they buy special items designed for
combats.
We commercially launched Requiem in Korea in October 2007, in
the United States, Canada, Russia, Armenia, Azerbaijan, Belarus,
Estonia, Georgia, Kazakhstan, Kyrgyzstan, Latvia, Lithuania,
Moldova, Tajikistan, Turkmenistan, Ukraine and Uzbekistan in
June 2008, in Switzerland, Norway, Denmark, Ireland, Spain,
Sweden, the United Kingdom, Iceland, Finland, France, Germany,
Greece, Austria, Belgium, Bulgaria, Cyprus, Czech Republic,
Hungary, Italy, Luxembourg, Malta, Netherlands, Poland,
Portugal, Romania, Slovakia, Slovenia, Albania, Andorra, Bosnia
and Herzegovina, Liechtenstein, Monaco, Montenegro,
San Marino, Serbia, Vatican City State, Croatia, Former
Yugoslav Republic of Macedonia and Turkey in December 2009, and
in Taiwan, Hong Kong and Macau in May 2010. We entered into
global service agreements with AsiaSoft Corporation Public Co.,
Ltd. in December 2009 for markets in Thailand, Vietnam,
Singapore and Malaysia, with PT. Lyto Datarindo Fortuna in
February 2010 for Indonesian market and with Digital Media
International Inc. in June 2010 for the Philippine market
pursuant to which we offer Requiem directly to the local markets
to generate subscription revenues and pay service fees to
AsiaSoft Corporation Public Co., Ltd., PT. Lyto Datarindo
Fortuna and Digital Media International Inc. for services
related to marketing and billing, among others. We commercially
offered Requiem in Thailand, Vietnam, Singapore and Malaysia in
March 2010, Indonesia in April 2010 and the Philippines in
August 2010. We entered into a license agreement with Ingamba in
June 2010 to distribute Requiem in Russia, Armenia, Azerbaijan,
Belarus, Estonia, Georgia, Kazakhstan, Kyrgyzstan, Latvia,
Lithuania, Moldova, Tajikistan, Turkmenistan, Ukraine and
Uzbekistan, and Requiem is serviced in these 15 countries by
Ingamba since then. Prior to the date of the license agreement
with Ingamba, the game had been serviced in those countries by
Gravity CIS, our wholly-owned subsidiary. In June 2011, we
entered into an amendment to the license and distribution
agreement with Gravity Interactive to include Mexico, Guatemala,
El Salvador, Nicaragua, Panama, Honduras, Belize, Cuba, Jamaica,
Haiti, Dominica, Costa Rica, Puerto Rico, Ecuador, Colombia,
Peru, Venezuela, Guyana, Suriname, French Guiana, Chile,
Bolivia, Paraguay and Argentina as countries serviced by Gravity
Interactive and Requiem has been commercially offered in these
countries since June 2011.
Requiem represented 4.2% of our total revenues or Won
2,182 million (US$1,987 thousand) in 2010, compared with
4.9% of our total revenues or Won 2,838 million in 2009.
34
The following are revenues generated by Requiem for the periods
indicated:
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|
|
|
|
|
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Year Ended December 31,
|
|
Revenue Type
|
|
Country
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
|
|
(In millions of Won and thousands of US$)
|
|
|
Online game-subscription revenue
|
|
Korea
|
|
W
|
964
|
|
|
W
|
559
|
|
|
W
|
303
|
|
|
US$
|
276
|
|
|
|
United States/Canada(2)
|
|
|
470
|
|
|
|
1,387
|
|
|
|
981
|
|
|
|
894
|
|
|
|
Russia/CIS countries(3)
|
|
|
309
|
|
|
|
892
|
|
|
|
368
|
|
|
|
335
|
|
|
|
Others
|
|
|
|
|
|
|
|
|
|
|
103
|
|
|
|
94
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Subtotal
|
|
|
1,743
|
|
|
|
2,838
|
|
|
|
1,755
|
|
|
|
1,599
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Online game-royalties and license fees
|
|
Russia/CIS countries(3)
|
|
|
|
|
|
|
|
|
|
|
72
|
|
|
|
65
|
|
|
|
Taiwan/Hong Kong/Macau
|
|
|
|
|
|
|
|
|
|
|
355
|
|
|
|
323
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Subtotal
|
|
|
|
|
|
|
|
|
|
|
427
|
|
|
|
388
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
1,743
|
|
|
W
|
2,838
|
|
|
W
|
2,182
|
|
|
US$
|
1,987
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
|
(2) |
|
Includes subscription and other types of game revenues generated
in other countries serviced by Gravity Interactive, Switzerland,
Norway, Denmark, Ireland, Spain, Sweden, the United Kingdom,
Iceland, Finland, France, Germany, Greece, Austria, Belgium,
Bulgaria, Cyprus, Czech Republic, Hungary, Italy, Luxembourg,
Malta, Netherlands, Poland, Portugal, Romania, Slovakia,
Slovenia, Albania, Andorra, Bosnia and Herzegovina,
Liechtenstein, Monaco, Montenegro, San Marino, Serbia,
Vatican City State, Croatia, Former Yugoslav Republic of
Macedonia and Turkey. Such revenues from other countries
constitute a minor portion of the revenues recorded as
subscription revenues from the United States and Canada. |
|
(3) |
|
Gravity CIS, our wholly-owned subsidiary in Russia, was
responsible for all aspects of Requiem game operations in
Russia, Armenia, Azerbaijan, Belarus, Estonia, Georgia,
Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Moldova, Tajikistan,
Turkmenistan, Ukraine and Uzbekistan only until June 15,
2010. After we entered into a license agreement with Ingamba on
June 16, 2010 to distribute Requiem, Requiem is serviced in
the 15 countries by Ingamba. The revenues generated in the 15
countries until June 15, 2010 were shown as Online game
revenues-subscription-Russia/CIS countries and those after
June 16, 2010 were shown as Online game revenues-royalties
and license fees-Russia/CIS countries. |
Emil
Chronicle Online
We commercially launched Emil Chronicle Online in Korea,
Thailand, Hong Kong, Taiwan, Indonesia, Singapore and Malaysia
in August 2007, September 2007, June 2008, August 2008,
September 2009 and October 2009, respectively and ceased
offering commercial service in Singapore and Malaysia in
September 2010, and in Korea in November 2010. Emil Chronicle
Online is the first online game developed by GungHo, the
publisher of Ragnarok Online in Japan, which is our controlling
and majority shareholder. Emil Chronicle Online is an animation
style game based on the chronicles of three races: Emils,
Titanians and Dominions, that offers various characters and
avatars for players to enjoy. We entered into a software
licensing agreement with GungHo in December 2005 for the right
to publish and distribute Emil Chronicle Online worldwide,
except for in Japan, which was renewed in August 2010. In
November 2006, we entered into a license and distribution
agreement with Infocomm Asia Holdings Pte. Ltd., or Infocomm
Asia, to distribute Emil Chronicle Online in Thailand and eight
other countries and the distribution rights of Emil Chronicle
Online in Thailand was subsequently granted to Onenet Co., Ltd.,
or Onenet, in February 2007. In July 2008, we amended the
agreement with Infocomm Asia to cancel its rights to distribute
Emil Chronicle Online in the eight countries. In February 2009,
we entered into a license and distribution agreement with PT.
Wave Wahana Wisesa for distribution of Emil Chronicle Online in
Indonesia. We entered into license and distribution agreements
for Emil Chronicle Online in Taiwan and Hong Kong with GameCyber
Technology Ltd. in August 2007, which was renewed in June 2011.
We entered into a license and distribution agreement in Thailand
with Onenet in September 2010. We entered into license and
distribution
35
agreements for Emil Chronicle Online in China with a
wholly-owned subsidiary of The9 Limited in January 2007, which
was terminated in January 2010. We entered into a license
distribution agreement with Access Bright Limited to distribute
Emil Chronicle Online in China and have been conducting closed
beta testing of Emil Chronicle Online in China since February
2011. The amount of revenues from Emil Chronicle Online in 2010
represented 1.3% of our total revenues and that in 2009
represented 1.4% of our total revenues.
Dragonica
(Dragon Saga)
Dragonica is a three-dimensional side-scrolling MMORPG. In
August 2010, we entered into a publishing agreement with
Barunson Interactive, currently Gravity Games, to publish
Dragonica in the United States and Canada. We entered into a
license and distribution agreement with Gravity Interactive in
September 2010 to distribute Dragonica in the United States and
Canada and commercially launched Dragonica in the United States
and Canada under the name Dragon Saga in October 2010. Dragonica
is currently commercially offered in China, Taiwan, Hong Kong,
Macau, Austria, Belgium, Bulgaria, Cyprus, Czech Republic,
Denmark, Estonia, Finland, France, Germany, Greece, Hungary,
Ireland, Italy, Latvia, Lithuania, Luxembourg, Malta,
Netherlands, Poland, Romania, Slovakia, Slovenia, Sweden,
Switzerland, Norway, the United Kingdom, Singapore, Malaysia,
the Philippines, Australia, New Zealand, Thailand, Indonesia,
Vietnam, Laos, Cambodia, Russia, Armenia, Azerbaijan, Belarus,
Georgia, Kazakhstan, Kyrgyzstan, Moldova, Tajikistan,
Turkmenistan, Ukraine, Uzbekistan, Japan, Korea, the United
States and Canada. The amount of revenues from Dragonica in 2010
representing revenues arising after our acquisition of Gravity
Games on October 21, 2010 represented 1.6% of our total
revenues in 2010.
R.O.S.E.
Online
R.O.S.E. Online, which was commercially launched in January
2005, represented 1.2% of our total revenues or Won
604 million (US$550 thousand) in 2010, compared with 1.1%
of our total revenues or Won 604 million in 2009.
R.O.S.E. Online, a three-dimensional game, is the first online
game developed by a third party that we published pursuant to an
exclusive publishing license agreement. R.O.S.E. Online was
developed by TriggerSoft Corporation, or TriggerSoft, in close
coordination with our in-house game development team. In May
2005, we acquired control of TriggerSoft to enhance our ability
to update and improve R.O.S.E. Online on a more effective and
timely basis and gained ownership of R.O.S.E. Online after
liquidation of TriggerSoft in 2007.
In the United States, Canada and Mexico, we have been offering
commercial service of R.O.S.E. Online since 2005 and all rights
for R.O.S.E. Online in such countries have been transferred to
our wholly-owned subsidiary, Gravity Interactive in June 2007.
In February 2010, we entered into a game transfer agreement with
Gravity Interactive and transferred to it all the rights of
R.O.S.E. Online in Switzerland, Norway, Denmark, Ireland, Spain,
Sweden, the United Kingdom, Iceland, Finland, France, Germany,
Greece, Austria, Belgium, Bulgaria, Cyprus, Czech Republic,
Hungary, Italy, Luxembourg, Malta, Netherlands, Poland,
Portugal, Romania, Slovakia, Slovenia, Albania, Andorra, Bosnia
and Herzegovina, Liechtenstein, Moldova, Monaco, Montenegro,
San Marino, Serbia, Vatican City State, Croatia, Former
Yugoslav Republic of Macedonia and Turkey, and Gravity
Interactive has been offering commercial service of R.O.S.E.
Online in these countries since then.
Canaan
Canaan is a Web browser-based casual MMORPG, which is played on
a Web browser and which does not require any client-side
software to be installed. In January 2010, we entered into a
license agreement with Xpec Entertainment Inc., a Taiwanese game
developer, to publish Canaan in Korea. We commercially launched
Canaan in Korea in October 2010. The amount of revenues from
Canaan in 2010 represented less than 1% of our total revenues in
2010.
Eternal
Destiny
Eternal Destiny is a Web browser-based casual MMORPG. In January
2010, we entered into a license agreement with Xpec
Entertainment Inc. to publish Chaos Land, the original name of
Eternal Destiny, in North America excluding the Canadian
province of Quebec, which was amended in December 2010 to change
the title of
36
the game to Eternal Destiny for service in North America. We
entered into a license and distribution agreement with Gravity
Interactive in January 2011 to distribute Eternal Destiny in
North America excluding the Canadian province of Quebec. We
conducted open beta testing of Eternal Destiny from March 2011
to April 2011. While we currently expect to commercially launch
Eternal Destiny in the third quarter of 2011, no assurance can
be given that we will be able to meet our current schedule.
Ragnarok
Online II
Ragnarok Online II is a sequel to Ragnarok Online and an
MMORPG expected to have enhanced character and community
features. Ragnarok Online II includes pastel-type graphics,
advanced character customization and detailed monsters and
non-player characters. Ragnarok Online II also adopts
cartoonist Mr. Myoung-Jin Lees original drawings from
his comic book Ragnarok and music from Kanno Yoko, a
well-respected composer in the animation industry. We currently
have 39 designers, 15 programmers and 10 game planners dedicated
to the development of Ragnarok Online II. We conducted open beta
testing of Ragnarok Online II from May 2007 to August 2010,
a closed beta testing on the upgraded version of the game from
August 2010 to September 2010 and a customer satisfaction test
called R Care Test in January 2011, and continue to upgrade and
develop Ragnarok Online II in response to market feedback
received during the testing and development phase. We entered
into license and distribution agreements for Ragnarok
Online II with six licensees in ten countries, including
Thailand, Japan, Taiwan, the Philippines, Singapore, Malaysia,
Vietnam, China, Indonesia and Brazil in 2006, 2007 and 2008. We
entered into a termination agreement for Ragnarok Online II
in Taiwan, Hong Kong and Macau in December 2010 and the license
and distribution agreements for Ragnarok Online II in the
Philippines, and Brazil were amended in June 2010, and those of
Thailand, Singapore and Malaysia were amended in November 2010.
As a result of such termination and amendments, the total value
of the license and distribution agreements for Ragnarok
Online II is US$43,390 thousand as of December 31,
2010. While we currently expect to launch the game in the fourth
quarter of 2011, no assurance can be given that we can meet this
anticipated launch date or, if there is any further delay in the
launch date, such delay would not result in termination or
amendment of more of the existing license agreements for
Ragnarok Online II. See ITEM 3.D. RISK
FACTORS RISKS RELATING TO OUR BUSINESS
If we are unable to consistently and timely develop, acquire,
license, launch, market or operate commercially successful
online games in addition to Ragnarok Online, our business,
financial condition and results of operations may be materially
and adversely affected.
Da
Ming Long Quan (Kun Woong Online)
Da Ming Long Quan is a two-dimensional MMORPG. In January 2011,
we entered into a license agreement with Shanghai Jiayou Network
Technology Co., Ltd., a Chinese game developer, and SL
Media & Games Co., Ltd. a Korean game publisher, to
publish Da Ming Long Quan. We currently intend to offer the game
in Korea under the name Kun Woong Online. While we currently
expect to launch the game in the third quarter of 2011, no
assurance can be given that we can meet this anticipated launch
date.
Weapons
of the Gods
Weapons of the Gods is a three-dimensional MMORPG, based on the
storyline and characters from a famous Chinese martial arts
comic book series. In September 2010, we entered into a license
agreement with Shanghai Nineyou Interactive Community and Media
Co., Ltd. and its two affiliated Chinese game developers and
publishers, Shanghai Nineshine Information Technology Co., Ltd.
and HitNorth International Limited, to publish Weapons of the
Gods in Korea. While we currently expect to launch the game in
the first quarter of 2012, no assurance can be given that we can
meet this anticipated launch date.
Finding
Neverland Online
Finding Neverland Online is a three-dimensional casual MMORPG.
In February 2011, we entered into a license agreement with
X-Legend Entertainment Co., Ltd., a Taiwanese game developer, to
publish Finding Neverland Online in Korea.
37
East
Road (tentative title)
East Road is a three-dimensional MMORPG, which is being
developed by Gravity Games, in which 50.83% equity interest was
acquired by us in October 2010. We entered into an agreement
with Gravity Games to publish East Road in Korea and Japan in
June 2011.
Casual
online games
Casual online games can fit in to any genre and have any type of
game play. They are targeted at mass audience of casual online
gamers and generally distinguished by simple rules and lack of
commitment required in contrast to more complex and hardcore
MMORPGs. Currently, we commercially offer one casual online
game, H.A.V.E. Online.
H.A.V.E.
Online (Toy Wars)
In April 2010, we entered into a publishing agreement with SK
i-media Co., Ltd., an online game developer based in Korea, to
publish H.A.V.E. Online, a casual third person shooter game, in
Korea and Japan. We entered into a license and distribution
agreement with GungHo in August 2010 to distribute H.A.V.E.
Online in Japan. We commercially launched H.A.V.E. Online in
Japan under the name Toy Wars in March 2011 and have been
conducting open beta testing of H.A.V.E. Online in Korea since
May 2011.
Pucca
Racing
We commercially launched Pucca Racing in Korea and in Thailand
in September 2007 and March 2008, respectively and ceased
offering commercial service in Thailand and in Korea in March
2010 and June 2010, respectively. Pucca Racing was co-developed
by us and Vooz Co., Ltd., which originally designed the Pucca
characters. The amount of revenues from Pucca Racing in 2010 and
2009 represented less than 1% of our total revenues in each of
2010 and 2009.
Social
network games
Social network games are simple games that are played on social
networking Web sites or on mobile phones. Players typically
access social network games through their social network
accounts. When players connect to a game, it allows them to
invite online friends to join in or facilitate competitions with
potentially millions of other players. Currently, we
commercially offer two social network games, Fashion Star and
Jeweled Planet. We commercially launched Fashion Star and
Jeweled Planet on Cyworld, a social network site, in Korea in
January 2011 and March 2011, respectively.
Mobile
games
As compared to MMORPGs, mobile games, which are played using
mobile phones and other mobile devices, have shorter game
playtime and less complex user-game interaction. We believe that
mobile games, due to such characteristics, provide
less-experienced users with a means to become familiar with both
game playing and the game culture without making a substantial
commitment in time and resources. As a result, we believe that
mobile games allow us to target a broader audience of users,
help us to expand the online game culture beyond Internet
cafés and users homes and act as an effective
marketing tool to attract new users to our MMORPGs. We develop
and distribute our mobile games through our subsidiary in Korea,
NeoCyon, Inc.
We have released Ragnarok Mobile Story and Ragnarok Violet, both
of which are based on Ragnarok Online, in the smartphone game
market. Ragnarok Mobile Story, which was originally launched in
Japan in March 2010, was released on Google Android in Japan in
December 2010. Ragnarok Violet, which was originally launched in
Korea and Japan in March 2008 and November 2009, respectively,
was released in Apples App Store in Japan in April 2011.
We have also released some mobile arcade games, such as Jaja:
Cheer Dancing!, Graffiti Hero, Piyodamari: Eat Up!, Mashimaro
Defence and Bubble Shot Reflect in Apples App Store, from
the end of 2010.
38
The following are revenues generated from our mobile business
for the periods indicated:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
Country
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
(In millions of Won and thousands of US$, except
percentages)
|
|
|
Korea
|
|
W
|
4,573
|
|
|
W
|
4,931
|
|
|
W
|
5,274
|
|
|
|
57.4
|
%
|
|
US$
|
4,807
|
|
Japan
|
|
|
2,309
|
|
|
|
2,951
|
|
|
|
3,913
|
|
|
|
42.6
|
|
|
|
3,566
|
|
Others
|
|
|
|
|
|
|
|
|
|
|
1
|
|
|
|
0.0
|
|
|
|
1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
6,882
|
|
|
W
|
7,882
|
|
|
W
|
9,188
|
|
|
|
100.0
|
%
|
|
US$
|
8,374
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Note:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
Game-related
products and services
Game
character merchandising
In order to optimize the commercial opportunities presented by
the popularity of Ragnarok Online and its characters, we and our
licensees have been marketing dolls, stationery and other
character-based merchandise, as well as game manuals, monthly
magazines and other publications, based on the game. We
currently have arrangements with three Korean vendors and two
overseas vendors in Japan and Brazil to license Ragnarok
Onlines game characters in Korea, Japan and Brazil. We
also have an agreement with Game Flier International Corporation
to publish game manuals in Taiwan, Hong Kong and Macau. In
Japan, we have been conducting game character merchandising by
selling game packages, which package our online game software in
DVD format for PC users, in connection with game distribution.
The total amount of license fees from our contracts with Korean
vendors was approximately Won 4 million (US$3,000) in 2010,
compared with Won 119 million in 2009, and the total amount
of license fees from our contracts with overseas vendors was
approximately Won 512 million (US$467 thousand) in 2010,
compared with Won 798 million in 2009. We intend to expand
our character marketing for our new games as they are launched.
The following are revenues generated from game character
merchandising for the periods indicated:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
Country
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
(In millions of Won and thousands of US$, except
percentages)
|
|
|
Korea
|
|
W
|
101
|
|
|
W
|
119
|
|
|
W
|
4
|
|
|
|
0.8
|
%
|
|
US$
|
3
|
|
Japan
|
|
|
975
|
|
|
|
798
|
|
|
|
512
|
|
|
|
97.7
|
|
|
|
467
|
|
Taiwan/Hong Kong
|
|
|
17
|
|
|
|
|
|
|
|
8
|
|
|
|
1.5
|
|
|
|
7
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
1,093
|
|
|
W
|
917
|
|
|
W
|
524
|
|
|
|
100.0
|
%
|
|
US$
|
477
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Note:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
Multiplatform
and Internet protocol television games
In December 2006, we entered into a licensing agreement with
GungHo to develop and distribute Ragnarok DS, a Nintendo DS
version of Ragnarok Online. Ragnarok DS was released in Japan,
Korea and the United States and Canada in December 2008, June
2009 and February 2010, respectively.
We are also expanding our business by providing our online games
on internet protocol television, or IPTV. In September 2008, we
entered into a licensing agreement with Iconix Entertainment
Co., Ltd., or Iconix
39
Entertainment, to develop and publish Pororo Game, an IPTV game
based on Iconix Entertainments 3D TV animation series
Pororo: The Little Penguin. We commercially launched
Pororo Game in September 2009.
The amount of revenues from multiplatform device and IPTV in
2010 represented less than 1% of our total revenues in 2010.
Animation
Gravity Entertainment, our Japanese subsidiary, entered into an
agreement with G&G Entertainment Inc. and three other
Japanese media and entertainment companies for the production
and distribution of 26
half-hour
episode animation series based on the storyline and characters
of Ragnarok Online. The series was produced by Gravity
Entertainment and broadcast on television in nine countries from
2004 through 2007. The animation series of Ragnarok Online has
been sold in DVD and VOD (video on demand) formats in North
America since March 2006 and it has also been distributed in
Europe. Our revenues from our animation business were negligible
and represented less than 1% of our total revenues in both 2010
and 2009.
OUR
MARKETS
Japan, Korea, the United States and Canada, Taiwan and Hong
Kong/Macau, and Brazil were our biggest geographic markets in
2010 in terms of revenue. Each of these markets is serviced
either by us or a distribution company. We directly manage game
operations in Korea, except Dragonica, which is offered by
NCsoft Corporation. Gravity Interactive, our wholly-owned
subsidiary, manages game operations in the United States and
Canada. GungHo Online Entertainment, Inc. is our licensee for
Ragnarok Online and H.A.V.E. Online in Japan. Game Flier
International Corporation is our licensee for Ragnarok Online,
Requiem and Dragonica in Taiwan, Hong Kong and Macau. GameCyber
Technology Ltd. is our licensee for Emil Chronicle Online in
Taiwan and Hong Kong. Level Up! Interactive S.A. is our
licensee for Ragnarok Online in Brazil.
The following table sets forth a summary of our consolidated
statement of operations showing revenues by geographic area for
the periods indicated and the percentage represented by such
revenues for year ended December 31, 2010.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
Countries
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
(In millions of Won and thousands of US$, except
percentages)
|
|
|
Japan
|
|
W
|
27,037
|
|
|
W
|
31,991
|
|
|
W
|
29,186
|
|
|
|
55.7
|
%
|
|
US$
|
26,599
|
|
Korea
|
|
|
14,009
|
|
|
|
11,544
|
|
|
|
9,737
|
|
|
|
18.6
|
|
|
|
8,874
|
|
United States/Canada(2)
|
|
|
3,620
|
|
|
|
5,800
|
|
|
|
4,759
|
|
|
|
9.1
|
|
|
|
4,337
|
|
Taiwan/Hong Kong/Macau
|
|
|
2,301
|
|
|
|
1,887
|
|
|
|
2,926
|
|
|
|
5.6
|
|
|
|
2,667
|
|
Brazil
|
|
|
1,006
|
|
|
|
1,096
|
|
|
|
1,114
|
|
|
|
2.1
|
|
|
|
1,016
|
|
Others
|
|
|
5,197
|
|
|
|
5,085
|
|
|
|
4,640
|
|
|
|
8.9
|
|
|
|
4,229
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
53,170
|
|
|
W
|
57,403
|
|
|
W
|
52,362
|
|
|
|
100.0
|
%
|
|
US$
|
47,722
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2011. |
|
(2) |
|
Revenues in the United States and Canada, as shown on this
table, also include subscription and other types of game
revenues generated in other countries managed by Gravity
Interactive. Such revenues from other countries constitute a
minor portion of the revenues recorded as subscription revenues
from the United States and Canada. The license agreement for
Ragnarok Online with Gravity Interactive includes Australia, New
Zealand and India as countries serviced by Gravity Interactive.
The license agreement for Requiem with Gravity Interactive
includes the United Kingdom and 38 other European countries
serviced by Gravity Interactive. |
40
Korea
In Korea, we commercially launched and began to charge
subscribers for Ragnarok Online in August 2002, Emil Chronicle
Online in August 2007, which service was terminated in November
2010, Pucca Racing in September 2007, which service was
terminated in June 2010, Requiem in October 2007 and Canaan in
October 2010. Our game subscribers in Korea consist of
individual PC account subscribers and Internet café
subscribers. Individual PC account subscribers are individuals
who log on to our game servers from places other than Internet
cafés, such as from home or work, whereas Internet
café subscribers are commercial businesses operating
Internet café outlets equipped with multiple PCs that
provide broadband Internet access to their customers who
typically prefer to play the most
up-to-date
versions of online games. Most Internet cafés charge their
customers PC usage and Internet access fees that generally range
from Won 700 to Won 1,200 per hour and subscribe to various
online games. Over 7,800 and 5,600 Internet cafés offered
our games in Korea according to our internal data as of
December 31, 2010 and 2009, respectively. In order to offer
our games, an Internet café typically purchases minimum
game hours from us. The subscription collected from Internet
cafés accounted for 10.8% and 13.4% of our subscription
revenues in Korea in 2010 and 2009, respectively.
Overseas
markets
Ragnarok Online is commercially offered in the following 79
overseas countries and markets: Japan, China, Taiwan, Hong Kong,
Macau, the United States, Canada, Australia, New Zealand, India,
Singapore, Malaysia, Thailand, the Philippines, Indonesia,
Brazil, Russia, Armenia, Azerbaijan, Belarus, Estonia, Georgia,
Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Moldova, Tajikistan,
Turkmenistan, Ukraine, Uzbekistan, the United Arab Emirates,
Saudi Arabia, Jordan, Kuwait, Syria, Bahrain, Qatar, Palestine,
Oman, Lebanon, Libya, Sudan, Mauritania, Iraq, Yemen, Iran,
Egypt, Algeria, Morocco, Tunisia, France, Belgium, the United
Kingdom, Finland, Sweden, Norway, Ireland, Scotland, Denmark,
Spain, Austria, Bulgaria, Cyprus, Czech Republic, Germany,
Greece, Hungary, Italy, Luxembourg, Malta, Netherlands, Poland,
Portugal, Romania, Slovakia, Slovenia, Switzerland and Turkey.
Ragnarok Online is distributed through local game operators and
distributors, except for the countries in which our subsidiaries
directly publish Ragnarok Online such as Gravity Interactive in
the United States, Canada, Australia, New Zealand and India; and
Gravity EU in France and 27 other European countries.
The following table lists the overseas countries in which
Ragnarok Online is commercially offered through our licensees,
the names of the licensees, the dates of the license agreements,
and the commercial launch date and expiry date of the license
agreements.
|
|
|
|
|
|
|
|
|
|
|
|
|
Date of
|
|
Date of
|
|
|
|
|
|
|
License
|
|
Commercial
|
|
|
Country
|
|
Licensee
|
|
Agreement
|
|
Launch
|
|
Date of Expiry
|
|
Japan
|
|
GungHo Online Entertainment, Inc.
|
|
July 2002
|
|
December 2002
|
|
September 2012
|
Taiwan/Hong Kong/Macau
|
|
Game Flier International Corporation(1)
|
|
May 2002
|
|
October 2002
|
|
October 2011
|
Thailand
|
|
AsiaSoft Corporation Public Co., Ltd.
|
|
June 2002
|
|
March 2003
|
|
March 2012
|
China
|
|
Shengqu Information Technology (Shanghai) Co., Ltd.(2)
|
|
July 2005
|
|
May 2003
|
|
August 2011
|
Singapore/Malaysia
|
|
Game Flier (Malaysia) Sdn. Bhd.(3)
|
|
May 2003
|
|
April 2004
|
|
October 2011
|
Philippines
|
|
Level Up! Inc.
|
|
March 2003
|
|
September 2003
|
|
August 2012
|
Indonesia
|
|
PT. Lyto Datarindo Fortuna
|
|
April 2004
|
|
November 2003
|
|
February 2012
|
Brazil
|
|
Level Up! Interactive S.A.
|
|
August 2004
|
|
February 2005
|
|
March 2013
|
Middle East and Africa(4)
|
|
Tahadi Games Ltd.
|
|
January 2009
|
|
December 2009
|
|
December 2012
|
Russia and CIS countries(5)
|
|
Ingamba LLC(6)
|
|
June 2010
|
|
March 2007
|
|
June 2013
|
Notes:
|
|
|
(1) |
|
Game Flier International Corporation is a subsidiary of
Soft-World International Corporation, former licensee in Taiwan
and Hong Kong. |
|
(2) |
|
Shengqu is a wholly-owned subsidiary of Shanda Games Limited. |
|
(3) |
|
Game Flier (Malaysia) Sdn. Bhd. is a wholly-owned subsidiary of
Soft-World International Corporation. |
41
|
|
|
(4) |
|
Represents MMORPG operations in the United Arab Emirates, Saudi
Arabia, Jordan, Kuwait, Syria, Bahrain, Qatar, Palestine, Oman,
Lebanon, Libya, Sudan, Mauritania, Iraq, Yemen, Iran, Egypt,
Algeria, Morocco and Tunisia. A single operator services in 20
countries under one license agreement. |
|
(5) |
|
Represents MMORPG operations in Russia, Armenia, Azerbaijan,
Belarus, Estonia, Georgia, Kazakhstan, Kyrgyzstan, Latvia,
Lithuania, Moldova, Tajikistan, Turkmenistan, Ukraine and
Uzbekistan. A single operator services in 15 countries under one
license agreement. |
|
(6) |
|
We own a 25% of equity interest in Ingamba, a joint venture
company for online game service in Russia. |
R.O.S.E. Online is currently commercially offered in the United
States, Canada, Mexico and 40 other countries. Emil Chronicle
Online is currently commercially offered in Thailand, Hong Kong,
Taiwan and Indonesia. Requiem is commercially offered in the
United States, Canada and 87 other countries. See ITEM 4.B.
BUSINESS OVERVIEW OUR PRODUCTS.
Our licensees pay us:
|
|
|
|
|
an initial license fee for initial
set-up
costs, technical support and advisory services that we provide
until commercial launch; and
|
|
|
|
ongoing royalty payments based on a percentage of revenues
generated from subscription of the game they service in the
respective overseas markets.
|
In addition, if the license agreement is renewed, we typically
negotiate a renewal license fee. The license agreements may be
terminated in the event of bankruptcy or a material breach by
either party, including by us if the licensee fails to pay
royalty fees in a timely manner.
PRICING
STRUCTURE AND PAYMENT SYSTEM
Our overseas licensees generally develop, after consultation
with us, a retail pricing structure for the users of the game
they service in their respective markets. Pricing structures are
determined primarily based on the cost of publishing and
operating the game, the playing and payment patterns of the
users, the pricing of competing games in a given market and the
purchase power parity of consumers in that market. Since the
launch of Ragnarok Online in August 2002, we have tracked and
accumulated user data generated from our user base, which
provide us with an extensive database to analyze user patterns
and establish pricing for other markets. The pricing for
Ragnarok Online has remained generally stable in each of our
markets since the respective dates of Ragnarok Onlines
commercial launch in those markets.
In December 2006, we started to apply a micro-transaction system
(or sale of virtual in-game items model) as an additional
business model, by providing virtual item shops in the games
where players can purchase a wide array of items to customize,
personalize and enhance their characters and game playing
experiences. The micro-transaction model has been introduced in
all the countries and markets where Ragnarok Online is serviced.
In addition, since January 2007, we have opened
free-to-play
servers, which only apply the micro-transaction model, in all
the countries and markets where Ragnarok Online is serviced
except Japan to encourage the players to download and play
Ragnarok Online without paying subscription fees or buying
playing time and to purchase in-game items pursuant to our
micro-transaction model. In Russia and CIS countries, the United
States, Canada, Australia, New Zealand, India, the United Arab
Emirates, Saudi Arabia, Jordan, Kuwait, Syria, Bahrain, Qatar,
Palestine, Oman, Lebanon, Libya, Sudan, Mauritania, Iraq, Yemen,
Iran, Egypt, Algeria, Morocco, Tunisia, France, Belgium, the
United Kingdom, Finland, Sweden, Norway, Ireland, Scotland,
Denmark, Spain, Austria, Bulgaria, Cyprus, Czech Republic,
Germany, Greece, Hungary, Italy, Luxembourg, Malta, Netherlands,
Poland, Portugal, Romania, Slovakia, Slovenia, Switzerland and
Turkey, we offer Ragnarok Online services with the
micro-transaction model only. The amount of revenue generated
from micro-transactions as a percentage of revenue per month
from each country varies monthly. For example, in 2010, the
approximate percentage of revenue derived from
micro-transactions accounted for 26.9% of total royalty revenues
for Japan, 60.4% of total revenues for the United States and
Canada, 82.9% of total royalty revenues for Taiwan, Hong Kong
and Macau, 83.8% of total royalty revenues for Thailand, 61.6%
of total revenues for Russia and CIS countries and 69.9% of
total revenues for Korea where we ceased to apply the
subscription-based fee model in November 2010.
42
Since September 2007, we have been offering premium services as
an additional revenue model, where players are offered certain
additional features such as the faster accumulation of
experience points or higher rates of item drop for additional
fees, in Russia and CIS countries, Indonesia, France and 27
other European countries and markets, the Philippines, the
United States, Canada, Australia, New Zealand, India. The
pricing for Ragnarok Online in Korea and in Japan, the United
States and Canada, Taiwan, Hong Kong and Macau, Thailand and
China, our principal overseas markets, are set forth below.
Korea
Individual PC account users in Korea can choose from a number of
alternative payment options, including charges made through
mobile or fixed telephone service provider payment systems,
prepaid cards, gift certificates, online credit card payments
and bank transfers to gain access to or purchase game items of
Ragnarok Online. Internet café subscribers make payments
through credit card or bank transfers. We pay a commission in
the range of 1.8% to 15% to third parties to process payments.
These third parties bear the delinquency risk associated with
payments from users.
Subscription-based
fee model
We ceased to apply the subscription-based fee model for
individual PC users in November 2010 and the subscription-based
fee model is currently applied only to Internet cafés in
Korea. The following table sets forth our published pricing
plans for Internet cafés in Korea for Ragnarok Online
access as of December 31, 2010.
|
|
|
|
|
Hours(1)
|
|
Flat Fee per PC
|
|
300 hours
|
|
W
|
69,300
|
|
600 hours
|
|
|
138,600
|
|
1,000 hours
|
|
|
231,000
|
|
2,000 hours
|
|
|
462,000
|
|
Note:
|
|
|
(1) |
|
Actual hours may vary depending on additional bonus hours we
offer in proportion to hours purchased by the subscriber. |
Micro-transaction
model
We have applied a micro-transaction model in Korea since April
2007. Game users buy RO Cash, the currency of the money used in
Ragnarok Online which enable them to buy game items. The price
range of each of the game items is between Won 250 and 20,000.
There are certain game items which users can buy only at
Internet cafés.
Japan
GungHo, our licensee in Japan, determines the pricing plan for
Ragnarok Online in Japan. A majority of users in Japan typically
pay to gain access to or purchase game items of Ragnarok Online
with prepaid cards, such as the WebMoney, among others, which
can be purchased at convenience stores or retail game outlets,
or online. In addition, credit cards are also a popular payment
method. Mobile payment, which was introduced in April 2008, is
increasingly popular although it cannot be used for the payment
of subscription-based fees and can be used only for payment for
micro-transaction.
Subscription-based
fee model
Our licensee in Japan offers only one rate for Ragnarok Online
and charges JPY1,500 per 30 days of unlimited use.
43
Micro-transaction
model
We have applied a micro-transaction model in Japan since
December 2006. Game users buy GungHo Shop Points which enable
them to buy game items or directly buy game items from the
mobile item shop. The range of the game items is between JPY50
and 1,500. The following table sets forth our licensees
published basic pricing for GungHo Shop Points in Japan as of
December 31, 2010.
|
|
|
|
|
Points
|
|
Retail Price(1)
|
|
10,000 points
|
|
|
JPY 1,000
|
|
21,000 points
|
|
|
2,000
|
|
32,500 points
|
|
|
3,000
|
|
55,000 points
|
|
|
5,000
|
|
112,000 points
|
|
|
10,000
|
|
Note:
|
|
|
(1) |
|
For your reference only, as of March 31, 2011, the noon
buying rate of the Japanese Yens to U.S. dollars quoted by the
Federal Reserve Bank of New York was JPY82.76 to US$1.00. |
The
United States and Canada
Gravity Interactive, our wholly-owned subsidiary in the United
States, determines the pricing plan for Ragnarok Online in the
United States and Canada. Users pay through credit cards, wire
and/or bank
transfers, or mobile payment or online payment systems such as
PayPal. Gravity Interactive ceased to apply the
subscription-based fee model in April 2011.
Micro-transaction
model
We have applied a micro-transaction model in the United States
and Canada since June 2007. Game users buy points which enable
them to buy game items in the price range between US$0.05 and
US$20. The following table sets forth our licensees
published basic pricing for points of Ragnarok Online in the
United States and Canada as of April 7, 2011:
|
|
|
|
|
Points
|
|
Retail Price
|
|
1,100 points
|
|
US$
|
10.00
|
|
1,650 points
|
|
|
15.00
|
|
2,875 points
|
|
|
25.00
|
|
4,600 points
|
|
|
40.00
|
|
6,000 points
|
|
|
50.00
|
|
9,000 points
|
|
|
75.00
|
|
12,000 points
|
|
|
100.00
|
|
VIP
Service fee model
Although Ragnarok Online is offered based on micro-transaction
model in the United States and Canada, the VIP Service fee
model, a premium service model, was introduced in April 2011 to
provide users with enhanced game play as an option. The
following table sets forth Gravity Interactives published
basic pricing for VIP Service for Ragnarok Online in the United
States and Canada as of April 7, 2011:
|
|
|
|
|
Days
|
|
Retail Price
|
|
30 days
|
|
US$
|
7.00
|
|
90 days
|
|
|
19.00
|
|
180 days
|
|
|
33.50
|
|
44
Taiwan,
Hong Kong and Macau
Game Flier International Corporation, our licensee in Taiwan,
Hong Kong and Macau, determines the pricing plan for Ragnarok
Online in Taiwan, Hong Kong and Macau. In Taiwan, Hong Kong and
Macau, most users purchase prepaid debit point cards to gain
access to or purchase game items of Ragnarok Online. The prepaid
cards can be purchased online, by mobile or landline phones, or
at convenience stores, Internet cafés and at other
locations. Our licensee in Taiwan, Hong Kong and Macau, Game
Flier International Corporation, offers the My Card, on which
customers can charge GF Points or days which can be used for any
games our licensee publishes. Users of Ragnarok Online in
Taiwan, Hong Kong and Macau can convert the GF Points on the My
Cards to Ragnarok Points.
The following table sets forth our licensees published
basic pricing for the My Card in Taiwan as of December 31,
2010:
|
|
|
|
|
Points(1) or Days
|
|
Retail Price(2)
|
|
150 points
|
|
NT$
|
150
|
|
350 points or 30 days
|
|
|
350
|
|
400 points
|
|
|
400
|
|
450 points
|
|
|
450
|
|
500 points
|
|
|
500
|
|
1,000 points
|
|
|
1,000
|
|
The following table sets forth our licensees published
basic pricing for the My Card in Hong Kong as of
December 31, 2010:
|
|
|
|
|
Points(1) or Days
|
|
Retail Price(3)
|
|
50 points
|
|
HK$
|
14
|
|
150 points
|
|
|
40
|
|
300 points
|
|
|
80
|
|
350 points or 30 days
|
|
|
93
|
|
400 points
|
|
|
106
|
|
450 points
|
|
|
120
|
|
1,000 points
|
|
|
265
|
|
1,150 points
|
|
|
305
|
|
2,000 points
|
|
|
530
|
|
Notes:
|
|
|
(1) |
|
Each time a user logs onto Ragnarok Online, 20 points are
deducted. After a users playtime exceeds 12 hours,
additional 20 points are deducted for every 12 hours of
use. Users of NT$350 or HK$93 My Card may choose between 350
points and 30 days. |
|
(2) |
|
For your reference only, as of March 31, 2011, the noon
buying rate of NT dollars to U.S. dollars quoted by the Federal
Reserve Bank of New York was NT$29.40 to US$1.00. |
|
(3) |
|
For your reference only, as of March 31, 2011, the noon
buying rate of Hong Kong dollars to U.S. dollars quoted by the
Federal Reserve Bank of New York was HK$7.775 to US$1.00. |
Micro-transaction
model
We have applied a micro-transaction model in Taiwan and Hong
Kong since December 2006. Game users buy game items with
Ragnarok Points. The price range of each of the game items is
between NT$1 and 899 for paid servers and between NT$1 and 999
for
free-to-play
servers. Users in Hong Kong and Macau also buy items, the prices
of which are based on NT dollars.
45
Thailand
Our licensee in Thailand, AsiaSoft Corporation Public Co., Ltd.,
permits users to gain access to or purchase game items of
Ragnarok Online through prepaid cards or by mobile and
electronic payment. Most of the users use prepaid cards to
access Ragnarok Online. Each prepaid card has a specified
maximum number of hours or days of use. Users can purchase
prepaid cards from automated teller machines, Internet
cafés or convenience stores.
Subscription-based
fee model
The following table sets forth our licensees published
basic pricing for Ragnarok Online access in Thailand as of
December 31, 2010:
|
|
|
|
|
|
|
|
|
Hours or Days
|
|
Points
|
|
Retail Price(1)
|
|
5 hours
|
|
|
2,800
|
|
|
|
THB 28
|
|
10 hours
|
|
|
5,500
|
|
|
|
55
|
|
20 hours
|
|
|
8,900
|
|
|
|
89
|
|
40 hours
|
|
|
15,900
|
|
|
|
159
|
|
15 days
|
|
|
18,900
|
|
|
|
189
|
|
20 days
|
|
|
24,500
|
|
|
|
245
|
|
No limit within 30 days
|
|
|
34,900
|
|
|
|
349
|
|
40 days
|
|
|
45,000
|
|
|
|
450
|
|
No limit within 90 days
|
|
|
88,800
|
|
|
|
888
|
|
Note:
|
|
|
(1) |
|
For your reference only, as of March 31, 2011, the noon
buying rate of the Thai Bahts to U.S. dollars quoted by the
Federal Reserve Bank of New York was THB30.24 to US$1.00. |
Micro-transaction
model
We have applied a micro-transaction model in Thailand since
February 2007. Game users buy points which enable them to buy
game items. The price range of each of the game items is between
THB 0.01 and 900.
China
A majority of Ragnarok Online players in China purchase Shanda
Points from our China licensee, Shengqu Information Technology
(Shanghai) Co., Ltd., a wholly-owned subsidiary of Shanda Games
Limited, to gain access to or purchase game items of Ragnarok
Online. Game users can choose between buying hours or days to
play with Shanda Points and changing them into Ragnarok Points
to buy game items. Most users purchase and charge their Shanda
Points by credit cards, prepaid debit point cards and bank
transfers through the Web site of an affiliate of our licensee.
Mobile phone payment is also increasingly becoming a popular
payment method in China.
The following table sets forth our licensees published
basic pricing for Shanda Points in China as of December 31,
2010:
|
|
|
|
|
|
|
|
|
Points
|
|
Hours or Days
|
|
Retail Price(1)
|
|
500 points
|
|
|
10 hours
|
|
|
|
CNY 5
|
|
1,000 points
|
|
|
25 hours
|
|
|
|
10
|
|
1,500 points
|
|
|
7 days
|
|
|
|
15
|
|
3,000 points
|
|
|
75 hours
|
|
|
|
30
|
|
4,500 points
|
|
|
30 days
|
|
|
|
45
|
|
Our licensee in China also offers the Shanda Point Card, a
prepaid debit point card, on which players can charge Shanda
Points, hours or days which can be used for any games our
licensee publishes, including Ragnarok Online, which users can
purchase at Internet cafés or newsstands.
46
The following table sets forth our licensees published
basic pricing for the Shanda Point Card in China as of
December 31, 2010:
|
|
|
|
|
|
|
|
|
Points
|
|
Hours or Days
|
|
Retail Price(1)
|
|
3,000 points
|
|
|
75 hours
|
|
|
|
CNY30
|
|
4,500 points
|
|
|
30 days
|
|
|
|
45
|
|
Note:
|
|
|
(1) |
|
For your reference only, as of March 31, 2011, the noon
buying rate of Chinese Yuan to U.S. dollars quoted by the
Federal Reserve Bank of New York was CNY6.5483 to US$1.00. |
Micro-transaction
model
We have applied a micro-transaction model in China since January
2007. Game users buy game items with Ragnarok Points. The price
range of each of the game items is between CNY 1 and 588 for
paid servers and between CNY1 and 888 for
free-to-play
servers.
GAME
DEVELOPMENT AND PUBLISHING
We expect the online game industry to be characterized by
increasing demand for sophisticated or original games with the
most
up-to-date
technologies
and/or
innovative game design. In response, we intend to expand our
game offerings by continuing to develop in-house additional high
quality games with the latest technologies
and/or
innovative game design and by publishing such new games
developed by us or licensed or acquired from renowned third
party developers.
To prepare for the commercial launch of a new game, we conduct
closed beta testing for the game to fix technical problems,
which is followed by a period of open beta testing in which we
allow registered users to play the game free of charge. During
these testing periods, users provide us with feedback and our
technical team seeks to address any technical problems and
programming flaws that may compromise a stable and consistent
game playing environment. Closed beta testing usually takes
three to six months for MMORPGs but may take significantly more
time if material problems are detected. Open beta testing of
MMORPGs usually takes three to six months before commercial
launch. We generally commence our other marketing activities for
the game during the open beta testing stage. For overseas
markets, we also localize the language and content of our games
to tailor the game to local cultural preferences.
In-house
game development
Our game development department is divided into two categories
of development teams: one is dedicated to MMORPGs and the other
is dedicated to casual online games and social network games in
operation or under development. As of March 31, 2011, we
employed a total of 227 game developers. We developed Ragnarok
Online, Requiem and Pucca Racing in-house. In order to remain
competitive, we are focusing our in-house game development
efforts on enhancing the game experience and on developing new
games, which include MMORPGs incorporating the latest
technologies (including software improving the communication and
interaction between players), and casual online games which are
becoming popular among younger users and female users. We
currently have two MMORPGs, Ragnarok Online II and another
MMORPG with a tentative title of East Road, under in-house
development.
Publishing
We also seek opportunities to publish games developed by third
parties if we determine such games have potential to become a
commercial success. Our publishing and licensing processes
include the following:
|
|
|
|
|
Preliminary screening. Our preliminary
screening process for a game usually includes preliminary review
and testing of the game and discussions with the game developer
on technological and operational aspects.
|
|
|
|
In-depth examination, analysis and commercial
negotiation. Once a game passes the preliminary
screening, we thoroughly review and test the game, conduct a
cost analysis, develop operational and financial
|
47
|
|
|
|
|
projections and formulate a preliminary game operating plan. We
then begin commercial negotiations with the developer.
|
|
|
|
|
|
Game rating and regulatory registration and
approval. Once a license agreement to publish and
distribute a game is signed, we submit an application to the
Game Rating Board to obtain a game rating. This process
generally takes approximately 15 days. We also typically
register our intellectual property rights in Korea under our
license agreements, such as copyright and trademark, with the
relevant Korean government agency. Our overseas subsidiaries or
licensees follow similar procedures in their respective markets
where the games we license are commercially offered.
|
|
|
|
Testing and marketing. Once the required
registration and approvals are obtained, we conduct closed beta
testing and open beta testing of the new game and assist the
licensor with the development of the game.
|
Our publishing department takes lead in conducting preliminary
screenings to select games for potential distribution and
commercial negotiations process. The games initially screened by
our publishing department are additionally evaluated or tested
by other teams, such as the marketing team and quality
management team, for a second opinion. Once a license agreement
is finalized, we generally create a specific team for the
selected game within the marketing department to work with and
guide the licensor through the beta testing and marketing
process for a successful launch of the game.
MARKETING
We employ a variety of traditional and online marketing programs
and promotional activities, including in-game events, in-game
marketing and offline events. Due to the close-knit nature of
the online game community, we believe that
word-of-mouth
is an important medium for the promotion of our games.
In Korea, four independent promotional agents currently promote
our online games to Internet cafés pursuant to agency
agreements. Under these agreements, each promotional agent is
granted non-exclusive promotion rights within a specified
geographical area. The agent is generally paid a monthly base
commission between 10% and 30% of revenues received from
Internet cafés in the allocated area. The commission
percentage varies according to the amount of revenues.
We conduct a variety of marketing programs and online and
offline events to target potential subscribers accessing the
Internet from home. Our main marketing efforts include
advertising on Web site portals and in online game magazines,
conducting online promotional events, participating in trade
shows and entering into promotional alliances with Internet
service providers. We spent Won 1,853 million (US$1,689
thousand) on advertising and promotions in 2010, compared with
Won 1,137 million in 2009.
We frequently organize in-game events, such as fortress
raids for our users, which we believe encourages the
development of virtual communities among our users and increases
user interest in our games. We also host from time to time
in-game tournaments in which users can compete against each
other either as a team or individually. In addition, we use
in-game events to introduce users to new features of our games.
We organized 15 in-game events for Ragnarok Online users in
2010, compared with 17 such in-game events in 2009. In October
2010, we co-hosted in Jakarta, Indonesia, with PT. Lyto
Datarindo Fortuna, our licensee in Indonesia, the Ragnarok World
Championship, an offline competition event with approximately 88
active participants, comprised of our game users and
representatives from 11 teams representing 17 countries and
approximately 30 representatives of our 10 licensees. The event
was visited by approximately 8,000 visitors. The event included
Ragnarok Game Marketing Forum, where we and our licensees shared
development plans, marketing strategies and success cases, and
numerous programs for users.
In most of our overseas markets, marketing activities are
principally conducted by our overseas subsidiaries or licensees
and typically consist of advertising on Web site game portals
and online game magazines and through television commercials, as
well as hosting online and offline promotional events. The
licensees are responsible for the costs associated with such
advertising and promotional activities. For example, GungHo, our
licensee in Japan, hosted the GungHo Conference in 2010, where
the invited users of Ragnarok Online shared information with the
publisher. GungHo also hosts Ragnarok Thank-You Festival, which
includes Ragnarok Online Japan Championship, game conference and
costume-play stage and other programs for users. Ragnarok
Thank-You Festival has
48
been an annual event since 2005 and its 2010 event was attended
by approximately 6,500 visitors. In addition, GungHo sells DVD
and memorial package of Ragnarok Online software to commemorate
Ragnarok Online Japan Championship every year. Level Up!
Inc., our licensee in the Philippines, and PT. Lyto Datarindo
Fortuna, our licensee in Indonesia, among others, also host
similar marketing events, namely, Level Up! Live and Lyto
Festival, respectively. AsiaSoft Corporation Public Co., Ltd.,
our licensee in Thailand, also hosts offline events annually to
celebrate anniversaries of Ragnarok Online game service in
Thailand since 2004, and AsiaSoft All Star Battle, which
includes Ragnarok Online Thailand Championship and other
promotional events since 2009. In addition, from time to time
our overseas subsidiaries and licensees also market our games
through sponsoring promotional events jointly with other local
game publishers or participating in expositions or other events
for online games in order to reach a broader local audience. For
example, in July 2010, Gravity EU, our subsidiary in France,
participated in Le Mondial du Jeu Vidéo, an annual
international video game event held in Paris, where our game
masters showed the visitors how to play Ragnarok Online and some
other promotional events such as Ragnarok Online tournaments
were held.
Our licensees are selected in part on the basis of their
marketing capabilities, including the size and scope of their
distribution networks. In regions where we have a limited
network or presence such as the Middle East and Central Asia, we
believe that conducting marketing through our licensees is more
effective and cost-efficient than direct marketing by us in
light of the established brand recognition and marketing
networks of our licensees and their comparative advantage in
identifying and taking advantage of the cultural and other local
preferences of overseas users. However, in more strategic
markets where we anticipate considerable growth such as the
United States, we also believe that it is important to enhance
our own direct publishing network for online game services.
GAME
SUPPORT AND CUSTOMER SERVICE
We are committed to providing superior customer service to our
users directly and through our licensees. As of March 31,
2011, 18 employees were game masters, or persons who are in
charge of testing, updating and providing server maintenance for
online games, as well as dealing with customer complaints,
37 employees were members of our domestic customer service
team and 52 employees were members of our overseas customer
support team. With the diversification of our game offering and
in order to better serve our users, we expect to continue to
expand the size of our customer service team.
In Korea, we provide customer service for our online games
through bulletin boards of the Web sites of our online games,
call centers, email and facsimile and at our walk-in customer
service center. Our bulletin boards of the Web sites of our
online games allow our customers to post questions to, and
receive responses from, other users and our support staff. In
our overseas markets, our licensees administer customer service
through varying combinations of bulletin boards of the Web sites
of our online games, call centers, email and facsimile, with
assistance from time to time from our overseas customer support
staff.
In addition to providing customer service to our users, our
customer service staff also collect user comments with respect
to our games and generate daily and weekly reports for our
management and operations that summarize important issues raised
by users as well as how such issues have been addressed.
NETWORK
AND TECHNOLOGY INFRASTRUCTURE
We have designed and assembled a game server network and
information management system in Korea to allow centralized game
management on a global basis. Our system network is designed to
speedily accommodate a growing subscriber base and demand for
faster game performance. Our game server architecture runs
multiple servers on a parallel basis to readily accommodate
increased user traffic through deployment of connection to
servers, which permits us to route users in the same country to
servers with less user traffic. Each of these servers is linked
to our information systems network to ensure rapid
implementation of game upgrades and to facilitate game
monitoring and supervision.
We maintain our server hardware in a single climate-controlled
facility at KT Mokdong Internet Computing Center in Mok-1Dong,
Yangcheon-Gu, Seoul, Korea and our other system hardware in our
offices in Seoul. As of March 31, 2011, our server network
for our game operations in Korea and global service of Requiem
(in Thailand, Vietnam, Singapore, Malaysia, Indonesia and the
Philippines) consisted of a total of 713 servers.
49
In overseas markets, our overseas subsidiaries or licensees own
or lease the servers necessary to establish the server network
for the online games and we assist them with initial assembly
and installation of operating game servers and optimizing their
systems network for game operations in their respective markets.
While the overseas system architectures are modeled on our
system architecture in Korea, they are also tailored to meet the
specific needs of each market. When we install and initialize a
game in an overseas market, we generally dispatch network
engineers and database technicians from Korea to assist with
assembly and operation of the system network and game servers.
Following installation, we typically station two to five of our
technicians and customer support staff in that market to assist
with on-site
game operation and technical support. Our overseas subsidiaries
and licensees are responsible for providing database and other
game information backup.
Our game management software can program the game content to
include localized features such as virtual map zones specific to
each market. These features can be updated at the host country
level in order to encourage development of a communal spirit
among the users from the same country.
COMPETITION
We compete primarily with other MMORPG developers and
distributors in each of our markets. In addition, we compete
against providers of games on various platforms, such as console
games, handheld games, arcade games and mobile games. We compete
primarily on the basis of the quality of the online game
experience offered by us to our users, which depends on a number
of factors, including our ability to do the following:
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hire and retain creative personnel to develop games that appeal
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maintain an online game platform that is stable and is not prone
to server shutdowns, connection problems or other technical
difficulties;
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provide timely and responsive customer service; and
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establish payment systems that are secure and efficient.
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Competition
in Korea
The online game market in Korea is comprised of massively
multiplayer online game market, casual online game market and
portal-based online game market. As many of our competitors have
significantly greater financial, marketing and game development
resources than we have, we face intense competition in the
online game industry. We expect competition will continue to be
strong as the number of domestic massively multiplayer online
game developers in Korea increases in the future and the online
game industry begins to consolidate into a small number of
leading MMORPG companies due to the high cost of game
development, marketing and distribution networks, which is
likely to drive unsuccessful MMORPG providers to go out of
business or be acquired by other successful game providers.
Currently, the leading providers of massively multiplayer online
games in Korea, based on the number of peak concurrent users,
are NCsoft Corporation, or NCsoft, CJ E&M Corporation, or
CJ E&M, Neowiz Games and Activision Blizzard according to
data available from various public sources. NCsoft released Aion
in November 2008, which became the most popular MMORPG in Korea
as of March 31, 2011, based on statistical information from
the Korea Creative Content Agency. NCsofts Lineage, which
was released in 1998, and Lineage II, a sequel to the original
Lineage in 2003, gained dominant popularity and have maintained
both a large number of players and a loyal user base in Korea.
CJ E&M commercially launched Sudden Attack in 2006, which
is the most popular massively multiplayer online first person
shooter game in Korea. Neowiz Games released Special Force, a
massively multiplayer online first person shooter game, in 2004
and FIFA Online 2, a soccer game which was co-developed with
Electronic Arts in 2007. The leading companies in the market for
casual online games include Nexon, which developed Maple Story
and Kart Rider. The leading providers of portal-based online
games in Korea are NHN Corporation, operating under the brand
portal of Hangame, CJ E&M, operating under the brand portal
of NetMarble, and Neowiz Games Corporation, operating under the
brand portal of Pmang.
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Competition
in overseas markets
In each of the overseas markets in which Ragnarok Online is
distributed, we face strong competitive pressures. For example,
Japans large game market is primarily driven by console
games although online games are gaining popularity among
Japanese game users. Consequently, many Japanese console game
developers, such as Square Enix Holdings Co., Ltd., or Square
Enix, Capcom Entertainment, Inc., or Capcom, and Koei Tecmo
Holdings Co., Ltd., or Koei Tecmo, have expanded their
businesses to online game development with their well-known
brands and advanced overall game development systems, which have
resulted in more intense competition in the Japanese online game
market. For example, Square Enix developed and released Final
Fantasy XIV, an online game, as part of its Final Fantasy series
in September 2010 and Capcom developed and released Monster
Hunter Frontier Online, an action online game based on its
best-selling package game Monster Hunter Frontier, in June 2007.
Koei also developed and released online games based on its
best-selling package games such as Nobunagas Ambition
Online, Uncharted Waters Online, Dynasty Warriors Online and
Sangokushi Online. Taiwans online game industry has
demonstrated significant growth in recent years with the market
dominated by games developed in China and Korea. Our principal
competitors in Taiwan include Activision Blizzard, NCsoft and
Nexon Corporation. Thailand is also a fast growing online game
market in Asia, where we believe that Ragnarok Online is the
dominant online game based on the number of peak concurrent
users, as reported by local game magazines and our
licensees reports. There are many online game developers
and distributors in China such as Tencent, Inc., which publishes
Dungeon Fighter Online and Cross Fire, and Shanda Interactive
Entertainment, whose principal product is Mir II. Recently,
social network games, such as Farmville, the popular farming
game on Facebook from Zynga Inc., are gaining global popularity
as users play such games with other users through popular social
network sites.
Competition
from other game platforms
We also compete against PC- and console-based game developers
that produce popular package games, such as Electronic Arts,
Nintendo, Activision Blizzard and Sony Computer Entertainment,
and game console manufacturers such as Microsoft, Sony Computer
Entertainment and Nintendo, all of which also have their own
console game development studios. In May 2002, Sony Computer
Entertainment started distributing its PlayStation 2 game
consoles equipped with a network adapter to enable online gaming
and in November 2002, Microsoft started an online game service
for its Xbox Live consoles. Microsoft launched an enhanced
version of its console platform in November 2005 with the
Xbox360 and the latest version of Xbox Live offers more games
that are aimed at the casual player and foster cooperation. In
November 2010, Microsoft released Kinect, a motion-sensing
device, which plugs into the Xbox360 and allows people to play
games without the conventional controller. Sony Computer
Entertainment launched an enhanced version of its console
platform in November 2006 with the PlayStation 3, which provide
services for online games. Nintendo launched its Wii console
platform in November 2006, which access the Internet and lets
users compete online against others. A number of PC-based game
developers are also introducing online features to their
PC-packaged games, such as team plays or
users-to-users
combat features. Moreover, handheld game consoles are also
popular among game users. In November 2004, Nintendo launched
Nintendo DS and has made modest changes, adding bigger screens
or a slimmer model, to the DS. The latest version of DS, 3DS,
which allows users to play three-dimensional games without
special glasses, was released in February 2011. Sony Computer
Entertainments PSP Go, which was released in October 2009,
allows user to play games downloaded from Sonys online
marketplace.
In addition, games for smartphones, such as Apples iPhone
and Android-based smartphones, and tablet computers, such as
Apples iPad or Android-based Samsungs Galaxy Tab,
are surging in popularity and competing with portable devices
made solely for playing games. The Apple and Android device
users can access a number of videogames available for download
at Apples App Store or Googles Android Market,
respectively.
Competition in the game market is expected to remain intense as
established game companies with significant financial resources
seek to enter the industry. For a discussion of risks relating
to competition, See ITEM 3.D. RISK
FACTORS RISKS RELATING TO OUR BUSINESS
We operate in a highly competitive industry and compete against
many large companies.
51
INSURANCE
We maintain medical and accident insurance for our employees to
the extent required under Korean law, and we also maintain fire
and general commercial insurance with respect to our facilities.
We do not have any business liability or disruption insurance
coverage for our operations in Korea. We maintain a
directors and officers liability insurance policy
covering certain potential liabilities of our directors and
officers. See ITEM 3.D. RISK FACTORS
RISKS RELATING TO OUR BUSINESS We have limited
business insurance coverage and any business interruption could
have a material adverse effect on our business.
INTELLECTUAL
PROPERTY
Our intellectual property is an essential element of our
business. We rely on intellectual property such as copyrights,
trademarks and trade secrets, as well as non-competition,
confidentiality and license agreements with our employees,
suppliers, licensees, business partners and others to protect
our intellectual property rights. Our employees are generally
required to sign agreements acknowledging that all inventions,
trade secrets, works of authorship, developments and other
processes generated by them on our behalf are our property, and
assigning to us any ownership rights that they may claim in
those works. With respect to copyrights and computer program
rights created by our employees within their employment scope
and which are made public bearing our name, we are not required
to pay any additional compensation to our employees.
In developing Ragnarok Online, we obtained an exclusive license
from Mr. Myoung-Jin Lee to use the storyline and characters
from his cartoon titled Ragnarok for the production of online
games, animation and character merchandising. See ITEM 4.B.
BUSINESS OVERVIEW OUR PRODUCTS
Massively multiplayer online role playing games
(MMORPGs) Ragnarok Online.
We are the registered owner of eight registered software
copyrights to seven games: Ragnarok Online, Ragnarok Online II,
R.O.S.E. Online, Requiem, Arcturus, Pucca Racing and W Baseball,
each of which has been registered with the Korea Copyright
Commission. We no longer commercially offer Arcturus, a
PC-based, stand-alone game, nor Pucca Racing, and have decided
to cease commercialization of W Baseball. As of March 31,
2011, we owned over 63 registered domain names, including our
official Web site and domain names registered in connection with
each of the games we offer. We had 880 registered discrete
trademarks at patent and trademark offices in 46 countries as of
March 31, 2011. We had three design patents, two analogous
design patents, which are variations of the two design patents,
registered with the Korea Intellectual Property Office,
registered copyrights covering 11 game characters, five online
game business model patents and four patents pending with the
Korea Intellectual Property Office, in each case as of
March 31, 2011.
SEASONALITY
Usage of our online games has typically increased slightly
around the New Years holiday and other holidays, in
particular during winter and summer school holidays.
LAWS AND
REGULATIONS
We are subject to many laws and regulations in the different
countries in which we operate. See ITEM 3.D. RISK
FACTORS RISKS RELATING TO OUR REGULATORY
ENVIRONMENT. A general overview of the material laws and
regulations that apply to our business is provided below for the
countries from which we derive a significant portion of our
revenues.
Korea
The Korean game industry and online game companies operating in
Korea are subject to the following laws and regulations:
The
Act on Promotion of the Game Industry
In January 2007, the National Assembly amended the Act on
Promotion of the Game Industry, or the Promotion Act, which
became effective on April 20, 2007. Under the amended
Article 21 of the Promotion Act,
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online games are classified into four categories: suitable
for users of all ages, suitable for users
12 years of age or older, suitable for users
15 years of age or older and suitable for users
18 years of age or older. The 15 years of age or
older category was added between the 12 years of age and
18 years of age categories to increase ratings flexibility.
Fashion Star and Jeweled Planet have been classified as
suitable for users of all ages. Ragnarok Online,
Emil Chronicle Online, Canaan and Ragnarok Online II have
been classified as suitable for users 12 years of age
or older. H.A.V.E. Online has been classified as
suitable for users 12 years of age or older or
suitable for users 15 years of age or older
depending on the version of the game, and a suitable version is
automatically chosen when a user log on to the game, according
to the registered users age. Requiem has been classified
as suitable for users 18 years of age or older.
The amendment to the Promotion Act includes for the first time
the definition of the term speculative game. A
speculative game refers to a game that permits betting and
offers monetary loss or profit that is determined by chance.
Elements that may cause a game to be considered a speculative
game include the existence of game money used as a means for
betting or purchasing game items (items used within the game for
progression in the game) that become the subject of exchange
with respect to the game money. The Supreme Court decision
No. 2007-4702
rendered on October 26, 2007 provided that the
determination of whether a business is speculative or not
requires a comprehensive consideration of the following factors:
the purpose of use, the method and appearance of use, whether
money or gifts exchangeable with money are distributed as a
result of using the business, the degree and scale thereof, and
whether gifts are actually exchanged into cash. Although the new
rules and Supreme Court decision are intended to provide more
clarity for the determination of whether a game is deemed
speculative or not, because our games involve transactions with
game items, we may have to expend much effort to ensure that we
are in compliance with the new rules.
A game provider has to report any modification in the content of
a game to the Game Rating Board, which may require the game to
be reclassified depending on the scope of the modification. If
the Game Rating Board determines that the game is speculative,
it can deny any classification, in which case the game will be
prohibited. According to Article 1(2) of the Enforcement
Decree of the Promotion Act newly established on May 16,
2007, any games in which money or items of value are collected
from a multiple number of persons and profits or losses are
allocated based on winnings or losses determined by chance, fall
under speculative games. According to Article 16(2) of the
Enforcement Decree of the Promotion Act newly established at the
same time, so long as certain guidelines are followed, a
provision of a gift equivalent to a customer price of Won 5,000
or less, with respect to games that are classified as
suitable for users of all ages, is not deemed to be
an act that encourages gambling.
Under the Promotion Act, as partially amended on
December 21, 2007, the Minister of Culture, Sports and
Tourism may order information and communication service
providers to refuse, stop, or restrict the offering of games if
such games are unrated, contents are different from those
submitted for rating, were denied rating as speculative games,
or were manufactured or distributed by a person not registered
for operation of manufacturing or distributing games for
profit-making. Game Rating Board undertakes examination of the
information and communications service providers and provides
recommendation of correction to the providers as necessary. The
information and communications service providers are required to
implement the corrective measures recommended within 7 days
and report the results thereof to the chairman of the Game
Rating Board or the Minister of Culture, Sports and Tourism.
The Game Rating Board published the 2008 Yearbook for
Classification of Game Ratings for the first time in
September 2008 and the 2009 Yearbook for
Classification of Game Ratings in June 2009 in order to
provide information on industry trends. The Yearbooks include
data on ratings and classifications of various games released in
Korea and the results of the examination of the information and
communications service providers during year 2007 and 2008. The
Game Rating Board published the Yearbook to improve fairness and
transparency in inspecting games and to provide industry
participants with guidelines on ratings inspection as well as
basic information on the development of the game industry.
Prior to a partial amendment on January 1, 2010, the
Promotion Act provided that governmental support for the Game
Rating Board will be provided until December 31, 2009 and
the task of rating games will thereafter be privatized. However,
based on the decision that the required social conditions for
such privatization are not yet
53
established, the Promotion Act, as partially amended on
January 1, 2010, promoted the sustained rating of games and
operation of supplementary administrative tasks by extending the
date for the provision of governmental support until
December 31, 2011.
On April 12, 2010, for the purpose of preventing gaming
addiction among adults and teenagers and to promote a
constructive gaming culture, the Ministry of Culture, Sports and
Tourism introduced the Measures for the Prevention and
Alleviation of Excessive Gaming, which includes the
following: (i) expanded applicability of the exhaustion
system (a program in which the rate at which items are acquired
in a game decreases as a person plays the game longer, and this
system is closely related to the game scenario),
(ii) selective shutdown system for games played by
teenagers (a system in which a teenagers gaming time can
be selectively managed between midnight and 8:00 a.m. with
the consent of a parent), (iii) establishment of a fund for
the prevention of excessive gaming, and (iv) regulation of
internet Web sites that deal in cash transaction of in-game
items.
Currently there are proposed amendments to the Act on Promotion
of Game Industry, which (i) as part of aggressive efforts
to address the issue of game addiction, call for an
establishment and management of a treatment center for excessive
gaming and for the imposition and collection of mandatory
contributions from large game companies meeting a certain
criteria to set up a fund for the treatment of excessive gaming
by users, (ii) require game companies to take precautionary
measures against excessive gaming, such as securing parental
consent when signing up for online games. The proposed
amendments also seek to grant authority to the Minister of
Culture, Sports, and Tourism to impose a reporting requirement
for such precautionary measures and to request cooperation from
the Minister of Education, Science, and Technology to include
educational materials on the proper use of games in the
curricula of elementary, middle, and high schools. However, it
remains to be seen whether such amendments would pass the vote
in the National Assembly.
In addition, a system to regulate the hours of gaming by minors
was newly established as part of the Juvenile Protection Act on
May 19, 2011, which will go into effect on
November 20, 2011. Under the new system, online game
providers may not provide online games to minors under the age
of 16 from midnight to 6:00 a.m., and any provider
violating this regulation is subject to imprisonment for no more
than 2 years or a penalty not exceeding Won
10 million. As part of the same amendment, provisions for
the prevention, consultation and treatment, and rehabilitation
services for online game addiction suffered by minors have also
been added.
Recently in the global online and mobile game industry, there
has been growth in the open markets in which small contents
developers and individual contents producers directly supply
their programs to consumers. However, under current law, games
can be distributed only after being rated by the Game Rating
Board, and this has impeded the development of the open market
in Korea. In addition, some games, especially those that permit
betting, are causing social problems as speculative operating
methods illegal automatic playing programs which allow players
to cheat and acquire game money or game items are being
developed. However, existing laws do not provide sufficient
grounds to regulate such situations.
In response, on April 5, 2011, the Act on Promotion of the
Game Industry was amended. The amendment provides that all games
that cannot receive prior rating by the Game Rating Board due to
special circumstances in their production and distribution
channels should be subject to the distributors own rating.
The Act also provides grounds for sanctioning speculative
operating methods and the undermining of fair gaming through
illegal programs, among others. The amendment is scheduled to go
into effect on July 6, 2011. In addition, consistent with a
recent decision by the Constitutional Court on dual punishment,
the amendment also includes a revised provision which stipulates
that if an employer fulfills her duty of care as a manager and
supervisor of her employees, she can be exempt from punishment.
The main contents of the Act on Promotion of the Game Industry
as amended on April 5, 2011 and the pending amendment to
the Enforcement Decree of the same Act are as follows:
(1) Games which are inappropriate for prior rating by the
Game Rating Board due to special circumstances in their
production and distribution channels, excepting games unsuitable
for minors, may be rated by distributors or others involved in
the distribution channel at their discretion according to the
standards predetermined upon consultation with the Game Rating
Board. According to
Article 11-4
of the pending Amendment to the Enforcement Decree of the Act on
Promotion of the Game Industry, games should fulfill the
following requirements in order
54
to be considered being inappropriate for prior rating by
the Game Rating Board: (i) games provided through
telecommunications technologies such as a telecommunications
network, (ii) games provided through enterprises in the
business of brokering easy registration and supply of games by
manufacturers to the public, (iii) games provided through
means of mobile terminals, etc., of which use is identifiable by
each user, (iv) games supplied or distributed after
self-rating according to the standards predetermined upon
consultation with the Game Rating Board.
(2) Game-related companies are prohibited from encouraging
speculation by using operating methods, devices or machines
closely related to the realization of game contents, and any
person violating this provision is subject to corrective
recommendation or corrective order imposed by the Minister of
Culture, Sports, and Tourism.
(3) The act of distributing or manufacturing for
distribution computer programs, devices or machines not provided
or approved by game-related enterprises for the purpose of
interrupting the normal operation of games is prohibited, and
any person violating the foregoing is subject to imprisonment
for no more than one year or penalty not exceeding Won
10 million.
(4) In order to realize the principle of responsibility in
the dual punishment provision, if an employer fulfills her duty
of care as a manager and supervisor with respect to her
employees, the employer may be exempt from punishment (proviso
in Article 47 of the Act on Promotion of the Game).
The
Telecommunications Business Act
Under the Telecommunications Business Act, a person who intends
to run a value-added telecommunications business must report to
the Korea Communications Commission, or KCC, which has the
authority to accept and monitor such reports. We are classified
as a value-added telecommunications service provider such that
we are required to prepare and submit statistical reports
regarding, among others, the current status of facilities,
subscription records and current status of users to the KCC upon
its request. The KCC is responsible for compiling information
and formulating telecommunications policies under this
Telecommunications Business Act. In addition, we are required to
report any transfer, takeover, suspension or closing of our
business activities to the KCC, which may cancel our
registration or order us to suspend our business for a period of
up to one year if we fail to comply with its rules and
regulations.
According to Article 21 of the Telecommunications Business
Act, however, any person who intends to operate a value-added
telecommunications business using small-scale telecommunications
facilities is exempted from the obligation to report to the KCC.
Before this Article was amended on May 11, 2007, small
scale value-added telecommunications business operators had
difficulty entering the market because only key
telecommunications business operators, such as telephone and
Internet service providers, could be exempted from such
obligations. The amendment is expected to relieve burdens
associated with entering the value-added telecommunications
business industry and facilitate its growth, which may result in
intensified competition between online game service business
operators.
The
Act on Consumer Protection for Transactions through Electronic
Commerce
Under this Act, we are required to take necessary measures to
maintain the security of consumer information related to our
electronic settlement services. We are also required to notify
consumers when electronic payments are made and to indemnify
consumers for damages resulting from misappropriation of
consumer information by third parties. We believe that we have
instituted appropriate safety measures to protect consumers
against data misappropriation. To date, we have not experienced
material disputes or claims in this area.
This Act was partially amended on March 22, 2010, and the
amendment became effective on the same day. The amendment allows
a company to avoid liability under the Act if it has exercised
proper care in the management or supervision of its employees.
55
The
Act on Promotion of Information and Communications Network
Utilization and Information Protection, or Information
Protection Act
Under the Information Protection Act, we are permitted to gather
personal information relating to our subscribers within the
scope of their consent. We are, however, generally prohibited
from using personal information or providing it to third parties
beyond the purposes disclosed in our subscriber agreements.
Disclosure of personal information without consent from a
subscriber is permitted only if it is necessary for the
settlement of information and communication service charges or
is expressly permitted by this or any other statute.
We are required to indemnify users for damages occurring as a
result of our violation of the foregoing restrictions, unless we
can prove the absence of willful misconduct or negligence on our
part. We believe that we have instituted appropriate measures
and are in compliance with all material restrictions regarding
internal mishandling of personal information.
Penalty surcharges are imposed on any telecommunications
enterprises violating the regulation on the protection of
personal information to recover any unfair profits gained by
such enterprises, and some conducts, such as collection of
personal information of users without their consent, are the
subject of criminal punishment. Any telecommunications
enterprises violating its obligation to protect personal
information by collecting, using, disclosing such information
without consent, and not complying with protective measures, may
be imposed with surcharges not exceeding 1% of the sales
relevant to the conduct of violation in consideration of the
details, degree, period, the number of times, and the scale of
gained profits.
The Information Protection Act was partially amended on
March 17, 2010, and the amendment became effective on the
same day. The amendment allows a company to avoid liability
under the Act if it has exercised proper care in the management
or supervision of its employees. The amendment sets forth rules
for (i) designating institutions providing identity
authentication services and for discontinuing and closing
authentication services in order to safely and efficiently
authenticate identities, (ii) suspending identity
authentication services or canceling designation as an identity
authentication institution in the event that an institution
obtains designation through false or other deceptive methods,
(iii) separating the process of obtaining consent to share
personal information and the process of obtaining consent to
consignment of transaction from the process of
signing-up
for membership, and (iv) notification requirements by
telecommunications billing service providers, instead of the
previous practice of referring to a Presidential Decree.
The
Personal Information Protection Act
The Personal Information Protection Act was enacted on
March 29, 2011 and will go into effect on
September 30, 2011. The scope of the Personal Information
Protection Act covers anyone dealing with personal information
in the private and public sectors.
If a persons personal information is collected or used, or
provided to a third person, such persons consent should be
obtained, and if personal information is no longer necessary
upon achievement of the purpose of the collection and use of
personal information, such information should be immediately
destroyed.
Any transaction requiring identifiers granted by law for
identification purposes, such as the resident registration
number, is generally prohibited, and exceptions are recognized
on a restrictive basis only if consent is obtained or if
required by law. In addition, any person dealing with personal
information as determined pursuant to the Presidential Decree,
for instance, such as signing up for a Web site, should provide
methods other than using the resident registration number.
In the event of a personal information leak, the processor of
personal information should promptly notify the affected person
after discovering such incident. If the volume of the leak of
personal information exceeds a certain number, the processor of
personal information should report the incident to the
authorities and take necessary measures to minimize damages.
In addition, the same amendment grants to each individual the
right to request perusal, the right to request correction or
deletion, and the right to request suspension of process with
respect to ones personal information, and also provides
the methods to exercise such rights.
56
To promote prompt and fair settlement of disputes concerning
personal information, the same amendment also provides that a
Personal Information Dispute Settlement Board, or PIDSB, should
be established and the PIDSBs decision, if accepted by the
disputing parties, should have the same legal effect as
settlement by trial. In consideration of the fact that most
identity theft cases are large in scale and small in the amount
of monetary damages, the amendment adopts a collective dispute
settlement system. A class action system for personal
information has been adopted, but in order to prevent frivolous
class action suits, litigants are required to go through the
collective dispute settlement system prior to bringing a class
action and cases are limited to those seeking suspension or
injunctive relief.
The
Korean Civil Code and the Act on the Establishment and
Management of the Korea Communications Commission
Pursuant to the Korean Civil Code, contracts entered into with
persons under 20 years of age without parental consent may
be invalidated. Under the Act on the Establishment and
Management of the Korea Communications Commission, the KCC was
established to oversee services relating to broadcasting and
communications and also to deliberate and resolve matters
concerning the protection of users information and
communications. As a result, telecommunication service contracts
and online game user agreements are required to specifically set
forth procedures for rescinding service contracts, which may be
entered into by persons under 20 years of age without
parental consent.
In November 2003, the KCC issued an order addressed to 15 major
online game companies in Korea, including the Company, to
regulate certain business practices relating to the settlement
of service charges involving persons under 20 years of age.
The KCC raised concerns about the ability of persons under
20 years of age to subscribe to online game services
without parental consent by settling charges payable to online
game companies through settlement systems operated by fixed-line
or broadband service providers. The order required online game
companies to implement more specific and effective procedures to
ensure, where relevant, that parental consent has been
specifically obtained.
Although only a small number of our current subscribers are
using the settlement options mentioned in the KCC order, we are
enhancing our age verification and parental consent procedures
for players using the relevant settlement options. We do not
expect compliance with the KCC order to be burdensome.
Copyright
Act and Computer Programs Protection Act, or Copyright
Act
The Copyright Act, which was amended on April 22, 2009, was
established by combining the Copyright Act on the
protection of general works and the Computer Programs
Protection Act on the protection of computer program works
in order to maintain the consistency of copyright protection
policies and seek an efficient administration thereof. In
addition, the Korea Copyright Commission was established by
combining the existing Copyright Commission and the Korea
Software Copyright Committee, thereby improving the protection
of copyrights and the efficiency in its operation. The amended
Copyright Act also includes essential elements of the abolished
Computer Programs Protection Act and, in connection with
computer program works, restrictions on software copyrights,
decompilation of computer programs, and the establishment of the
exclusive right to issue computer programs as a special case
apart from other kinds of works.
Juvenile
Protection Act
The Juvenile Protection Act, as amended on February 29,
2008, prescribes the establishment of the Juvenile Protection
Commission under the authority of the Minister of the Ministry
of Health and Welfare in Korea, formerly known as the Ministry
for Health, Welfare and Family Affairs, or the MIHWAF, which has
the authority to designate the types of media harmful to
juveniles. Under the Juvenile Protection Act, any person who
intends to sell, lend or distribute media materials harmful to
minors or provides them for viewing or utilization is required
to confirm the age of the intended user, and shall not sell,
rent or distribute such materials, or provide them for viewing
or utilization, to minors. A person in violation may be punished
by imprisonment for a maximum of three years or by a fine not
exceeding Won 20 million.
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On March 4, 2009, the MIHWAF issued a public notice
announcing that Web sites for trading items are
considered harmful mass media to minors based on the
findings of Juvenile Protection Commission that such Web sites
for trading online game items are likely to encourage gambling
and speculation and negatively influence juveniles. In the
public notice, the MIHWAF prohibited any person under the age of
19 from visiting a Web site for trading online game items,
effective from March 19, 2009.
A Web site for trading items is a Web site which offers the
services of brokerage or agency for trading of tangible or
intangible things gained from online games as prescribed in the
Promotion Act. A Web site for trading items needs to specify on
its Web site that access is not allowed for minors, and any
person visiting such Web site is required to go through the
adult certification process. Any Web site operator found to be
operating such Web site in breach of the requirements under the
public notice is subject to a maximum of 3 years of
imprisonment or a maximum fine of Won 20 million. On
June 3, 2009, Item Bay Co., Ltd., one of the leading
Web sites in Korea for trading online game items, initiated an
administrative proceeding against the MIHWAF seeking
cancellation of the MIHWAFs public notice. Item Bay
Co., Ltd. argued that game items are purchased by users at
their own discretion depending on their necessity, and remote
from speculative activity. Therefore, Web sites for trading
online game items do not fall under media harmful to
minors.
While we offer virtual in-game items for sale to our users on
the game Web sites that we operate in Korea, we do not broker
the trade of such game items or any other tangible or intangible
acquisitions obtained by using online games among our users, and
currently do not fall under the category of Web site for
trading items. In Korea, however, minors account for a
significant percentage of online game users. As they are now
prohibited from trading items on Web sites, including virtual
in-game items, such prohibition may materially and adversely
affect the online game industry in general, which may well have
a material adverse affect on our business, financial condition
and results of operation.
The Juvenile Protection Act was partially amended on
May 19, 2011 and will go into effect on November 20,
2011. Under the amendment, online game providers may not provide
online games to minors under the age of 16 late at night
(specifically, from midnight until 6:00 a.m.) and any
provider violating the provision is subject to imprisonment for
no more than 2 years and a penalty not exceeding
10 million won.
Furthermore, the amendment provides that the Minister of Gender
Equality and Family or the MOGEF, in consultation with the
Minister of Culture, Sports, and Tourism, should revisit the
guidelines every two years to evaluate the appropriateness of
the scope of games subject to the late-night restriction and to
take measures for improvement, and, with respect to minors
suffering from online game addiction, the MOGEF may also provide
services for prevention, consultation, treatment and
rehabilitation.
The
Special Tax Treatment Control Law
From 2002 to 2007, we were entitled to a reduced corporate
income tax rate of 13.75%, which is 50% of the statutory tax
rate, under the Special Tax Treatment Control Law. This reduced
tax rate applies to certain designated small- and medium- sized
venture companies operating in Korea for a period of six years
from the year such companies generate income after being
designated as a venture company. We were entitled to such
reduced tax rate for the fiscal year ended December 31,
2007 but we were not entitled to this reduced tax rate since
2008. Our statutory income tax rate in 2008, 2009 and 2010 was
27.5%, 24.2% and 24.2%, respectively. Beginning in 2012, we will
be subject to a 22% tax rate due to an amendment to the
Corporate Tax Law of Korea. See ITEM 5.A. OPERATING
RESULTS OVERVIEW.
Taiwan
The Taiwanese game industry and online game companies operating
in Taiwan are subject to the following material laws and
regulations:
Consumer
protection
As a result of increasing disputes between online game companies
and consumers in Taiwan, on February 17, 2006 and as last
amended on December 7, 2010, the ROC Ministry of Economic
Affairs promulgated a model
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consumer contract that online game companies are encouraged to
adopt and on December 13, 2007 and as last amended on
December 2, 2010, the ROC Ministry of Economic Affairs
promulgated certain standard provisions that must be included in
a consumer contract (the Mandatory Provisions) that
online game companies must adopt, which include, among others,
customers right to request a full refund of packaged or
downloaded software without cause within seven days from their
purchase, to rescind the contract without cause and ask for the
unused fees within seven days after the start of the game, to
claim for damages suffered from the game program or computer
system defect, to terminate the contract without cause at
anytime and claim for the unused fees after deduction of
necessary costs, as well as obligation of online game company to
remark the rating of games in accordance with the Regulations
for the Rating of Computer Software. In general, the above model
contract and Mandatory Provisions impose more responsibilities
and liabilities on the online game companies. Moreover,
deviations from the Mandatory Provisions may cause certain
clauses to be invalidated. In addition, according to the drafted
amendment to Consumer Protection Law proposed by the Executive
Yuan, if violating the Mandatory Provisions, except for
otherwise provided in any laws or regulations, the enterprise
shall correct such violation within the time limit given by the
competent authority as well as may be subject to a fine.
However, it is uncertain whether or when the above draft
amendment will be passed by the Legislative Yuan.
Regulations
of Internet content and game software
Pursuant to the Children and Juvenile Welfare Act, it is illegal
to transmit or provide children under 18 years of age with,
among other things, computer software, Internet, electronic
signals, DVDs and compact discs that contain content which
propagates violence, obscenity or similar material that may
undermine the mental and physical health of a minor. Any person
or entity violating this Act may be subject to a fine
and/or the
enterprise may be forced to cease to operate for up to one year.
In addition, according to this Act, the Regulations for the
Rating of Internet Content, and the Regulations for the Rating
of Computer Software, Internet content and computer software
shall not violate any mandatory law and certain internet content
and computer software shall be classified as
restricted and therefore shall not be viewed by
children and juveniles under the age of 18, which may include,
among others:
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Depiction of homicide or other criminal offenses;
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Plot involving terror, bloodshed, cruelty, or perversion, which
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Depiction of sexual acts or sexual obscenity, through action,
image, language, text, dialogue or sound, yet which does not
embarrass or disgust adults in general.
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In addition, the Regulations for the Rating of Internet Content
suggest that the Internet content that is not rated as
restricted is better to be viewed by children under the guidance
of the parents, guardians or others taking care of them. The
Regulations for the Rating of Computer Software further
stipulate that certain computer software not rated as restricted
may not be reviewed by children or juveniles under certain age
or may only be viewed by them under the guidance or company of
the parent, teacher or adult relative depending on the rating of
such computer software pursuant to such regulation. The rating
of internet content and computer software shall be labeled in
accordance with the above regulations, respectively.
Requiem is rated restricted class and all
aforementioned rules with regard to restricted class
are applied.
Internet
café regulation
Currently, there is no mandatory national legislation
specifically covering the operation of Internet cafés.
However, several municipalities and counties such as Taipei
City, New Taipei City, Taoyuan County, Tainan City, Nantou
County, Lienchiang County and Kinmen County have promulgated
specific ordinances imposing restrictions on Internet
cafés, which relate to the location, building structure,
facilities, business hours, age limit of customers and the
classification of Internet content.
In order to have Internet cafés regulated under a national
legislation rather than by different municipalities and counties
ordinances the ROC Ministry of Economic Affairs several years
ago proposed draft Statutes of Information-Entertainment
Industry legislation that, if implemented, would regulate all
Internet cafés located in the ROC. Also, according to
recent news reports, some legislators proposed to have Internet
cafés regulated under the now existing national
legislation, Electronic Game Arcade Business
Regulation Act. It is unclear, however, whether
59
or when the above proposals will be passed by the Legislative
Yuan. In addition, pursuant to the Public Order Maintenance Act,
Internet cafés may be subject to a fine
and/or a
business suspension or shut-down if minors are found at Internet
cafés during late hours.
Privacy
protection
The ROC government has promulgated the Computer-Processed
Personal Data Protection Act to regulate the collection
processing, usage and transmission of computer-processed
personal data. Generally, an Internet content provider, or ICP,
will not be subject to this Act if it does not collect or
process the personal data through the computer as its main
business activity. However, an ICP may become liable for the
loss of any data so collected. On May 26, 2010, the
amendments to the Computer-Processed Personal Data Protection
Act have been passed by the Legislative Yuan; however, certain
amended articles are not yet effective and the effective date of
such articles will be further determined by the Executive Yuan.
There can be no assurance when the Executive Yuan will determine
the effective date of such provision. Once those articles become
effective, an Internet content provider, or ICP, may be subject
to this Act as long as it, among others, collects, processes,
uses and/or
transmits personal data.
Intellectual
property
Under the Copyright Act, the domestic online games software is
to be classified as copyrightable works in the category of
computer program, and, therefore, is to be protected in Taiwan
without requiring further registration with ROC governmental
agency. For foreign works, including foreign computer programs,
according to the Copyright Act, if the works of persons of ROC
are protected by copyright law in such foreign country by
treaty, agreements or others, the works of persons of such
foreign country shall also be protected by the Copyright Act.
The works of persons of WTO member countries can now also be
protected under the Copyright Act.
Japan
Japan does not currently have any national government
regulations targeted specifically at the online game industry.
Some regulations that are relevant to or that may affect the
online game industry are described below.
Protection
of personal information
Businesses in Japan are subject to certain statutory
requirements with respect to personal information acquired
during the ordinary course of business. Pursuant to these
statutory requirements, businesses must set up appropriate
procedures to protect personal information from use for any
purpose other than the intended purpose.
Regulations
on sound upbringing of minors
In Japan, Internet and game software content is generally
regulated at the local, rather than the national, level. Many
local governments have ordinances regarding the sound upbringing
of minors, which empower competent authorities to designate game
software as detrimental to the sound upbringing of minors and
prohibit the sale or distribution to minors of such designated
game software. In addition, the Computer Entertainment Rating
Organization, or CERO, a nonprofit organization, offers rating
services for home-use games, including online games. Game
developers may request a rating for their game software from
CERO, which will then review such software and assign one of the
following five ratings: suitable for users of all
ages, suitable for users 12 years old or
older, suitable for users 15 years old or
older, suitable for users 17 years old or
older, and suitable only for users 18 years old
or older. Ratings are based on, among other factors, the
degree of sex, violence and anti-social expression in the game
software content. Once a rating is assigned, the relevant game
software must prominently display such rating.
Thailand
There is no specific law or regulation that directly governs
online games, online game companies or the online game industry
in Thailand. The online game industry in Thailand operates under
a legal regime that generally regulates vendors of Internet
cafés and game shops (places where people go to play video
games) rather than online game operators. Several of the
governmental agencies in Thailand work in cooperation with one
another in
60
regulating the industry. The Thai government, principally
through the Ministry of Information and Communication
Technology, or ICT Ministry, with the cooperation of the
Ministry of Culture, has been making efforts to regulate the
fast-growing Internet business, in particular the online game
industry. The Thai government has, since 2004, proposed measures
that would affect the online game industry, including
restrictions on the playing time of game users under
18 years of age to three hours per day, prohibition of
gambling, lottery or game item trading via online games and
mandatory Internet café registration. The Ministry of
Commerce in Thailand is also responsible for regulating online
businesses by requiring registration.
In June 2008, the Thai Government passed the Films and Videos
Act of 2008 to replace the Control of Business Relating to Tape
Cassette and Television Material Act. The new legislation
imposes measures to control the operators of game shops
(including Internet cafés that provide game services) and
limit access to game shops by users under 18 years of age.
These measures include restrictions on the business days and
hours, location and building structure of game shops as well as
the daily playing time of games and curfew hours for users under
18 years of age to enter game shops and Internet
cafés. According to the Ministerial Regulation of Ministry
of Culture Re: Permission and Operation of Video Shops B.E. 2552
(dated September 24, 2009), users under 15 years of
age can enter game shops and Internet cafés between
2:00 p.m. and 8:00 p.m. on Monday to Friday; and
between 10:00 a.m. and 8:00 p.m. on public holidays or
during an educational term break prescribed by the competent
registrar. For users aged from 15 years to 18 years,
the access times are limited to between 2:00 p.m. and
10:00 p.m. on Monday to Friday; and between 10:00 a.m.
and 10:00 p.m. on public holidays or during an educational
term break as prescribed by the competent registrar.
The Films and Videos Act is applicable only to game shop
operators that use video materials (including, but
not limited to, video tapes, video compact discs or digital
video discs). Video under this Act is defined as
materials that record pictures, or pictures and sound,
that can be shown continuously as motion pictures in the forms
of games, plays, karaoke with pictures, or other characteristics
as prescribed in the ministerial regulations. Currently,
there is no ratings system for online games. According to
publicly available information, the Ministry of Culture is
considering proposing a draft amendment to the Films and Videos
Act to provide a ratings system for the film and video materials
under this Act, which may or may not include online games. Due
to a lack of precedent and uncertainties in the interpretation
of this new legislation by the Thai authorities, the online game
operators may or may not be subject to this Act. Despite such
uncertainties, the control of game shop operators by this Act
may have an impact on the online game industry.
Registration
of Internet cafés and online game operators
There is no legislation that specifically regulates online game
operators, Internet cafés or online game shops. The
Ministry of Commerce in Thailand, however, requires that online
game operators offering online games over Web sites or Internet
portals register for
e-business
registration and also requires Internet cafés and online
game shops to register under the Commercial Registration Act.
Under the Films and Videos Act, game operators are also required
to obtain an operating license from the Ministry of Culture. In
addition, the ICT Ministerial Notification, enacted under the
new Computer Related Crime Act, obliges Internet service
providers (Internet cafés and online game shops) to keep
traffic data for not less than 90 days after such data is
entered into a computer system. The traffic data items are:
(i) the users identifying data, (ii) time of use
and (iii) the computer IP address.
Regulation
of business days and hours, and location and building structure
of Internet cafés and game shops
In June 2008, the Control of Business Relating to Tape Cassette
and Television Material Act was repealed and replaced by the
Films and Videos Act. Under the Films and Videos Act, the
business days and hours (especially service hours for users
under 18 years of age), location and building structure of
game shops are restricted. According to the Ministerial
Regulation of Ministry of Culture Re: Permission and Operation
of Video Shops B.E. 2552 (dated September 24, 2009),
users under 15 years of age can enter game shops and
Internet cafés between 2:00 p.m. and 8:00 p.m. on
Monday to Friday; and between 10:00 a.m. and 8:00 p.m.
on public holidays or during an educational term break
prescribed by the competent registrar. For users aged from
15 years to 18 years, the access times are limited to
between 2:00 p.m. and 10:00 p.m. on Monday to Friday;
and between 10:00 a.m. and 10:00 p.m. on public
holidays or during an educational term break as prescribed by
the competent registrar.
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Restriction
on access by children
The Child Protection Act prohibits any person from forcing,
threatening, inducing, advocating, causing or permitting
children to misbehave or engage in misconduct. In order to
implement the protective measures under the Child Protection
Act, the Ministry of Culture will also prescribe ministerial
regulations under the Films and Videos Act to limit access to
Internet cafés and game shops by users under 18 years
of age. In addition, the ICT Minister requests online game
operators to close access to its game server after curfew hours.
Users over 18 years of age, however, are permitted password
protected access to certain online game servers even after
curfew hours by obtaining a password available at the post
office. The ICT Minister has also implemented the
Goodnet project, which recommends that members of
the computer and Internet service provider community cooperate
in restricting their business hours to prevent children under
the age of 18 from entering their place of business after curfew
hours. Similarly, the Office of the National Culture Commission,
in cooperation with the Thai Health Promotion Foundation, has
established the White Game Shops for Juveniles
project which encourages offline and online game shop operators
to operate their businesses in strict compliance with the
relevant laws and regulations.
Intellectual
property
Under the Copyright Act, online games are classified as
copyrightable work in the category of computer program or
software, and, therefore, automatically protected in Thailand
without requiring further registration with or notification to
any governmental agency. Despite the lack of mandatory
registration or notification requirements, it is recommended
that copyright owners of online games notify the Department of
Intellectual Property, the Ministry of Commerce of their online
games to ensure that their names officially and publicly appear
in the listing of copyrighted computer software. The copyright
owner has the exclusive right to copy, modify and publish its
copyrighted work.
China
The online game industry in China operates under a legal regime
that consists of the State Council, which is the highest
authority of the executive branch of the PRC central government,
and various ministries and agencies under its leadership. These
ministries and agencies include, among others:
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the Ministry of Culture;
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the General Administration of Press and Publication;
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the National Copyright Administration;
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the Ministry of Public Security; and
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the Bureau of State Secrecy.
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The State Council and these ministries and agencies have issued
a series of rules that regulate a number of different
substantive areas of our business, which are discussed below.
Licenses
Online game companies are required to obtain licenses from a
variety of PRC regulatory authorities. As an ICP business,
online game companies are required to hold a value-added
telecommunications business operation license, or ICP license,
issued by the Ministry of Industry and Information Technology or
its local offices, and for ICP operators which provide ICP
services in multiple provinces, autonomous regions and centrally
administered municipalities, it is required that they obtain an
inter-regional ICP license. Any ICP license holder that engages
in the supply and servicing of Internet cultural products, which
include online games, must obtain an additional Internet culture
business operation license from the provincial counterparts of
the Ministry of Culture. The General Administration of Press and
Publication and the Ministry of Industry and Information
Technology jointly impose an approval requirement for any entity
that intends to engage in Internet publishing, defined as any
act by an Internet information service provider to select, edit
and process content or programs and to make such content or
programs
62
publicly available on the Internet and, further, an online game
operator is required to obtain an online game related Internet
publishing permit from the General Administration of Press and
Publication.
In addition, under a notice published by it in September 2009,
the General Administration of Press and Publication prohibits
foreign investors from making investment in online game
operation business through joint ventures or wholly owned
subsidiaries in China, or from controlling the online game
operation business through contractual arrangements. This notice
may impact the landscape of the online game industry in China,
because a lot of online game operators in China are controlled
by non-PRC incorporated entities through contractual
arrangements.
Regulation
of Internet content
The PRC government has promulgated measures relating to Internet
content through a number of ministries and agencies, including
the Ministry of Industry and Information Technology, the
Ministry of Culture and the General Administration of Press and
Publication. These measures specifically prohibit Internet
activities, including the operation and promotion of online
games that result in the publication of any content which is
found to, among other things, propagate obscenity, gambling or
violence, instigate crimes, undermine public morality or the
cultural traditions of the PRC, or compromise State security or
secrets. If an ICP license holder violates these measures, the
PRC government may revoke its ICP license and shut down its Web
sites.
Regulation
of information security
Internet content in China is also regulated and restricted from
a State security standpoint. The National Peoples
Congress, Chinas national legislative body, has enacted a
law that may subject a person to criminal punishment in China
for any effort to, among other things: (i) gain improper
entry into a computer or system of strategic importance;
(ii) disseminate politically disruptive information;
(iii) leak State secrets; (iv) spread false commercial
information or (v) infringe intellectual property rights.
The Ministry of Public Security has promulgated measures that
prohibit use of the Internet in ways which, among other things,
result in a leakage of State secrets or a spread of socially
destabilizing content. The Ministry of Public Security has
supervision and inspection rights in this regard. If an ICP
license holder violates these measures, the PRC government may
revoke its ICP license and shut down its Web sites.
Import
regulation
Licensing online games from abroad and importing them into China
is regulated in several ways. Any license agreement with a
foreign licensor that involves import of technologies, including
online game software into China, is required to be registered
with the Ministry of Commerce. Without that registration, a
licensee cannot remit license fees out of China to any foreign
game licensor. In addition, the Ministry of Culture requires the
licensee to submit for its content review and approval any
online games to be imported, and after obtaining the approval
from the Ministry of Culture, if there is any upgrade or any
material change to the content of the imported online games
during the operation, the licensee shall submit the new version
of imported online games to the Ministry of Culture for content
review. According to the Tentative Measures Concerning Online
Games Administration promulgated by the Ministry of Culture on
June 3, 2010, if the operator of an imported online game
changed, the new operator needs to re-apply for a new content
review. If a licensee imports
and/or
operates games without the required approval, the Ministry of
Culture may impose penalties, including revoking the Internet
culture business operations license required for the operation
of online games in China. Furthermore, the National Copyright
Administration requires the licensee to register copyright
license agreements relating to imported software. Without the
National Copyright Administration registration, a licensee is
not allowed to publish or reproduce the imported game software
in China. Several notices published by the General
Administration of Press and Publication in 2009, individually or
jointly with other authorities, emphasize that all imported
online games licensed by offshore copyright owners may not be
published in China without obtaining the approval of the General
Administration of Press and Publication, and any new version,
expansion packs or innovation of content of such approved online
games shall be submitted to the General Administration of Press
and Publication for re-approval. Failure to comply with such
requirements may
63
lead to certain penalties, including cease of operation by the
General Administration of Press and Publication, or shutting
down the Web site.
Intellectual
property rights
The National Peoples Congress, the State Council and the
National Copyright Administration have promulgated various laws,
regulations and rules relating to protection of software in
China. Under these laws, regulations and rules, software owners,
licensees and transferees may register their rights in software
with the National Copyright Administration or its local branches
and obtain software copyright registration certificates.
Although such registration is not mandatory under PRC law,
software owners, licensees and transferees are encouraged to go
through the registration process and registered software rights
may receive better protection.
Internet
café and online game regulation
Internet cafés are required to obtain a license from the
Ministry of Culture and the State Administration for Industry
and Commerce, and are subject to requirements and regulations
with respect to minimum registered capital, location, size,
number of computers, age limit of customers and business hours.
The PRC government has published a series of rules in recent
years to intensify its regulation of Internet cafés. In
February 2007, 14 PRC governmental agencies, including the
Ministry of Industry and Information Technology, the General
Administration of Press and Publication and Ministry of Public
Security jointly promulgated a notice about strengthening
regulations over Internet cafés and online games. According
to the notice, no new Internet café should be approved in
2007 and the regulation of existing cafés should be
strengthened. In April 2007, eight PRC governmental agencies,
including the Ministry of Education, the Ministry of Industry
and Information Technology, the General Administration of Press
and Publication and the Ministry of Public Security jointly
promulgated a notice regarding the implementation of online game
anti-addiction systems to protect the physical and psychological
health of minors. According to the notice, online game operators
are required to develop and implement anti-addiction systems to
all online games from July 16, 2007, and the corresponding
identity authentication schemes of the anti-addiction systems
shall be put into operation at the same time. Otherwise, the
online games may not be approved by or filed with the relevant
authorities or may not carry out open beta testing for
operational purposes. In mid-2008 and March 2009, the Ministry
of Culture and other ministries and agencies, individually or
jointly, issued several notices which provide various ways to
strengthen the regulation of Internet cafés, including
investigating and punishing the Internet cafés which accept
minors, cracking down on Internet cafés operating without
sufficient and valid licenses, limiting the total number of
Internet cafés, screening unlawful games and Web sites, and
improving the coordination of regulation over Internet
cafés and online games. A notice published by the Ministry
of Culture in March 2010 imposes significantly severe punishment
on Internet cafés admitting minors, according to which, the
Internet culture business operation license of an Internet
café will be revoked, if it engages in certain activities,
including admitting three or more minors at one time, or
admitting minors not within permitted business hours, or having
incurred malignant events due to admitting minors, or admitting
less than two minors for more than twice within one year. Since
March 1, 2011, the Ministry of Culture and seven other
authorities jointly launched a parent guardianship project for
purposes of protecting minors from addiction to online games.
Under the parent guardianship project rules, online game
operators shall impose restrictions on and take other various
measures with respect to the online game accounts held by minors
based on the requirements from and communications with the
parents, including restrictions on the length or periods of time
during which the minors may play online games or, in certain
cases, a complete prohibition. The online game operators are
required to establish responsive and effective measures and make
quarterly reports to local culture administrative authorities.
Privacy
protection
PRC law does not prohibit Internet content providers from
collecting and analyzing personal information from their users.
PRC law prohibits Internet content providers from disclosing to
any third parties any information transmitted by users through
their networks unless otherwise permitted by law. If an Internet
content provider violates these regulations, the Ministry of
Industry and Information Technology or its local bureaus may
impose penalties and the Internet content provider may be liable
for damages caused to its users.
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Regulation
on information reporting
On April 13, 2009, the Ministry of Industry and Information
Technology promulgated the Implementation Measures for Internet
Network Security Information Reporting, or the Implementation
Measures, pursuant to which ICP operators with inter-regional
operations shall set up information monitor mechanism and
information report mechanism, and shall report the required
event information and early warning information to the competent
tele-communications authorities
and/or
National Computer Network Emergency Response Technical
Team/Coordination Center of China in accordance with the
Implementation Measures.
While we believe that our licensees are in compliance with the
applicable laws and regulations governing the online game
industry in China, we cannot assure you that operation of our
games in China will not be found to be in violation of any
current or future Chinese laws and regulations. Failure by our
overseas licensees to comply with laws and regulations in China,
including obtaining and maintaining the requisite government
licenses and permits, may have a material adverse effect on our
business, financial condition and results of operations. See
ITEM 3.D. RISK FACTORS RISKS RELATING TO
OUR BUSINESS We depend on our overseas licensees for
a substantial portion of our revenues and rely on them to
distribute, market and operate our games, and comply with
applicable laws and government regulations.
United
States
Game
Ratings and Attempts to Regulate Access to
Children
Most video game software publishers comply with the standardized
rating system established by the Entertainment Software Rating
Board, or ESRB, a non-profit, self-regulatory body established
in 1994 by the Entertainment Software Association, or ESA. ESRB
rates video games submitted by video game publishers; the
ratings include both a symbol for age appropriateness
(e.g., E for Everyone or M for
Mature) and a content descriptor (e.g., Blood and
Gore or Intense Violence). The ESRB
specifically excludes any online interactions from the rating,
as the ESRB is unable to review content, such as chat, text,
audio and video generated by other users in an online
environment.
ESRB has rated our games as follows: Requiem is rated
Mature, Ragnarok Online is rated Teen,
and R.O.S.E. Online and Dragon Saga are rated
Everyone 10+.
By submitting a game to the ESRB and using an ESRB rating, a
video game publisher must agree to adhere to advertising and
packaging guidelines for the rated game, such as using
appropriate advertising content and not targeting any
advertisement for a game rated Teen,
Mature or Adults only to consumers for
whom the product is not rated as appropriate. The Advertising
Review Board has been granted the oversight and enforcement
authority for compliance with the advertising guidelines. The
ESRB ratings must be displayed on both the front and back of
game packaging in compliance with the ESRB requirements. The
ESRB may sanction game producers for failing to label their
product properly. Although submitting a game to the ESRB is
voluntary, many retailers will not sell games without an ESRB
rating.
The United States Federal Trade Commission, or FTC, has also
taken action with respect to improper ratings pursuant to its
broad authority to prohibit fraudulent, deceptive, or unfair
business practices. For example, in response to allegations that
two videogame publishers failed to disclose hidden nudity and
sexually-themed content to the ESRB during the ratings process,
the FTC issued a consent order compelling the videogame
publishers not to, expressly or implicitly, misrepresent the
ratings or content descriptors of their videogames and to
maintain a system that ensures that all of the content in their
video games is considered and reviewed in preparing submissions
to the ESRB. The FTC has also posted an online form on its Web
site for the public to file complaints regarding video game
ratings that do not accurately reflect of the content of the
game.
A number of bills have been introduced in Congress to
specifically regulate the sale of video games with violent
content to minors, but currently no such federal laws are in
force. Several States, as well as several cities, have enacted
or are considering laws that would regulate game industry
content and marketing, including the rental or sale of games
with violent content by or to minors.
65
For example, the State of Maryland has enacted a law that
regulates the sale of video games with explicit sexual content
to minors. The Maryland law has not been challenged in court and
remains in force. Other States have enacted laws that require
the posting of signs providing information about ESRB ratings.
To date, laws that regulate the sale of video games based on
content, when challenged, have been declared unconstitutional.
Most prominently, a federal appellate court in 2009 upheld a
lower courts decision to declare unconstitutional a
California law that imposes fines on retailers that sell or rent
certain violent video games to minors. The United States Supreme
Court heard Californias appeal of that ruling in November
2010 and a decision is expected in the early summer months of
2011.
If the United States Supreme Court were to overturn the decision
to invalidate the California law regarding sales of
M rated games, or if any groups (including
international, national and local political and regulatory
bodies) were to otherwise target M rated titles,
then the sales, advertising and labeling practices regarding
such titles could be affected as producers could be required to
alter the content of such video games and local legislators
could introduce or re-introduce content-based regulation of
video games.
Irrespective of any laws or industry guidelines,
U.S. retailers have become more reluctant to sell
M rated video games to minors. The FTC issues
periodic marketing reports and in its most recent report to
Congress in 2009, the FTC reported that 20% of underage
undercover shoppers were able to purchase
M rated video games. An undercover survey in
2010-11,
however, showed a statistically significant improvement with
only 13% of underage shoppers being allowed to purchase
M rated games. Consumer advocacy groups have also
opposed sales of interactive entertainment software containing
graphic violence, profanity or sexually explicit material by
engaging in public demonstrations and media campaigns.
Online
Collection of Information from Children
The Childrens Online Privacy Protection Act of 1998, or
COPPA, prohibits any Web site operator from collecting,
maintaining or using personal information (including first and
last name, home address, email address, telephone number, Social
Security number, or other information that permits the physical
or online contacting of a specific individual) of children under
13 years of age, unless the Web site operator obtains
verifiable parental consent.
A Web site that knowingly collects information from children
under 13 years old, or that in whole or in part is directed
to children under 13 years old, must obtain verifiable
parental consent before collecting personal information from any
child. The Web site operator must also post a clear online
privacy policy that provides notice of what information is
collected from children, how the information is used, and a list
of third parties with whom the operator may share or sell the
childs information; parents must be given the choice to
determine whether the childs information can be shared
with third parties, and must also be provided access to the
childs information and the opportunity to delete any such
information collected. Moreover, the operator must establish and
maintain reasonable procedures to protect the confidentiality,
security and integrity of any personal information collected
from children under 13 years of age. COPPA also prohibits
conditioning a childs participation in a game on the child
disclosing more personal information than is reasonably
necessary to participate in such activity.
COPPA authorizes the FTC and the State Attorneys General to
bring actions against Web site operators to enforce the statute.
Protection
of Personal Information
Most States have some form of specific legislation regarding the
protection of personal information collected, processed,
maintained or used in electronic form, as well as specific
notification procedures in the event that such information is
accessed by unauthorized individuals. Under these laws, among
other things, businesses are required to implement and maintain
reasonable security measures designed to protect the
computerized personal information of its customers or users from
unauthorized access, disclosure or use. These measures may
require the encryption of sensitive data, such as credit card
numbers, social security numbers, bank security access codes,
etc. In the event that a business suffers a security breach,
these laws generally require the business to provide notice of
such breach to each individual user affected by the breach. In
addition, if such personal information is accessed by
unauthorized individuals as a result of the business
failure to use reasonable measures to protect the information,
the business
66
may be liable to those customers for any misuse of such personal
information and may be liable for statutory fines or penalties,
as well as civil and even potential criminal prosecution by
government authorities.
Privacy
Policy Requirements
The FTC and many States require an operator of a Web site to
develop, maintain and post on its Web site a privacy policy that
informs its customers and users of the categories of personal
information that are collected by the operator, how that
personal information is used and shared with third parties and
how users may change or update such information and opt-out of
its collection and use. While most States have generally not
imposed statutory fines or penalties on an operator for failing
to comply with its privacy policy, an operator may be directly
liable to its customer or users if it fails to comply with its
posted privacy policy if such noncompliance harms the users. The
FTC, however, has initiated numerous investigations and imposed
significant civil penalties in several cases involving alleged
failures by companies to comply with the representations made in
their online privacy policies and/or adequately disclose the
companies actual practices in such policies.
Liability
Arising from User Speech and Conduct
Section 230 of the Communications Decency Act of 1996, or
CDA, provides limited protection to interactive computer
services, such as an online game service, from liability for
publishing information posted or provided by others, such as the
users of an online game service. The CDA can, for example, help
protect an online game service provider from liability as a
publisher that could otherwise arise from a user making
defamatory statements on the service about another user. The
protections of the CDA, however, do not immunize interactive
computer services from criminal liability under United States
Federal law (e.g., obscenity or child pornography), for
infringement of intellectual property law, or any state laws
that are not inconsistent with the CDA.
Some commentators consider Section 230 of the CDA
controversial and have called for it to be amended by Congress
because a number of courts have interpreted it as granting broad
tort immunity. One recent case rejected immunity by holding that
claims involving a persons personal information is a
violation of such persons publicity rights, which the
court held were intellectual property rights outside of the
scope of immunity. Another court recently held that an
interactive computer service was not immune from federal Fair
Housing Act violations because the interactive computer service
provided tools such as pull down menus that assisted the users
in creating the content that violated the Fair Housing Act.
Congress or the courts could continue to narrow the application
of Section 230 of the CDA, in which case online game
service operators, such as the Company, could face increased
potential liability for certain speech or conduct by the users
on their online game service.
67
|
|
ITEM 4.C.
|
ORGANIZATIONAL
STRUCTURE
|
The following is our organizational structure as of
March 31, 2011:
Note:
|
|
|
(1) |
|
Gravity Middle East & Africa FZ-LLC went into
liquidation proceedings in the United Arab Emirates in September
2008. |
|
|
ITEM 4.D.
|
PROPERTY,
PLANTS AND EQUIPMENT
|
As of December 31, 2010, our property and equipment mainly
consisted of (i) game engines, (ii) network servers
and (iii) personal computers and (iv) software
purchased externally. As of December 31, 2010, the net book
value of our property and equipment was
Won 2,672 million (US$2,435 thousand). Because
our main business is to develop and distribute online game
services, we do not own any factories.
Korea
Our principal executive and administrative offices are located
at Nuritkum Square Business Tower 15F,
1605 Sangam-Dong, Mapo-Gu, Seoul
121-795
Korea. We currently occupy 110,551 square feet of office
space, which we lease from Korea Software Industry Promotion
Agency, pursuant to a lease that will expire on
December 31, 2012 and which is renewable for one additional
year. The annual lease payment amounts to
Won 2,067 million (US$1,884 thousand). The
offices of NeoCyon, our 96.11% owned subsidiary, are located at
Nuritkum Square R&D Tower 14F, 1605 Sangam-Dong,
Mapo-Gu,
Seoul
121-795
Korea. NeoCyon currently occupies 3,914 square feet of
office space, subleased from us. The annual lease payment
amounts to Won 66 million (US$60 thousand). The
offices of Gravity Games, our 50.83% owned subsidiary, are
located at Nuritkum Square R&D Tower 14F, 1605
Sangam-Dong,
Mapo-Gu,
Seoul 121-795
Korea. Gravity Games currently occupies 6,066 square feet
of office space, subleased from us. The annual lease payment
amounts to Won 120 million (US$109 thousand). We
believe that the existing facilities of Gravity, NeoCyon and
Gravity Games are adequate for our current requirements and that
additional space can be obtained on commercially reasonable
terms to meet our future requirements.
United
States
The offices of Gravity Interactive, our wholly-owned subsidiary
in the United States, are located at 13160 Mindanao Way,
Marina Del Rey, California 90292. Gravity Interactive
currently occupies 7,102 square feet of office space,
leased from a third party. The annual lease payment amounts to
US$442 thousand. We believe that the existing facilities of
Gravity Interactive are adequate for their current requirements
and that additional space can be obtained on commercially
reasonable terms to meet their future requirements.
68
France
The offices of Gravity EU, our wholly-owned subsidiary in
France, are located at Tour Areva 30th Floor, 1 Place
Jean Millier 92084 Paris La Defense Cedex. Gravity EU
currently occupies 312 square feet of office space, leased
from a third party. The annual lease payment amounts to EUR53
thousand (US$75 thousand). For convenience only, the Euro
amounts are expressed in U.S. dollars at the rate of
EUR0.71 to US$1.00, the noon buying rate of EMU (European
Monetary Union) Euros to U.S. dollars as quoted by the
Federal Reserve Bank of New York as of March 31, 2011. We
believe that the existing facilities of Gravity EU are adequate
for its current requirements and that additional space can be
obtained on commercially reasonable terms to meet its future
requirements.
|
|
ITEM 4A.
|
UNRESOLVED
STAFF COMMENTS
|
Not applicable.
|
|
ITEM 5.
|
OPERATING
AND FINANCIAL REVIEW AND PROSPECTS
|
You should read the following discussion together with our
consolidated financial statements and the related notes which
appear elsewhere in this report. The following discussion is
based on our consolidated financial statements, which have been
prepared in accordance with U.S. GAAP. Our historic performance
may not be indicative of our future results of operations and
capital requirements and resources.
|
|
ITEM 5.A.
|
OPERATING
RESULTS
|
OVERVIEW
We are a leading developer and distributor of online games in
Japan, Taiwan, Brazil, the Philippines, Indonesia, Singapore,
Malaysia, Thailand and Russia based on the number of peak
concurrent users. Our headquarter is in Korea and we are
incorporated under the laws of Korea. From our inception in
April 2000 to the commercialization of our first online game,
Ragnarok Online, in August 2002, our operating activities were
limited primarily to developing Ragnarok Online. Our revenues
have been and continue to be driven primarily by our first game,
Ragnarok Online. Our future growth and profitability will be
determined by our ability to enhance the features on our
existing games and introduce new games with characters, features
and functions that gain market acceptance and following.
In 2009, our revenues increased by 8.0% to Won 57,403 from
Won 53,170 million in 2008. In 2010, our revenues
decreased by 8.8% to Won 52,362 million (US$47,722
thousand) from Won 57,403 million in 2009. We recorded
a net income of Won 3,730 million (US$3,398 thousand)
in 2010 as compared to a net income of
Won 6,917 million in 2009 and a net loss of
Won 2,773 million in 2008. Our gross profit margin
increased from 47.8% in 2008 to 63.1% in 2009, but decreased to
60.1% in 2010. Our operating margin also increased from negative
0.4% in 2008 to 18.9% in 2009 but decreased to 11.3% in 2010.
The increase in revenues in 2009 was mainly due to the currency
gains from the depreciation of the Won against foreign
currencies, mainly the Japanese Yen, and the increase in
revenues from Ragnarok Online and Requiem in the United States
and Canada. The decrease in revenues in 2010 was primarily due
to decreased royalties and license fees of Ragnarok Online in
Japan and decreased subscription revenues of Ragnarok Online in
Korea, the United States and Canada, mainly attributable to
Ragnarok Online having reached maturity in such markets. The
decrease in subscription revenues of Requiem in Korea, the
United States and Canada also contributed to the decrease in
overall revenues. Our cost of revenues for 2010 decreased as
compared to 2009 primarily due to the decrease in cost of goods
sold, amortization on intangible assets and rent expenses. The
decrease in cost of goods sold resulted from decreased sales of
goods, which consisted primarily of sales of peripheral products
for mobile phones by NeoCyon in 2010. Our revenue trend will
continue to be materially affected in the future by the
popularity of online games introduced by our competitors.
Revenues were Won 604 million (US$550 thousand) for
R.O.S.E. Online, Won 671 million
(US$611 thousand) for Emil Chronicle Online and
Won 2,182 million (US$1,987 thousand) for Requiem in
2010 and Won 604 million, Won 814 million
and Won 2,838 million in 2009, respectively. We
recorded no revenues for Pucca Racing and ceased offering
commercial service of the game in June 2010. In October 2010, we
commercially launched Canaan,
69
a Web browser-based casual MMORPG. We acquired Barunson
Interactive Corporation, or Barunson Interactive, currently
Gravity Games Corporation, or Gravity Games, the developer of
Dragonica, on October 21, 2010 and the revenues from
Dragonica have been included in our revenues since such date.
Revenues were Won 6 million (US$5 thousand) for
Canaan, and Won 824 million (US$751 thousand) for
Dragonica in 2010.
Our corporate income tax rate in 2010 was 24.2%. See
ITEM 4.B. BUSINESS OVERVIEW LAWS AND
REGULATIONS Korea The Special Tax
Treatment Control Law.
Acquisitions
of the investment in Barunson Interactive Corporation
In October 2010, we acquired an aggregate of 50.83% of the
voting common shares of Barunson Interactive for a purchase
price of Won 11,688 million (US$10,652 thousand) in
cash.
The acquisition was accounted for as a purchase. The purchase
price was allocated to the assets acquired and liabilities
assumed based on their respective fair values. Barunson
Interactives results of operations are included in our
consolidated financial statements from the date of acquisition.
The excess amount of the purchase price over the fair market
value of the net assets acquired is accounted for as goodwill.
We believe the resulting amount of goodwill reflects its
expectations of the synergistic benefits of being able to
leverage Barunson Interactives MMORPG service with our
services to provide a wide variety of game titles to our network
user base.
Revenues
We derive, and expect to continue to generate, most of our
revenues from online game subscription revenue generated in the
countries where our games are offered by us and royalties and
license fees paid by our licensees in our overseas markets. Our
revenues can be classified into the following four categories:
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|
|
|
online games subscription revenue;
|
|
|
|
online games royalties and license fees;
|
|
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|
mobile games; and
|
|
|
|
character merchandising, animation and other revenue.
|
Online
games subscription revenue
Subscription revenues are from micro-transaction, except in
Korea where we also generate subscription fees from Internet
cafés. All subscription fees are prepaid. Prepaid online
game subscription fees are deferred and recognized as revenue on
a monthly basis in proportion to the number of days lapsed or
based on actual hours used. Micro-transaction fees are deferred
when in-game items are purchased by users and recognized as
revenue when the purchased in-game items are used in the games.
Online
games royalties and license fees
We license the right to market and distribute our games in
various countries for a license fee and receive monthly
royalties based on an agreed percentage of the licensees
revenues from our games.
The initial license fees are deferred and recognized ratably as
revenue over the license period, which generally does not exceed
three years. If license agreements are renewed upon expiration
of their terms, renewal license fees are deferred and recognized
ratably over the new license period. The guaranteed minimum
royalty payments are deferred and recognized as the relevant
royalty is earned. For a table setting forth details of each
license agreement, See ITEM 4.B. BUSINESS
OVERVIEW OUR MARKETS Overseas
markets. In addition, if the license agreements are
renewed upon the expiration of their terms, we generally receive
renewal license fees, which are deferred and recognized ratably
over the new license period.
We also receive royalty revenues from our licensees based on an
agreed percentage of each of the licensees revenues from
our games. Royalty revenues are recognized on a monthly basis
after the licensee confirms its revenues based on the
licensees sales from our games during the month. Our
licensees sales consist of revenues from subscription fees
and micro-transaction, except in Russia and CIS countries, the
United Arab Emirates and 19
70
other countries in the Middle East and Northern Africa where our
game services are only offered with the micro-transaction model.
We generally are advised by each of our licensees as to the
amount of royalties earned by us from such licensee within 15 to
25 days following the end of each month. We generally
receive payments of the royalties within 20 to 30 days
following the end of each month, except in China where such
payments are received up to 60 days after the end of each
month.
Mobile
games revenue
Mobile games are played using mobile phones and other mobile
devices. Mobile game revenues are derived from contract prices
and a proportion of the per-download fees that users pay.
Contract prices are recognized when the products or services
have been delivered or rendered and the customers can begin use
in accordance with the contractual terms, and per-download fees
are recognized on a monthly basis as they are earned.
Character
merchandising, animation and other revenue
We license the right to commercialize or distribute our game
characters or animation to third-party licensees in exchange for
contract prices. These contract prices are recognized when the
products or services have been delivered or rendered and the
customers can begin their use in accordance with the contractual
terms. In addition, we receive royalty payment based on a
specified percentage of the licensees sales.
We also generate revenues from multiplatform game business and
sell goods related to mobile phones, such as ornamental
accessories and USB data cable.
The following table sets forth a breakdown of revenues by type
of revenue and the percentage of total revenue for the periods
indicated.
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
Revenue Type
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
|
(In millions of Korean Won and percentages)
|
|
|
Online games-subscription revenue
|
|
W
|
12,576
|
|
|
|
23.7
|
%
|
|
W
|
12,674
|
|
|
|
22.1
|
%
|
|
W
|
9,908
|
|
|
|
18.9
|
%
|
Online games-royalties and license fees
|
|
|
30,110
|
|
|
|
56.6
|
|
|
|
34,037
|
|
|
|
59.3
|
|
|
|
32,132
|
|
|
|
61.4
|
|
Mobile games
|
|
|
6,882
|
|
|
|
12.9
|
|
|
|
7,882
|
|
|
|
13.7
|
|
|
|
9,188
|
|
|
|
17.5
|
|
Character merchandising, animation and other revenue
|
|
|
3,602
|
|
|
|
6.8
|
|
|
|
2,810
|
|
|
|
4.9
|
|
|
|
1,134
|
|
|
|
2.2
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
W
|
53,170
|
|
|
|
100.0
|
%
|
|
W
|
57,403
|
|
|
|
100.0
|
%
|
|
W
|
52,362
|
|
|
|
100.0
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cost of
revenues
Our cost of revenues consists principally of the following:
|
|
|
|
|
operational expenses, server depreciation expenses, server
maintenance costs and related personnel costs and amortization
of development-related costs as described in ITEM 5.A.
OPERATING RESULTS CRITICAL ACCOUNTING
POLICIES Capitalized software development
costs; and
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royalty payments to Mr. Myoung-Jin Lee, for the right to
use the storyline and characters from his Ragnarok
cartoon series used in our game Ragnarok Online. We paid
Mr. Lee an initial license fee of Won 40 million
and are required to pay royalties based on 1.0% or 1.5% of
adjusted revenues (net of value-added taxes and certain other
expenses) or 2.5%, 5% or 10% of net income generated from the
use of the Ragnarok brand, depending on the type of revenues
received from the operation or licensing of Ragnarok Online.
|
The cost of revenues from the payments to Mr. Myoung-Jin
Lee was Won 497 million for 2009 and
Won 446 million (US$406 thousand) for 2010. This
agreement expires in January 2033.
71
Selling,
general and administrative expenses
Selling, general and administrative expenses consist of sales
commissions paid to independent promotional agents that
distribute our online games to our Internet café
subscribers in Korea, commissions paid to payment settlement
providers, administrative expenses and related personnel
expenses of executive and administrative staff, and marketing
and promotional expenses and related personnel expenses.
Research
and development expenses
Research and development expenses consist primarily of payroll
and other overhead expenses which are all expensed as incurred
until technological feasibility of a game is reached. Once
technological feasibility of a game is reached, these costs are
capitalized and, once commercial operation commences, amortized
as cost of revenues. See ITEM 5.A. OPERATING
RESULTS CRITICAL ACCOUNTING POLICIES
Capitalized software development costs.
Interest
expense
We recorded interest expense of Won 32 million (US$29
thousand) in 2010 as compared to Won 41 million in
2009 and Won 31 million in 2008.
Foreign
currency effects
In 2010, 81.4% of our revenues were denominated in foreign
currencies, primarily in the U.S. dollar and the Japanese
Yen.
In most of the countries in which our games are distributed, the
revenues generated by our overseas subsidiaries and licensees
are denominated in local currencies, which include the Japanese
Yen, the Euro, the NT dollar, the Thai Baht and the Chinese
Yuan. The revenues from those countries, other than the United
States, Japan and European countries, are converted into the
U.S. dollar for remittance of monthly royalty payments to
us. Depreciation of these local currencies against the
U.S. dollar will result in reduced monthly royalty payments
in the U.S. dollar terms, thereby having a negative impact
on our net income.
Although we receive our monthly royalty revenues from our
overseas licensees in foreign currencies, primarily in the
U.S. dollar and the Japanese Yen, in the case of the United
States and Japan, and other local currencies, such as the Euro,
the NT dollar, the Thai Baht and the Chinese Yuan in our other
principal markets, substantially all of our costs are
denominated in Won. We receive monthly royalty payments from our
overseas licensees based on an agreed percentage of revenues
confirmed and recorded at the end of each month applying the
foreign exchange rate applicable on such date. We generally
receive these royalty payments 20 to 30 days after the end
of each month (except in China, where such payment could be
received up to 60 days after the end of each month) unless
delayed due to extraordinary circumstances. Appreciation or
depreciation of the Won against these foreign currencies during
this period will result in foreign currency losses or gains and
affect our net income.
As of December 31, 2010, 2009 and 2008, we had no foreign
currency forward contracts outstanding. See ITEM 11.
QUANTITATIVE AND QUALITATIVE DISCLOSURES ABOUT MARKET
RISK.
Income
tax expenses
Income tax expenses were Won 4,207 million
(US$3,835 thousand) in 2010, as compared to
Won 4,544 million in 2009 and
Won 3,379 million in 2008.
CRITICAL
ACCOUNTING POLICIES
Our discussion and analysis of our financial condition and
results of operations are based upon our financial statements,
which have been prepared in accordance with U.S. GAAP. The
preparation of these financial statements requires us to make
estimates, judgments and assumptions that affect the reported
amounts of assets and liabilities, contingent liabilities, and
revenue and expenses during the reporting period. We evaluate
our estimates on an ongoing basis based on historical experience
and other assumptions we believe are reasonable under the
72
circumstances, the results of which form the basis for making
judgments about the carrying values of assets and liabilities
that are not readily apparent from other sources. The policies
discussed below are considered by our management to be critical
because they are not only important to the portrayal of our
financial condition and results of operations but also because
application and interpretation of these policies require both
judgment and estimates of matters that are inherently uncertain
and unknown. As a result, actual results may differ materially
from our estimates.
Revenue
recognition
We derive, and expect to continue to generate, most of our
revenues from online game subscription revenue generated in the
countries where our games are offered by us and royalties and
license fees paid by our licensees in overseas markets. Our
revenues can be classified into the following four categories:
(i) online games subscription revenue;
(ii) online games royalties and license fees;
(iii) mobile games; and (iv) character merchandising,
animation and other revenue. For details, See ITEM 5.A.
OPERATING RESULTS OVERVIEW
Revenues.
We recognize revenue in accordance with U.S. GAAP, as set
forth in ASC 605, Revenue Recognition and other
related pronouncements.
Allowances
for doubtful accounts
We maintain allowances for doubtful accounts receivable for
estimated losses that result from the inability of our customers
to make the required payments. We base our allowances on the
likelihood of recoverability of accounts receivable based on
past experience and current collection trends. We record
allowances for doubtful accounts based on historical payment
patterns of our customers and increase our allowances as the
length of time such receivables become past due increases.
Subsequent to June 2003, pursuant to agreements with various
payment processing service providers, the providers are
responsible for remitting to us the full subscription revenues
generated in Korea after deducting their fixed service fees and
charges of approximately 1.8% to 15%. In addition, we do not
assume any collection risk since payment processing service
providers now bear the risk of loss and delinquencies.
Capitalized
software development costs
We account for capitalized software development costs in
accordance with ASC 985, Costs of Software to be Sold,
Leased, or Marketed. Software development costs incurred
prior to the establishment of technological feasibility are
expensed when incurred and treated as research and development
expenses. Once the game has reached technological feasibility,
all subsequent software development costs for that product are
capitalized until it is available for general release to
customers. Technological feasibility is evaluated on a
product-by-product
basis, but generally occurs once the online game has a proven
ability to operate on a multi-player level for a large number of
users. After the game is available for general release to
customers, the capitalized product development costs are
amortized and expensed over the games estimated useful
life. The Company continually evaluates the reasonableness of
the economic life of the capitalized software development costs
based on the average life cycle of the games whenever each new
game is commercially launched or acquired. This expense is
recorded as a component of cost of revenues.
We evaluate the recoverability of capitalized software
development costs on a
product-by-product
basis. Capitalized costs for those products whose further
development or sale is terminated are expensed in the period at
which cancellation of the development or sale of such products
occurs. In addition, a charge to operating expenses is recorded
when managements forecast for a particular game indicates
that unamortized capitalized costs exceed the net realizable
value of that asset.
Significant management judgment is required to assess the timing
of technological feasibility as well as the ongoing
recoverability of capitalized costs.
73
Impairment
of goodwill and other intangible assets
Goodwill represents the excess of the purchase price over the
fair value of the identifiable net assets acquired in a business
combination. As of December 31, 2010, the carrying value of
goodwill for each reporting unit, NeoCyon and Gravity Games, are
Won 1,210 million (US$1,103 thousand) and
Won 6,781 million (US$6,180 thousand), respectively.
Goodwill is accounted for under ASC 350,
Intangibles Goodwill and Other, which
requires that goodwill and indefinite-lived intangible assets no
longer be amortized, but instead be tested at least annually for
impairment, and more frequently if an event occurs or
circumstances change that would more likely than not reduce the
fair value of these assets below their carrying amount.
Such an event would include unfavorable variances from
established business plans, significant changes in forecasted
results or volatility inherent to external markets and
industries, which are periodically reviewed by management.
Specifically, goodwill impairment is determined using a two-step
process. The first step of the goodwill impairment test is used
to identify potential impairment by comparing the fair value of
a reporting unit with its carrying amount, including goodwill.
If the carrying amount of a reporting unit exceeds its fair
value, the second step of the goodwill impairment test is
performed to measure the amount of impairment loss, if any. The
second step of the goodwill impairment test compares the implied
fair value of the reporting units goodwill with the
carrying amount of that goodwill. If the carrying amount of the
reporting units goodwill exceeds the implied fair value of
that goodwill, an impairment loss is recognized immediately in
an amount equal to that excess. The goodwill impairment test is
carried out at the reporting unit, which is either an operating
division or a subdivision, for which stand-alone financial
information is available to the management personnel of such
division or subdivision for evaluating operating results.
We performed our annual impairment test for goodwill at all of
our reporting units using data as of December 31, 2010. In
performing the valuations, we used cash flows, which reflected
managements forecasts and discount rates which reflect the
risks associated with the current market. Based on the results
of our testing, the fair value of the business reporting unit
for NeoCyon and Gravity Games exceeded its book value, and
therefore, the second step of the impairment test (in which fair
value of the reporting units assets and liabilities are
measured) was not required to be performed.
Assets and liabilities that make up the reporting unit of
NeoCyon has not changed significantly since the 2009 impairment
test. The fair value determination completed in 2009 for the
reporting unit resulted in amounts that exceeded the carrying
amount by a substantial margin. The likelihood that a current
fair value determination would be less than the carrying amount
of the reporting unit is remote based on analysis of events that
have occurred since the fair value assessment was completed in
2009.
In October 2010, we acquired an aggregate of 50.83% of the
voting common shares of Gravity Games for a purchase price of
Won 11,688 million in cash. The excess amount of the
purchase price over the fair market value of the net assets
acquired is accounted for as goodwill. Assets and liabilities
that make up the reporting unit of Gravity Games and the fair
value of the reporting unit has not changed significantly since
the acquisition date. The actual business performance of the
reporting unit for two months after the acquisition was in line
with our expectations as compared with our forecast at the
acquisition date, which indicated that the fair value of the
reporting unit exceed its book value as of December 31,
2010.
In performing the annual impairment test in 2009 for goodwill
for Gravity CIS Co., Ltd., the fair value of the business
reporting unit for the Russian subsidiary was determined to be
lower than the book value of the business reporting unit.
Therefore, during the fiscal year ended December 31, 2009,
the Company recorded impairment losses of
Won 241 million in reporting units in the Russian
business due to the overall decline in the fair value of the
reporting units and uncertainty in the future. The fair values
of the reporting units were estimated principally using the
expected present value of future cash flows.
The assessment of impairments under ASC 350 requires
significant judgment and requires estimates to assess fair
values. We believe that the estimates of future cash flows and
fair value used in the goodwill impairment tests are reasonable;
however, in the future, changes in estimates resulting in lower
than currently anticipated cash flows and fair value due to
unforeseen changes in business assumptions could negatively
affect the valuations, which may
74
result in us recognizing impairment charges for goodwill and
other intangible assets in the future. In order to evaluate the
sensitivity of the fair value calculations on the impairment
analysis performed for the fiscal year ended December 31,
2010, we applied a hypothetical five percent decrease to the
fair value of each reporting unit. We believe that plus or minus
five percentage difference in cash flow projections or discount
rate used would not result in a failure of step one of the
goodwill impairment test.
Impairment
of Investments
Our investments are comprised of equity securities accounted for
under both the cost and equity methods of accounting. If it has
been determined that an investment has sustained an
other-than-temporary
decline in its value, the investment is written down to its fair
value by taking a charge to earnings. We regularly evaluate our
investments to identify
other-than-temporary
impairments of individual securities. We consider the following
factors in determining whether an
other-than-temporary
decline in value has occurred: the length of time and extent to
which the market value of the security has been less than its
original cost, the financial condition, operating results,
business plans, milestones and estimated future cash flows of
the investee, and other specific factors affecting the market
value.
Fair
value measurement on financial instruments
We adopted ASC 825, Financial Instruments. We have
elected the fair value option for two of our investments in
short-term
available-for-sale
securities that were acquired during the year ended
December 31, 2010. Under the fair value option, unrealized
gains and losses related to this investment are reflected in the
consolidated statements of operations for the year ended
December 31, 2010.
Short-term available for sale securities are the investment in
Equity-Linked Securities fund which represents equity interests
in a fund that is comprised of bonds and trust funds as of
December 31, 2010. The fair value of bonds is derived based
on quoted prices in active markets, and the fair value of trust
funds is derived based on quoted prices in markets that are not
active or other inputs that are observable. The trust fund
portion of this investment contains an embedded derivative. We
have determined that it is not practical to bifurcate the
embedded derivative and account for separately as the host
contract and embedded derivative are closely related. Pursuant
to ASC 825, we have elected the fair value option to
account for this investment. Accordingly, the entire change in
estimated fair value in the beneficiary certificates is included
in the consolidated statement of operations.
Income
taxes
We account for income taxes under the provisions of
ASC 740, Income Taxes. Under ASC 740, income
taxes are accounted for under the asset and liability method.
Management judgment is required in determining our provision for
income taxes, deferred tax assets and liabilities and the extent
to which deferred tax assets can be realized. A valuation
allowance is provided for deferred tax assets to the extent that
it is more likely than not that such deferred tax assets will
not be realized. Realization of future tax benefits related to
the deferred tax assets is dependent on many factors, including
our ability to generate taxable income within the period during
which the temporary differences reverse, the outlook for the
economic environment in which the business operates, and the
overall future industry outlook. As of December 31, 2010,
we have concluded that net deferred tax assets of Gravity and
its subsidiaries except NeoCyon and Gravity Games will not be
realized in the near future based on our historical and
projected net and taxable income.
We enjoyed in 2007 a reduced tax rate of 13.75%, which is 50% of
the statutory tax rate and applied to certain designated venture
companies. However, the Company is no longer entitled to such
tax benefits since 2008. Accordingly, deferred income taxes as
of December 31, 2010 were calculated based on the rate of
24.2% for fiscal years 2011 and 22% thereafter for the amounts
expected to be realized during the relevant fiscal year. Due to
the amendment to the corporate income tax law, the rate of 24.2%
will be applied for the fiscal years from 2010 through 2011 and
22% for the fiscal year 2012 and thereafter. See ITEM 5.A.
OPERATING RESULTS OVERVIEW.
75
Recent
accounting pronouncements
In October 2009, the FASB issued Accounting Standards Update
No. 2009-13,
or ASU
2009-13,
Revenue Recognition (Topic 605)
Multiple-Deliverable Revenue Arrangements.
This update establishes a selling price hierarchy for
determining the selling price of a deliverable. The amendments
of this update will replace the term fair value in
the revenue allocation guidance with selling price
to clarify that the allocation of revenue is based on
entity-specific assumptions rather than assumptions of a
marketplace participant. The amendments of this update will
eliminate the residual method of allocation and require that
arrangement consideration be allocated at the inception of the
arrangement to all deliverables using the relative selling price
method. The amendments in this update will require that a vendor
determine its best estimated selling price in a manner
consistent with that used to determine the price to sell the
deliverable on a standalone basis. This standard is effective
for the Companys revenue arrangements entered into or
materially modified in fiscal years beginning on or after
June 15, 2010. The Company will evaluate the impact of this
standard on the Companys financial statements when
reviewing its new or materially modified revenue arrangements
with multiple deliverables when it becomes applicable.
In January 2010, the FASB issued ASU
2010-06,
which amends the disclosure requirements of ASC 820,
Fair Value Measurements and Disclosures, as of
January 1, 2010. ASU
2010-06
requires new disclosures for any transfers of fair value into
and out of Level 1 and 2 fair value measurements and
separate presentation of purchases, sales, issuances and
settlements within the reconciliation of Level 3
unobservable inputs. The Company previously adopted ASC 820
on January 1, 2009 for financial and nonfinancial assets
and liabilities. ASU
2010-06 is
effective for annual and interim periods beginning after
December 15, 2009, except for the Level 3
reconciliation which is effective for annual and interim periods
beginning after December 15, 2010. The adoption of ASU
2010-06 as
of January 1, 2010 did not have a material effect on the
Companys financial condition or results of operations. The
Company does not expect the adoption of ASU
2010-06 in
relation to the Level 3 reconciliation to have any impact
on the Companys financial condition or results of
operations, or cash flows, at its requirements only pertain to
financial statement footnote disclosure.
In February 2010, the FASB issued ASU
2010-09,
Subsequent Events (Topic 855) Amendments to Certain
Recognition and Disclosure Requirements, which amends
ASC 855, Subsequent Events, so that SEC filers, as
defined in the ASU, no longer are required to disclose the date
through which subsequent events have been evaluated in
originally issued and revised financial statements. The Company
adopted the amendments effective immediately, and the adoption
did not impact the Companys financial condition and
results of operations.
In March 2010, the FASB issued ASU
2010-11,
Derivatives and Hedging (Topic 815) Scope
Exception Related to Embedded Credit Derivatives, to clarify how
embedded credit-derivative features should be analyzed to
determine whether those features should be accounted for
separately. The FASB intended that an embedded credit-derivative
feature related to subordination would always meet the embedded
credit-derivative scope exception, excluding circumstances where
a holder of an interest in a tranche of a securitized financial
instrument may be required to make additional payments to the
issuing entity. The amendments in this ASU are effective for
each reporting entity at the beginning of its first fiscal
quarter beginning after June 15, 2010. The Company adopted
the amendments effective immediately, and the adoption did not
impact the Companys financial condition and results of
operations.
In December 2010, the FASB issued ASU
2010-28,
when to perform step 2 of the goodwill impairment test for
reporting units with zero or negative carrying amounts (a
consensus of the FASB Emerging Issues Task Force). The ASU
modifies step 1 of the goodwill impairment test under
ASC 350, Intangibles Goodwill and Other,
for reporting units with zero or negative carrying amounts to
require an entity to perform step 2 of the goodwill impairment
test if it is more likely than not that a goodwill impairment
exists. In determining whether it is more likely than not that a
goodwill impairment exists and whether an interim goodwill
impairment test between annual test dates is necessary, an
entity should consider whether there are adverse qualitative
factors, including the examples provided in ASC
paragraph 350-20-35-30,
in determining whether an interim goodwill impairment test
between annual test dates is necessary. The ASU is effective for
fiscal years, and interim periods within those years, beginning
after December 15, 2010, for a public entity. The Company
is currently assessing the potential impact of the guidance.
76
In December 2010, the FASB issued ASU
2010-29,
Disclosure of Supplementary Pro Forma Information for Business
Combinations. This ASU specifies that if a public company
presents comparative financial statements, the entity should
only disclose revenue and earnings of the combined entity as
though the business combination(s) that occurred during the
current year had occurred as of the beginning of the comparable
prior annual reporting period. ASU
2010-29 is
effective prospectively for business combinations for which the
acquisition date is on or after the beginning of the first
annual reporting period beginning on or after December 15,
2010, with early adoption permitted. The Company early adopted
this amendments as of January 1, 2010, however, the
adoption of ASU
2010-29 did
not impact our financial position, results of operations, or
cash flows, as its requirements only pertain to financial
statement footnote disclosure.
RESULTS
OF OPERATIONS: 2010 COMPARED TO 2009
The following table summarizes our results of operations for the
periods indicated.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
% Change
|
|
|
|
|
|
|
|
|
|
(Unaudited)
|
|
|
|
|
|
|
(In millions of Won and thousands of US$
|
|
|
|
except for percentages)
|
|
|
Revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Online games subscription revenue
|
|
W
|
12,674
|
|
|
W
|
9,908
|
|
|
US$
|
9,030
|
|
|
|
(21.8
|
)%
|
Online games royalties and license fees
|
|
|
34,037
|
|
|
|
32,132
|
|
|
|
29,284
|
|
|
|
(5.6
|
)
|
Mobile games
|
|
|
7,882
|
|
|
|
9,188
|
|
|
|
8,374
|
|
|
|
16.6
|
|
Character merchandising, animation and other revenue
|
|
|
2,810
|
|
|
|
1,134
|
|
|
|
1,034
|
|
|
|
(59.6
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenue
|
|
|
57,403
|
|
|
|
52,362
|
|
|
|
47,722
|
|
|
|
(8.8
|
)
|
Cost of revenue
|
|
|
21,170
|
|
|
|
20,873
|
|
|
|
19,023
|
|
|
|
(1.4
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit
|
|
|
36,233
|
|
|
|
31,489
|
|
|
|
28,699
|
|
|
|
(13.1
|
)
|
Gross profit margin(2)
|
|
|
63.1
|
%
|
|
|
60.1
|
%
|
|
|
60.1
|
%
|
|
|
|
|
Operating expenses:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Selling, general and administrative
|
|
|
21,651
|
|
|
|
20,422
|
|
|
|
18,612
|
|
|
|
(5.7
|
)
|
Research and development
|
|
|
1,799
|
|
|
|
4,652
|
|
|
|
4,240
|
|
|
|
158.6
|
|
Impairment losses on intangible assets
|
|
|
280
|
|
|
|
475
|
|
|
|
433
|
|
|
|
69.6
|
|
Settlement cost of litigation
|
|
|
1,649
|
|
|
|
|
|
|
|
|
|
|
|
N/M
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total operating expenses
|
|
|
25,379
|
|
|
|
25,549
|
|
|
|
23,285
|
|
|
|
0.7
|
|
Operating income
|
|
|
10,854
|
|
|
|
5,940
|
|
|
|
5,414
|
|
|
|
(45.3
|
)
|
Operating profit margin(3)
|
|
|
18.9
|
%
|
|
|
11.3
|
%
|
|
|
11.3
|
%
|
|
|
|
|
Other income (expenses):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Interest income
|
|
|
2,395
|
|
|
|
1,946
|
|
|
|
1,774
|
|
|
|
(18.7
|
)
|
Interest expense
|
|
|
(41
|
)
|
|
|
(32
|
)
|
|
|
(29
|
)
|
|
|
(22.0
|
)
|
Foreign currency income (losses), net
|
|
|
(225
|
)
|
|
|
96
|
|
|
|
87
|
|
|
|
N/M
|
|
Others, net
|
|
|
(21
|
)
|
|
|
312
|
|
|
|
283
|
|
|
|
N/M
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net other income
|
|
|
2,108
|
|
|
|
2,322
|
|
|
|
2,115
|
|
|
|
10.2
|
|
Income before income tax expenses and equity loss on investments
|
|
|
12,962
|
|
|
|
8,262
|
|
|
|
7,529
|
|
|
|
(36.3
|
)
|
Income tax expenses
|
|
|
4,544
|
|
|
|
4,207
|
|
|
|
3,835
|
|
|
|
(7.4
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Income before equity loss on investments
|
|
|
8,418
|
|
|
|
4,055
|
|
|
|
3,694
|
|
|
|
(51.8
|
)
|
Equity loss on investments, net(4)
|
|
|
(1,424
|
)
|
|
|
(345
|
)
|
|
|
(314
|
)
|
|
|
(75.8
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
77
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
% Change
|
|
|
|
|
|
|
|
|
|
(Unaudited)
|
|
|
|
|
|
|
(In millions of Won and thousands of US$
|
|
|
|
except for percentages)
|
|
|
Net income
|
|
|
6,994
|
|
|
|
3,710
|
|
|
|
3,380
|
|
|
|
(47.0
|
)
|
LESS: Net income (loss) attributable to the non-controlling
interest(5)
|
|
|
77
|
|
|
|
(20
|
)
|
|
|
(18
|
)
|
|
|
N/M
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income attributable to parent company
|
|
W
|
6,917
|
|
|
W
|
3,730
|
|
|
US$
|
3,398
|
|
|
|
(46.1
|
)%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
N/M = not meaningful
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,097.25 to US$1.00, the noon
buying rate as quoted by the Federal Reserve Bank of New York in
effect on March 31, 2011. |
|
(2) |
|
Gross profit margin for each period is calculated by dividing
gross profit by total net revenues for each period. |
|
(3) |
|
Operating profit margin for each period is calculated by
dividing operating income by total net revenues for each period. |
|
(4) |
|
Represents the losses from our 16.39% equity investment in
Online Game Revolution Fund No. 1 and the income from
our 25% equity investment in Ingamba. These investments were
accounted for using the equity method of accounting. |
|
(5) |
|
Represents the non-controlling interest in NeoCyon, a 96.11%
held subsidiary acquired in December 2005 and Gravity Games,
formerly Barunson Interactive, a 50.83% held subsidiary acquired
in October 2010. |
Revenues
Our total revenues decreased by 8.8% to
Won 52,362 million (US$47,722 thousand) in 2010 from
Won 57,403 million in 2009, primarily due to:
|
|
|
|
|
a 21.8% decrease in subscription revenue to
Won 9,908 million (US$9,030 thousand) in 2010 from
Won 12,674 million in 2009. This 21.8% decrease
resulted primarily from the 22.7% decrease in the revenues in
Korea to Won 3,829 million (US$3,490 thousand) in 2010
from Won 4,951 million in 2009 resulting from
decreased revenues from Ragnarok Online, Requiem and Emil
Chronicle Online and the 19.4% decrease in the revenues from
Ragnarok Online and Requiem in the United States and Canada to
Won 4,664 million (US$4,251 thousand) in 2010 from
Won 5,785 million in 2009 due mostly to the fact that
Ragnarok Online has reached maturity in the markets;
|
|
|
|
a 5.6% decrease in royalties and license fees to
Won 32,132 million (US$29,284 thousand) in 2010 from
Won 34,037 million in 2009, which primarily resulted
from decreased revenues from Ragnarok Online in the Japanese
market and the strengthening of the Korean Won by
approximately 2.6% against the Japanese Yen from 2009 to 2010,
though such decrease was partially offset by a 49.2% increase in
the revenues from Ragnarok Online in Taiwan, Hong Kong and Macau
driven by the introduction of a renewed version of the game in
September 2010 in the region. Royalties and license fees from
Ragnarok Online decreased to Won 30,215 million
(US$27,536 thousand) in 2010 from Won 33,294 million
in 2009 due mostly to the fact that Ragnarok Online has reached
maturity in most of our principal markets; and
|
|
|
|
a 59.6% decrease in character merchandising, animation and other
revenue to Won 1,134 million (US$1,034 thousand)
in 2010 from Won 2,810 million in 2009, which resulted
primarily from a 69.2% decrease in sales of goods to
Won 473 million (US$431 thousand) in 2010 from
Won 1,535 million in 2009 and from a 42.9% decrease in
character merchandising revenue to Won 524 million
(US$477 thousand) in 2010 from Won 917 million in
2009.
|
78
Such decreases in revenues were partially offset by:
|
|
|
|
|
a 16.6% increase in mobile game revenue to
Won 9,188 million (US$8,374 thousand) in 2010 from
Won 7,882 million in 2009. This 16.6% increase
resulted primarily from revenues of NeoCyon, mainly due to the
increase in sales of games embedded in mobile phones and royalty
revenues from mobile games based on Ragnarok Online in the
Japanese market.
|
Cost of
revenues
Our cost of revenues decreased by 1.4% to
Won 20,873 million (US$19,023 thousand) in 2010 from
Won 21,170 million in 2009, primarily due to:
|
|
|
|
|
a 22.4% decrease in amortization on intangible assets to
Won 2,048 million (US$1,866 thousand) in 2010 from
Won 2,639 million in 2009 primarily resulting from
development costs of Emil Chronicle Online and Requiem being
fully amortized in July 2010 and September 2010, respectively.
Amortization expense of development costs recorded was
Won 1,549 million (US$1,412 thousand) in 2010 and
Won 2,595 million in 2009; and
|
|
|
|
a 68.6% decrease in cost of goods sold by NeoCyon to
Won 286 million (US$261 thousand) in 2010 from
Won 912 million in 2009. NeoCyon sells goods related
to cell phones and decrease in sales of goods in 2010 led to
decrease in cost of goods sold.
|
Such decreases in cost of revenues were partially offset by:
|
|
|
|
|
a 8.8% increase in salaries to Won 9,088 million
(US$8,283 thousand) in 2010 from Won 8,353 million in
2009 primarily resulting from increase in salaries for the
headquarters and NeoCyon; and
|
|
|
|
a 70.0% increase in outsourcing fees for the headquarters and
NeoCyon to Won 2,339 million (US$2,132 thousand)
in 2010 from Won 1,376 million in 2009.
|
Gross
profit and gross profit margin
As a result of the foregoing, our gross profit decreased by
13.1% to Won 31,489 million (US$28,699 thousand)
in 2010 from Won 36,233 million in 2009. Our gross
profit margin decreased to 60.1% in 2010 from 63.1% in 2009.
Operating
expenses
Selling, general and administrative
expenses. Our selling, general and administrative
expenses decreased by 5.7% to Won 20,422 million
(US$18,612 thousand) in 2010 from
Won 21,651 million in 2009, primarily due to:
|
|
|
|
|
a 32.5% decrease in commission paid to
Won 2,904 million (US$2,647 thousand) in 2010
from Won 4,300 million in 2009 primarily resulting
from recognition of a loss on the guarantee payment made for the
development of Ice Age Online in 2009 due to the
termination of our license agreement with 20th Century Fox
Licensing & Merchandising, which did not occur in
2010; and
|
|
|
|
a 24.3% decrease in rent expenses to Won 1,522 million
(US$1,387 thousand) in 2010 from Won 2,010 million in
2009, which was mainly due to lower rent expense of office of
Gravity Interactive in 2010 in connection with its relocation in
October 2009.
|
Such decreases in selling, general and administrative expenses
were offset by:
|
|
|
|
|
a 63.0% increase in advertising expenses to
Won 1,853 million (US$1,689 thousand) in 2010
from Won 1,137 million in 2009, which mainly consisted
of advertising expenses for Ragnarok Online in Japan, closed and
open beta testing of Canaan in August 2010 and in September
2010, and closed beta testing of H.A.V.E Online and War of Gods
in November 2010; and
|
|
|
|
a 181.2% increase in taxes and dues expenses to
Won 925 million (US$843 thousand) in 2010 from
Won 329 million in 2009 primarily resulting from a tax
examination with respect to transfer pricing adjustments between
the actual transaction price and the estimated arms length
price.
|
79
Research and development expenses. Our
research and development expenses increased by 158.6% to
Won 4,652 million (US$4,240 thousand) in 2010 from
Won 1,799 million in 2009, due to development of a
console game based on one of our online games, a game for
Microsofts Xbox Live Arcade and social network games, such
as Fashion Star. The increase also partly resulted from research
and development expenses of Gravity Games, formerly Barunson
Interactive, in which controlling financial interest was
acquired by the Company on October 21, 2010.
Impairment loss on intangible assets. We had
Won 475 million (US$433 thousand) impairment loss on
intangible assets in 2010 for capitalized research and
development cost of Canaan.
Settlement cost of litigation. Our settlement
cost of litigation decreased to nil in 2010 from
Won 1,649 million in 2009. See ITEM 8.A.
CONSOLIDATED STATEMENTS AND OTHER FINANCIAL
INFORMATION LEGAL PROCEEDINGS.
Operating
income and operating profit margin
As a result of the cumulative effects of the reasons stated
above, we recorded an operating income of
Won 5,940 million (US$5,414 thousand) in 2010
compared to an operating income of Won 10,854 million
in 2009 and our operating profit margin recorded at 11.3% in
2010.
Net other
income
Our net other income increased 10.2% to
Won 2,322 million (US$2,115 thousand) in 2010
from Won 2,108 million in 2009 primarily due to:
|
|
|
|
|
a gain of Won 335 million (US$305 thousand) in
2010 on disposition of
available-for-sale
securities.
|
Income
tax expenses
We recorded an income tax expense of Won 4,207 million
(US$3,835 thousand) in 2010, as compared to an income tax
expense of Won 4,544 million in 2009. The decrease of
income tax expense is mainly due to the decrease of foreign
withholding tax for overseas royalties and license fees. In
assessing the realizability of deferred tax assets, we
considered whether it was more likely than not that some portion
or all of the deferred tax assets would not be realized.
However, it is possible that these income tax expenses could be
treated as income tax benefit if any taxable income becomes
realizable in the future. For the year ended December 31,
2010, we recorded a full valuation allowance on net deferred tax
assets of Gravity and its subsidiaries except NeoCyon and
Gravity Games, as we determined that it was more likely than not
that such net deferred tax assets would not be realizable in the
near future.
Equity
loss on investments
In 2009, equity loss on investments represents the 16.39% of the
net loss incurred from a 16.39% partnership interest in Online
Game Revolution Fund No. 1. The Company cannot
significantly influence the partnerships operation and
financial policies under the partnership agreement. However, the
Company accounts for the investment under the equity method of
accounting in accordance with ASC 323,
Investment Equity Method and Joint Ventures,
which requires the use of the equity method unless the
investors interest is so minor that the limited
partner may have virtually no influence over partnership
operating and financial policies. The Company recorded Won
1,424 million as equity loss of the partnership in 2009. In
2010, equity loss on investments represents the 16.39% of the
net loss incurred from a 16.39% partnership interest in Online
Games Revolution Fund No. 1 and the equity income of
Ingamba LLC, in which we invested Russian Ruble 13 million,
which represents 25% of Ingambas total capital, in June
2010 in order to distribute our games in Russia. The investment
in Ingamba was accounted for as an equity method investment. The
Company recorded Won 358 million (US$326 thousand) as
equity loss of the partnership of Online Game Revolution
Fund No. 1 and Won 13 million (US$12 thousand) as
equity income of Ingamba in 2010. On December 31, 2010, the
term of the partnership of Online Game Revolution No. 1
expired and it is under liquidation during 2011. The partnership
had invested in eight games since its operation. The Company is
expecting that the partnership will be able to sell certain
games before the
80
consummation of the liquidation, the remaining disposable assets
including cash and receivables will be distributed to each
investor of the partnership upon dissolution. The Company has
estimated that the Companys share of such liquidation
proceeds will be at least equal to the Companys carrying
value of its investment in the Fund at December 31, 2010.
Non-controlling
interest
Non-controlling interest represents the net income from NeoCyon,
our 96.11%-held subsidiary and Gravity Games, formerly known as
Barunson Interactive, our 50.83%-held subsidiary, attributable
to third-party minority interest holders. We acquired 96.11% and
50.83% of the voting equity of NeoCyon and Gravity Games in 2005
and 2010, respectively.
Net
income attributable to parent company
As a result of foregoing, we recorded a net income attributable
to parent company of Won 3,730 million (US$3,398 thousand)
in 2010 compared to a net income attributable to parent company
of Won 6,917 million in 2009.
RESULTS
OF OPERATIONS: 2009 COMPARED TO 2008
The following table summarizes our results of operations for the
periods indicated.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
|
|
2008
|
|
|
2009
|
|
|
2009(1)
|
|
|
% Change
|
|
|
|
|
|
|
|
|
|
(Unaudited)
|
|
|
|
|
|
|
(In millions of Won and thousands of US$
|
|
|
|
except for percentages)
|
|
|
Revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Online games subscription revenue
|
|
W
|
12,576
|
|
|
W
|
12,674
|
|
|
US$
|
11,204
|
|
|
|
0.8
|
%
|
Online games royalties and license fees
|
|
|
30,110
|
|
|
|
34,037
|
|
|
|
30,090
|
|
|
|
13.0
|
|
Mobile games
|
|
|
6,882
|
|
|
|
7,882
|
|
|
|
6,968
|
|
|
|
14.5
|
|
Character merchandising, animation and other revenue
|
|
|
3,602
|
|
|
|
2,810
|
|
|
|
2,484
|
|
|
|
(22.0
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenue
|
|
|
53,170
|
|
|
|
57,403
|
|
|
|
50,746
|
|
|
|
8.0
|
|
Cost of revenue
|
|
|
27,772
|
|
|
|
21,170
|
|
|
|
18,715
|
|
|
|
(23.8
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit
|
|
|
25,398
|
|
|
|
36,233
|
|
|
|
32,031
|
|
|
|
42.7
|
|
Gross profit margin(2)
|
|
|
47.8
|
%
|
|
|
63.1
|
%
|
|
|
63.1
|
%
|
|
|
|
|
Operating expenses:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Selling, general and administrative
|
|
|
23,489
|
|
|
|
21,651
|
|
|
|
19,140
|
|
|
|
(7.8
|
)
|
Research and development
|
|
|
2,145
|
|
|
|
1,799
|
|
|
|
1,590
|
|
|
|
(16.1
|
)
|
Impairment losses on intangible assets
|
|
|
|
|
|
|
280
|
|
|
|
248
|
|
|
|
N/M
|
|
Settlement cost of litigation
|
|
|
|
|
|
|
1,649
|
|
|
|
1,458
|
|
|
|
N/M
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total operating expenses
|
|
|
25,634
|
|
|
|
25,379
|
|
|
|
22,436
|
|
|
|
(1.0
|
)
|
Operating income (loss)
|
|
|
(236
|
)
|
|
|
10,854
|
|
|
|
9,595
|
|
|
|
N/M
|
|
Operating profit margin(3)
|
|
|
(0.4
|
)%
|
|
|
18.9
|
%
|
|
|
18.9
|
%
|
|
|
|
|
Other income (expenses):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Interest income
|
|
|
2,857
|
|
|
|
2,395
|
|
|
|
2,117
|
|
|
|
(16.2
|
)
|
Interest expense
|
|
|
(31
|
)
|
|
|
(41
|
)
|
|
|
(36
|
)
|
|
|
32.3
|
|
Foreign currency income (losses), net
|
|
|
3,235
|
|
|
|
(225
|
)
|
|
|
(199
|
)
|
|
|
N/M
|
|
Others, net
|
|
|
(31
|
)
|
|
|
(21
|
)
|
|
|
(19
|
)
|
|
|
(32.3
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net other income
|
|
|
6,030
|
|
|
|
2,108
|
|
|
|
1,863
|
|
|
|
(65.0
|
)
|
81
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
|
|
2008
|
|
|
2009
|
|
|
2009(1)
|
|
|
% Change
|
|
|
|
|
|
|
|
|
|
(Unaudited)
|
|
|
|
|
|
|
(In millions of Won and thousands of US$
|
|
|
|
except for percentages)
|
|
|
Income before income tax expenses and equity loss on investments
|
|
|
5,794
|
|
|
|
12,962
|
|
|
|
11,458
|
|
|
|
123.7
|
|
Income tax expenses
|
|
|
3,379
|
|
|
|
4,544
|
|
|
|
4,017
|
|
|
|
34.5
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Income before equity loss on investments
|
|
|
2,415
|
|
|
|
8,418
|
|
|
|
7,441
|
|
|
|
248.6
|
|
Equity loss on investments, net(4)
|
|
|
(5,119
|
)
|
|
|
(1,424
|
)
|
|
|
(1,259
|
)
|
|
|
(72.2
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss)
|
|
|
(2,704
|
)
|
|
|
6,994
|
|
|
|
6,182
|
|
|
|
N/M
|
|
LESS: Net income attributable to the non-controlling interest(5)
|
|
|
69
|
|
|
|
77
|
|
|
|
68
|
|
|
|
11.6
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss) attributable to parent company
|
|
W
|
(2,773
|
)
|
|
W
|
6,917
|
|
|
US$
|
6,114
|
|
|
|
N/M
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
N/M = not meaningful
Notes:
|
|
|
(1) |
|
For convenience only, the Won amounts are expressed in U.S.
dollars at the rate of Won 1,131.2 to US$1.00, the noon buying
rate as quoted by the Federal Reserve Bank of New York in effect
on March 31, 2010. |
|
(2) |
|
Gross profit margin for each period is calculated by dividing
gross profit by total net revenues for each period. |
|
(3) |
|
Operating profit margin for each period is calculated by
dividing operating income by total net revenues for each period. |
|
(4) |
|
Represents the losses from our 16.39% equity investment in
Online Game Revolution Fund No. 1. This investment in
Online Game Revolution Fund No. 1 was accounted for using
the equity method of accounting. |
|
(5) |
|
Represents the non-controlling interest in NeoCyon, a 96.11%
held subsidiary acquired in December 2005. |
Revenues
Our total revenues increased by 8.0% to
Won 57,403 million (US$50,746 thousand) in 2009 from
Won 53,170 million in 2008, primarily due to:
|
|
|
|
|
a 0.8% increase in subscription revenue to
Won 12,674 million (US$11,204 thousand) in 2009 from
Won 12,576 million in 2008. This 0.8% increase
resulted primarily from the 60.4% increase in the revenues in
the United States and Canada to Won 5,785 million
(US$5,114 thousand) in 2009 from Won 3,607 million in
2008 resulting from the commercial launch of Requiem in June
2008 and the increased revenues from micro-transactions mainly
due to sales of certain game items of Ragnarok Online in 2009.
Such increase in subscription revenues was partially offset by
the 33.7% decrease in the revenues from Ragnarok Online,
Requiem, Pucca Racing, Time N Tales and Emil Chronicle Online in
Korea to Won 4,951 million (US$4,377 thousand) in
2009 from Won 7,463 million in 2008;
|
|
|
|
a 13.0% increase in royalties and license fees to Won
34,037 million (US$30,090 thousand) in 2009 from Won
30,110 million in 2008, which primarily resulted from the
weakening of the Korean Won by approximately 26.4% against the
Japanese Yen from 2008 to 2009. Royalties and license fees from
Ragnarok Online increased to Won 33,294 million (US$29,432
thousand) in 2009 from Won 29,087 million in
2008; and
|
|
|
|
a 14.5% increase in mobile games revenue to Won
7,882 million (US$6,968 thousand) in 2009 from
Won 6,882 million in 2008. This 14.5% increase
resulted primarily from revenues of NeoCyon, mainly due to the
increase in sales of games embedded in mobile phones and royalty
revenues from mobile games based on Ragnarok Online in the
Japanese market.
|
82
Such increases in revenues were partially offset by:
|
|
|
|
|
a 22.0% decrease in character merchandising, animation and other
revenue to Won 2,810 million (US$2,484 thousand)
in 2009 from Won 3,602 million in 2008, which resulted
primarily from a 16.1% decrease in character merchandising
revenue to Won 917 million (US$811 thousand) in 2009
from Won 1,093 million in 2008 and from a 19.4%
decrease in sales of goods to Won 1,535 million
(US$1,357 thousand) in 2009 from Won 1,905 million in 2008.
|
Cost of
revenues
Our cost of revenues decreased by 23.8% to
Won 21,170 million (US$18,715 thousand) in 2009 from
Won 27,772 million in 2008, primarily due to:
|
|
|
|
|
a 42.1% decrease in amortization on intangible assets to
Won 2,639 million (US$2,333 thousand) in 2009 from Won
4,561 million in 2008 primarily resulting from fully
completed amortization of intangible assets in December 2008,
related to acquisition of NeoCyon in December 2005. Amortization
expense of development costs recorded was
Won 2,595 million (US$2,294 thousand) in 2009 and
Won 2,595 million in 2008;
|
|
|
|
a 19.7% decrease in salaries to Won 8,353 million
(US$7,384 thousand) in 2009 from Won 10,403 million in
2008 primarily resulting from decrease in salaries for the
headquarters and decrease in salaries for the subsidiaries in
the United States mainly due to the liquidation proceedings of
L5 Games Inc. taking place since August 2008;
|
|
|
|
a 28.9% decrease in service fees and license fees paid to
Won 2,468 million (US$2,182 thousand) in 2009 from Won
3,469 million in 2008 resulting from (i) a switch to
an Internet Data Center charging lower service fee rate,
(ii) lower royalty payments to GungHo, the licensor of Emil
Chronicle Online as a result of the amendment of the license
agreement in January 2009 and (iii) decrease in service
fees paid to the provider of content delivery network service as
a result of a decrease in the number of downloads by our users
of the client-side software of our games; and
|
|
|
|
a 44.3% decrease in cost of goods sold by NeoCyon to
Won 912 million (US$806 thousand) in 2009 from Won
1,637 million in 2008. NeoCyon sells goods related to cell
phones and decrease in sales of goods in 2009 led to decrease in
cost of goods sold.
|
Gross
profit and gross profit margin
As a result of the foregoing, our gross profit increased by
42.7% to Won 36,233 million (US$32,031 thousand)
in 2009 from Won 25,398 million in 2008. Our gross profit
margin increased to 63.1% in 2009 from 47.8% in 2008.
Operating
expenses
Selling, general and administrative
expenses. Our selling, general and administrative
expenses decreased by 7.8% to Won 21,651 million (US$19,140
thousand) in 2009 from Won 23,489 million in 2008,
primarily due to:
|
|
|
|
|
a 29.3% decrease in rent expenses to Won 2,010 million
(US$1,777 thousand) in 2009 from Won 2,845 million in
2008, which was mainly due to (i) higher rent expense in
2008 as rent expenses were incurred in both the old and new
office buildings for the period between February 1, 2008
and March 16, 2008 in connection with the relocation of the
headquarter office and (ii) rent expenses of Gravity Middle
East & Africa FZ-LLC which ceased to exist in 2009 due
to liquidation proceedings taking place since September
2008; and
|
|
|
|
a 32.1% decrease in severance benefit to Won 743 million
(US$657 thousand) in 2009 from Won 1,094 million in
2008, due to changes in benefit policies for the directors of a
certain subsidiary in February 2008.
|
Such decreases in selling, general and administrative expenses
were offset by:
|
|
|
|
|
a loss of Won 975 million (US$862 thousand) on guarantee
payment made for development of Ice Age Online, due to the
low likelihood of recovery as we received a written notice of
termination of the
|
83
|
|
|
|
|
license agreement with 20th Century FOX Licensing &
Merchandising, the trademark licensor of Ice Age, in November
2009.
|
Research and development expenses. Our
research and development expenses decreased by 16.1% to
Won 1,799 million (US$1,590 thousand) in 2009 from Won
2,145 million in 2008, as certain research and development
expenses were capitalized into intangible assets after open beta
testing of some of our games and charged into cost of revenues
after such games are available for general release to customers.
Impairment loss on intangible assets. We had
Won 280 million (US$248 thousand) impairment loss
on intangible assets in 2009, for (i) capitalized research
and development cost of Pucca Racing; and (ii) goodwill of
Gravity CIS Co., Ltd., which was acquired in our acquisition of
NeoCyon in 2005.
Settlement cost of litigation. We paid
US$2,000 thousand to Softstar Entertainment, Inc. for the
settlement of litigation filed in October 2006 related to
R.O.S.E. Online service in Taiwan, Hong Kong and Macau, and
recognized the loss of Won 1,649 million, which is the
difference between the settlement and the existing deferral
revenue balance.
Operating
income (loss) and operating profit margin
As a result of the cumulative effects of the reasons stated
above, we recorded an operating income of
Won 10,854 million (US$9,595 thousand) in 2009
compared to an operating loss of Won 236 million in
2008 and our operating profit margin recorded at 18.9% in 2009.
Net other
income
Our net other income decreased 65.0% to
Won 2,108 million (US$1,863 thousand) in 2009 from
Won 6,030 million in 2008 primarily due to:
|
|
|
|
|
a 107.0% decrease in foreign currency income to a loss of
Won 225 million (US$199 thousand) in 2009 from a gain
of Won 3,235 million in 2008 mainly resulting from the
lower rate of depreciation of the Won against the Japanese Yen
in 2009 compared to 2008.
|
Income
tax expenses (benefit)
We recorded an income tax expense of Won 4,544 million
(US$4,017 thousand) in 2009, as compared to an income tax
expense of Won 3,379 million in 2008. The increase of
income tax expense is mainly due to the increase of foreign
withholding tax for overseas license and royalty revenue and to
the decrease in income tax benefit in the amount of Won
530 million which was no longer available to the Company
after 2008, due to the amortization of intangible assets
incurred from acquisition of NeoCyon in December 2005 being
fully completed in December 2008. In 2009, overseas license and
royalty revenue of Gravity headquarters increased by
Won 5 billion and accordingly the foreign tax
increased by Won 514 million. This increase was also
partially due to the loss carry back of Won 194 million
from Gravity Interactive in 2008. In assessing the realizability
of deferred tax assets, we considered whether it was more likely
than not that some portion or all of the deferred tax assets
would not be realized. However, it is possible that these income
tax expenses could be treated as income tax benefit if any
taxable income becomes realizable in the future. For the year
ended December 31, 2009, we recorded a full valuation
allowance on net deferred tax assets of Gravity and its
subsidiaries except NeoCyon, as we determined that it was more
likely than not that such net deferred tax assets would not be
realizable in the near future.
Equity
loss on investments
In 2008 and 2009, equity loss on investments represented 16.39%
of the net loss incurred from a 16.39% partnership interest in
Online Game Revolution Fund No. 1. The Company cannot
significantly influence the partnerships operation and
financial policies under the partnership agreement, however, the
Company accounts for the investment under the equity method of
accounting in accordance with ASC 323, Investment-Equity
Method and Joint Ventures, which requires the use of the
equity method unless the investors interest is so
minor that the limited partner may have virtually no influence
over partnership operating and financial policies. The
Company recorded Won 5,119 million and
Won 1,424 million (US$1,259 thousand) in 2008 and
2009, respectively, as equity loss of the
84
partnership. During 2008, the partnership purchased an online
game under development of which technological feasibility had
not been established, therefore, the partnership charged the
purchase price of the game to expense, which resulted in a
significant loss in 2008.
Non-controlling
interest
Non-controlling interest represents the net income from NeoCyon,
our 96.11%-held subsidiary acquired in December 2005,
attributable to third-party minority interest holders. We
acquired 96.11% of the voting equity of NeoCyon in 2005.
Net
income (loss) attributable to parent company
As a result of foregoing, we recorded a net income attributable
to parent company of Won 6,917 million
(US$6,114 thousand) in 2009 compared to a net loss
attributable to parent company of Won 2,773 million in
2008.
|
|
ITEM 5.B.
|
LIQUIDITY
AND CAPITAL RESOURCES
|
Liquidity
The following table sets forth the summary of our cash flows for
the periods indicated:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended December 31,
|
|
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2010(1)
|
|
|
|
|
|
|
|
|
|
|
|
|
(Unaudited)
|
|
|
|
(In millions of Won and thousands of US$)
|
|
|
Cash and cash equivalents at beginning of period
|
|
W
|
53,588
|
|
|
W
|
53,168
|
|
|
W
|
51,333
|
|
|
US$
|
46,783
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net cash provided by operating activities
|
|
|
6,952
|
|
|
|
15,861
|
|
|
|
8,388
|
|
|
|
7,646
|
|
Net cash used in investing activities
|
|
|
(9,028
|
)
|
|
|
(17,550
|
)
|
|
|
(15,873
|
)
|
|
|
(14,467
|
)
|
Net cash provided by (used in) financing activities
|
|
|
(82
|
)
|
|
|
(55
|
)
|
|
|
275
|
|
|
|
250
|
|
Effect of exchange rate changes on cash and cash equivalents
|
|
|
1,738
|
|
|
|
(91
|
)
|
|
|
(1
|
)
|
|
|
(1
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net decrease in cash and cash equivalents
|
|
|
(420
|
)
|
|
|
(1,835
|
)
|
|
|
(7,211
|
)
|
|
|
(6,572
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cash and cash equivalents at end of period
|
|
W
|
53,168
|
|
|
W
|
51,333
|
|
|
W
|
44,122
|
|
|
US$
|
40,211
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|