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Nexon quarterly revenue Q1 2011 - Q4 2018
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Nexon's revenue from 1st quarter 2011 to 4th quarter 2018 (in billion yen)
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Description
Source
More information
- Show sources information
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- Release date
- February 2019
- Region
- Worldwide
- Survey time period
- Q1 2011 to Q4 2018
- Supplementary notes
-
* Beginning with the first quarter of the fiscal year 2013, Nexon is reporting its financial results consistent with IFRS.
Figures other than for Q1 2016 and 2017 come from earlier releases.
Figures have been rounded.
- Region
- Worldwide
- Survey time period
- Q1 2011 to Q4 2018
- Supplementary notes
-
* Beginning with the first quarter of the fiscal year 2013, Nexon is reporting its financial results consistent with IFRS.
Figures other than for Q1 2016 and 2017 come from earlier releases.
Figures have been rounded.
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Everything On "Online gaming " in One Document: Edited and Divided into Handy Chapters. Including Detailed References.
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- Overview
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)Leading gaming markets worldwide 2018, by revenue
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)PC online game market value worldwide 2011-2020
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)Digital games industry revenue in the U.S. 2016, by category
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery formatDigital and physical game sales in the U.S. from 2009 to 2017
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)Global consumer internet subsegment traffic 2017-2022
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)Online gaming traffic in North America 2011-2016
- Industry leaders
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)Game revenues of global companies 2014-2017
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)Activision Blizzard's revenue from 2015-2018, by platform
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)Electronic Arts' quarterly digital revenue Q1 2016 - Q3 2019, by type
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)Square Enix's sales from from 2009 to 2018, by segment
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)Zynga's revenue from 2008 to 2018, by segment
- Nexon's revenue from 1st quarter 2011 to 4th quarter 2018 (in billion yen)Nexon quarterly revenue Q1 2011 - Q4 2018
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)King annual revenue 2010-2018
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)Supercell annual revenue 2012-2018
- Online gamer profile
- Number of online console gamers in the United States from 2014 to 2020 (in millions)Number of online console gamers in the U.S. 2014-2020
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by deviceAverage time spent playing multiplayer online games in the U.S. 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by genderShare of U.S. gamers playing MMO games 2016. by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age groupShare of U.S. gamers playing MMO games 2016. by age
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016Online gaming among senior gamers in the U.S. 2016
- Online gaming platforms
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)Number of Xbox Live MAU Q1 2016 - Q2 2019
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)Number of PlayStation Plus subscribers worldwide 2014-2018
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016Gaming subscription reach in the U.S. 2016
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)Number of Steam users 2012-2018
- Number of daily and monthly active Steam users worldwide in 2018Number of Steam DAU and MAU 2018
- Social gaming
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market worldwide 2010-2020, by type
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020, by type
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)Facebook most popular game DAU 2019
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)Facebook: most popular game MAU 2018
- Game rankings
- Number of online articles mentioning selected game titles worldwide in 2016Most mentioned game titles worldwide in 2016, by number of online articles
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)Leading F2P MMO games worldwide 2017, by revenue
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)F2P & P2P MMO games market value worldwide 2016, by region
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)Leading PC and mobile MMO games 2016, by revenue
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)Most played games on Steam 2018, by peak player count
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)Most played games on Steam 2018, by average players per hour
- Leading games
- Growth in player base of leading MMO/MOBA games worldwide in November 2017Player base growth of leading MMO/MOBA games worldwide in November 2017
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)PUBG console and PC player base worldwide 2018
- Number of Overwatch players worldwide as of May 2017 (in millions)Number of Overwatch players worldwide 2018
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)Number of Hearthstone: Heroes of Warcraft players worldwide 2018
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)Estimated number of World of Warcraft subscribers 2015-2023
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)DOTA 2 MAU worldwide 2019
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)Number of League of Legends MAU 2011-2016
- Nexon: quarterly net income/loss Q1 2011 - Q4 2018
- Nexon: quarterly operating income Q1 2011 - Q4 2018
- Social gamers in the United States 2013, by age
- Cloud gaming: number of games offered by select services worldwide 2013
- Zynga's quarterly revenue from Q4 2012- Q4 2018
- In-game spending in the United Kingdom (UK) 2014, by purchase
- Digital gaming penetration in Australia 2014, by game type
- Digital gaming penetration in the United Kingdom (UK) 2014, by game type
- In game spending distribution in the United Kingdom (UK) 2014
- Digital social games versus online gambling in selected countries worldwide 2014
- In-game spending in Australia 2014, by purchase
- Digital gaming penetration in the United States 2014, by game type
- In-game spending in France 2014, by purchase
- Digital gaming penetration in France 2014, by game type
- Ubisoft's digital sales from 2010 to 2018
- Participation in online/virtual games in Belgium 2017-2018
- Online networked game playing penetration in Denmark 2012-2014
- Japan - online and virtual gaming participation 2016-2018
- Online networked game playing penetration in Austria 2012-2014
- Social gaming revenue in Spain from 2009 to 2015
- Online gaming in the United Kingdom (UK)
- Online gaming
- Online gaming in India
- Social gaming worldwide
- eSports and (online) gaming in the Benelux region
- Mobile games publishers
- Gaming in Asia
- Video gaming market leaders
- Digital games in the U.S. (DMO)
- Steam - gaming platform
- MMO and MOBA Gaming
- eSports market worldwide
- Gaming video content worldwide
- Video game industry in Europe
- Mobile gaming in the U.S.
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)
- Number of daily and monthly active Steam users worldwide in 2018
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)
- Number of Overwatch players worldwide as of May 2017 (in millions)
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)
- Distribution of social gamers in the United States in 2013, by age group
- Quarterly revenue generated by Zynga from 4th quarter 2012 to 4th quarter 2018 (in million U.S. dollars)
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery format
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)
- Nexon's revenue from 1st quarter 2011 to 4th quarter 2018 (in billion yen)
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)
- Annual sales revenue generated by Gameloft from 2006 to 2018 (in million euros)
- Annual online games revenue generated by Tencent Holdings from 2010 to 2017 (in billion yuan)
- Net sales and operating income of Sony's game and network services (G&NS) in the fiscal years 2012 to 2017 (in billion yen)
- Number of online console gamers in the United States from 2014 to 2020 (in millions)
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age group
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)
- Number of online articles mentioning selected game titles worldwide in 2016
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)
- Growth in player base of leading MMO/MOBA games worldwide in November 2017
- Nexon's net income/loss from 1st quarter 2011 to 4th quarter 2018 (in billion yen)
- Nexon's operating income from 1st quarter 2011 to 4th quarter 2018 (in billion yen)
- Number of games offered by select cloud gaming services worldwide in 2013
- In-game spending in the United Kingdom (UK) in February 2014, by purchase type
- Technology-based game playing in the last seven days in Australia in February 2014, by game type
- Technology based game playing in the last seven days in the United Kingdom (UK) in February 2014, by game type
- In game spending distribution in the United Kingdom (UK) in February 2014, by amount
- Differentiating between digital social games and online gambling in Australia, France, the United Kingdom and the United States in February 2014
- In-game spending in Australia in February 2014, by purchase
- Technology based game playing in the last seven days in the United States in February 2014, by game type
- In-game spending in France in February 2014, by purchase type
- Technology based game playing in the last seven days in France in February 2014, by game type
- Ubisoft's digital sales in the fiscal years 2010 to 2018 (in million euros)
- Do you participate in online or virtual gaming playing others in a live environment around the globe (e.g. Xbox Live or World of Warcraft)?
- Share of individuals playing networked games with other persons on the internet in Denmark from 2012 to 2014
- Japan: Do you participate in online or virtual gaming playing others in a live environment around the globe (e.g. Xbox Live or World of Warcraft)?
- Share of individuals playing networked games with other persons on the internet in Austria from 2012 to 2014
- Social gaming revenue in Spain from 2009 to 2015 (in million U.S. dollars)
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