The covid-19 effects on the video game industry -a comparative ratio analysis on activision-blizzard, electronic arts and konami
DOI:
https://doi.org/10.59380/crj.v1i1.2750Abstract
The video game industry has evolved from having just a children-focused target market to a more sophisticated one with a widespread and mainstream audience with no age limitations. After the COVID-19 outbreak, it is mainly stated as one of the industries that faced little to no issues, so the main aim behind this research is to investigate how the giants of this industry confronted the financial challenges of pandemic. We conducted a comparative profitability, liquidity, asset and debt utilization ratio analysis relying on the annual reports of 2021 and 2020 (2020 and 2019 for Activision-Blizzard), published by three of the biggest video game development companies. The time frame was chosen to reflect the position of the companies before and after the first year of the pandemic. The results vary due to the companies’ business models. Based on these results, we tried to identify any possible changes and variations, assessing the financial performance and position of the companies. In the case of Activision-Blizzard, we mostly came up with increases in all of their major ratios, which derives from a successful business model they follow. In Electronic Arts’ case, we noticed an increase in revenue expenditure that led to a decrease in its profitability ratios. We also found out that the company has slight reduction in liquidity and asset utilization, but the results still indicate a good performance and do not reflect any serious predicament. While Konami, we saw a significant growth in their profitability and liquidity ratios, but on the other side there is a decrease in their total asset turnover and increase in the debt ratio. In overall, we can state that the companies managed to cope with pandemic and financial challenges during the first year and even to expand their presence in the video game industry, but not without having to face some difficulties.
Keywords:
Video Game Industry, COVID 19 Pandemic, Electronic Arts, Konami, Activision-Blizzard, Ratio Analysis, Financial Position and Performance.Downloads
References
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References
Amin, J. (2021, March 5). How do eSports teams make money? eSportz Network. Retrieved from eSportz Network: https:// www.esportznetwork.com/
Arkenberg, C. (2020). Will gaming keep growing when the lockdowns end? Deloitte.
Arts, E. (2021). Annual Report.
Clement, J. (2021, April 29). Video game industry - Statistics & Facts. Retrieved from Statista: https://www.statista.com/topics/868/video-games/
Corporate History of Konami. (2021). Retrieved from Konami: https://www.konami.com/corporate/en/history/
Dobrilova, T. (2021). How Much Is the Gaming Industry Worth in 2021? TechJury.
Ivan, T. (2020, May 20). CD Projekt is now Europe’s most valuable game company ahead of Ubisoft. Retrieved from Video Games Chronicle: https://www.videogameschronicle.com/news/cd-projekt-is-now-europesmost-valuable-game-company-ahead-ofubisoft/
Jurre Panekeet, K. V. (2021, September 1). Esports Revenue Streams. Retrieved from Newzoo: https://newzoo.com/key-numbers/
Kotick, B. (2020, December 31). Annual Reports Activision-Blizzard. Retrieved from Activision Blizzard: https://investor.activision.com/static-files/09bb50e3-b2e8-4407-9ee3-2aec3c7bc29d
Kozuki, K. (2021, March 31). Konami Investor Relations. Retrieved from Konami: https://img.konami.com/ir/en/irdatastatements/2021/en0728_67mg4e.pdf
Lapaas, T. (2020). How Games Earn? A Complete Case Study on Gaming Industry. Lapaas.
Mehmet deniz Şener, O. G. (2021). The Impact of Covid-19 on the Video Game Industry. Research Gate.
Ortiz, L., Hector, T., Chimbo, C., & Toaza, V. (2021). The Impact of Covid-19 on the Video Game Industry. Research Gate.
Peter Zackariasson, T. W. (2012). The Video Game Industry Formation, Present State, and Future. New York: Routledge.
Toledo, M. (2020). Video Game Habits & COVID-19. Papers.SSRN.
TRT World. (2021, February 12). Video game industry: Winners in the pandemic. Retrieved from TRT World: https://www.trtworld.com/life/video-game-industry-winners-in-the-pandemic-44119
Who we are: Activision-Blizzard. (2021). Retrieved from Activision-Blizzard: https://www.activisionblizzard.com/who-we-are
Willingham, A. (2018). What is eSports? A look at an explosive billion-dollar industry. CNN.
Wilson, A. (2021, March 31). Annual Report 2021 EA. Retrieved from Electronic Arts: https://s22.q4cdn.com/894350492/files/doc_financials/2021/ar/Annual-Report-(2021).pdf