Competition
Developing, distributing and selling mobile games is a highly
competitive business, characterized by frequent product
introductions and rapidly emerging new platforms, technologies and
storefronts. For players, we compete primarily on the
basis of game quality, brand and customer
reviews. We compete
for space on user’s smartphones and tablet devices in terms of the
number of applications on their device and the amount of storage
consumed by such applications. We also compete more generally for
the time, attention and discretionary spending of users of
smartphones and tablet devices who are spending ever-increasing
amounts of time on social media, messaging and music, movie and
television streaming applications, personal computer and console
games, sports and the Internet. We compete for promotional and
digital storefront placement based on our relationship with the
digital storefront owner, historical performance, game quality,
perception of sales potential, customer reviews and relationships
with licensors of brands and other content. For content
licensors, we compete based on royalty and other economic terms,
historical financial performance of prior licensed content titles,
perceptions of development quality, speed of execution,
distribution breadth and relationships with storefront
owners. We also compete for experienced and talented
employees.
We compete with a continually increasing number of companies,
including Activision (the parent company of King Digital
Entertainment), DeNA, Disney, Electronic Arts (EA Mobile),
Gameloft, Gamevil, GREE, GungHo Online Entertainment, Netease,
Netmarble, Nexon, Nintendo, Rovio, Warner Brothers, and Zynga and
many well-funded private companies, including DoubleDown, Epic
Games, Firecraft Studios, Jam City, Machine Zone, Miniclip,
Niantic, Peak Games, Playrix, Pocket Gems, Scopely, Storm 8/Team
Lava, and Supercell. In addition, hyper-casual games published
by companies such as Ketchapp, Lion Studios, Playgendary and Voodoo
account for a significant and growing percentage of mobile gaming
downloads.
We also face competition from online game developers and
distributors who are primarily focused on specific international
markets. We could also face increased competition if
those companies choose to compete more directly in the United
States or the other markets that are significant to us or if large
companies with significant online presences such as Apple, Google,
Amazon, Facebook, Microsoft or Verizon, choose to enter or expand
in the games space or develop competing
games. For example,
recently Apple launched its Apple Arcade subscription service in
which users receive access to a curated selection of paid titles on
the App Store, and Google launched its Stadia cloud gaming service
in which users are able to stream games to various devices as well
opened a new first-party gaming studio that will be creating
exclusive games for Stadia. In addition, we also face competition
from mobile applications and websites focused on the home design
market, which may include games, e-commerce titles, design
applications and others seeking to displace our Design Home title which is a leading title in the
currently unsaturated home design application market. Competitors
in this space include, or may include, established game developers,
established real estate companies, interior design companies,
e-commerce companies and other well-funded private companies
looking to enter the home design market.
In addition, given the open nature of the development and
distribution for smartphones and tablets and the relatively low
barriers to entry, we also compete or will compete with a vast
number of small companies and individuals who are able to create
and launch games and other content for these devices using
relatively limited resources and with relatively limited start-up
time or expertise. As an example of the competition that
we face, it has been estimated that more than 4.1 million
applications, including more than 900,000 active games, were
available on Apple’s U.S. App Store as of January 31,
2020. The proliferation of titles in these open
developer channels makes it difficult for us to differentiate
ourselves from other developers and to compete for players without
substantially increasing our marketing expenses and development
costs.
We also compete for downloads and time spent on mobile devices with
companies that develop popular social media and messaging
applications, such as Facebook (with its Facebook, Facebook
Messenger, Instagram, WhatsApp and other applications), Pinterest,
Reddit, Snapchat, Twitter, Vevo and YouTube, companies that develop
streaming music, movie and television applications, such as
Pandora, Spotify, Tidal, HBO Go, Netflix, Amazon Prime and Hulu,
and with companies that create other non-gaming related software
applications, such as Kim Kardashian West’s own personal media
application.
Some of our competitors and our potential competitors have one or
more advantages over us, either globally or in