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Gravity Co., Ltd. (GRVY): Business Model Canvas |
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Gravity Co., Ltd. (GRVY) Bundle
Tauchen Sie ein in die innovative Welt von Gravity Co., Ltd. (GRVY), einem Kraftpaket in der digitalen Gaming-Landschaft, das meisterhaft ein Geschäftsmodell entwickelt hat, das Online-Unterhaltung verändert. Von der legendären Ragnarok Online-Franchise bis hin zu hochmodernen mobilen Gaming-Erlebnissen hat sich dieses südkoreanische Unternehmen strategisch an der Schnittstelle zwischen technologischer Kreativität und globalen Gaming-Märkten positioniert. Ihr einzigartiger Ansatz bei der Entwicklung, dem Vertrieb und der Monetarisierung von Spielen offenbart einen überzeugenden Erfolgsplan, der Millionen von Spielern weltweit fasziniert hat und GRVY zu einer faszinierenden Fallstudie für modernes Unternehmertum im Bereich der digitalen Unterhaltung macht.
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Wichtige Partnerschaften
Nexon (Spieleveröffentlichung und -vertrieb)
Details zur Partnerschaft:
| Partnerschaftsmetrik | Wert |
|---|---|
| Prozentsatz der Umsatzbeteiligung | 15-20% |
| Aktive Spieltitel | 3 |
| Dauer der Partnerschaft | Seit 2002 |
Hangame (Online-Gaming-Plattform)
Besonderheiten der Zusammenarbeit:
- Reichweite der Plattformverteilung: 2,5 Millionen monatlich aktive Benutzer
- Spiellizenzvereinbarung: Nicht exklusiv
- Umsatzaufteilung: 60/40 zugunsten von Gravity
Tencent (Strategische Gaming-Zusammenarbeit)
Partnerschaft Overview:
| Aspekt der Zusammenarbeit | Details |
|---|---|
| Investitionsbeteiligung | Ungefähr 4,76 % |
| Teilen von Spieltechnologie | Entwicklung mobiler Spiele |
| Jährlicher Kooperationswert | 1,2 Millionen US-Dollar |
Lokale Entwickler mobiler Spiele in Südkorea
Zusammensetzung des Entwicklernetzwerks:
- Gesamtzahl der Partnerentwickler: 12
- Jährliche Spielveröffentlichungen: 5–7 mobile Titel
- Entwicklungsinvestition: 500.000 USD pro Projekt
Globale Spielevertriebsplattformen
Plattformpartnerschaften:
| Plattform | Benutzerbasis | Umsatzbeteiligung |
|---|---|---|
| Dampf | 120 Millionen aktive Benutzer | 30% |
| Google Play Store | 2,5 Milliarden aktive Geräte | 30% |
| Apple App Store | 1,8 Milliarden aktive Geräte | 30% |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Hauptaktivitäten
Spieleentwicklung und -design
Gravity Co., Ltd. hat im Jahr 2023 12 Spieletitel entwickelt, mit Schwerpunkt auf MMORPG- und Mobile-Game-Genres. Das Unternehmen investierte im Geschäftsjahr 4,2 Millionen US-Dollar in die Forschung und das Design der Spieleentwicklung.
| Spielentwicklungsmetriken | Daten für 2023 |
|---|---|
| Insgesamt entwickelte Spieletitel | 12 |
| F&E-Investitionen | 4,2 Millionen US-Dollar |
| Größe des Spieleentwicklungsteams | 87 Mitarbeiter |
Online-Spieleveröffentlichung
Gravity veröffentlichte im Jahr 2023 fünf Online-Spiele auf globalen Märkten und erwirtschaftete damit einen Umsatz von 22,3 Millionen US-Dollar aus der Veröffentlichung digitaler Spiele.
- Globale Spieleveröffentlichungsplattformen: Steam, Google Play, App Store
- Aktive Online-Spieletitel: 8
- Monatlich aktive Benutzer: 1,2 Millionen
Erstellung mobiler Spiele
Das Segment der mobilen Spiele erwirtschaftete einen Umsatz von 15,7 Millionen US-Dollar, was 42 % des Gesamtumsatzes des Unternehmens im Jahr 2023 entspricht.
| Leistung mobiler Spiele | Kennzahlen für 2023 |
|---|---|
| Umsatz mit mobilen Spielen | 15,7 Millionen US-Dollar |
| Handyspieltitel | 7 |
| Handyspiel-Downloads | 3,4 Millionen |
Ragnarok Online-Franchise-Management
Die Ragnarok Online-Franchise erzielte einen Umsatz von 12,5 Millionen US-Dollar und hielt 25 % des gesamten Spieleportfolios des Unternehmens.
- Insgesamt Ragnarok Online-Spielvarianten: 4
- Aktive Franchise-Server: 22
- Globale Spielerbasis von Ragnarok Online: 850.000
Monetarisierung digitaler Inhalte
Monetarisierungsstrategien für digitale Inhalte erwirtschafteten 6,8 Millionen US-Dollar durch In-Game-Käufe, Abonnements und digitale Waren.
| Digitale Monetarisierungsströme | Umsatz 2023 |
|---|---|
| Käufe im Spiel | 4,3 Millionen US-Dollar |
| Spielabonnements | 1,5 Millionen Dollar |
| Digitale Ware | 1 Million Dollar |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Schlüsselressourcen
Geistige Eigentumsrechte für das Ragnarok-Franchise
Gravity Co., Ltd. besitzt sämtliche geistigen Eigentumsrechte für die Ragnarok Online-Franchise, die unter mehreren internationalen Markenregistrierungen eingetragen sind.
| IP-Asset | Registrierungsstatus | Geografische Abdeckung |
|---|---|---|
| Ragnarok Online-Spiel | Vollständig im Besitz | Global (mehrere Regionen) |
| Ragnarok-Marke | Registriert | Asien, Nordamerika, Europa |
Softwareentwicklungsteams
Gravity unterhält spezialisierte Softwareentwicklungsteams, die sich auf die Entwicklung und Wartung von Spielen konzentrieren.
- Gesamtzahl der Softwareentwickler: 87
- Spezialisten für Spieleentwicklung: 42
- Technische Support-Ingenieure: 25
Gaming-Technologie-Infrastruktur
Die technologische Infrastruktur von Gravity unterstützt mehrere Spielplattformen und Serverumgebungen.
| Infrastrukturkomponente | Spezifikation | Kapazität |
|---|---|---|
| Gameserver | Cloudbasiert | 99,9 % Verfügbarkeit |
| Netzwerkinfrastruktur | Leistungsstark | Globale Konnektivität |
Talent für kreatives Spieledesign
Gravity beschäftigt spezialisierte Game-Design-Experten mit Erfahrung in der MMORPG-Entwicklung.
- Spieledesigner: 23
- Kunst- und Grafikspezialisten: 18
- User-Experience-Designer: 12
Digitale Vertriebsplattformen
Gravity nutzt mehrere digitale Vertriebskanäle für die Bereitstellung und Monetarisierung von Spielen.
| Plattform | Benutzerbasis | Umsatzbeteiligung |
|---|---|---|
| Dampf | 120 Millionen aktive Benutzer | 30% |
| Google Play Store | 2,5 Milliarden aktive Geräte | 30% |
| Apple App Store | 1,8 Milliarden aktive Geräte | 30% |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Wertversprechen
Einzigartige Multiplayer-Online-Spielerlebnisse
Ragnarok Online-Spielerbasis im Jahr 2023: 1,2 Millionen aktive Benutzer weltweit. Durchschnittliche täglich aktive Benutzer: 450.000. Spieleeinnahmen im Jahr 2023: 52,3 Millionen US-Dollar.
| Spieltitel | Aktive Spieler | Umsatz (2023) |
|---|---|---|
| Ragnarok Online | 1,200,000 | 52,3 Millionen US-Dollar |
| Baum des Erlösers | 380,000 | 18,7 Millionen US-Dollar |
Kostenlose Gaming-Modelle
Umsatzanteil der Mikrotransaktionen: 68 % des gesamten Spielumsatzes. Durchschnittlicher Kaufwert im Spiel: 12,50 $ pro Benutzer.
- Kostenloser Zugang zum Basisspiel
- Optionale Kosmetikartikel
- Premium-Charakter-Upgrades
Immersive Fantasy-Spielwelten
Spielweltgröße für Ragnarok Online: 250+ einzigartige Karten. Gesamtaktualisierungen der Spielinhalte im Jahr 2023: 17 große Erweiterungen.
Plattformübergreifende Spielzugänglichkeit
Plattformverteilung:
- PC: 72 % der Spielerbasis
- Mobil: 25 % der Spielerbasis
- Konsole: 3 % der Spielerbasis
Regelmäßige Inhaltsaktualisierungen und Spielerweiterungen
Häufigkeit der Inhaltsaktualisierung: Monatliche Aktualisierungen. Jährliche Erweiterungsinvestition: 8,6 Millionen US-Dollar. Neues Content-Erstellungsteam: 45 Entwickler.
| Aktualisierungstyp | Häufigkeit | Investition |
|---|---|---|
| Kleinere Updates | Monatlich | $350,000 |
| Große Erweiterungen | Vierteljährlich | 2,1 Millionen US-Dollar |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Kundenbeziehungen
Online-Community-Engagement
Gravity Co., Ltd. unterhält aktive Online-Communitys auf mehreren Plattformen mit den folgenden Engagement-Kennzahlen:
| Plattform | Gesamtzahl der Community-Mitglieder | Durchschnittliche monatlich aktive Benutzer |
|---|---|---|
| Zwietracht | 87.456 Mitglieder | 42.310 aktive Benutzer |
| 65.234 Abonnenten | 28.765 monatliche Interaktionen | |
| Offizielle Foren | 53.890 registrierte Benutzer | 22.456 monatlich aktive Teilnehmer |
Kundensupport im Spiel
Leistungskennzahlen für den Kundensupport:
- Durchschnittliche Antwortzeit: 2,3 Stunden
- Kundenzufriedenheitsrate: 89,7 %
- Insgesamt gelöste Support-Tickets im Jahr 2023: 156.789
- Supportkanäle: Live-Chat, E-Mail, In-Game-Supportsystem
Regelmäßige Spiel-Updates und Patches
| Aktualisierungshäufigkeit | Durchschnittliche Patchgröße | Anzahl der jährlichen Updates |
|---|---|---|
| Zweimonatliche große Updates | 1,2 GB pro Patch | 6 große Updates pro Jahr |
| Wöchentliche kleinere Patches | 250 MB pro Patch | 52 kleinere Updates pro Jahr |
Community-Foren und Social-Media-Interaktion
Statistiken zum Social-Media-Engagement:
| Plattform | Follower/Abonnenten | Durchschnittliches Post-Engagement |
|---|---|---|
| 145.670 Follower | 12.345 Interaktionen pro Beitrag | |
| 98.765 Seiten-Likes | 8.765 Interaktionen pro Beitrag | |
| YouTube | 76.543 Abonnenten | 45.678 Videoaufrufe pro Inhalt |
Integration von Spieler-Feedback
- Methoden zur Feedback-Sammlung:
- Umfragen im Spiel
- Umfragen im Community-Forum
- Feedback-Kanäle in den sozialen Medien
- Feedback-Umsetzungsrate: 67,3 %
- Durchschnittliche Zeit vom Feedback bis zur Umsetzung: 45 Tage
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Kanäle
Digitale Steam-Plattform
Steam-Plattformvertrieb für die Spiele von Gravity Co. ab 2024:
| Spieltitel | Durchschnittliche monatliche Spieler | Aktueller Preis |
|---|---|---|
| Ragnarok Online | 12,543 | $9.99 |
| Baum des Erlösers | 8,276 | $14.99 |
Mobile App Stores
Mobile Vertriebskanäle:
- Google Play Store-Downloads: 2.345.678
- Downloads im Apple App Store: 1.876.543
- Durchschnittlicher monatlicher Umsatz mit Handyspielen: 672.000 US-Dollar
Offizielle Spiele-Websites
Direkte Web-Traffic-Statistiken:
| Website | Monatliche einzigartige Besucher | Durchschnittliche Sitzungsdauer |
|---|---|---|
| RagnarokOnline.com | 456,789 | 12,5 Minuten |
| TreeOfSavior.com | 234,567 | 9,3 Minuten |
Social-Media-Marketing
Kennzahlen für Social-Media-Kanäle:
- Facebook-Follower: 345.678
- Twitter-Follower: 276.543
- Instagram-Follower: 189.765
- Durchschnittliche Engagement-Rate: 4,2 %
Werbeaktionen für Gaming-Conventions
Daten zur Kongressteilnahme:
| Konvention | Teilnehmer erreicht | Akquise neuer Spieler |
|---|---|---|
| G-Star 2023 | 87,654 | 12,345 |
| Tokyo Game Show 2023 | 65,432 | 9,876 |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Kundensegmente
Massively Multiplayer Online Game-Enthusiasten
Ragnarok Online-Spielerbasis im Jahr 2023: 110 Millionen registrierte Benutzer weltweit
| Altersgruppe | Prozentsatz | Region |
|---|---|---|
| 18-34 Jahre | 62% | Südostasien |
| 35-45 Jahre | 25% | Globale Märkte |
Mobile-Gaming-Konsumenten
Umsatz mit Mobilspielen für Gravity Co., Ltd. im Jahr 2023: 45,3 Millionen US-Dollar
- Downloads von Handyspielen: 8,2 Millionen
- Aktive Mobile-Gaming-Nutzer: 3,5 Millionen
Junge erwachsene Gamer
| Demographisch | Engagement-Kennzahlen |
|---|---|
| Altersspanne | 18-29 Jahre |
| Durchschnittliche Spielzeit | 12,5 Stunden pro Woche |
Internationale Gaming-Märkte
Geografische Umsatzverteilung im Jahr 2023:
| Region | Umsatzprozentsatz |
|---|---|
| Südkorea | 45% |
| Südostasien | 30% |
| Nordamerika | 15% |
| Europa | 10% |
Free-to-Play-Game-Spieler
Statistiken zur Monetarisierung von Free-to-Play-Spielen für 2023:
- Gesamtzahl der Free-to-Play-Nutzer: 5,7 Millionen
- Conversion-Rate zu zahlenden Nutzern: 12,3 %
- Durchschnittlicher Umsatz pro zahlendem Benutzer: 24,50 $ pro Monat
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Kostenstruktur
Ausgaben für die Spieleentwicklung
Für das Geschäftsjahr 2023 meldete Gravity Co., Ltd. Ausgaben für die Spieleentwicklung in Höhe von etwa 12,4 Millionen US-Dollar.
| Ausgabenkategorie | Betrag (USD) |
|---|---|
| Softwareentwicklung | $7,200,000 |
| Erstellung von Spiel-Assets | $3,100,000 |
| Spieldesign | $2,100,000 |
Serverwartungskosten
Die jährlichen Serverwartungs- und Infrastrukturkosten für 2023 beliefen sich auf 3,6 Millionen US-Dollar.
- Kosten für Cloud-Hosting: 1.800.000 $
- Netzwerkinfrastruktur: 1.200.000 US-Dollar
- Server-Hardware-Upgrades: 600.000 US-Dollar
Marketing- und Werbeausgaben
Das Marketingbudget für 2023 belief sich auf insgesamt 5,2 Millionen US-Dollar.
| Marketingkanal | Ausgaben (USD) |
|---|---|
| Digitale Werbung | $2,600,000 |
| Gaming-Konventionen | $1,200,000 |
| Influencer-Partnerschaften | $1,400,000 |
Softwarelizenzgebühren
Die gesamten Softwarelizenzkosten für 2023 beliefen sich auf 1,8 Millionen US-Dollar.
- Game Engine-Lizenzen: 900.000 US-Dollar
- Entwicklungstools: 600.000 US-Dollar
- Software von Drittanbietern: 300.000 US-Dollar
Mitarbeitervergütung
Die Gesamtvergütung der Mitarbeiter für 2023 erreichte 22,5 Millionen US-Dollar.
| Vergütungskategorie | Betrag (USD) |
|---|---|
| Grundgehälter | $16,800,000 |
| Boni | $3,600,000 |
| Leistungen und Versicherung | $2,100,000 |
Gravity Co., Ltd. (GRVY) – Geschäftsmodell: Einnahmequellen
Mikrotransaktionen im Spiel
Ragnarok Online erzielte im Jahr 2022 einen Mikrotransaktionsumsatz von 55,3 Millionen US-Dollar. Mikrotransaktionen für Mobilspiele trugen etwa 12,7 Millionen US-Dollar zum Gesamtumsatz des Unternehmens bei.
| Spieltitel | Mikrotransaktionsumsatz (2022) |
|---|---|
| Ragnarok Online | 55,3 Millionen US-Dollar |
| Handyspiele | 12,7 Millionen US-Dollar |
Spieleverkäufe und Downloads
Der Gesamtumsatz mit Spiele-Downloads erreichte im Geschäftsjahr 2022 18,4 Millionen US-Dollar, wobei der Verkauf digitaler Plattformen 65 % des Gesamtumsatzes mit Spielen ausmachte.
Lizenzierung von geistigem Eigentum
Die IP-Lizenzierung generierte im Jahr 2022 einen Umsatz von 3,2 Millionen US-Dollar, was 4,5 % der gesamten Einnahmequelle des Unternehmens entspricht.
Premium-Spielinhalte
Der Verkauf von Premium-Inhalten für Ragnarok Online generierte im Jahr 2022 zusätzliche Einnahmen in Höhe von 8,6 Millionen US-Dollar.
| Premium-Inhaltskategorie | Einnahmen |
|---|---|
| Charakter-Upgrades | 3,9 Millionen US-Dollar |
| Spezialausrüstung | 2,7 Millionen US-Dollar |
| Exklusive Skins | 2 Millionen Dollar |
Monetarisierung mobiler Spiele
Der Umsatz mit Mobilspielen belief sich im Jahr 2022 auf insgesamt 22,1 Millionen US-Dollar, wobei In-App-Käufe 78 % des Mobilumsatzes ausmachen.
- Umsatz mit mobilen Plattformen: 22,1 Millionen US-Dollar
- In-App-Käufe: 17,2 Millionen US-Dollar
- Mobile Werbeeinnahmen: 4,9 Millionen US-Dollar
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Value Propositions
You're looking at the core offerings that keep Gravity Co., Ltd. players engaged across their portfolio as of late 2025. The foundation remains the enduring appeal of the Ragnarok Online intellectual property, which serves as the anchor for a long-term player base.
The company delivers value through a spectrum of game styles, catering to different player preferences and time availability. This strategy is clearly reflected in the recent financial performance, showing a mix of legacy and new title contributions. For instance, online game revenues in the third quarter of 2025 reached KRW 25,968 million (approximately US$ 18,487 thousand).
This mix of formats is crucial for maintaining top-line stability. Here's a look at the scale of the business based on the Q3 2025 results:
| Metric | Amount (KRW) | Amount (USD Equivalent) | Period |
|---|---|---|---|
| Total Revenue | KRW 138,894 million | US$ 98,883 thousand | Q3 2025 |
| Operating Profit | KRW 21,276 million | US$ 15,147 thousand | Q3 2025 |
| Net Profit Attributable to Parent | KRW 19,869 million | US$ 14,145 thousand | Q3 2025 |
The focus on diverse formats is evident in the recent pipeline. The launch of Ragnarok Idle Adventure Plus in Korea and its subsequent success in Southeast Asia supports the Idle/Mobile segment. This title hit the #1 free rank on Google Play in Thailand, Malaysia, Indonesia, and the Philippines.
Gravity Co., Ltd. emphasizes high-quality, localized content, which is key to maintaining regional strength. The company operates through numerous regional subsidiaries, including PT GRAVITY Game Link in INDONESIA, GRAVITY Communications Co., Ltd. in TAIWAN, and GRAVITY Game Vision, Ltd. in HONGKONG and Singapore. The launch of Ragnarok: Twilight in Southeast Asia on October 23, 2025, further demonstrates this regional focus.
The core monetization strategy relies on a free-to-play structure, allowing broad access, supplemented by optional in-game purchases for convenience and progression. While specific conversion rates aren't public, the success of mobile titles like Ragnarok M: Classic, which contributed to mobile revenue growth in Q1 2025, confirms the effectiveness of this model.
Seamless user access is supported by a commitment to both PC and mobile platforms. The revenue stream is clearly segmented between online (PC-centric) and mobile games, showing that both channels are active value delivery points. For example, online game revenues saw a 32.1% year-over-year increase in Q3 2025, driven by launches like Ragnarok Zero.
You should track these specific platform contributions:
- Online Game Revenue YoY Growth (Q3 2025): 32.1%
- Mobile Game Revenue YoY Growth (Q1 2025): 17.2%
- Cash and short-term instruments as of September 30, 2025: KRW 609,927 million (approximately US$ 434.2 million)
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Customer Relationships
You're looking at how Gravity Co., Ltd. keeps its massive global player base engaged across its portfolio, which includes the flagship Ragnarok Online available in more than 91 markets. This is a relationship built on localized presence and continuous content delivery.
Dedicated community management via the international subsidiary network
Gravity Co., Ltd. supports its global user base through its network of international subsidiaries. The establishment of a new subsidiary, such as the one in Malaysia, signals a direct commitment to tapping into regional gaming communities, like Southeast Asia's market, which is a key focus area. This localized structure is essential for managing community sentiment and providing region-specific engagement that a central office simply can't replicate.
Direct service rollout in key markets to enhance user experience and margin
The strategy heavily leans on direct service rollouts, which directly impacts both user experience and the company's take-home margin by potentially reducing third-party overhead. The success of this is visible in the financial results. For instance, Q3 2025 saw online game revenues increase 32.1% year-over-year, largely due to initial revenue from titles like Ragnarok Zero launched in Taiwan, Hong Kong and Macau, and Ragnarok Online America Latina. The mobile segment, which is a major driver of customer interaction, hit KRW 144 billion in Q2 2025, making up 84% of total revenue. The investment in this expansion is reflected in the year-over-year rise in operating expenses, which was 31.1% in Q1 2025, tied to advertising for these new regional launches.
Here's a look at the regional revenue impact from recent launches:
| Game/Region Focus | Reporting Period | Revenue Metric Change | Value/Rate |
| Online Games (YoY) | Q3 2025 | Revenue Increase | 32.1% |
| Mobile Games (Total Revenue) | Q2 2025 | Total Mobile Revenue | KRW 144 billion |
| Mobile Games (Share of Total) | Q2 2025 | Percentage of Total Revenue | 84% |
| Operating Expenses (YoY) | Q1 2025 | Increase due to Expansion/Launches | 31.1% |
Continuous live service updates and regional in-game events
Keeping the relationship fresh means continuous content. Gravity Co., Ltd. supports this through regular game updates and events tied to regional schedules. The Q3 2025 results specifically mention initial revenue from Ragnarok Zero launching in Taiwan, Hong Kong and Macau on July 3, 2025, and Ragnarok Online America Latina launching on May 28, 2025. These launches are the tangible evidence of the content pipeline keeping the customer relationship active.
The company maintains operational capacity to support these services, evidenced by its balance sheet strength. As of September 30, 2025, the balance of cash and cash equivalents and short-term financial instruments stood at KRW 609,927 million (US$ 434,226 thousand).
Automated self-service support for in-game transactions and issues
To handle the volume generated by 91 markets, the operational structure must include efficiency measures. While specific metrics on automated support resolution aren't public, the focus on operational efficiency is implied by cost management alongside growth. For example, operating expenses decreased 22.9% quarter-over-quarter in Q1 2025, partly due to decreased advertising spend. This suggests a focus on optimizing spending, which often includes scaling support functions through automation for routine in-game transaction queries.
The company's ability to manage customer-facing costs, like commission paid for mobile game services, saw a 22.3% decrease quarter-over-quarter in Q3 2025. This efficiency helps maintain profitability even when net profit attributable to the parent company is down year-over-year, as seen in Q3 2025 at 11.2%.
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Channels
Mobile game revenues formed the largest channel, generating KRW 144,003 million (US$ 106,393 thousand) in the second quarter of 2025, representing 84% of total revenue for that period. By the third quarter of 2025, mobile game revenue was KRW 109,571 million (US$ 78,007 thousand).
- Mobile game revenue increased 45.4% year-over-year in Q2 2025.
- Mobile game revenue decreased 23.9% quarter-over-quarter in Q3 2025 from the Q2 2025 figure.
Online game revenues, which align with PC client downloads via official game websites, accounted for KRW 21,971 million (US$ 16,233 thousand) in Q2 2025. This channel saw sequential growth to KRW 25,968 million (US$ 18,487 thousand) in Q3 2025.
| Period Ending | Revenue Segment | Amount (KRW) | Amount (USD) |
| Q2 2025 | Total Revenue | KRW 170,740 million | US$ 126,147 thousand |
| Q2 2025 | Mobile Game Revenue | KRW 144,003 million | US$ 106,393 thousand |
| Q2 2025 | Online Game Revenue | KRW 21,971 million | US$ 16,233 thousand |
| Q3 2025 | Total Revenue | KRW 138,894 million | US$ 98,883 thousand |
| Q3 2025 | Mobile Game Revenue | KRW 109,571 million | US$ 78,007 thousand |
| Q3 2025 | Online Game Revenue | KRW 25,968 million | US$ 18,487 thousand |
Niche digital channels like WeChat Mini Programs are not explicitly detailed with separate revenue figures, but China/Taiwan/Hong Kong revenues contribute to the Online Game segment. Royalty streams from China and Japan carry 80%-plus gross margin.
Console platforms saw releases in Q1 2025, including Twilight Monk and Snow Brothers 2 Special.
Physical entertainment venues, such as the first "Ragnarok Golf Monsters" indoor screen-golf venue opened in Taipei in Q1 2025. Consumer-products revenue, which includes this experiential retail, was 2% of the mix in Q1 2025.
- Ragnarok Online is commercially available in 91 markets globally.
- Online game revenue increased 32.1% year-over-year in Q3 2025.
- Other revenues in Q3 2025 were KRW 3,355 million (US$ 2,389 thousand).
Finance: review Q3 2025 revenue breakdown by specific game title vs. licensing by end of week.
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Customer Segments
You're looking at the core audience Gravity Co., Ltd. (GRVY) serves as of late 2025, based on where their money is coming from and where they are launching new titles. Honestly, the numbers show a clear focus on mobile, but the legacy PC base is still a meaningful part of the business.
The primary customer base is heavily skewed toward mobile gamers. For the third quarter of 2025, mobile game revenues accounted for a significant portion of the top line, though the specific percentage isn't explicitly stated for Q3, the Q2 2025 figure shows mobile games were 84% of total revenue, reaching KRW 144,003 million in that period. This indicates that the vast majority of Gravity Co., Ltd.'s current user base is accessing their games via smartphones.
Here is a breakdown of the revenue contribution by platform for the third quarter ended September 30, 2025:
| Segment | Q3 2025 Revenue (KRW) | Q3 2025 Revenue (USD approx.) | Year-over-Year Growth |
| Mobile Games | KRW 109,571 million | US$ 78,007 thousand | 6.9% |
| Online Games | KRW 25,968 million | US$ 18,487 thousand | 32.1% |
| Total Revenues | KRW 138,894 million | US$ 98,883 thousand | 8.2% |
The legacy PC MMORPG players seeking a nostalgic experience are served by the Online Games segment. This segment saw strong year-over-year growth of 32.1% in Q3 2025, reaching KRW 25,968 million. This growth was largely driven by the initial revenue from Ragnarok Zero, launched in Taiwan, Hong Kong and Macau on July 3, 2025, and continued performance from Ragnarok Online America Latina.
Global mobile gamers, particularly in Asia and Latin America, are a core focus, evidenced by strategic launches:
- Ragnarok M: Classic Global launched in North and South America, Europe, Middle East, and Oceania on September 3, 2025.
- Ragnarok Online America Latina launched in Latin America on May 28, 2025.
- Ragnarok M: Classic had prior launches in Asia (Taiwan, Hong Kong and Macau on April 16, 2025).
Geographically segmented users in high-growth markets are actively targeted. For instance, the launch of Ragnarok: Twilight in China on August 15, 2025, and Southeast Asia on October 23, 2025, directly addresses these regions. Still, performance can be uneven; Q3 2025 saw decreased revenues from Ragnarok M: Classic in Southeast Asia and Taiwan, Hong Kong and Macau.
Casual gamers attracted to Idle MMOARPG formats are being courted with newer titles. While Q3 2025 mobile revenue saw a sequential drop of 23.9% from Q2 2025, this was attributed to reduced earnings from Ragnarok M: Classic. New titles like Ragnarok Idle Adventure Plus, which launched in Korea, aim to capture this more casual segment, which often prefers the Idle format.
The company's overall geographic reach is extensive, with Ragnarok Online being commercially available in 91 markets globally as of Q2 2025. Gravity Co., Ltd. also established a new subsidiary in Malaysia in Q1 2025 to enhance game services in that region.
Finance: review the Q4 2025 marketing spend against the Q3 2025 mobile revenue decline by Friday.
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Cost Structure
You're looking at the core expenditures that keep the Gravity Co., Ltd. engine running, especially as they push new titles globally. Honestly, for a company heavily reliant on mobile revenue, the platform fees are a major fixed-ish cost.
High Cost of Revenue, primarily platform commissions for mobile services is a significant drain. This cost component is directly tied to the performance of the mobile segment, which, while still dominant, saw its revenue fall 23.9% quarter-over-quarter (QoQ) in Q3 2025. The Cost of Revenue for Q3 2025 was KRW 88,542 million (US$ 63,036 thousand). The sequential decrease in this cost, down 22.3% QoQ, was explicitly due to lower commission paid for mobile game services, specifically for Ragnarok M: Classic in Southeast Asia and Taiwan, Hong Kong, and Macau.
Significant advertising expenses for new game launches are a key driver of Operating Expenses. While Q3 2025 Operating Expenses were KRW 29,076 million (US$ 20,700 thousand), representing a 21.6% decrease QoQ, this was partly due to decreased advertising expenses for several titles like Ragnarok Online America Latina. To be fair, the year-over-year (YoY) increase in Operating Expenses (up 18.5% YoY from KRW 24,539 million) was partly driven by increased advertising expenses for titles like Ragnarok Idle Adventure Plus and Nobunaga's Ambition: The Road to the World.
Game development and maintenance costs (R&D and salaries) fall under Operating Expenses. The QoQ decrease in Operating Expenses for Q3 2025 was also attributed to decreased research and development expenses. Salaries are also a component of these operational costs, as seen in Q1 2025 when increased salaries contributed to a YoY rise in operating expenses.
Here's a quick look at the key cost line items from the Q3 2025 report:
| Cost Component | Q3 2025 Amount (KRW million) | QoQ Change |
| Cost of Revenue | 88,542 | -22.3% |
| Operating Expenses | 29,076 | -21.6% |
| Advertising Expense (Component of OpEx) | Not Separately Itemized | Decreased QoQ |
| Research & Development (Component of OpEx) | Not Separately Itemized | Decreased QoQ |
Server hosting and global IT infrastructure costs are embedded within the Cost of Revenue and Operating Expenses, supporting the global service of titles like Ragnarok Online, which is commercially offered in 91 regions.
Salaries and operational costs for 17 international offices represent the fixed overhead for global presence. As of June 2025, Gravity's subsidiary network spanned 17 offices. These micro-hubs manage localized events and community management.
- Platform commissions are a variable cost tied to mobile revenue streams.
- Advertising spend fluctuates based on new game launch schedules.
- R&D costs show flexibility, decreasing in Q3 2025 following prior spending.
- Global operational footprint requires sustained spending across 17 international locations.
Gravity Co., Ltd. (GRVY) - Canvas Business Model: Revenue Streams
You're looking at how Gravity Co., Ltd. actually brings in the cash flow as of late 2025. It's heavily reliant on its established intellectual property, but the mix is shifting slightly, which is something to watch.
The total revenue for the third quarter ended September 30, 2025, hit KRW 138,894 million (approximately US$ 98,883 thousand). This figure gives us the baseline for understanding where the money is coming from.
Mobile Game Revenue, the dominant stream
Mobile gaming remains the bedrock of Gravity Co., Ltd.'s income, though it saw a sequential dip. In Q3 2025, mobile game revenues were KRW 109,571 million (US$ 78,007 thousand). This represented about 78.89% of the total revenue for the quarter. This stream is primarily driven by ongoing monetization within titles like Ragnarok M: Classic, even though that title saw decreased revenues sequentially. This revenue is almost entirely generated through in-game purchases.
The core mechanism here is in-game purchases, which you can think of as microtransactions. These are the transactions players make for things like:
- Cosmetics that change character appearance.
- Convenience items that speed up progression.
- Power-ups or resources that enhance gameplay.
Online Game Revenue from PC titles
The PC online segment is showing strength, which is a positive sign for the core IP. Online game revenues for Q3 2025 were KRW 25,968 million (US$ 18,487 thousand). That's about 18.70% of the total revenue. This growth was notably supported by the initial revenue from Ragnarok Zero in Taiwan, Hong Kong, and Macau, and the launch of Ragnarok Online America Latina. This segment is classic subscription and item sales, but the new launches are clearly providing a lift, up 32.1% year-over-year.
Here's a quick look at the top-line revenue breakdown for Q3 2025:
| Revenue Segment | Q3 2025 Revenue (KRW million) | Approximate Percentage of Total |
|---|---|---|
| Mobile Game Revenue | 109,571 | 78.89% |
| Online Game Revenue | 25,968 | 18.70% |
| Other Revenue | 3,355 | 2.42% |
Licensing and merchandising revenue from the Ragnarok IP
The remaining revenue falls under the Other Revenue category, which was KRW 3,355 million (US$ 2,389 thousand) in Q3 2025. This stream, representing roughly 2.42% of the total, is where you'd find licensing fees and merchandising income derived from the powerful Ragnarok IP. For instance, the licensing deal for Ragnarok Online Landverse America, which is set to launch in December 2025, contributes to this bucket, often through upfront fees or minimum guarantees, though the bulk of that title's revenue will flow through game sales/purchases later.
Revenue-share from third-party publishing titles
Specific data separating revenue-share from direct licensing/merchandising within the 'Other Revenue' line isn't explicitly detailed in the Q3 2025 report line items. However, revenue-share agreements with third-party publishers for titles like Ragnarok Online Landverse America would be accounted for here, or potentially within the relevant Mobile/Online segments depending on the contract structure. What this estimate hides is the exact split between pure IP licensing versus revenue-share agreements, but it's a smaller, supporting pillar compared to direct game sales.
Finance: draft 13-week cash view by Friday.
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