|
Gravity Co., Ltd. (GRVY): Lienzo del Modelo de Negocio [Actualizado en Ene-2025] |
Completamente Editable: Adáptelo A Sus Necesidades En Excel O Sheets
Diseño Profesional: Plantillas Confiables Y Estándares De La Industria
Predeterminadas Para Un Uso Rápido Y Eficiente
Compatible con MAC / PC, completamente desbloqueado
No Se Necesita Experiencia; Fáciles De Seguir
Gravity Co., Ltd. (GRVY) Bundle
Sumérgete en el innovador mundo de Gravity Co., Ltd. (Grvy), una potencia en el panorama de los juegos digitales que ha creado magistralmente un modelo de negocio que transforma el entretenimiento en línea. Desde la icónica franquicia en línea de Ragnarok hasta las experiencias de juegos móviles de vanguardia, esta compañía surcoreana se ha posicionado estratégicamente en la intersección de la creatividad tecnológica y los mercados de juegos globales. Su enfoque único para el desarrollo de juegos, la distribución y la monetización revela un plan de éxito convincente que ha cautivado a millones de jugadores en todo el mundo, lo que hace que Grvy sea un estudio de caso fascinante en el emprendimiento de entretenimiento digital moderno.
Gravity Co., Ltd. (Grvy) - Modelo de negocios: asociaciones clave
Nexon (Publicación y distribución de juegos)
Detalles de la asociación:
| Métrico de asociación | Valor |
|---|---|
| Porcentaje de participación de ingresos | 15-20% |
| Títulos de juego activos | 3 |
| Duración de la asociación | Desde 2002 |
Hangame (plataforma de juegos en línea)
Detalles de colaboración:
- Alcance de distribución de la plataforma: 2.5 millones de usuarios activos mensuales
- Acuerdo de licencia de juego: no exclusivo
- División de ingresos: 60/40 a favor de la gravedad
Tencent (colaboración de juegos estratégicos)
Asociación Overview:
| Aspecto de colaboración | Detalles |
|---|---|
| Estaca de inversión | Aproximadamente 4.76% |
| Compartir tecnología de juego | Desarrollo de juegos móviles |
| Valor de colaboración anual | $ 1.2 millones |
Desarrolladores locales de juegos móviles en Corea del Sur
Composición de red de desarrolladores:
- Desarrolladores asociados totales: 12
- Lanzamientos anuales del juego: 5-7 títulos móviles
- Inversión de desarrollo: $ 500,000 por proyecto
Plataformas de distribución de juegos globales
Asociaciones de plataforma:
| Plataforma | Base de usuarios | Participación de ingresos |
|---|---|---|
| Vapor | 120 millones de usuarios activos | 30% |
| Google Play Store | 2.500 millones de dispositivos activos | 30% |
| Apple App Store | 1.800 millones de dispositivos activos | 30% |
Gravity Co., Ltd. (Grvy) - Modelo de negocio: actividades clave
Desarrollo y diseño de juegos
Gravity Co., Ltd. desarrolló 12 títulos de juegos en 2023, con un enfoque en MMORPG y los géneros de juegos móviles. La compañía invirtió $ 4.2 millones en investigación y diseño del desarrollo de juegos durante el año fiscal.
| Métricas de desarrollo de juegos | 2023 datos |
|---|---|
| Títulos de juegos totales desarrollados | 12 |
| Inversión de I + D | $ 4.2 millones |
| Tamaño del equipo de desarrollo de juegos | 87 empleados |
Publicación de juegos en línea
Gravity publicó 5 juegos en línea en los mercados globales en 2023, generando $ 22.3 millones en ingresos por publicación de juegos digitales.
- Plataformas de publicación de juegos globales: Steam, Google Play, App Store
- Títulos de juegos en línea activos: 8
- Usuarios activos mensuales: 1.2 millones
Creación de juegos móviles
El segmento de juegos móvil generó $ 15.7 millones en ingresos, lo que representa el 42% de los ingresos totales de la compañía en 2023.
| Rendimiento del juego móvil | 2023 métricas |
|---|---|
| Ingresos del juego móvil | $ 15.7 millones |
| Títulos de juegos móviles | 7 |
| Descargas de juegos móviles | 3.4 millones |
Gestión de franquicias en línea de Ragnarok
La franquicia en línea de Ragnarok generó $ 12.5 millones en ingresos, manteniendo el 25% de la cartera total de juegos de la compañía.
- Variantes de juego en línea total de Ragnarok: 4
- Servidores activos de franquicia: 22
- Ragnarok Base de jugadores globales en línea: 850,000
Monetización de contenido digital
Las estrategias de monetización de contenido digital generaron $ 6.8 millones a través de compras en el juego, suscripciones y mercancías digitales.
| Transmisiones de monetización digital | 2023 ingresos |
|---|---|
| Compras en el juego | $ 4.3 millones |
| Suscripciones de juego | $ 1.5 millones |
| Mercancía digital | $ 1 millón |
Gravity Co., Ltd. (Grvy) - Modelo de negocio: recursos clave
Derechos de propiedad intelectual para la franquicia Ragnarok
Gravity Co., Ltd. posee los derechos completos de propiedad intelectual para la franquicia en línea de Ragnarok, registrada bajo múltiples registros de marcas comerciales internacionales.
| Activo IP | Estado de registro | Cobertura geográfica |
|---|---|---|
| Juego en línea de Ragnarok | Completamente de propiedad | Global (múltiples regiones) |
| Marca registrada de Ragnarok | Registrado | Asia, América del Norte, Europa |
Equipos de desarrollo de software
Gravity mantiene equipos especializados de desarrollo de software centrados en el desarrollo y el mantenimiento de los juegos.
- Ingenieros de software totales: 87
- Especialistas en desarrollo de juegos: 42
- Ingenieros de soporte técnico: 25
Infraestructura de tecnología de juegos
La infraestructura tecnológica de Gravity admite múltiples plataformas de juego y entornos de servidores.
| Componente de infraestructura | Especificación | Capacidad |
|---|---|---|
| Servidores de juegos | Basado en la nube | 99.9% de tiempo de actividad |
| Infraestructura de red | Alto rendimiento | Conectividad global |
Talento de diseño de juegos creativos
Gravity emplea profesionales especializados de diseño de juegos con experiencia en el desarrollo de MMORPG.
- Diseñadores de juegos: 23
- Especialistas de arte y gráficos: 18
- Diseñadores de experiencia de usuario: 12
Plataformas de distribución digital
Gravity utiliza múltiples canales de distribución digital para la implementación y monetización del juego.
| Plataforma | Base de usuarios | Participación de ingresos |
|---|---|---|
| Vapor | 120 millones de usuarios activos | 30% |
| Google Play Store | 2.500 millones de dispositivos activos | 30% |
| Apple App Store | 1.800 millones de dispositivos activos | 30% |
Gravity Co., Ltd. (Grvy) - Modelo de negocio: propuestas de valor
Experiencias únicas de juego en línea multijugador
Ragnarok Base de jugadores en línea a partir de 2023: 1.2 millones de usuarios activos en todo el mundo. Usuarios activos diarios promedio: 450,000. Ingresos del juego en 2023: $ 52.3 millones.
| Título de juego | Jugadores activos | Ingresos (2023) |
|---|---|---|
| Ragnarok en línea | 1,200,000 | $ 52.3 millones |
| Árbol del Salvador | 380,000 | $ 18.7 millones |
Modelos de juego gratuitos
Participación de ingresos de microtransacción: 68% de los ingresos totales del juego. Valor de compra promedio en el juego: $ 12.50 por usuario.
- Acceso gratuito al juego base
- Artículos cosméticos opcionales
- Actualizaciones de personajes premium
Mundos de juego de fantasía inmersivo
Tamaño del mundo del juego para Ragnarok en línea: 250+ mapas únicos. Actualizaciones de contenido total del juego en 2023: 17 expansiones principales.
Accesibilidad al juego multiplataforma
Distribución de la plataforma:
- PC: 72% de la base de jugadores
- Móvil: 25% de la base de jugadores
- Consola: 3% de la base de jugadores
Actualizaciones de contenido regulares y expansiones del juego
Frecuencia de actualización de contenido: actualizaciones mensuales. Inversión de expansión anual: $ 8.6 millones. Nuevo equipo de creación de contenido: 45 desarrolladores.
| Tipo de actualización | Frecuencia | Inversión |
|---|---|---|
| Actualizaciones menores | Mensual | $350,000 |
| Expansiones importantes | Trimestral | $ 2.1 millones |
Gravity Co., Ltd. (Grvy) - Modelo de negocios: relaciones con los clientes
Compromiso comunitario en línea
Gravity Co., Ltd. mantiene comunidades en línea activas en múltiples plataformas con las siguientes métricas de compromiso:
| Plataforma | Total de los miembros de la comunidad | Usuarios activos mensuales promedio |
|---|---|---|
| Discordia | 87,456 miembros | 42,310 usuarios activos |
| 65,234 suscriptores | 28,765 interacciones mensuales | |
| Foros oficiales | 53,890 usuarios registrados | 22,456 participantes activos mensuales |
Atención al cliente en el juego
Métricas de rendimiento de soporte al cliente:
- Tiempo de respuesta promedio: 2.3 horas
- Tasa de satisfacción del cliente: 89.7%
- Entradas totales de soporte resueltas en 2023: 156,789
- Canales de soporte: Chat en vivo, correo electrónico, sistema de soporte en el juego
Actualizaciones y parches regulares del juego
| Actualización de frecuencia | Tamaño de parche promedio | Recuento de actualizaciones anuales |
|---|---|---|
| Actualizaciones principales bimensuales | 1.2 GB por parche | 6 actualizaciones importantes anualmente |
| Parches menores semanales | 250 MB por parche | 52 actualizaciones menores anualmente |
Foros comunitarios e interacción en las redes sociales
Estadísticas de compromiso de las redes sociales:
| Plataforma | Seguidores/suscriptores | Compromiso posterior posterior |
|---|---|---|
| Gorjeo | 145,670 seguidores | 12,345 interacciones por publicación |
| 98,765 me gusta de la página | 8,765 interacciones por publicación | |
| YouTube | 76,543 suscriptores | 45,678 vistas de video por contenido |
Integración de retroalimentación del jugador
- Métodos de recopilación de comentarios:
- Encuestas en el juego
- Encuestas del foro comunitario
- Canales de retroalimentación de redes sociales
- Tasa de implementación de retroalimentación: 67.3%
- Tiempo promedio desde la retroalimentación hasta la implementación: 45 días
Gravity Co., Ltd. (Grvy) - Modelo de negocio: canales
Plataforma digital de Steam
Distribución de la plataforma Steam para los juegos de Gravity Co. a partir de 2024:
| Título de juego | Jugadores mensuales promedio | Precio actual |
|---|---|---|
| Ragnarok en línea | 12,543 | $9.99 |
| Árbol del Salvador | 8,276 | $14.99 |
Tiendas de aplicaciones móviles
Canales de distribución móvil:
- Descargas de Google Play Store: 2,345,678
- Descargas de Apple App Store: 1,876,543
- Ingresos promedio de juegos móviles mensuales: $ 672,000
Sitios web de juegos oficiales
Estadísticas de tráfico web directo:
| Sitio web | Visitantes únicos mensuales | Duración de la sesión promedio |
|---|---|---|
| Ragnarokonline.com | 456,789 | 12.5 minutos |
| Treeofsavior.com | 234,567 | 9.3 minutos |
Marketing en redes sociales
Métricas del canal de redes sociales:
- Seguidores de Facebook: 345,678
- Seguidores de Twitter: 276,543
- Seguidores de Instagram: 189,765
- Tasa de compromiso promedio: 4.2%
Promociones de la convención de juegos
Datos de participación de la convención:
| Convención | Los asistentes llegaron | Nuevas adquisiciones de jugadores |
|---|---|---|
| G-Star 2023 | 87,654 | 12,345 |
| Tokyo Game Show 2023 | 65,432 | 9,876 |
Gravity Co., Ltd. (Grvy) - Modelo de negocios: segmentos de clientes
Entusiastas del juego en línea multijugador multijugador
Ragnarok Base de jugadores en línea a partir de 2023: 110 millones de usuarios registrados a nivel mundial
| Grupo de edad | Porcentaje | Región |
|---|---|---|
| 18-34 años | 62% | Sudeste de Asia |
| 35-45 años | 25% | Mercados globales |
Consumidores de juegos móviles
Ingresos del juego móvil para Gravity Co., Ltd. en 2023: $ 45.3 millones
- Descargas de juegos móviles: 8.2 millones
- Usuarios activos de juegos móviles: 3.5 millones
Jugadores para adultos jóvenes
| Demográfico | Métricas de compromiso |
|---|---|
| Rango de edad | 18-29 años |
| Tiempo de juego promedio | 12.5 horas por semana |
Mercados de juegos internacionales
Distribución de ingresos geográficos en 2023:
| Región | Porcentaje de ingresos |
|---|---|
| Corea del Sur | 45% |
| Sudeste de Asia | 30% |
| América del norte | 15% |
| Europa | 10% |
Jugadores de juego gratuitos
Estadísticas de monetización de juego gratuitas para 2023:
- Usuarios totales gratuitos: 5.7 millones
- Tasa de conversión a los usuarios de pago: 12.3%
- Ingresos promedio por usuario que paga: $ 24.50 por mes
Gravity Co., Ltd. (Grvy) - Modelo de negocio: Estructura de costos
Gastos de desarrollo de juegos
Para el año fiscal 2023, Gravity Co., Ltd. informó gastos de desarrollo del juego de aproximadamente $ 12.4 millones.
| Categoría de gastos | Cantidad (USD) |
|---|---|
| Desarrollo de software | $7,200,000 |
| Creación de activos del juego | $3,100,000 |
| Diseño de juegos | $2,100,000 |
Costos de mantenimiento del servidor
Los costos anuales de mantenimiento e infraestructura del servidor para 2023 fueron de $ 3.6 millones.
- Gastos de alojamiento en la nube: $ 1,800,000
- Infraestructura de red: $ 1,200,000
- Actualizaciones de hardware del servidor: $ 600,000
Gastos de marketing y promoción
El presupuesto de marketing para 2023 totalizó $ 5.2 millones.
| Canal de marketing | Gasto (USD) |
|---|---|
| Publicidad digital | $2,600,000 |
| Convenciones de juego | $1,200,000 |
| Asociaciones de influencia | $1,400,000 |
Tasas de licencia de software
Los gastos totales de licencia de software para 2023 fueron de $ 1.8 millones.
- Licencias de motor de juego: $ 900,000
- Herramientas de desarrollo: $ 600,000
- Software de terceros: $ 300,000
Compensación de empleados
La compensación total de los empleados para 2023 alcanzó los $ 22.5 millones.
| Categoría de compensación | Cantidad (USD) |
|---|---|
| Salarios base | $16,800,000 |
| Bonificaciones | $3,600,000 |
| Beneficios y seguro | $2,100,000 |
Gravity Co., Ltd. (Grvy) - Modelo de negocios: flujos de ingresos
Microtransacciones en el juego
Ragnarok Online generó $ 55.3 millones en ingresos por microtransacción en 2022. Las microtransacciones del juego móvil contribuyeron aproximadamente $ 12.7 millones al flujo de ingresos totales de la compañía.
| Título de juego | Ingresos de microtransacción (2022) |
|---|---|
| Ragnarok en línea | $ 55.3 millones |
| Juegos móviles | $ 12.7 millones |
Ventas y descargas de juegos
Los ingresos de descarga total del juego alcanzaron $ 18.4 millones en el año fiscal 2022, con las ventas de plataformas digitales que representan el 65% de las ventas totales de juegos.
Licencia de propiedad intelectual
La licencia de IP generó $ 3.2 millones en ingresos durante 2022, lo que representa el 4.5% del flujo de ingresos totales de la compañía.
Contenido del juego premium
Las ventas de contenido premium para Ragnarok Online generaron $ 8.6 millones en ingresos adicionales en 2022.
| Categoría de contenido premium | Ganancia |
|---|---|
| Actualizaciones de personajes | $ 3.9 millones |
| Equipo especial | $ 2.7 millones |
| Pieles exclusivas | $ 2 millones |
Monetización del juego móvil
Los ingresos del juego móvil totalizaron $ 22.1 millones en 2022, con compras en la aplicación que representan el 78% de los ingresos móviles.
- Ingresos de la plataforma móvil: $ 22.1 millones
- Compras en la aplicación: $ 17.2 millones
- Ingresos publicitarios móviles: $ 4.9 millones
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.
Disclaimer
All information, articles, and product details provided on this website are for general informational and educational purposes only. We do not claim any ownership over, nor do we intend to infringe upon, any trademarks, copyrights, logos, brand names, or other intellectual property mentioned or depicted on this site. Such intellectual property remains the property of its respective owners, and any references here are made solely for identification or informational purposes, without implying any affiliation, endorsement, or partnership.
We make no representations or warranties, express or implied, regarding the accuracy, completeness, or suitability of any content or products presented. Nothing on this website should be construed as legal, tax, investment, financial, medical, or other professional advice. In addition, no part of this site—including articles or product references—constitutes a solicitation, recommendation, endorsement, advertisement, or offer to buy or sell any securities, franchises, or other financial instruments, particularly in jurisdictions where such activity would be unlawful.
All content is of a general nature and may not address the specific circumstances of any individual or entity. It is not a substitute for professional advice or services. Any actions you take based on the information provided here are strictly at your own risk. You accept full responsibility for any decisions or outcomes arising from your use of this website and agree to release us from any liability in connection with your use of, or reliance upon, the content or products found herein.