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Gravity Co., Ltd. (GRVY): Business Model Canvas [Jan-2025 Mise à jour] |
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Gravity Co., Ltd. (GRVY) Bundle
Plongez dans le monde innovant de Gravity Co., Ltd. (GRVY), une puissance du paysage de jeu numérique qui a magistralement conçu un modèle commercial transformant le divertissement en ligne. De l'emblématique franchise en ligne Ragnarok aux expériences de jeu mobile de pointe, cette entreprise sud-coréenne s'est positionnée stratégiquement à l'intersection de la créativité technologique et des marchés mondiaux de jeu. Leur approche unique du développement, de la distribution et de la monétisation de jeu révèle un plan de succès convaincant qui a captivé des millions de joueurs dans le monde, faisant de GRVY une étude de cas fascinante dans l'entrepreneuriat du divertissement numérique moderne.
Gravity Co., Ltd. (GRVY) - Modèle commercial: partenariats clés
Nexon (jeu de jeux et distribution)
Détails du partenariat:
| Métrique de partenariat | Valeur |
|---|---|
| Pourcentage de partage des revenus | 15-20% |
| Titres de jeu actifs | 3 |
| Durée du partenariat | Depuis 2002 |
Hangame (plateforme de jeu en ligne)
Spécificiaires de collaboration:
- Récompense de distribution de plate-forme: 2,5 millions d'utilisateurs actifs mensuels
- Contrat de licence de jeu: non exclusive
- Ferme réduite: 60/40 en faveur de la gravité
Tencent (collaboration stratégique des jeux)
Partenariat Overview:
| Aspect de collaboration | Détails |
|---|---|
| Pieu d'investissement | Environ 4,76% |
| Partage de technologie de jeu | Développement de jeux mobiles |
| Valeur de collaboration annuelle | 1,2 million de dollars |
Développeurs de jeux mobiles locaux en Corée du Sud
Composition du réseau de développeurs:
- Développeurs totaux en partenariat: 12
- Sormes de jeu annuelles: 5-7 titres mobiles
- Investissement en développement: 500 000 $ par projet
Plates-formes de distribution de jeux mondiaux
Partenariats de plate-forme:
| Plate-forme | Base d'utilisateurs | Part des revenus |
|---|---|---|
| Vapeur | 120 millions d'utilisateurs actifs | 30% |
| Google Play Store | 2,5 milliards d'appareils actifs | 30% |
| Apple App Store | 1,8 milliard d'appareils actifs | 30% |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: Activités clés
Développement et conception du jeu
Gravity Co., Ltd. a développé 12 titres de jeu en 2023, en mettant l'accent sur les genres MMORPG et de jeux mobiles. La société a investi 4,2 millions de dollars dans la recherche et la conception du développement de jeux au cours de l'exercice.
| Métriques de développement de jeux | 2023 données |
|---|---|
| Total des titres de jeu développés | 12 |
| Investissement en R&D | 4,2 millions de dollars |
| Taille de l'équipe de développement du jeu | 87 employés |
Publication de jeux en ligne
Gravity a publié 5 jeux en ligne sur les marchés mondiaux en 2023, générant 22,3 millions de dollars en revenus de publication de jeux numériques.
- Plateformes mondiales de publication de jeux: Steam, Google Play, App Store
- Titres de jeu en ligne actifs: 8
- Utilisateurs actifs mensuels: 1,2 million
Création de jeux mobiles
Le segment du jeu mobile a généré 15,7 millions de dollars de revenus, ce qui représente 42% du total des revenus de l'entreprise en 2023.
| Performance du jeu mobile | 2023 métriques |
|---|---|
| Revenus de jeux mobiles | 15,7 millions de dollars |
| Titres de jeux mobiles | 7 |
| Téléchargements de jeux mobiles | 3,4 millions |
Gestion de la franchise en ligne Ragnarok
La franchise en ligne Ragnarok a généré 12,5 millions de dollars de revenus, en maintenant 25% du portefeuille total des jeux d'entreprise.
- Total des variantes de jeu en ligne Ragnarok: 4
- Franchise Serveurs actifs: 22
- Ragnarok en ligne Global Player Base: 850 000
Monétisation du contenu numérique
Les stratégies de monétisation du contenu numérique ont généré 6,8 millions de dollars grâce à des achats, des abonnements et des marchandises numériques en jeu.
| Streams de monétisation numérique | Revenus de 2023 |
|---|---|
| Achats en jeu | 4,3 millions de dollars |
| Abonnements au jeu | 1,5 million de dollars |
| Marchandises numériques | 1 million de dollars |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: Ressources clés
Droits de propriété intellectuelle pour la franchise Ragnarok
Gravity Co., Ltd. détient des droits de propriété intellectuelle complets pour la franchise en ligne Ragnarok, enregistrée dans plusieurs enregistrements internationaux de marque.
| Actif IP | Statut d'enregistrement | Couverture géographique |
|---|---|---|
| Jeu en ligne Ragnarok | À pleine propriété | Global (régions multiples) |
| Marque de commerce de Ragnarok | Inscrit | Asie, Amérique du Nord, Europe |
Équipes de développement de logiciels
Gravity maintient des équipes spécialisées de développement de logiciels axées sur le développement et la maintenance du jeu.
- Ingénieurs logiciels totaux: 87
- Spécialistes du développement du jeu: 42
- Ingénieurs d'assistance technique: 25
Infrastructure technologique de jeu
L'infrastructure technologique de Gravity prend en charge plusieurs plates-formes de jeu et environnements de serveurs.
| Composant d'infrastructure | Spécification | Capacité |
|---|---|---|
| Serveurs de jeux | Basé sur le cloud | 99,9% de disponibilité |
| Infrastructure réseau | Hautement performance | Connectivité mondiale |
Talent de conception de jeu créatif
Gravity emploie des professionnels de la conception de jeux spécialisés avec une expertise dans le développement de MMORPG.
- Concepteurs de jeux: 23
- Spécialistes de l'art et des graphiques: 18
- Concepteurs d'expérience utilisateur: 12
Plates-formes de distribution numérique
Gravity utilise plusieurs canaux de distribution numériques pour le déploiement et la monétisation du jeu.
| Plate-forme | Base d'utilisateurs | Part des revenus |
|---|---|---|
| Vapeur | 120 millions d'utilisateurs actifs | 30% |
| Google Play Store | 2,5 milliards d'appareils actifs | 30% |
| Apple App Store | 1,8 milliard d'appareils actifs | 30% |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: propositions de valeur
Expériences de jeu en ligne multijoueur uniques
Base de joueurs en ligne Ragnarok en 2023: 1,2 million d'utilisateurs actifs dans le monde. Utilisateurs actifs quotidiens moyens: 450 000. Revenus de jeu en 2023: 52,3 millions de dollars.
| Titre de jeu | Joueurs actifs | Revenus (2023) |
|---|---|---|
| Ragnarok en ligne | 1,200,000 | 52,3 millions de dollars |
| Arbre de sauveur | 380,000 | 18,7 millions de dollars |
Modèles de jeu gratuits
Part des revenus de microtransaction: 68% du total des revenus du jeu. Valeur d'achat moyen en jeu: 12,50 $ par utilisateur.
- Accès au jeu de base gratuit
- Éléments cosmétiques en option
- Mises à niveau des personnages premium
Mondes de jeu fantastique immersif
Taille du monde du jeu pour Ragnarok en ligne: 250+ cartes uniques. Total des mises à jour de contenu de jeu en 2023: 17 extensions majeures.
Accessibilité du jeu multiplateforme
Distribution de la plate-forme:
- PC: 72% de la base du joueur
- Mobile: 25% de la base des joueurs
- Console: 3% de la base des joueurs
Mises à jour régulières du contenu et extensions de jeu
Fréquence de mise à jour du contenu: mises à jour mensuelles. Investissement d'expansion annuel: 8,6 millions de dollars. Nouvelle équipe de création de contenu: 45 développeurs.
| Type de mise à jour | Fréquence | Investissement |
|---|---|---|
| Mises à jour mineures | Mensuel | $350,000 |
| Extensions majeures | Trimestriel | 2,1 millions de dollars |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: relations avec les clients
Engagement communautaire en ligne
Gravity Co., Ltd. maintient les communautés en ligne actives sur plusieurs plates-formes avec les mesures d'engagement suivantes:
| Plate-forme | Total des membres de la communauté | Utilisateurs actifs mensuels moyens |
|---|---|---|
| Discorde | 87 456 membres | 42 310 utilisateurs actifs |
| 65 234 abonnés | 28 765 interactions mensuelles | |
| Forums officiels | 53 890 utilisateurs enregistrés | 22 456 participants actifs mensuels |
Support client en jeu
Métriques de performance du support client:
- Temps de réponse moyen: 2,3 heures
- Taux de satisfaction client: 89,7%
- Total des billets de soutien résolus en 2023: 156 789
- Canaux de support: Chat en direct, e-mail, système de support en jeu
Mises à jour et correctifs de jeu réguliers
| Mettre à jour la fréquence | Taille moyenne du patch | Compte de mise à jour annuel |
|---|---|---|
| Mises à jour importantes | 1,2 Go par patch | 6 mises à jour majeures chaque année |
| Patchs mineurs hebdomadaires | 250 Mo par patch | 52 mises à jour mineures chaque année |
Forums communautaires et interaction sur les réseaux sociaux
Statistiques d'engagement des médias sociaux:
| Plate-forme | Adeptes / abonnés | Engagement postal moyen |
|---|---|---|
| Gazouillement | 145 670 abonnés | 12 345 interactions par poste |
| 98 765 pages j'aime | 8 765 interactions par poste | |
| Youtube | 76 543 abonnés | 45 678 vues vidéo par contenu |
Intégration de rétroaction des joueurs
- Méthodes de collecte de commentaires:
- Enquêtes en jeu
- Sondages du forum communautaire
- Canaux de rétroaction des médias sociaux
- Taux de mise en œuvre des commentaires: 67,3%
- Temps moyen des commentaires à la mise en œuvre: 45 jours
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: canaux
Plateforme numérique Steam
Distribution de la plate-forme Steam pour les jeux de Gravity Co. en 2024:
| Titre de jeu | Joueurs mensuels moyens | Prix actuel |
|---|---|---|
| Ragnarok en ligne | 12,543 | $9.99 |
| Arbre de sauveur | 8,276 | $14.99 |
Magasins d'applications mobiles
Canaux de distribution mobile:
- Téléchargements de Google Play Store: 2 345 678
- Téléchargements Apple App Store: 1 876 543
- Revenus de jeux mobiles mensuels moyens: 672 000 $
Sites Web de jeux officiels
Statistiques directes du trafic Web:
| Site web | Visiteurs uniques mensuels | Durée moyenne de la session |
|---|---|---|
| Ragnarokonline.com | 456,789 | 12,5 minutes |
| Arbreofsavior.com | 234,567 | 9,3 minutes |
Marketing des médias sociaux
Métriques des canaux de médias sociaux:
- Facebook Followers: 345 678
- Twitter abonnés: 276 543
- Followers Instagram: 189 765
- Taux d'engagement moyen: 4,2%
Promotions de la convention de jeu
Données de participation à la convention:
| Convention | Les participants ont atteint | Nouvelles acquisitions de joueurs |
|---|---|---|
| G-Star 2023 | 87,654 | 12,345 |
| Tokyo Game Show 2023 | 65,432 | 9,876 |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: segments de clientèle
Antoosives de jeux en ligne massivement multijoueurs
Base de joueurs en ligne Ragnarok à partir de 2023: 110 millions d'utilisateurs enregistrés dans le monde entier
| Groupe d'âge | Pourcentage | Région |
|---|---|---|
| 18-34 ans | 62% | Asie du Sud-Est |
| 35 à 45 ans | 25% | Marchés mondiaux |
Consommateurs de jeux mobiles
Revenus de jeux mobiles pour Gravity Co., Ltd. en 2023: 45,3 millions de dollars
- Téléchargements de jeux mobiles: 8,2 millions
- Utilisateurs de jeux mobiles actifs: 3,5 millions
Jeunes joueurs adultes
| Démographique | Métriques d'engagement |
|---|---|
| Tranche d'âge | 18-29 ans |
| Temps de jeu moyen | 12,5 heures par semaine |
Marchés de jeu internationaux
Distribution géographique des revenus en 2023:
| Région | Pourcentage de revenus |
|---|---|
| Corée du Sud | 45% |
| Asie du Sud-Est | 30% |
| Amérique du Nord | 15% |
| Europe | 10% |
Players de jeu gratuit
Statistiques de monétisation du jeu gratuit pour 2023:
- Total des utilisateurs gratuits: 5,7 millions
- Taux de conversion en utilisateurs payants: 12,3%
- Revenu moyen par utilisateur payant: 24,50 $ par mois
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: Structure des coûts
Dépenses de développement du jeu
Pour l'exercice 2023, Gravity Co., Ltd. a déclaré des frais de développement de jeu d'environ 12,4 millions de dollars.
| Catégorie de dépenses | Montant (USD) |
|---|---|
| Développement de logiciels | $7,200,000 |
| Création d'actifs de jeu | $3,100,000 |
| Conception de jeux | $2,100,000 |
Coûts de maintenance du serveur
Les coûts annuels de maintenance et d'infrastructure du serveur pour 2023 ont été de 3,6 millions de dollars.
- Dépenses d'hébergement cloud: 1 800 000 $
- Infrastructure réseau: 1 200 000 $
- Mises à niveau du matériel du serveur: 600 000 $
Dépenses marketing et promotionnelles
Le budget marketing pour 2023 a totalisé 5,2 millions de dollars.
| Canal de marketing | Dépenses (USD) |
|---|---|
| Publicité numérique | $2,600,000 |
| Conventions de jeu | $1,200,000 |
| Partenariats d'influence | $1,400,000 |
Frais de licence de logiciel
Les dépenses totales de licences logicielles pour 2023 étaient de 1,8 million de dollars.
- Licences de moteur de jeu: 900 000 $
- Outils de développement: 600 000 $
- Logiciel tiers: 300 000 $
Compensation des employés
La rémunération totale des employés pour 2023 a atteint 22,5 millions de dollars.
| Catégorie de compensation | Montant (USD) |
|---|---|
| Salaires de base | $16,800,000 |
| Bonus | $3,600,000 |
| Avantages et assurance | $2,100,000 |
Gravity Co., Ltd. (GRVY) - Modèle d'entreprise: Strots de revenus
Microtransactions en jeu
Ragnarok Online a généré 55,3 millions de dollars de revenus de microtransaction en 2022. Les microtransactions du jeu mobile ont contribué environ 12,7 millions de dollars à la source de revenus totale de la société.
| Titre de jeu | Revenus de microtransaction (2022) |
|---|---|
| Ragnarok en ligne | 55,3 millions de dollars |
| Jeux mobiles | 12,7 millions de dollars |
Ventes et téléchargements de jeux
Le total des revenus de téléchargement de jeux a atteint 18,4 millions de dollars au cours de l'exercice 2022, avec des ventes de plate-forme numérique représentant 65% du total des ventes de jeux.
Licence de propriété intellectuelle
Les licences IP ont généré 3,2 millions de dollars de revenus en 2022, ce qui représente 4,5% de la source de revenus totale de la société.
Contenu de jeu premium
Les ventes de contenu premium pour Ragnarok Online ont généré 8,6 millions de dollars de revenus supplémentaires en 2022.
| Catégorie de contenu premium | Revenu |
|---|---|
| Mises à niveau du personnage | 3,9 millions de dollars |
| Équipement spécial | 2,7 millions de dollars |
| Peaux exclusives | 2 millions de dollars |
Monétisation du jeu mobile
Les revenus du jeu mobile ont totalisé 22,1 millions de dollars en 2022, avec des achats intégrés représentant 78% des revenus mobiles.
- Revenus de plate-forme mobile: 22,1 millions de dollars
- Achats intégrés: 17,2 millions de dollars
- Revenus publicitaires mobiles: 4,9 millions de dollars
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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