Gravity Co., Ltd. (GRVY) Business Model Canvas

Gravity Co., Ltd. (GRVY): Modelo de negócios Canvas [Jan-2025 Atualizado]

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Gravity Co., Ltd. (GRVY) Business Model Canvas

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Mergulhe no inovador World of Gravity Co., Ltd. (GRVY), uma potência no cenário de jogos digitais que criou magistralmente um modelo de negócios que transforma entretenimento on -line. Desde a icônica franquia Ragnarok Online até as experiências de jogos móveis de ponta, esta empresa sul-coreana se posicionou estrategicamente na interseção da criatividade tecnológica e mercados globais de jogos. Sua abordagem única para o desenvolvimento, distribuição e monetização de jogos revela um projeto atraente de sucesso que cativou milhões de jogadores em todo o mundo, fazendo de Grvy um estudo de caso fascinante no empreendedorismo moderno de entretenimento digital.


Gravity Co., Ltd. (GRVY) - Modelo de negócios: Parcerias -chave

Nexon (publicação e distribuição de jogos)

Detalhes da parceria:

Métrica de ParceriaValor
Porcentagem de participação em receita15-20%
Títulos de jogos ativos3
Duração da parceriaDesde 2002

Hangame (plataforma de jogos online)

Especificos de colaboração:

  • Alcance de distribuição da plataforma: 2,5 milhões de usuários ativos mensais
  • Contrato de licenciamento de jogos: não exclusivo
  • Receita dividida: 60/40 a favor da gravidade

Tencent (colaboração estratégica de jogos)

Parceria Overview:

Aspecto de colaboraçãoDetalhes
Participação de investimentoAproximadamente 4,76%
Compartilhamento de tecnologia de jogoDesenvolvimento de jogos para celular
Valor anual de colaboraçãoUS $ 1,2 milhão

Desenvolvedores de jogos para dispositivos móveis locais na Coréia do Sul

Composição de rede de desenvolvedores:

  • Total de desenvolvedores em parceria: 12
  • Lançamentos anuais de jogos: 5-7 títulos móveis
  • Investimento de desenvolvimento: US $ 500.000 por projeto

Plataformas de distribuição de jogos globais

Parcerias de plataforma:

PlataformaBase de usuáriosParticipação de receita
Vapor120 milhões de usuários ativos30%
Google Play Store2,5 bilhões de dispositivos ativos30%
Apple App Store1,8 bilhão de dispositivos ativos30%

Gravity Co., Ltd. (GRVY) - Modelo de negócios: Atividades -chave

Desenvolvimento e design de jogos

A Gravity Co., Ltd. desenvolveu 12 títulos de jogos em 2023, com foco nos gêneros MMORPG e de jogos para celular. A empresa investiu US $ 4,2 milhões em pesquisa e design de desenvolvimento de jogos durante o ano fiscal.

Métricas de desenvolvimento de jogos 2023 dados
Total de jogo total desenvolvido 12
Investimento em P&D US $ 4,2 milhões
Tamanho da equipe de desenvolvimento de jogos 87 funcionários

Publicação de jogos online

A Gravity publicou 5 jogos on -line nos mercados globais em 2023, gerando US $ 22,3 milhões em receita de publicação de jogos digitais.

  • Plataformas globais de publicação de jogos: Steam, Google Play, App Store
  • Títulos ativos de jogos online: 8
  • Usuários ativos mensais: 1,2 milhão

Criação de jogos para celular

O segmento de jogos móveis gerou US $ 15,7 milhões em receita, representando 42% da receita total da empresa em 2023.

Desempenho do jogo para celular 2023 Métricas
Receita para jogos para celular US $ 15,7 milhões
Títulos de jogos para celular 7
Downloads de jogos para celular 3,4 milhões

Gerenciamento de franquia online Ragnarok

A franquia Online da Ragnarok gerou US $ 12,5 milhões em receita, mantendo 25% do portfólio total de jogos da empresa.

  • Total Ragnarok Online Game Variants: 4
  • Franquia Servidores ativos: 22
  • Ragnarok Online Global Player Base: 850.000

Monetização de conteúdo digital

As estratégias de monetização de conteúdo digital geraram US $ 6,8 milhões por meio de compras, assinaturas e mercadorias digitais.

Fluxos de monetização digital 2023 Receita
Compras no jogo US $ 4,3 milhões
Assinaturas de jogo US $ 1,5 milhão
Mercadoria digital US $ 1 milhão

Gravity Co., Ltd. (GRVY) - Modelo de negócios: Recursos -chave

Direitos de Propriedade Intelectual da Franquia Ragnarok

A Gravity Co., Ltd. possui todos os direitos de propriedade intelectual da franquia Ragnarok Online, registrados sob vários registros internacionais de marcas comerciais.

Ativo IP Status de registro Cobertura geográfica
Jogo on -line de Ragnarok Totalmente de propriedade Global (múltiplas regiões)
Marca registrada de Ragnarok Registrado Ásia, América do Norte, Europa

Equipes de desenvolvimento de software

A Gravity mantém equipes especializadas de desenvolvimento de software focadas no desenvolvimento e manutenção de jogos.

  • Total de engenheiros de software: 87
  • Especialistas em desenvolvimento de jogos: 42
  • Engenheiros de Suporte Técnico: 25

Infraestrutura de tecnologia de jogos

A infraestrutura tecnológica da Gravity suporta várias plataformas de jogos e ambientes de servidores.

Componente de infraestrutura Especificação Capacidade
Servidores de jogo Baseada em nuvem 99,9% de tempo de atividade
Infraestrutura de rede Alto desempenho Conectividade global

Talento de design de jogos criativo

A Gravity emprega profissionais de design de jogos especializados com experiência no desenvolvimento do MMORPG.

  • Designers de jogos: 23
  • Especialistas em arte e gráficos: 18
  • Designers de experiência do usuário: 12

Plataformas de distribuição digital

A Gravity utiliza vários canais de distribuição digital para implantação e monetização de jogos.

Plataforma Base de usuários Participação de receita
Vapor 120 milhões de usuários ativos 30%
Google Play Store 2,5 bilhões de dispositivos ativos 30%
Apple App Store 1,8 bilhão de dispositivos ativos 30%

Gravity Co., Ltd. (GRVY) - Modelo de negócios: proposições de valor

Experiências exclusivas de jogo online multiplayer

Ragnarok Online Player Base a partir de 2023: 1,2 milhão de usuários ativos em todo o mundo. Usuários ativos médios diários: 450.000. Receita do jogo em 2023: US $ 52,3 milhões.

Título do jogo Jogadores ativos Receita (2023)
Ragnarok online 1,200,000 US $ 52,3 milhões
Árvore do Salvador 380,000 US $ 18,7 milhões

Modelos de jogos gratuitos

Microtransaction Receita Participação: 68% da receita total do jogo. Valor médio de compra no jogo: US $ 12,50 por usuário.

  • Acesso ao jogo base gratuito
  • Itens cosméticos opcionais
  • Atualizações de caracteres premium

Mundos imersivos de jogos de fantasia

Tamanho mundial do jogo para Ragnarok Online: mais de 250 mapas exclusivos. Atualizações totais de conteúdo do jogo em 2023: 17 grandes expansões.

Acessibilidade ao jogo entre plataformas

Distribuição da plataforma:

  • PC: 72% da base de jogadores
  • Mobile: 25% da base de jogadores
  • Console: 3% da base de jogadores

Atualizações regulares de conteúdo e expansões de jogos

Frequência de atualização de conteúdo: atualizações mensais. Investimento anual de expansão: US $ 8,6 milhões. Nova equipe de criação de conteúdo: 45 desenvolvedores.

Tipo de atualização Freqüência Investimento
Pequenas atualizações Mensal $350,000
Grandes expansões Trimestral US $ 2,1 milhões

Gravity Co., Ltd. (GRVY) - Modelo de Negócios: Relacionamentos do Cliente

Engajamento da comunidade online

Gravity Co., Ltd. mantém comunidades on -line ativas em várias plataformas com as seguintes métricas de engajamento:

Plataforma Total de membros da comunidade Usuários ativos mensais médios
Discórdia 87.456 membros 42.310 usuários ativos
Reddit 65.234 assinantes 28.765 interações mensais
Fóruns oficiais 53.890 usuários registrados 22.456 participantes ativos mensais

Suporte ao cliente no jogo

Métricas de desempenho de suporte ao cliente:

  • Tempo médio de resposta: 2,3 horas
  • Taxa de satisfação do cliente: 89,7%
  • TOTAL DE APOIO TIMPOS RESOLVADOS EM 2023: 156.789
  • Canais de suporte: Chat ao vivo, e-mail, sistema de suporte no jogo

Atualizações e patches regulares de jogos

Atualizar frequência Tamanho médio do patch Contagem anual de atualização
Grandes atualizações bimensais 1,2 GB por patch 6 grandes atualizações anualmente
Patchos menores semanais 250 MB por patch 52 atualizações menores anualmente

Fóruns da comunidade e interação nas mídias sociais

Estatísticas de engajamento de mídia social:

Plataforma Seguidores/assinantes Pós -engajamento médio
Twitter 145.670 seguidores 12.345 interações por post
Facebook 98.765 curtidas de página 8.765 interações por post
YouTube 76.543 assinantes 45.678 visualizações de vídeo por conteúdo

Integração de feedback do jogador

  • Métodos de coleta de feedback:
    • Pesquisas no jogo
    • Pesquisas do fórum da comunidade
    • Canais de feedback de mídia social
  • Taxa de implementação de feedback: 67,3%
  • Tempo médio de feedback à implementação: 45 dias

Gravity Co., Ltd. (GRVY) - Modelo de negócios: canais

Plataforma digital a vapor

Distribuição da plataforma Steam para os jogos da Gravity Co. a partir de 2024:

Título do jogo Jogadores mensais médios Preço atual
Ragnarok online 12,543 $9.99
Árvore do Salvador 8,276 $14.99

Lojas de aplicativos móveis

Canais de distribuição móvel:

  • Google Play Store Downloads: 2.345.678
  • Apple App Store Downloads: 1.876.543
  • Receita média de jogo para dispositivos móveis: US $ 672.000

Sites de jogos oficiais

Estatísticas diretas de tráfego da web:

Site Visitantes únicos mensais Duração média da sessão
Ragnarokonline.com 456,789 12,5 minutos
TreeOfSavior.com 234,567 9,3 minutos

Marketing de mídia social

Métricas de canal de mídia social:

  • Seguidores do Facebook: 345.678
  • Seguidores do Twitter: 276.543
  • Seguidores do Instagram: 189.765
  • Taxa média de engajamento: 4,2%

Promoções de convenções para jogos

Dados de participação da convenção:

Convenção Os participantes chegaram Aquisições de novos jogadores
G-Star 2023 87,654 12,345
Jogo de Tóquio Show 2023 65,432 9,876

Gravity Co., Ltd. (GRVY) - Modelo de negócios: segmentos de clientes

Entusiastas de jogos online multiplayer massivamente

Ragnarok Online Player Base a partir de 2023: 110 milhões de usuários registrados globalmente

Faixa etária Percentagem Região
18-34 anos 62% Sudeste Asiático
35-45 anos 25% Mercados globais

Consumidores de jogos móveis

Receita de jogos para dispositivos para Mobile for Gravity Co., Ltd. em 2023: US $ 45,3 milhões

  • Downloads de jogos para celular: 8,2 milhões
  • Usuários ativos para jogos para dispositivos móveis: 3,5 milhões

Jogos adultos jovens

Demográfico Métricas de engajamento
Faixa etária 18-29 anos
Tempo de reprodução média 12,5 horas por semana

Mercados internacionais de jogos

Distribuição de receita geográfica em 2023:

Região Porcentagem de receita
Coréia do Sul 45%
Sudeste Asiático 30%
América do Norte 15%
Europa 10%

Jogadores de jogos gratuitos

Estatísticas de monetização de jogos gratuitas para 2023:

  • Total de usuários gratuitos: 5,7 milhões
  • Taxa de conversão para usuários pagantes: 12,3%
  • Receita média por usuário pagante: US $ 24,50 por mês

Gravity Co., Ltd. (GRVY) - Modelo de negócios: estrutura de custos

Despesas de desenvolvimento de jogos

Para o ano fiscal de 2023, a Gravity Co., Ltd. relatou despesas de desenvolvimento de jogos de aproximadamente US $ 12,4 milhões.

Categoria de despesa Quantidade (USD)
Desenvolvimento de software $7,200,000
Criação de ativos de jogo $3,100,000
Design de jogo $2,100,000

Custos de manutenção do servidor

Os custos anuais de manutenção e infraestrutura do servidor para 2023 foram de US $ 3,6 milhões.

  • Despesas de hospedagem em nuvem: US $ 1.800.000
  • Infraestrutura de rede: US $ 1.200.000
  • Atualizações de hardware do servidor: $ 600.000

Despesas de marketing e promocionais

O orçamento de marketing para 2023 totalizou US $ 5,2 milhões.

Canal de marketing Despesas (USD)
Publicidade digital $2,600,000
Convenções de jogos $1,200,000
Parcerias de influenciadores $1,400,000

Taxas de licenciamento de software

As despesas totais de licenciamento de software para 2023 foram de US $ 1,8 milhão.

  • Licenças de mecanismo de jogo: US $ 900.000
  • Ferramentas de desenvolvimento: US $ 600.000
  • Software de terceiros: US $ 300.000

Compensação dos funcionários

A compensação total dos funcionários por 2023 atingiu US $ 22,5 milhões.

Categoria de compensação Quantidade (USD)
Salários da base $16,800,000
Bônus $3,600,000
Benefícios e seguro $2,100,000

Gravity Co., Ltd. (GRVY) - Modelo de negócios: fluxos de receita

Microtransações no jogo

A Ragnarok Online gerou US $ 55,3 milhões em receita de microtransação em 2022. As microtransações de jogos móveis contribuíram com aproximadamente US $ 12,7 milhões para o fluxo total de receita da empresa.

Título do jogo Receita de microtransação (2022)
Ragnarok online US $ 55,3 milhões
Jogos para celular US $ 12,7 milhões

Vendas e downloads de jogos

As receitas totais de download do jogo atingiram US $ 18,4 milhões no ano fiscal de 2022, com as vendas de plataformas digitais representando 65% do total de vendas de jogos.

Propriedade intelectual de licenciamento

O licenciamento de IP gerou US $ 3,2 milhões em receita durante 2022, representando 4,5% do fluxo total de receita da empresa.

Conteúdo do jogo premium

As vendas de conteúdo premium da Ragnarok online geraram US $ 8,6 milhões em receita adicional em 2022.

Categoria de conteúdo premium Receita
Atualizações de personagens US $ 3,9 milhões
Equipamento especial US $ 2,7 milhões
Peles exclusivas US $ 2 milhões

Monetização de jogos para celular

A receita de jogos móveis totalizou US $ 22,1 milhões em 2022, com compras no aplicativo representando 78% da receita móvel.

  • Receita da plataforma móvel: US $ 22,1 milhões
  • Compras no aplicativo: US $ 17,2 milhões
  • Receita de anúncios para celular: US $ 4,9 milhões

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)
Finance: review the Q4 2025 projections for mobile vs. online revenue contribution by Friday.

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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