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18#
发表于 2014-5-9 13:33
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找到完整版了:
http://www.sec.gov/Archives/edga ... 8/a2219817z20-f.htm
We currently depend on one online game product, Ragnarok Online, for a significant portion of our revenues.
A significant portion of our revenues has been and is currently derived from a single online game product, Ragnarok Online, which was commercially introduced in August 2002 and is currently commercially offered in 60 countries and markets. We derived Won 21,531 million (US$20,404 thousand) in revenues from Ragnarok Online in 2013 and Won 32,308 million in revenues from Ragnarok Online in 2012, representing approximately 45.2% and 55.9% of our total revenues in 2013 and 2012, respectively.
Ragnarok Online has been in the market for twelve years and has reached maturity in most of our principal markets. The life cycle of an online game generally lasts from four to seven years and reaches its peak popularity within the first two years of its introduction after which usage gradually stabilizes and begins to decrease over time. The number of users of Ragnarok Online worldwide reached its peak in the first quarter of 2005 and has continued to decline since such time. Our failure to maintain, improve, update or enhance Ragnarok Online in a timely manner or successfully introduce it in attractive new markets is likely to lead to a continual decline in Ragnarok Online's user base and subscription revenues and royalties. This will likely lead to a decline in our overall revenues, which would materially and adversely affect our business, financial condition and results of operations.
这句写的真直接……
None of our other online games to date has proven to be as commercially successful as Ragnarok Online, and none of our mobile games to date has been a great commercial success. |
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