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Nexon America Revenues Jump 42 percent in Fourth Quarter


Posted by Christophor Rick (TheSuperGuido),


Yesterday Jan 28, 2011 04:46

Nexon, the leading global publisher of microtransaction-based massively multiplayer online games (MMOG), has announced that fourth quarter revenues for its North American business unit, Nexon America, have increased by 42 percent compared to the fourth quarter of 2009. The increase in revenues was attributed to a particularly strong December, when Nexon Nexon LogoAmerica’s revenue posted a 60 percent increased compared to December of 2009.

Nexon America services Combat Arms, MapleStory, Vindictus, Dungeon Fighter Online, Mabinogi and PopTag! in the North American market. All of Nexon’s games are microtransaction-based, where players can play for free or choose to purchase in-game items which enhance their gaming experience.

Nexon’s North American release of the “Big Bang” expansion for MapleStory contributed to the company’s revenue increase, bringing in a host of new and returning players to the game. In mid-December, Nexon recorded more than 136,000 individuals playing MapleStory at the same time, nearly doubling the record for concurrent players, first set in July of 2009.

“It was a tremendous fourth quarter and year for Nexon and MapleStory’s Big Bang had a lot to do with it,” said Daniel Kim, Nexon America’s CEO. “Nexon has perfected a formula for gameplay with a business model that attracts players and keeps them loyal. Players don’t have to pay a cent to enjoy Nexon’s games, but our players who do pay to enhance their gameplay experience tend to spend more than the typical social gamer or subscription-based game player. Evidence of the success of this formula was seen with the release of the Big Bang expansion and the resulting increase in concurrent players and revenues.”

During the past decade, Nexon has pioneered and perfected the microtransaction business model, which has resulted in average player spending rates in double digit dollar figures per month and longer lifetime values.  A player of a Nexon game often measures their stay in months and years.

“When we entered the North American market in 2005, our microtransaction-based business model was not expected to succeed, but we adapted to the market and made it work. What we see in the games industry today is huge revenue growth for our business model as publishers attempt to copy our formula while struggling during the down economy,” Kim said.

Entering 211, Nexon America is preparing for the launch of the highly-anticipated Dragon Nest, a stylish, fantasy-based action MMOG. The game was a hit at 2010’s E3 Expo in Los Angeles and has been well received in Korea and other territories.

“Dragon Nest will continue to raise the bar for microtransaction-based games and should energize the North American market with stylized graphics, fast action and immersive gameplay,” Kim said.

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