Given the size of the mobile games industry, it's no surprise that many companies have sufficient scale and/or growth to be able to float themselves on various stock markets around the world.
And that means every three months, we get a deluge of financial information concerning their sales over the previous quarter.
It's a lot of information and sometimes difficult to place into context, so we've come up with this handy list format, which highlights the performance of key players in the mobile games space during the past quarter.
Companies on this list are ranked in terms of quarterly mobile revenues, starting with the largest.
“Our record performance in 2016 further strengthened our position as the world’s leading standalone interactive entertainment company.
"For the quarter and the year, we delivered our highest revenues, non-GAAP redefined operating margins and earnings per share, well surpassing our own expectations," said Activision Blizzard CEO Bobby Kotick.
Last quarter King revenue:$436 million (FY16 Q4) Change quarter-on-quarter: -5% Change year-on-year: -14%
Last year King revenue: $1.6 billion (FY16) Change year-on-year: -6%
Last year King net income: $537 million (FY16) Change year-on-year: -40%
Last quarter King revenue as % of Activision Blizzard total sales: 28%
Current cash and equivalent (Activision Blizzard): $3.2 billion
"We had a strong Q4 and made significant progress this year in our turnaround and we're encouraged by the fundamentals of our business as we head into 2017.
"We're pleased with the performance of our live services and the quality of our new releases as we improved profitability and continued to sharpen our operating model," said Frank Gibeau, CEO of Zynga.
Last quarter revenues: $191 million (FY16 Q4) Change quarter-on-quarter: +4% Change year-on-year: +3% Last quarter mobile revenues: $148 million (FY16 Q4)
Last quarter loss: $35 million Change quarter-on-quarter: +$7 million Change year-on-year: +$12 million
Last year revenues: $741 million (FY16) Change year-on-year: -3%
Last quarter mobile revenues as % of total sales: 81%
"We are building our mobile games today to have a long life with players through outstanding live services and dynamic content updates.
"For example, Star Wars: Galaxy of Heroes added ship battles and Rogue One content in Q3, driving average gameplay time per player to an unprecedented total of 155 minutes per day," said CEO Andrew Wilson.
Last quarter GAAP revenues: $148 million (FY17 Q3) Change quarter-on-quarter: -1% Change year-on-year: +5%
Last quarter profit: n/a (EA doesn't break out EA Mobile's profit)
Last year revenues: $504 million (FY15) Change year-on-year: +16%
Last quarter mobile revenues as % of EA total sales: 13%
Current cash and equivalents (EA): $2.5 billion Quarterly net operating cash flow: $1.1 billion
“We continue to see strong performance across our portfolio of games, including storied hits like Dungeon&Fighter in China, as well as titles like ... HIT in Taiwan and Thailand. Together, their performance helped drive fourth quarter revenue that was above expectations," commented CEO Owen Mahoney.
Last quarter mobile revenues:$105 million (¥11.9b), FY16 Q4 Change quarter-on-quarter: 22% Change year-on-year: -9%
Mobile revenues as percent of Nexon total revenues: 28% for Q4, 24% for FY16
Annual mobile sales (2016):$280 million (¥43b) Change year-on-year: -4 percent
"We significantly outperformed our bookings guidance, primarily due to better than anticipated performance from Crowdstar and our evergreen titles, as well as Apple reporting 14 weeks of revenue in the quarter rather than its book of 13," commented CEO Nick Earl.
Last quarter GAAP revenues:$46 million (FY16 Q4) Change quarter-on-quarter: -10%
A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.