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Gravity Co Ltd (GRVY)
NASDAQ:GRVY
US Market

Gravity Co (GRVY) Risk Analysis

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Public companies are required to disclose risks that can affect the business and impact the stock. These disclosures are known as “Risk Factors”. Companies disclose these risks in their yearly (Form 10-K), quarterly earnings (Form 10-Q), or “foreign private issuer” reports (Form 20-F). Risk factors show the challenges a company faces. Investors can consider the worst-case scenarios before making an investment. TipRanks’ Risk Analysis categorizes risks based on proprietary classification algorithms and machine learning.

Gravity Co disclosed 28 risk factors in its most recent earnings report. Gravity Co reported the most risks in the “Ability to Sell” category.

Risk Overview Q4, 2021

Risk Distribution
28Risks
29% Ability to Sell
25% Tech & Innovation
25% Macro & Political
11% Finance & Corporate
7% Legal & Regulatory
4% Production
Finance & Corporate - Financial and accounting risks. Risks related to the execution of corporate activity and strategy
This chart displays the stock's most recent risk distribution according to category. TipRanks has identified 6 major categories: Finance & corporate, legal & regulatory, macro & political, production, tech & innovation, and ability to sell.

Risk Change Over Time

S&P500 Average
Sector Average
Risks removed
Risks added
Risks changed
Gravity Co Risk Factors
New Risk (0)
Risk Changed (0)
Risk Removed (0)
No changes from previous report
The chart shows the number of risks a company has disclosed. You can compare this to the sector average or S&P 500 average.

The quarters shown in the chart are according to the calendar year (January to December). Businesses set their own financial calendar, known as a fiscal year. For example, Walmart ends their financial year at the end of January to accommodate the holiday season.

Risk Highlights Q4, 2021

Main Risk Category
Ability to Sell
With 8 Risks
Ability to Sell
With 8 Risks
Number of Disclosed Risks
28
-23
From last report
S&P 500 Average: 31
28
-23
From last report
S&P 500 Average: 31
Recent Changes
28Risks added
51Risks removed
0Risks changed
Since Dec 2021
28Risks added
51Risks removed
0Risks changed
Since Dec 2021
Number of Risk Changed
0
-3
From last report
S&P 500 Average: 2
0
-3
From last report
S&P 500 Average: 2
See the risk highlights of Gravity Co in the last period.

Risk Word Cloud

The most common phrases about risk factors from the most recent report. Larger texts indicate more widely used phrases.

Risk Factors Full Breakdown - Total Risks 28

Ability to Sell
Total Risks: 8/28 (29%)Above Sector Average
Competition4 | 14.3%
Competition - Risk 1
Added
Competition from other game platforms
We also compete against PC and console-based game developers that produce popular package games, such as Activision Blizzard, Inc. and Electronic Arts Inc. and game console manufacturers such as Microsoft Corporation, Sony Interactive Entertainment Inc. and Nintendo Co., Ltd., all of which also have their own console game development studios. All the current game consoles enable users to play games with other users online by connecting their console to a network over the Internet. Likewise, a number of PC-based game developers have also introduced online features to their PC-packaged games, such as team games or user-to-user combat. Competition in the gaming industry is expected to remain intense as established game companies with significant financial resources have various financial and strategic advantages over smaller game companies such as us. See ITEM 3.D. "RISK FACTORS-RISKS RELATING TO OUR BUSINESS-we operate in a highly competitive industry and compete against many large companies."
Competition - Risk 2
Added
Competition in the mobile game industry
Compared with the online or console game genres, the mobile game market has a relatively low barrier to entry because development of a mobile game requires relatively less time and personnel due to the limitations of the devices on which mobile games are played such as screen size and processing power. Moreover, development tools for mobile games are easier to obtain and use and open marketplaces, such as the Google Play Store and Apple's App Store, enable developers to easily distribute mobile games to a large global audience. Therefore, we expect the number of mobile game developers to continually increase in the future and competition to become more intense. We compete with companies that specialize in developing and/or distributing mobile games including leading Korea-based publishers such as NCSoft Corporation, Nexon Co., Ltd., Netmarble Corp. and Kakao Games Corp. as well as foreign publishers such as Tencent Holdings Ltd., NetEase Inc., Playrix Holding Ltd., Activision Blizzard, Inc. and BANDAI NAMCO Entertainment. Honor of Kings, PlayerUnknown's Battlegrounds, Lineage M, Roblox, Coin Master and Pokemon Go are some of the most popular mobile games both in Korea and globally. Our current or potential future competitors for mobile games also include package game companies that have successfully expanded their business into mobile game development such as Electronic Arts Inc. In addition, we believe more companies that previously were or currently are dedicated to developing online or console games will allocate more resources toward developing mobile games because the number of mobile game users is rapidly increasing as the penetration of mobile devices, such as smartphones and tablet computers, continues to deepen.
Competition - Risk 3
Added
Competition in the online game industry
Currently, the leading providers of online games globally, based on the number of peak concurrent users, include Korea-based companies such as NCSoft Corporation, Krafton, Inc., Nexon Co., Ltd. and Smilegate as well as foreign-based companies such as Epic Games, Inc., Riot Games, Inc., Activision Blizzard, Inc., Tencent and Mojang Studios according to data available from various public sources. Dungeon Fighter Online of Nexon, League of Legends of Riot Games, Inc., Crossfire of Smilegate, PlayerUnknown's Battlegrounds of PUBG Corporation, Minecraft of Mojang Studios and Fortnite Battle Royale of Epic Games, Inc. are some of the most popular online games both in Korea and globally. Our existing and any potential new competitors in the online games industry compete with us for talent, game player spending, time spent on game playing, marketing activities, quality of games and distribution network. As many of our competitors have significantly greater financial, marketing and game development resources than we have, we face intense competition in the online game industry. We expect competition will continue to be strong as new competitors enter the market and existing competitors allocate more resources to develop and market competing games, while the online game industry begins to consolidate into a small number of leading companies or groups of affiliated companies due to the high cost of game development, marketing and distribution networks, which is likely to drive unsuccessful online game providers to go out of business or be acquired by other successful game providers.
Competition - Risk 4
Added
Competition
We compete primarily with other online and mobile game developers and distributors in each of our markets. In addition, we compete against providers of games on various platforms, such as console games, handheld games and arcade games. We compete primarily on the basis of the quality of the game experience offered by us to our users, which depends on a number of factors, including our ability to do the following: - hire and retain creative personnel to develop games that appeal to our users;- offer online and mobile game service that is stable and is not prone to server shutdowns, connection problems, or other technical difficulties;- provide timely and responsive customer service; and - establish payment systems that are secure and efficient.
Demand1 | 3.6%
Demand - Risk 1
Added
Seasonality
Usage of our online and mobile games has typically increased slightly around the Lunar New Year holiday season and other holidays, in particular during winter and summer school holidays.
Sales & Marketing3 | 10.7%
Sales & Marketing - Risk 1
Added
Game support and customer service
We are committed to providing superior customer service to our users directly and through our licensees. As of December 31, 2021, 44 employees were game masters or persons who are in charge of testing, updating and providing server maintenance for our games, as well as dealing with customer complaints, 21 employees were members of our domestic customer service team and 23 employees were members of our overseas customer support team. In Korea, we provide customer service for our online and mobile games through bulletin boards of the Web sites of our online and mobile games, call centers, email, facsimile and at our walk-in customer service center. Our bulletin boards of the Web sites of our online and mobile games allow our customers to post questions to, and receive responses from, other users and our support staff. In our overseas markets, our licensees administer customer service through varying combinations of bulletin boards of the Web sites of our online and mobile games, call centers, email and facsimile, with assistance from time to time from our overseas customer support staff. In addition to providing customer service to our users, our customer service staff also collects user comments with respect to our games and generate daily and weekly reports for our management and operations that summarize important issues raised by users as well as how such issues have been addressed.
Sales & Marketing - Risk 2
Added
Marketing
We employ a variety of traditional and online marketing programs and promotional activities, including in-game events, in-game marketing and offline events. Due to the close-knit nature of the game community, we believe that word-of-mouth is an important medium for the promotion of our games. In Korea, two independent promotional agents currently promote our online games to Internet cafés pursuant to agency agreements. Under these agreements, each promotional agent is granted non-exclusive promotion rights within a specified geographical area. The agent is generally paid a monthly base commission between 10% and 30% of revenues received from Internet cafés in the allocated area. The commission percentage varies according to the amount of revenues. We conduct a variety of marketing programs and online and offline events to target potential subscribers accessing the Internet from home. Our main marketing efforts include advertising on Web site portals and game magazines, conducting online promotional events, participating in trade shows, and entering into promotional alliances with Internet service providers. We spent Won 35,948 million (US$ 30,244 thousand) on advertising and promotions in 2021, compared with Won 30,084 million in 2020. We frequently organize in-game events, such as card exchange events for our users. We also host "fortress raid" events, which we believe encourage the development of virtual communities among our users and increase user interest in our games. We also host from time to time in-game tournaments in which users can compete against each other either as a team or individually. In addition, we use in-game events to introduce users to new features of our games. We organized 495 and 344 in-game events for Ragnarok Online users in 2021 and 2020, respectively. Similar to 2020, most of our marketing activities were conducted online due to COVID-19. However, some of our large scale events were held offline in the second half of 2021. In November 2021, we participated in Global Game Exhibition G-Star 2021 ("G-Star 2021") at BEXCO in Busan, Korea, which was attended by approximately 28,000 offline visitors and 960,000 online viewers, respectively. At G-Star 2021, we set up our own booth where we offered hands-on demonstration of Gravity's newly introduced games and various events for visitors. We also held a quiz event on Ragnarok games and arranged a costume-play stage and special game event in which certain items and Ragnarok promotional products were offered after participants completed the mission. An art exhibition about the world view of the Ragnarok IP was held to celebrate the twentieth anniversary of Ragnarok Online at Busan Museum of Art from November 17 to December 12, 2021. According to our records, the official Gravity G-Star booth was visited by approximately 8,700 visitors during G-Star 2021. In most of our overseas markets, marketing activities are principally conducted by our licensees and typically consist of advertising on Web site game portals and online game magazines and through television commercials, as well as hosting online and offline promotional events. The licensees are responsible for the costs associated with such advertising and promotional activities. For example: - In March 2021, Gravity Communications, our subsidiary in Taiwan, held "RO White Day" live streaming event on Twitch. This event was viewed by about 5,643 users in total, with approximately 1,520 peak concurrent viewers. - From April to May 2021, Gravity Game Tech, our subsidiary in Thailand, held "RO League 2021 Season 1" event online. This event drew approximately 40,000 peak concurrent viewers and the champion was awarded THB? 500,000 of prize money. - In June 2021, VTC Technology and Digital Content Company, who are responsible for marketing Ragnarok Online in Vietnam, released the official music video of Ragnarok Online Original Soundtrack on YouTube. Hari Won, a singer, actress and TV show host, sang the official song and was featured in the music video. The video was viewed by approximately 183,271 users on YouTube as of January 3, 2022. - In June 2021, X.D. Global Limited, who is responsible for marketing Ragnarok M: Eternal Love in Southeast Asia, North and South America, Oceania and Europe, held an online event to suggest and vote top 10 slogans about "Isle of Dreams" on Facebook to promote updates to Ragnarok M: Eternal Love in Southeast Asia. The event post on Facebook was viewed by approximately 52,931 users on Facebook in Southeast Asia as of February 27, 2022. - In October 2021, Nuverse (Hong Kong) Limited, who is responsible for marketing Ragnaork X: Next Generation in Taiwan, Hong Kong, Macau and Southeast Asia, held an online concert on YouTube to celebrate Ragnaork X: Next Generation's first year anniversary. Several in-game events were held concurrently and watched by approximately 90,230 users on YouTube. - In November 2021, Gravity held a live streaming show on TikTok with Bella Poarch, an influencer and Ragnarok Origin ambassador, to celebrate the official launch of Ragnarok Origin in the United States and Canada. The event was viewed by about 456,425 TikTok users in total with approximately 12,530 peak concurrent viewers. Our licensees are selected in part on the basis of their marketing capabilities, including the size and scope of their distribution networks. Also, in more strategic markets where we anticipate considerable growth such as Taiwan, Thailand, Vietnam or the United States, we believe that it is important to enhance our own direct publishing network for game services.
Sales & Marketing - Risk 3
Added
Other games and game-related products and services
Other games In addition to developing and publishing online games and mobile games, which is our primary business, we also provide games for gaming consoles (including handheld gaming consoles), such as the Nintendo, Xbox and the PlayStation series. Console games are distributed in the form of a disc or cartridge (game card), or downloaded directly to a console through the Internet. The following table sets forth the console games we have released. TitleGenrePlatformRelease DateRagnarok DSRole playingNintendo DSDecember 2008Ragnarok: The Princess of Light and DarknessTactical role playingPlayStation PortableOctober 2011Ragnarok OdysseyRole playingPlayStation VitaFebruary 2012Double Dragon IIActionXbox 360April 2013Ragnarok Odyssey AceRole playingPlayStation VitaAugust 2013Ragnarok Odyssey AceRole playingPlayStation 3April 2014GRANDIA HD CollectionRole playing, AdventureNintendo SwitchOctober 2021 We also provide games for IPTV. In September 2008, we entered into a licensing agreement with ICONIX, Co, LTD., or "ICONIX," to develop and publish Pororo Game, an IPTV game based on ICONIX's 3D TV animation series "Pororo: The Little Penguin." We commercially launched Pororo Game in September 2009. Our licensing agreement with ICONIX has been renewed annually since its inception including, most recently, in September 2020. In January 2018, we entered into a licensing agreement with CJ ENM Corporation or "CJ ENM" to develop and publish an IPTV Game based on CJ ENM's animation series, "The Haunted House." We commercially launched the game in May 2019. The amount of revenues from console and IPTV games represented less than 1% of our total revenues in each of 2021 and 2020. Game character merchandising In order to optimize the commercial opportunities presented by our games and their characters, we and our licensees have been marketing dolls, stationery, food and other character based merchandise, as well as game manuals, monthly magazines and other publications, based on our games. We currently have arrangements with CM Holdings Company to license Ragnarok Online game characters in Korea; with GungHo in Japan; with EMC Empire Multimedia Corporation in Southeast Asia, China, Hong Kong, Taiwan, the United States and Europe; and with Dream Express Co., Ltd. in Thailand. The amount of revenues from game character merchandising represented less than 1% of our total revenues in 2021 and in 2020. Other services In addition to its core mobile game business, Gravity NeoCyon, Inc. ("Gravity NeoCyon") provides system development and maintenance services as well as system integration services to third parties. The amount of revenues from such other services represented 4.2% of our total revenues or Won 17,196 million (US$ 14,468 thousand) for the year ended December 31, 2021, compared with 4.4% of our total revenues or Won 17,923 million in 2020.
Tech & Innovation
Total Risks: 7/28 (25%)Above Sector Average
Innovation / R&D2 | 7.1%
Innovation / R&D - Risk 1
Added
Game development
Our game development department is divided into two categories of development teams: one is dedicated to online games and the other is dedicated to mobile games. As of December 31, 2021, we employed a total of 208 game developers. We have developed online games, such as Ragnarok Online, Ragnarok Online II, Requiem and some social network games and mobile games, such as Ragnarok Online: Uprising Valkyrie and Ragnarok: The Lost Memories in-house. Furthermore, we are developing cross-platform games, such as Ragnarok V: Returns, Ragnarok Begins and Ragnarok: The Lost Memories, which will be made available on both online and mobile platforms. In order to remain competitive, we are focusing our in-house game development efforts on enhancing the game experience and on developing new games incorporating the latest technologies (including software improving the communication and interaction between players). We also outsource development activities for our new games to third parties. For example, in July 2020, we entered into a game development agreement with Funigloo Co., Ltd., a developer in South Korea, to outsource the development of The Labyrinth of Ragnarok to Funigloo Co., Ltd. using the contents of Ragnarok Online. We own all intellectual property rights relating to The Labyrinth of Ragnarok, which was commercially launched in South East Asia in October 2020 and globally in March 2021. Additionally, in February 2020, we entered into a game development agreement with IOI Games Inc., a developer in South Korea, to outsource the development of RAGNAROK: Poring Merge to IOI Games Inc. using the contents of Ragnarok Online. We own all intellectual property rights relating to RAGNAROK: Poring Merge, which was commercially launched in Brazil in December 2020 and globally in April 2021. We develop new mobile games and related updates. We will continue to devote substantial resources to develop popular games with high revenue potential. Our in-house teams specialize in game planning, graphic design, research and development and game operation. Our game development process generally includes the following key steps: - concept generation;- development of new game proposal and commencement of technical review;- formulation of development projects;- commencement of development;- closed beta testing; and - open beta testing.
Innovation / R&D - Risk 2
Added
Game development and publishing
We expect the online and mobile game industries to be characterized by increasing demand for sophisticated or original games with the most up-to-date technologies and/or innovative game designs. In response, we intend to expand our game offerings by continuing to develop in-house additional high quality games with the latest technologies and/or innovative game designs and by publishing such new games developed by us or licensed or acquired from leading third party developers. To prepare for the commercial launch of a new online game, unlike most mobile games we conduct closed beta testing for the game to fix technical problems, which is followed by a period of open beta testing in which we allow registered users to play the game free of charge. During these testing periods, users provide us with feedback and our technical team seeks to address any technical problems and programming flaws that may compromise a stable and consistent game playing environment. We conduct several rounds of closed beta testing, which usually takes a few weeks for each round but may take significantly more time if material problems are detected. Open beta testing of online games usually takes one to three months before commercial launch. We generally commence our other marketing activities for online games during the open beta testing stage. For overseas markets, we also localize the language and content of our games to tailor the game to local cultural preferences.
Trade Secrets2 | 7.1%
Trade Secrets - Risk 1
Added
Intellectual property
Our intellectual property is an essential element of our business. We rely on intellectual property such as copyrights, trademarks and trade secrets, as well as non-competition, confidentiality and license agreements with our employees, suppliers, licensees, business partners and others to protect our intellectual property rights. Our employees are generally required to sign agreements acknowledging that all inventions, trade secrets, works of authorship, developments, and other processes generated by them on our behalf are our property and assigning to us any ownership rights that they may claim in those works. With respect to copyrights and computer program rights created by our employees within their employment scope and which are made public bearing our name, we are not required to pay any additional compensation to our employees. In developing Ragnarok Online, we obtained an exclusive license from Mr. Myoung-Jin Lee to use the storyline and characters from his cartoon titled Ragnarok for the production of games, animation and character merchandising. See ITEM 4.B. "BUSINESS OVERVIEW-OUR PRODUCTS-Online games-Ragnarok Online." We are the registered owner of 24 registered software copyrights to 17 games: Ragnarok Online, Ragnarok Online II, R.O.S.E. Online, Requiem, Ragnarok Violet, Ragnarok Angel Poring, Ragnarok Online-Uprising: Valkyrie, Arcturus, Pucca Racing, W Baseball, Dragonica, Dragon Saga, Ragnarok Online Zero, Ragnarok Spear of Odin and Triple Chain, Ragnarok Origin and Ragnarok M: Eternal Love, each of which has been registered with the Korea Copyright Commission. As of December 31, 2021, we owned 156 registered domain names, including our official Web site and domain names registered in connection with each of the games we offer. We had 896 registered discrete trademarks at patent and trademark offices in 55 countries as of December 31, 2021. We registered with the Korea Intellectual Property Office, registered copyrights covering 13 game characters and six online game business model patents, in each case as of December 31, 2021.
Trade Secrets - Risk 2
Added
Intellectual property licensing
Intellectual property licensing is one of our means to diversify our game titles when we determine that certain intellectual property may be valuable in the development and publishing of new games. We license out certain intellectual property and other rights to third party developers or to our subsidiaries for the development of new game titles. We licensed Ragnarok Online to Dream Square, a game developer in China, in May 2013, which led to the development of Ragnarok Prequel and Ragnarok Prequel II, a Web browser-based game. See ITEM 4.B. "BUSINESS OVERVIEW-OUR PRODUCTS-Online games- Ragnarok Prequel II." We also signed a license and development agreement with the same developer in January 2015 to grant the developer the right to use the contents of Ragnarok Online to develop two mobile games, which was revised in March 2016 to grant the developer the exclusive right to develop mobile games and web games based on the contents of Ragnarok Online and distribute such games in China for five years from March 25, 2016. Such license and development agreement led to the development of Ragnarok R, RO: Idle Poring, Ragnarok M: Eternal Love, Ragnarok H5, Ragnarok Origin and Ragnarok X: Next Generation. See ITEM 4.B. "BUSINESS OVERVIEW-OUR PRODUCTS-Mobile games." We also entered into a license and development agreement with the same developer in December 2015, which granted the developer the right to develop two mobile games and one web game based on the contents of Dragonica and distribute such games in global market. The term will expire after two years from the commercial launch of such games in such markets. We entered into a license and development agreement with Xian' Sky Online network technology limited liability Company in July 2018, which granted the developer the right to develop online game based on the contents of Dragonica and distribute such game in China. The agreement will expire after five years from the commercial launch of such game in such market. We entered into an agreement with Electronics Extreme Ltd., a game developer and publisher in Thailand, in February 2017 and allowed Electronics Extreme Ltd. to use the contents of Ragnarok Online to develop one mobile game and publish the game in Thailand, the Philippines, Singapore and six other Asian countries. Moreover, we license existing intellectual property from third parties for developing new games. In September 2008, we entered into a license agreement with ICONIX to develop Pororo Games, an IPTV game, based on a popular Korean television animation series "Pororo: The Little Penguin." Pororo Games has been commercially offered since September 2009. In November 2015, we entered into another licensing agreement with ICONIX, which allowed Gravity to develop and publish games for various platforms based on Pororo: The Little Penguin. In January 2018, we entered into a licensing agreement with CJ ENM Corporation ("CJ ENM") to develop and publish an IPTV Game based on CJ ENM's animation series "The Haunted House." In January 2018, we entered into a game development agreement with Doyeon Games to outsource the development of "The Haunted House" IPTV game. The game was launched in May 2019 in Korea. In May 2020, we entered into an agreement with National Basketball Association ("NBA") and National Basketball Players Association ("NBPA") to obtain the right to develop and publish a NBA licensed game. NBA Rise To Stardom, a Sports mobile game, was launched in Japan in November, 2021. We continue to seek more opportunities to license out existing intellectual properties or license in existing intellectual properties of third parties for game development and publishing.
Technology3 | 10.7%
Technology - Risk 1
Added
Network and technology infrastructure
We have designed and assembled our game server network and information management system in Korea to allow centralized game management on a global basis. Our system network is designed to speedily accommodate a growing user base and demand for faster game performance. Our game server architecture runs multiple servers on a parallel basis to readily accommodate increased user traffic through deployment of connection to servers, which permits us to route users in the same country to servers with less user traffic. Each of these servers is linked to our information systems network to ensure rapid implementation of game upgrades and to facilitate game monitoring and supervision. We maintain our server hardware in a single climate-controlled facility at KT Mokdong Internet Computing Center at 233-5 Mokdong-ro, Yangcheon-gu, Seoul, Korea and our other system hardware in our offices in Seoul. As of December 31, 2021, our server network for our online game operations in Korea consisted of a total of 165 servers, including 65 physical servers and 100 physical servers through the server virtualization technology we have adopted since July 2011, which allows one physical server to be divided into multiple virtual servers, each of which functions individually as a complete and independent server. In overseas markets, overseas subsidiaries or licensees own or lease the servers necessary to establish the server network for our games, and we assist them with the initial assembly and installation of operating game servers and optimization of their systems network for game operations in their respective markets. While the overseas system architectures are modeled on our system architecture in Korea, they are also tailored to meet the specific needs of each market. When we install and initialize a game in an overseas market, we generally dispatch network engineers and database technicians from Korea to assist with the assembly and operation of the system network and game servers. Following installation, we typically send two to five of our technicians and customer support staff to that market, for a few weeks in some cases and much longer periods in other cases, to assist with on-site game operation and technical support. Our overseas subsidiaries and licensees are responsible for providing database and other game information backup. Our game management software can program the game content to include localized features such as virtual map zones specific to each market. These features can be updated at the host country level in order to encourage development of a communal spirit among the users from the same country.
Technology - Risk 2
Added
Mobile games
As compared to online games, mobile games, which are played on mobile phones, including smartphones such as Google Android compatible phones and the Apple iPhone as well as feature phones and other mobile devices, such as tablet computers, have shorter game playtimes and less complex user-game interactions. We believe that mobile games, due to such characteristics, provide less-experienced users with a means to become familiar with both game playing and the game culture without making a substantial commitment in time and resources. As a result, we believe that mobile games allow us to target a broader audience of users. We develop mobile games either in-house or through outsourcing to third party developers, and we also publish mobile games licensed from third parties. In contrast to online games, the life cycle of a mobile game is relatively short and generally lasts from six to twenty-four months while reaching its peak popularity within the first three months of its introduction, though it varies by genre. As a result, we generate a significant portion of our mobile games revenue from the games that have been released within the recent twelve months. The following table sets forth each of the mobile games that we have released since January 2021. TitleGenreService AreaDate of CommercialLaunchTera ClassicMMORPGJapanJanuary 2021The Lord(1)SRPGSoutheast Asia (Except Indonesia)Indonesia February 2021September 2021The Labyrinth of Ragnarok(2)Time Effective MMORPGGlobal (Except Taiwan, Hong Kong, Macau, China and Japan)Taiwan, Hong Kong and MacauMarch 2021August 2021Ragnarok: Poring Merge(3)Time Effective RPGGlobal (Except Japan and China)April 2021King of Darkness: Land of Traitors(4)SLGMiddle EastApril 2021CPBL Pro-baseball 2021SportsTaiwan, Hong Kong and MacauJune 2021Ragnarok X: Next GenerationMMORPGSoutheast Asia (Except Vietnam)VietnamJune 2021September 2021Ragnarok OriginMMORPGJapanthe United States and CanadaJune 2021November 2021Ragnarok: The Lost Memories(5)Cinematic Newtro Story RPGThailandPhilippines, Singapore and MalaysiaNorth America and BrazilAugust 2021December 2021January 2022Sadako MAdventureJapanOctober 2021NBA: Rise To StardomSportsJapanNovember 2021Milkmaid Of The Milky WayPoint&Click AdventureKorea, Japan, Taiwan, Hong Kong and MacauMarch 2022Paladog TacticsSRPGKoreaMarch 2022 (1)The Lord game service in Southeast Asia (except Indonesia) ceased on February 28, 2022, and in Indonesia on March 2, 2022. (2)The Labyrinth of Ragnarok game service in Southeast Asia ceased on March 16, 2022 and was relaunched as a blockchain technology-based play-to-earn ("P2E") game featuring in-game NFT items in Southeast Asia on April 27, 2022. (3)Ragnarok: Poring Merge will be updated with the P2E feature and in-game NFT items in Southeast Asia in the first half of 2022. (4)King of Darkness: Land of Traitors game service ceased in the Middle East on July 30, 2021. (5)We commenced our online service for Ragnarok: The Lost Memories on Steam in Global on April 12, 2022. The following are revenues generated from our mobile games business for the periods indicated: Revenue TypeCountry20212021(1)20202019(In millions of Won and thousands of US$)Mobile games- micro transaction revenueKorea?49,798 US$41,897 ?84,428 ?20,981 Taiwan23,906 20,113 42,593 31,912 Malaysia19,359 16,287 22,880 13,416 United States17,241 14,505 17,040 53,242 Thailand14,235 11,976 22,613 61,214 The Philippines13,337 11,221 23,313 30,627 Indonesia3,629 3,053 10,241 21,659 Other(2)23,141 19,470 28,852 46,204 Subtotal164,646 138,522 251,960 279,255 Mobile games-royalties and license feesThailand53,357 44,891 - - Taiwan26,928 22,655 31,848 - Japan26,559 22,345 11,730 18,061 Malaysia10,882 9,155 - - The Philippines6,693 5,631 - - Indonesia5,198 4,373 - 161 Other(3)25,901 21,792 2,786 4,426 Subtotal155,518 130,842 46,364 22,648 Total?320,164 US$269,364 ?298,324 ?301,903 (1)For convenience only, the Won amounts are expressed in the U.S. dollar at the rate of Won 1,188.59 to US$ 1.00, the noon buying rate in effect on December 30, 2021 as certified by the Federal Reserve Bank of New York for customs purposes. (2)Other primarily comprises Singapore, Brazil, Europe and Oceania. (3)Other primarily comprises Singapore, Hong Kong, Europe and China. Ragnarok M: Eternal Love Ragnarok M: Eternal Love is a MMORPG which we offer in 122 markets across Taiwan, Hong Kong and Macau, Korea, Southeast Asia, North and South America, Oceania, Japan, Europe and Russia. The game was developed by Gravity and Dream Square, together with co-developer Xindong. We commenced our service for Ragnarok M: Eternal Love in Taiwan in October 2017, Korea in March 2018, Southeast Asia in October 2018, North and South America and Oceania in January 2019, Japan in June 2019 and Europe and Russia in October 2019. For the year ended December 31, 2021, Ragnarok M: Eternal Love represented 27.2% of our total revenues or Won 112,486 million (US$ 94,638 thousand), compared with 43.6% of our total revenues or Won 177,192 million in 2020. Ragnarok X: Next Generation Ragnarok X: Next Generation is a MMORPG we offer in Taiwan, Hong Kong, Macau and Southeast Asia. The game was developed by Gravity and Dream Square and we licensed Nuverse to commence the service in Taiwan, Hong Kong and Macau in October 2020, Southeast Asia (except Vietnam) in June 2021 and Vietnam in September 2021. See Item 3.D. "RISK FACTORS-RISKS RELATING TO OUR MARKET ENVIRONMENT-Our businesses and partnerships may be affected by geopolitical tensions between China and the United States. For the year ended December 31, 2021, Ragnarok X: Next Generation 30.5% of our total revenues or Won 126,336 million (US$ 106,291 thousand), compared with 7.8% of our total revenues or Won 31,844 million in 2020. Ragnarok Origin Ragnarok Origin is a MMORPG which we offer in Korea, Japan, the United States and Canada. The game was developed by Gravity and Dream Square, together with co-developer Shanghai Rexue Network Technology Co., Ltd. We commenced our service for Ragnarok Origin in Korea in July 2020, Japan in June 2021 and the United States and Canada in November 2021. For the year ended December 31, 2021, Ragnarok Origin represented 16.0% of our total revenues or Won 66,385 million (US$ 55,852 thousand), compared with 17.1% of our total revenues or Won 69,334 million in 2020.
Technology - Risk 3
Added
Online games
Online games are a genre of computer games in which a large number of players interact with one another within a virtual game world. The following table summarizes the online games that we currently offer. TitleGenreGame SourceDate of CommercialLaunch(1)Ragnarok OnlineAction adventure MMORPG(2)Developed in-houseAugust 2002Dragonica (Dragon Saga)(3)Action adventure MMORPGOriginally licensed from third party developer; currently owned by us(4)February 2009(5)Ragnarok Online IIAction adventure MMORPGDeveloped in-houseMarch 2012Ragnarok Prequel II(6)Action adventure MMORPG(Web browser-based)Developed by third party based on our intellectual propertyJune 2019 (1)The actual date of commercial launch of games in each jurisdiction is dependent on a variety of factors, including technical viability and durability, availability of in-house development capability, market conditions, beta testing results and availability of licensing partners, among others. (2)MMORPG is an abbreviation for Massively Multiplayer Online Role-Playing Game. (3)Dragonica is commercially offered in the United States, Canada and South America except for Brazil under the name Dragon Saga. (4)We acquired an aggregate of 50.83% equity interest in Gravity Games Corporation ("Gravity Games"), formerly known as Barunson Interactive, which developed Dragonica, on October 21, 2010, and subsequently increased our ownership in Gravity Games to 85.5% in August 2013. Due to the liquidation of Gravity Games, Gravity took over Dragonica IP. (5)Dragonica was initially launched in China in February 2009 followed by certain other countries and markets under license agreements between Gravity Games and local publishers before our acquisition of Gravity Games. (6)We began commercially offering Ragnarok Prequel II in Taiwan, Hong Kong and Macau in June 2019 and will discontinue the service on June 4, 2022. Ragnarok Online Ragnarok Online is an action adventure based MMORPG that combines cartoon-like characters, community oriented themes and combat features in a virtual world within which thousands of players can interact with another. By combining highly interactive and community oriented themes and features, such as marriages and organization of guilds, we believe we are able to create user loyalty from our users who favor games that provide social interaction in a virtual setting. Ragnarok Online was first commercially launched in August 2002 and, as of March 31, 2022, was commercially offered in 91 markets. See ITEM 4.B. "BUSINESS OVERVIEW-OUR MARKETS-Online Games." Ragnarok Online represented 17.4% of our total revenues or Won 72,177 million (US$ 60,726 thousand) in 2021, compared with 20.8% of our total revenues or Won 84,581 million in 2020. Gravity, either directly or through a subsidiary, operates Ragnarok Online in each geographic market other than Japan, Vietnam, Europe, Russia/CIS and China, where a third-party licensee operates the game. In markets where we or our subsidiary operates Ragnarok Online, our revenues are generated through subscription fees, and in markets where a third-party licensee operates the game, our revenues are generated through royalties or licensing fees. We believe that the PC configurations required to run Ragnarok Online are lower than or similar to many other competing online games, which we believe has facilitated our successful entry into and expansion of Ragnarok Online in many of the developed and developing countries in which Ragnarok Online is distributed. The recommended minimum PC configuration for Ragnarok Online is Intel Celeron 2.4 GHz or AMD Athlon 3000+, 512 MB RAM and 32 MB graphics card. The table below provides, for the periods indicated, the peak concurrent users and average concurrent users of Ragnarok Online since the first quarter of 2019, in each of our principal markets for Ragnarok Online. 1Q 192Q 193Q 194Q 191Q 202Q 203Q 204Q 201Q 212Q 213Q 214Q 211Q 22JapanPCU(1)9,805 10,369 9,157 7,797 9,154 9,192 12,754 11,936 8,973 9,034 9,641 7,152 6,920 ACU(2)4,454 4,443 3,546 3,249 3,977 4,226 4,180 5,354 4,284 3,760 4,226 2,792 3,010 KoreaPCU5,122 6,909 5,201 5,390 8,067 7,337 7,646 7,091 5,210 6,138 4,269 5,524 5,697 ACU3,113 3,500 3,004 3,268 4,014 3,950 4,209 3,666 2,882 3,479 2,589 3,033 3,293 Thailand(3)PCU103,335 89,969 33,658 24,076 34,214 23,326 13,931 13,261 ACU45,753 38,039 14,743 11,841 15,340 10,288 5,841 5,627 USA/CanadaPCU3,292 3,437 3,428 2,294 6,756 8,561 7,064 5,114 3,463 3,140 3,244 2,500 1,839 ACU2,596 2,663 2,813 2,212 4,197 5,719 4,495 3,353 2,807 1,970 2,230 1,311 1,183 Taiwan/Hong Kong/MacauPCU13,028 12,466 18,783 17,875 16,974 20,555 18,708 20,898 21,072 25,845 24,729 18,960 22,490 ACU6,220 6,804 10,012 9,409 9,718 11,492 10,895 12,259 12,491 12,640 13,555 10,780 12,418 (1)"PCU," or peak concurrent users, represents the highest number of users of Ragnarok Online during the specified time period as recorded on the servers for the various countries. (2)"ACU," or average concurrent users, represents the average number of concurrent users of Ragnarok Online during the specified time period as recorded on the servers for the various countries. (3)Ragnarok Online was relaunched in Thailand on May 28, 2020. We believe that the number of users as measured by PCU or ACU (i) is a measure of our active user base and (ii) is correlated with revenues, as revenues from an online game depend on the number of users as well as time spent playing the game. PCU and ACU associated with, and revenues generated from, Ragnarok Online have decreased largely because user preferences are shifting to mobile games, where we have an increased focus. PCU and ACU are non-financial variables and the data presented has not been audited or reviewed. Other companies may determine PCU or ACU differently than we do. The following table provides a breakdown of the revenues generated by Ragnarok Online in certain key markets for the periods indicated: Revenue TypeCountry20212021(1)20202019(In millions of Won and thousands of US$)Online games-subscription revenueThailand(2)?26,866 US$22,603 ?36,332 ?- Taiwan/Hong Kong/Macau25,930 21,816 23,422 16,989 Korea4,429 3,726 6,004 6,211 United States/Canada(3)2,089 1,758 3,390 1,386 Brazil1,854 1,560 1,988 2,031 Indonesia(4)517 435 664 470 Subtotal61,685 51,898 71,800 27,087 Online games-royalties and license feesJapan9,009 7,580 9,141 9,337 The Philippines324 273 618 364 Indonesia(4)- - - 63 Europe266 224 166 50 Thailand- - 135 760 Other(5)893 751 2,721 351 Subtotal10,492 8,828 12,781 10,925 Total?72,177 US$60,726 ?84,581 ?38,012 (1)For convenience only, the Won amounts are expressed in the U.S. dollar at the rate of Won 1,188.59 to US$ 1.00, the noon buying rate in effect on December 30, 2021 as certified by the Federal Reserve Bank of New York for customs purposes. (2)Ragnarok Online game service in Thailand by our former licensee Electronics Extreme Ltd ceased on May 27, 2020. The revenues generated from Thailand on or before May 27, 2020 are shown as "Online games-royalties and license fees-Thailand" and those revenues generated by Gravity Game Tech Co., Ltd. ("Gravity Game Tech") since May 28, 2020 are shown as "Online games-subscription revenue-Thailand."(3)Includes subscription and other types of game revenues managed by Gravity Interactive, Inc. and generated in countries other than the United States and Canada. Such revenues from other countries constitute an immaterial portion of the revenues recorded as subscription revenues from the United States and Canada. (4)Ragnarok Online game service in Indonesia by our former licensee PT Laut Angkasa Impian ceased on September 10, 2019. The revenues generated from Indonesia on or before September 10, 2019 are shown as "Online games-royalties and license fees-Indonesia" and those revenues generated by PT Gravity Game Link ("Gravity Game Link") since September 11, 2019 are shown as "Online games-subscription revenue-Indonesia."(5)Gravity collaborated with Garena Online Private Limited to launch a mobile game called "Garena Free Fire", which represented a one-off event. The revenue of Won 2,066 million generated from Singapore in May 2020 is shown as "Online games -royalties and license fees-Other." We obtained an exclusive license from Mr. Myoung-Jin Lee to use the storyline and characters from his cartoon titled "Ragnarok" for the development of games including for animation and character merchandising. We paid Mr. Lee an initial license fee of Won 40 million and are required to pay royalties based on a percentage of adjusted revenues (net of value-added taxes and certain other expenses) or net income generated from the use of the Ragnarok brand through January 2033. On December 27, 2017, we launched Ragnarok Zero, a new version of Ragnarok Online, in Korea. New game features were introduced for Ragnarok Zero, such as updated quests, improved user interface, premium character service and new item upgrade systems. Ragnarok Online Classic, a new server of Ragnarok Online, was launched in Thailand on October 28, 2021. The game is based on the original Ragnarok Online, which was first released in 2003, and features new user interface, premium character service and upgraded content. On December 15, 2021, we launched Ragnarok Retro, a new server of Ragnarok Online, in Indonesia. Ragnarok Retro features classic and upgraded characters, stories and game items from the original Ragnarok Online launched in 2003.
Macro & Political
Total Risks: 7/28 (25%)Above Sector Average
Economy & Political Environment2 | 7.1%
Economy & Political Environment - Risk 1
Added
Thailand
Copyright Act B.E. 2537 (1994) Under the Copyright Act, online and mobile games may be protected both as "literary work", which includes computer programs, or "audiovisual works" or "cinematographic works". As a member of the Berne Convention for Protection of Literary and Artistic Works, copyright works created in a signatory country will be protected under Thai law and given the same protection as those copyrights works created by Thai nationals. The period of copyright protection extends to fifty years after the death of the copyright holder. For a copyright holder other than a natural person, the period of copyright protection is fifty years after the publication of the work. Unauthorized reproduction, public transmission, distribution, adaptation or public display of a protected work may constitute an infringement of the copyright of the holder and may lead to both fines and imprisonment. Intellectual property-related matters in Thailand are overseen by the Department of Intellectual Property, under the auspices of the Ministry of Commerce. Additionally, IP-related lawsuits are submitted to a specialized court: the Court of Intellectual Property and International Trade. Foreign Business Operations Act B.E. 2542 (1999) The Foreign Business Operations Act was enacted in 1999 in an effort to restrict foreign participation in a wide range of business, commercial, and industrial activities in Thailand. Specifically, the Foreign Business Operations Act aims to protect Thai businesses in certain industries by limiting or prohibiting foreigners from operating businesses in those industries without specific authorization from the government. Restricted businesses for foreigners are divided into three (3) "Lists", and List 3 includes businesses in which Thai nationals are not yet ready to compete with foreigners, including a broad subsection (21) of "Other Services". Due to its broad scope, almost all business activities could fit into this category. Foreigners such as our Company can engage in businesses under List 3 only when a "Foreign Business License" is obtained from the Ministry of Commerce. Personal Data Protection Act B.B. 2562 (2019) The Personal Data Protection Act B.E. 2562 (2019) ("PDPA") was announced in the Royal Gazette on May 27, 2019. and became effective on May 28, 2019 (except for certain provisions on personal data protection, rights of personal data owner, petition, civil liabilities and penalties, which were originally due to become effective on May 28, 2020). However, due to the unpreparedness in many aspects, on May 19, 2020, the cabinet approved a Royal Decree that postpones the enforcement of the PDPA for 22 business industries for another one year, making the effective date of the PDPA June 1, 2021. "Computer, communication, and digital business", and "commercial businesses" are included in such 22 categories. Despite the postponement for one year already, on May 8, 2021, the cabinet approved a Royal Decree that defers the enforcement of the PDPA for 22 business industries for another one year due to the COVID-19 situation in Thailand, making the new effective date of the PDPA June 1, 2022. The PDPA was substantially influenced by the EU's GDPR. The PDPA will regulate the duties of a data controller or data processor residing in Thailand, regardless of whether the acquisition, use or disclosure of the data occurs in or outside Thailand. The PDPA will also apply to a data controller or data processor outside Thailand if the activities involve data belonging to a person residing in Thailand when goods or services are being offered to such persons, regardless of whether any payment is involved, or where the activities of such persons are being monitored. However, despite the postponement, the Ministry of Digital Economy and Society has issued an announcement stating that a data controller must implement data security measures, at the minimum, in accordance with the standards described in such announcement. Such standards include, implementing organizational, administrative and technological security measures to safeguard the integrity and the confidentiality of personal data etc. Nonetheless, due to some technicality matters, the enforceability of the announcement is still debatable and doubtful. Lastly, note that the appointment of the members of the Personal Data Protection Committee was announced in the Royal Gazette on January 18 2022, and the Committee is in process of drafting sub-regulation(s) of the PDPA.. The Committee, therefore, expects the PDPA will be fully effective by June 2022.
Economy & Political Environment - Risk 2
Added
The United States
Protection of Personal Information Most states have enacted legislation regarding the protection of personal information collected, processed, maintained or used in electronic form, as well as specific notification procedures in the event that such information is accessed or acquired by unauthorized individuals. Under these laws, among other things, businesses are required to implement and maintain reasonable security measures, such as encryption, designed to protect the computerized personal information of its customers or users from unauthorized access, disclosure or use. The definition of "personal information" varies by state, but may include social security numbers, credit card or bank account numbers and access codes, and a username or email address in connection with a password or security question that would permit access to an online account. In the event that a business suffers a security breach, these laws may require the business to provide notice of the incident. If notification is required, the business must notify each individual whose data was included in the incident and in some circumstances the State Attorney General, other state agencies, and consumer reporting bureaus. In addition to notifications required under state data breach laws, some other federal or state laws or guidelines may require notifications to other government agencies for incidents involving specific categories of information including but not limited to personal financial data, health data, and tax data. Notice may not be required in some states where an investigation demonstrates there is no risk of harm. In recent years, many states have adopted amendments to these laws, expanding the definition of "personal information" requiring notification, shortening the timing for required notification and imposing new regulator and consumer reporting bureau notification obligations in certain circumstances. If such personal information is accessed or acquired by unauthorized individuals, the business may be subject to litigation risks from impacted customers for harm to them potentially resulting in statutory fines or penalties, as well as civil liabilities. A business that suffers a breach may also experience harm to its reputation and business. Privacy Policy Requirements Online privacy policies are generally required for Web sites that collect personal information from children or that collect certain personal information from the residents of certain states, such as California, Connecticut and Delaware. For other jurisdictions and types of information, online privacy policies are considered a good practice, but not necessarily required. Any company that does publish a privacy policy is obligated, however, to comply with its terms or risk being found to have engaged in a deceptive practice. The Federal Trade Commission (the "FTC") and some state laws require that a posted privacy policy conspicuously and accurately disclose their user data collection and disclosure practices, including informing a business' customers and users of the personal information that is collected, describing how that personal information is used and shared with third parties, and explaining how users may change or update such information. In addition to possible statutory fines or penalties, an operator may be directly liable to its customers or users if it fails to comply with its posted privacy policy, if such noncompliance harms the users. Moreover, the FTC has initiated numerous investigations and imposed significant civil penalties in several cases involving alleged failures by companies to comply with the representations made in their online privacy policies and/or adequately disclose the companies' actual practices in such policies. Settlement agreements with the FTC frequently include twenty years of privacy audits and mandated revisions to the business' privacy practices, and can include civil penalties. In general, privacy policies are also expected and in certain circumstances required in the mobile application context, including in relation to the collection and use of precise geolocation and mobile device identifier data. Because of the sensitive nature of data that can be collected through mobile applications, mobile application developers should post a privacy policy accessible through the application or the application store, provide just-in-time disclosures, obtain affirmative express parental consent when collecting sensitive information such as children's data, or engaging in certain tracking activities, and use enhanced measures or special notices to alert users to unexpected data use cases to follow best recommended practices from the FTC and State Attorneys General as well as certain requirements recently imposed by state law and mobile application store platform terms. The FTC has increased its scrutiny of mobile platforms and mobile applications and launched several investigations into application developers in recent years relating to misleading privacy disclosures, the over-collection of data from a user's mobile device, and the collection of information from children under the age of 13 in violation of the Children's Online Privacy Protection Act of 1998 (the "COPPA"). FTC enforcement actions relating to the failure to properly disclose and obtain valid consent to data collection, use, and sharing may result in a consent order requiring a business to delete all information that was improperly collected and used. Further, mobile application store platforms have increased their requirements and scrutiny of mobile applications available through their platforms, and failure to comply with mobile application store requirements can result in a mobile application's removal from the mobile application store. Recently, mobile location data sales and mobile apps that contain third-party location gathering software development kits (SDKs) have come under significant scrutiny by Federal lawmakers. Business Impact and Liability Arising from New and Evolving Data Privacy and Cybersecurity Laws and Regulations Data privacy and cybersecurity-related laws and regulations in the United States are evolving and are subject to potentially differing interpretations, and various U.S. federal and state legislative and regulatory bodies may expand or enact new data privacy and cybersecurity-related laws and regulations. For example, the state of California enacted the California Consumer Privacy Act of 2018 (the "CCPA"), which came into effect on January 1, 2020, and which introduces and enhances consumer rights for California residents and disclosure obligations relating to how personal information (which is defined broadly under the CCPA) is processed. In certain circumstances, the CCPA provides a California resident the right to direct a business not to sell his or her personal information or to delete his or personal information, as well as the right to access his or her personal information or to request certain details about how a business processes his or her personal information. The CCPA also provides children's personal information heightened protection by prohibiting businesses from selling the personal information of a California resident whom the business has actual knowledge is less than 16 years of age unless the business receives affirmative authorization from the resident between the age of 13 and 16, or from his or her parent or guardian, if the individual is less than 13 years of age. California recently enacted the California Privacy Rights Act of 2020 (the "CPRA"), which significantly amended the CCPA and is set to become fully operative on January 1, 2023. Of note, the CPRA expands the CCPA's right to opt out and the obligation for businesses to obtain affirmative authorization for certain use of personal information of children less than 16 years of age to include not only the selling of personal information but also the sharing of personal information for cross-context behavioral advertising purposes. Outside of California, the Commonwealth of Virginia recently enacted the Virginia Consumer Data Protection Act (the "VCDPA"), which also has an effective date of January 1, 2023. Similar to the CPRA, the VCDPA grants Virginia residents a broader right to opt out of the processing of personal information for purposes of targeted advertising, the sale of personal data, and certain profiling concerning the consumer, and also prohibits businesses from processing sensitive data (which is defined to include precise geolocation data and personal data collected from a known child younger than 13 years of age) without obtaining the consumer's consent. Colorado has also enacted the Colorado Privacy Act that similarly provides rights and imposes obligations on business regarding persaonl information that becomes effective on July 1, 2023. In addition, other state legislature and the U.S. Congress are also considering comprehensive data privacy and cybersecurity laws, adding complexity to the regulatory and compliance environment in the United States. Major industries we rely on (like the online advertising industry) are undergoing significant change to address these legal and regulatory developments, new platform rules, evolving consumer expectations, and in anticipation of further regulation. In this rapidly changing legal environment, our business may experience disruption in its ability to process certain consumer data, earn revenue from advertising inventory and obtain new users and subscribers of our games, and our operations may be further impacted if other states in the U.S. adopt similar laws or if comprehensive federal data privacy or cybersecurity laws are enacted. Game Ratings and Attempts to Regulate Access to Children Most video game software publishers comply with the standardized rating system established by the Entertainment Software Rating Board, or the "ESRB," a non-profit, self-regulatory body established in 1994 by the Entertainment Software Association, or the "ESA." The ESRB rates video games submitted by video game publishers; the ratings include both a symbol for age appropriateness (e.g., "E" for Everyone or "M" for Mature) and a content descriptor (e.g., "Blood and Gore" or "Intense Violence"). The ESRB specifically excludes any online interactions from the rating, as the ESRB is unable to review content, such as chat, text, audio and video generated by other users in an online environment. In 2015, the ESRB, in partnership with the International Age Rating Coalition, extended the ESRB rating system to games accessible via mobile and digital marketplaces. By submitting a game to the ESRB and using an ESRB rating, a video game publisher must agree to adhere to advertising and packaging guidelines for the rated game, such as using appropriate advertising content and not targeting any advertisement for a game rated "Teen," "Mature" or "Adults only" to consumers for whom the product is not rated as appropriate. The ESRB's Advertising Review Council has been granted the oversight and enforcement authority for compliance with the advertising guidelines. The ESRB may enforce sanctions against game producers for failing to label their product properly, including fines up to US$ 1 million, and/or product recall. Games that are digitally available via download may be taken down for incomplete content disclosures. Although submitting a game to the ESRB is voluntary, some retailers may be reluctant to sell games without an ESRB rating. The United States Federal Trade Commission, or the "FTC," may also take action with respect to improper ratings pursuant to its broad authority to prohibit fraudulent, deceptive, or unfair business practices. The ESRB has rated our games as follows: Requiem is rated "Mature," Ragnarok Online is rated "Teen" and Dragon Saga is rated "Everyone 10+." A number of bills have been introduced in Congress to specifically regulate the sale of video games with violent content to minors, but currently no such federal laws are in effect. Several states and cities have enacted or are considering laws that would regulate game industry content and marketing, including the rental or sale of games with violent content by or to minors. Other states have enacted laws that require the posting of signs providing information about ESRB ratings. Lawmakers may pass additional laws and regulations restricting the sale of violent video games to minors, which, if enacted, could adversely affect our sales and results of operations. Online Collection of Information from Children The COPPA governs the online collection of personal information from children under the age of 13. Under COPPA, a Web site or online service, including an Internet-enabled gaming platform, that knowingly collects information from children under 13 years old, or that in whole or in part is directed to children under 13 years old, must obtain verifiable parental consent before collecting, using and/or disclosing personal information from any child (including, but not limited to, first and last name, home address, email address, telephone number, Social Security number, image or likeness, mobile device identifier or other persistent identifier that would permit the physical or online contacting of a specific individual) and meet other requirements. Web sites or online services subject to COPPA must therefore obtain verifiable parental consent before engaging in online advertising that involves tracking of children under the age of 13. The Web site operator must also post and obtain parental consent to a clear online privacy policy that provides notice of what information is collected from children, how the information is used, and a list of third parties with which the operator may share or sell the child's information. The privacy policy must inform parents of their right to choose whether the child's information can be shared with third parties, provide parents access to the child's information, and offer parents the opportunity to delete any collected information. If the company permits third party advertising networks to use persistent identifiers to serve advertisements, the company must ensure that parental consent covers such collection, sharing, and use. Moreover, the operator must establish and maintain reasonable procedures to protect the confidentiality, security and integrity of any personal information collected from children under 13 years of age. COPPA also prohibits conditioning a child's participation in a game on the child disclosing more personal information than is reasonably necessary to participate in such activity. COPPA authorizes the FTC and the State Attorneys General to bring actions against Web site operators to enforce the statute, and provides for penalties of up to US$ 46,517 per violation. A recent 2019 enforcement action resulted in civil penalties of US$ 170,000,000, the largest civil penalty ever imposed under COPPA. Recent legislative efforts to amend COPPA and the initiation of the FTC's regulatory review process to update the agency's COPPA Rule implementing the statute may further impact our operations to the extent they involve the collection of information from children. Liability Arising from User Speech and Conduct Section 230 of the Communications Decency Act of 1996, or the "CDA," provides limited protection to interactive computer services, such as an online game service, from liability for publishing information posted or provided by others, such as the users of an online game service. The protections of the CDA, however, do not immunize interactive computer services from criminal liability under United States Federal law (e.g., obscenity or child pornography), for infringement of intellectual property law, or any state laws that are not inconsistent with the CDA. Additionally, Section 230 of the CDA is considered somewhat controversial, leading to several State law proposals seeking to limit the protections offered by the CDA by introducing legislation to carve out protection in cases of violations of state criminal law or child prostitution. Congress or the courts could continue to narrow or change the application of Section 230 of the CDA, in which case online game service operators, such as the Company, could face increased potential liability for certain speech or conduct by the users on their online game service. Recent events in the United States have increased focus on potential reform for Section 230 of the CDA.
International Operations4 | 14.3%
International Operations - Risk 1
Added
The Philippines
Data Privacy Act The Data Privacy Act of 2012 establishes the Philippines' data privacy framework. It recognizes an individual's rights to personal and sensitive information and fines the unlawful processing of such information and the violation of rights of a data subject. Individuals and legal entities that process personal information are considered "personal information controllers" and are subject to the mandatory requirements of the law. Copyright Under the Intellectual Property Code of the Philippines, online and mobile games may be protected as "computer programs". There are two types of rights under copyright, namely (1) economic rights which enable the creator to obtain remuneration from the exploitation of works, and (2) moral rights, which make it possible for the owner to undertake measures to protect the connection between it and the work. The term of protection under the law is during the life of the author and for fifty years after his death. Child and Youth Welfare Code The Child and Youth Welfare Code provides that every child has the right to full opportunities for safe and wholesome recreation and activities, individual as well as social, for the wholesome use of his leisure hours. Further, the law provides that every child has the right to protection against exploitation, improper influences, hazards, and other conditions or circumstances prejudicial to the child's physical, mental, emotional, social and moral development. Should an online game be determined to promote ideals inimical to the physical, mental, emotional, social and moral development of a child, then the same may be considered a violation of the law and be the basis for a complaint. Consumer Act The Consumer Act of the Philippines (the "Consumer Act") protects the interests of purchasers, lessees, lessors, or recipients of consumer products within the Philippines. Under the Consumer Act, online and mobile games for personal use are considered as consumer products. Developers and distributors of online and mobile games must ensure compliance with the requirements regarding proper sales and advertising practices, correct labeling, and special packaging for children, among others. Failure to do so may subject developers and distributors to sanctions and penalties provided by law. Electronic Commerce Act The Electronic Commerce Act provides for the recognition of messages and documents in the electronic form as valid evidence of a transaction. It applies to all kinds of electronic data messages and electronic documents used in commercial and non-commercial activities and exchanges. Under the Act, the transactions between the users and the providers of online and mobile games can be validly proven by its respective electronic data message and document. Cybercrime Prevention Act The Cybercrime Prevention Act aims to protect the integrity of computer systems, networks, and databases, as well as the confidentiality and integrity of the data stored therein from misuse and illegal access. It punishes any person or entity who, among others, illegally accesses or intercepts, or intentionally or recklessly interferes with, computer systems or data. Abetting or aiding in the commission of a cybercrime is also punishable under the Act. Japan does not currently have any national government regulations targeted specifically at the online game or mobile game industry. Some regulations that are relevant to or that may affect the online game and mobile game industries are described below. Protection of Personal Information Businesses in Japan are subject to certain statutory requirements with respect to personal information acquired during the ordinary course of business. Pursuant to these statutory requirements, businesses must set up appropriate procedures to protect personal information from use for any purpose other than the intended purpose. Regulations on Sound Upbringing of Minors In Japan, Internet and game software content is generally regulated at the local, rather than the national, level. Many local governments have ordinances regarding the sound upbringing of minors, which empower competent authorities to designate game software as detrimental to the sound upbringing of minors and prohibit the sale or distribution to minors of such designated game software. In addition, the Computer Entertainment Rating Organization, or "CERO," a nonprofit organization, offers rating services for home-use games, including online and mobile games. Game developers may request a rating for their game software from CERO, which will then review such software and assign one of the following five ratings: "suitable for users of all ages," "suitable for users 12 years old or older," "suitable for users 15 years old or older," "suitable for users 17 years old or older," and "suitable only for users 18 years old or older." Ratings are based on, among other factors, the degree of sex, violence, anti-social expression, language and ideology related expressions in the game software content. Once a rating is assigned, the relevant game software must prominently display such rating. Regulations on Mobile Game Payments and Gatcha In 2012, the Consumer Affairs Agency issued guidance that a certain subset of gatcha known as "complete gatcha" (kompu gatcha) violate the Act Against Unjustifiable Premiums and Misleading Representations. In complete gatcha, a player must first win several items through a standard gatcha mechanism in order to ultimately win another, rarer item. For example, a player must first win items A through D through normal gatcha before receiving a "grand prize" item E. Because complete gatcha induce the player to purchase more and mora gatchas, the Consumer Affairs Agency regards them as offering an improper premium that harms consumer welfare. Regular gatcha, by contrast, are permitted under the Consumer Affair Agency's guidance because they do not generate an item which can be combined with other items. In simple terms, regular gatcha do not offer a set to "complete." Payment Service Act Under the Payment Services Act of Japan, in-game items that are purchasable with real money and function in-game as a currency are regulated as "prepaid payment instruments." Business operators are required to notify the Legal Affairs Bureau if the unused balance of such in-game items sold by the game operator exceeded 10 million yen as of March 31 and September 30 in a given year.
International Operations - Risk 2
Added
Singapore
The office of Gravity Game Hub, our wholly-owned subsidiary in Singapore, is located at #10-1~2, 100 Cecil Street, The Globe, Singapore. Gravity Game Hub currently occupies 2,670 square feet of office space, leased from a third party. The annual lease payment amounts to Won 163 million (US$ 137 thousand). We believe that the existing facilities of Gravity Game Hub are adequate for their current requirements and that additional space can be obtained on commercially reasonable terms to meet their future requirements.
International Operations - Risk 3
Added
Indonesia
The office of Gravity Game Link, our 70%-owned subsidiary in Indonesia, is located at Jl. Arteri Pos Pengumben No. 8 RT. 05 / RW. 08, Sukabumi Selatan, Kebon Jeruk, RT.5/RW.8, Sukabumi Sel., Kec. Kb. Jeruk, Kota Jakarta Barat, Daerah Khusus Ibukota Jakarta. Gravity Game Link currently occupies 2,014 square feet of office space, leased from a third party. The annual lease payment amounts to Won 62 million (US$ 52 thousand). We believe that the existing facilities of Gravity Game Link are adequate for their current requirements and that additional space can be obtained on commercially reasonable terms to meet their future requirements.
International Operations - Risk 4
Added
Taiwan
There are currently no laws or regulations that specifically target online and mobile gaming businesses. Some laws and regulations that are relevant to or that may affect the online and mobile gaming businesses are described below. Protection of Personal Data A non-governmental entity collecting, processing or using personal data is subject to the Personal Data Protection Act, or the "PDPA", as amended on December 30, 2015. Any information that may be used to directly or indirectly identify a natural person is considered "personal data", including the name of the data subject, date of birth, identity card number, passport number, characteristics, fingerprints, marital status, family, education, occupation, medical record, medical treatment, genetic information, sexual life, health examination, criminal record, contact information, financial conditions and social activities. When an entity collects personal data, it must inform the data subject of matters including the purpose of collection, how the data will be used, the rights of the data subject to review, duplicate, correct the personal data, and the right to request the entity to cease using the data. When such entity processes or uses any personal data collected by any third parties, it must further inform the data subject about the source of such data in addition to the requirements mentioned above. In principle, prior consent from the data subject is required in order to process and/or use his/her personal data. However, this requirement is exempted if the use relates to matters of public interest or if the personal data is available from the public domain and the interest to be protected is more important than the privacy of the data subject. Furthermore, the competent authorities may impose restrictions on any overseas transmission of personal data if (1) such transmission is related to the interests of the nation, (2) such restriction is imposed pursuant to an international treaty or agreement, (3) the receiving country has no laws or regulations that are sufficient to protect personal data, or (4) such transmission is made through a third nation/region for the purpose of avoiding the regulations of the PDPA. Violation of the PDPA may lead to a criminal sentence if such violation is committed with the intent to gain profits, and may also lead to damage claims, whether with such intent to gain profits or not, even if no actual damage can be proven. The competent authorities may request an entity to delete the data and prohibit the entity from further collecting, processing or using the data if the entity is perceived to have violated the PDPA. A victim may authorize certain public-interest associations to file a lawsuit against the violator on his/her behalf. Regulations on Copyrights Under the Copyright Act, as amended on May 1, 2019, online and mobile games may be protected both as "computer programs" and "audiovisual works." The period of copyright protection extends to fifty years after the death of the copyright holder. For a copyright holder other than a natural person, the period of copyright protection is fifty years after the publication of the work. Any unauthorized reproduction, public transmission, distribution, adaptation or public display of a protected work, removal of any electronic rights management information for the purpose of identification of copyright or copyright holder, or removal of any technological protection measures of a work, either willfully or negligently, may constitute an infringement of the copyright of the holder and may lead to imposition of fine(s) and/or imprisonment. Taiwan courts remain divided regarding whether the operation of an unauthorized server for an online game violates the Copyright Act. In 2017, the Intellectual Property Court of Taiwan ruled that the operator of an unauthorized server of an online game did not violate the Copyright Act by altering the log-in IP address of the online game. On the other hand, the same court ruled that reproducing copyrighted programs and artworks violated the Copyright Act. Any entity that sets up an unauthorized server for our online or mobile games may therefore be deemed as infringing copyrights and violating the relevant laws of Taiwan. Use of a protected work will not constitute an infringement if it constitutes certain reasonable use based on statutory exemptions, such as use for educational, research, or news reporting purposes. An Internet service provider might not be held liable for copyright infringement by its users if it has adopted certain preventive measures for possible copyright infringements. Regulations on Welfare and Rights of Children and Youths Online game and mobile game operators should comply with a five-category game rating system, established under the Protection of Children and Youths Welfare and Rights Act and the Regulations of Game Software Rating Management, as amended on January 20, 2021 and May 23, 2019, respectively. The categories include: "Restricted", "Parental Guidance 15", or "PG-15", "Parental Guidance 12", or "PG-12", "Protected" and "General Public." The ratings are registered with the Digital Game Rating Committee, or the "DGRC", and such registration should be filed by the entity selling the game software or operating the game with license, or by the other entity supplying the game to users, prior to the launch of the game for public review and reference. Entities selling, operating with license, renting, disseminating, or displaying the game software or providing software for downloads should mark such classification on the packaging of the game software or next to the link to such game software. Failure to comply with the rating system and the related marketing requirements by persons selling, operating with license, renting, disseminating, or displaying the game software or providing software for downloads may lead to imposition of fine and suspension of the online or mobile game. Regulations on Consumer Protection A transaction between a business operator and a consumer is governed by the Consumer Protection Act, or the "CPA", as amended on June 17, 2015. Any transaction between a business operator and a consumer, if conducted through the Internet such that the customer does not have the opportunity to examine the goods or the services prior to the transaction, will be considered a "distant sale." A consumer of a distant sale may cancel the transaction without cause within seven days of receiving the goods or services and shall not be subject to any cancellation fee. If a business operator fails to inform the customer of his/her right to cancel the transaction within seven days, such seven-day period shall be calculated from when the business operator later informs the customer of his/her right. A customer may not cancel the transaction after four months since receiving the goods or services. Any agreement that waives such rights of a customer is void. An online game service agreement between a game operator and a consumer, if reached through standard contract terms drafted by the game operator and without negotiations between the parties, such as the standard terms and conditions between us and our Taiwan users, is subject to the Regulations of Mandatory Provisions to be Included in and Provisions Prohibited from Standard Form Contract for Internet Games Services effective since January 8, 2019. For example, any term in a standard contract for online games that waives a game operator's responsibility under the CPA, precludes consumers' right to terminate the agreement at will, or allows a game operator to amend the agreement unilaterally, will be deemed void. The mandatory provisions for a standard contract for an online game include, among others, that (1) a consumer may terminate the agreement without cause within seven days of executing the agreement, (2) a consumer may request for full refund of any paid but unused points/value, (3) a business operator should publish an announcement on the home page of game Web site, the game log-in page or the purchase page thirty days prior to any service fee rate adjustment scheduled to come into effect, and (4) if a business operator closes its business, it should, no less than thirty days prior to closure, publish an announcement on the home page of the game Web site, the game log-in page or the purchase page, and notify the consumers at the consumers' registered contact information if previously provided. These mandatory provisions form part of the online game agreement and are effective even if they are not specified in the executed standard contract. Further, according to the CPA, a business operator that engages in the design, production, and/or manufacture of goods, and/or the provision of services, must ensure that the goods or services produced or provided meet the reasonably expected safety requirements based on the prevailing technology or professional standards at the time of manufacture. The liability of a business operator to compensate for consumers' injury cannot be restricted or released in advance. In addition, the CPA imposes strict liability on business operators for loss or damage caused to consumers regardless of whether the product or service has defects or not. A business operator in violation of the CPA thereby causing injury to a consumer or third party is jointly and severally liable; provided, however, that if the business operator can demonstrate that the injury suffered was not caused by negligence on its part, the court may reduce the amount of damages. The CPA also requires that business operators warn consumers of any potential danger that may be caused by their products. According to the CPA, consumer disputes may be mediated by a local consumer mediation committee, or be brought to the court through class actions by consumer protection organizations on behalf of the consumers.
Capital Markets1 | 3.6%
Capital Markets - Risk 1
Added
Our markets
Our biggest geographic markets in terms of revenue for the year ended December 31, 2021 were Thailand, Taiwan, Korea and Japan. The following table sets forth a summary of our consolidated statement of operations showing revenues by geographic area for the periods indicated and the percentage represented by such revenues for the year ended December 31, 2021. Year Ended December 31,Country20212021(1)20202019(In millions of Won and thousands of US$, except percentages)Thailand?94,475 22.8 %US$79,485 ?59,086 ?62,043 Taiwan77,462 18.7 %65,171 100,049 52,118 Korea73,751 17.8 %62,049 109,895 45,273 Japan40,259 9.7 %33,871 22,500 28,469 Malaysia30,422 7.3 %25,595 23,121 13,511 United States/Canada (2)20,894 5.1 %17,579 20,659 55,062 The Philippines20,173 4.9 %16,972 23,690 30,951 Indonesia10,723 2.6 %9,022 12,729 22,355 Others45,779 11.1 %38,516 34,224 51,185 Total?413,938 100.0 %US$348,260 ?405,953 ?360,967 (1)For convenience only, the Won amounts are expressed in the U.S. dollar at the rate of Won  1,188.59 to US$ 1.00, the noon buying rate in effect on December 30, 2021 as certified by the Federal Reserve Bank of New York for customs purposes. (2)Revenues in the United States and Canada, as shown on this table, also include subscription and other types of game revenues generated in other countries managed by Gravity Interactive. Such revenues from other countries constitute an immaterial portion of the revenues recorded as subscription revenues from the United States and Canada.
Finance & Corporate
Total Risks: 3/28 (11%)Below Sector Average
Accounting & Financial Operations1 | 3.6%
Accounting & Financial Operations - Risk 1
Added
Overview
Gravity is an online and mobile games developer and publisher based in Korea. We generate revenue from online games, mobile games and other sources (including character based merchandise and animation). Our historical principal product, Ragnarok Online, is an online game which is available in 91 markets. Revenues from Ragnarok Online decreased in 2021, representing 17.4% of our total revenues for the year ended December 31, 2021, compared to 20.8% of our total revenues in 2020. This decrease was primarily due to decreased revenue from Ragnarok Online in Thailand re-launched in May 2020. Our focus on mobile games has increased in recent years, and mobile games represented 77.3% of our total revenues for the year ended December 31, 2021. Our principal mobile games, Ragnarok X: Next Generation, Ragnarok M: Eternal Love and Ragnarok Origin accounted for 30.5%, 27.2% and 16.0%, respectively, of our total revenues for the year ended December 31, 2021. In 2020, Ragnarok M: Eternal Love accounted for 43.6% of our total revenues. We intend to continue to diversify our product offering by developing online and mobile games in house or through outsourcing as well as publishing additional games developed by third parties. Our main geographic markets in terms of revenues for the year ended December 31, 2021 were Thailand, Taiwan, Korea and Japan.
Corporate Activity and Growth2 | 7.1%
Corporate Activity and Growth - Risk 1
Added
Publishing
We also seek opportunities to publish games developed by third parties if we determine such games have potential to become a commercial success. Our publishing and licensing processes include the following: - Preliminary screening. Our preliminary screening process for a game usually includes preliminary review and testing of the game and discussions with the game developer on technological and operational aspects;- In-depth examination, analysis and commercial negotiation. Once a game passes preliminary screening, we thoroughly review and test the game, conduct a cost analysis, develop operational and financial projections and formulate a preliminary game operating plan. We then begin commercial negotiations with the developer;- Game rating and regulatory registration and approval. Once a license agreement to publish and distribute a game is signed, we submit an application to the Game Rating and Administration Committee to obtain a game rating, except for mobile games, which are not required to be rated by the Game Rating and Administration Committee and may be rated by us as distributor. This process generally takes approximately 15 days. We also typically register our intellectual property rights in Korea under our license agreements, such as copyright and trademark, with the relevant Korean government agency. Our overseas subsidiaries or licensees follow similar procedures in their respective markets where the games we license are commercially offered; and - Testing and marketing. Once the required registration and approvals are obtained, we conduct closed beta testing and open beta testing of the new game and assist the licensor with the development of the game, in the case of online games. Our game business team takes the lead in conducting preliminary screenings to select games for potential distribution and the commercial negotiations process. The games initially screened by our game business team are additionally evaluated or tested by other teams, such as the marketing team and quality management team, for a second opinion. Once a license agreement is finalized, we generally create a specific team for the selected game within the marketing department to work with and guide the licensor through the beta testing and/or marketing process for a successful launch of the game.
Corporate Activity and Growth - Risk 2
Added
Item 4.c. Organizational structure
The following is our organizational structure: Note: (1)On January 5, 2022, Gravity Game Vision Limited, a 100%-owned subsidiary in Hong Kong, was incorporated.
Legal & Regulatory
Total Risks: 2/28 (7%)Below Sector Average
Regulation1 | 3.6%
Regulation - Risk 1
Added
Laws and regulations
We are subject to many laws and regulations in the different countries in which we operate. See ITEM 3.D. "RISK FACTORS-RISKS RELATING TO OUR REGULATORY ENVIRONMENT." A general overview of the material laws and regulations that apply to our business is provided below for the countries from which we derive a significant portion of our revenues. The Korean game industry and online and mobile game companies operating in Korea are subject to the following laws and regulations: The Personal Information Protection Act The Personal Information Protection Act ("PIPA") was enacted on March 29, 2011 and went into effect on September 30, 2011. PIPA's scope covers anyone dealing with personal information in the private and public sectors. An amended version of PIPA, enacted on February 4, 2020 (which came into effect on August 5, 2020) now also includes Special Provisions for Personal Information Processing by Information and Communication Network Providers (the "Special Provisions"), which used to be previously covered in the Act on Promotion of Information and Telecommunications Network Utilization and Information Protection, etc. (the "Information Protection Act"). If a person's personal information is collected or used, or provided to a third person, such person's consent should be obtained. However, under the amended PIPA of February 4, 2020 (which came into effect on August 5, 2020), the consent of such persons does not have to be obtained if (i) it is deemed reasonable for the purpose of collecting information, (ii) no adverse consequences are incurred to such persons and if (iii) measures such as encryptions are taken as necessary to secure safety. Furthermore, the Special Provisions state that personal information may be collected and used without the consent of such persons (i) when the information is necessary for the performance of an information and communication network service contract, but is clearly difficult to obtain under usual procedures due to economic and/or technical reasons, or (ii) if the information is necessary in order to charge the fees incurred by the provision of information and communication network service. If personal information is no longer necessary upon achievement of the purpose of the collection and use of personal information, such information should be immediately destroyed. The Special Provisions also require, in principle, information and communication network providers to take necessary measures (e.g., the destruction of personal information) as required by Presidential Decree to protect the personal information of users who have not used the information and communication network services for a year. Any transaction requiring identifiers granted by law for identification purposes, such as the resident registration number, is generally prohibited, and exceptions are recognized on a restrictive basis only if consent is obtained or required by law. In addition, any person dealing with personal information as determined pursuant to the Presidential Decree, for instance, such as signing up for a website, should provide alternative methods to using the resident registration number. In the event of a personal information leak, the processor of personal information should promptly notify the affected person after discovering such incident. If the volume of the leak of personal information exceeds a certain number, the processor of personal information should report the incident to the authorities and take necessary measures to minimize damages. The Special Provisions also state that upon becoming aware of any loss, theft or leakage of personal information, information and communication network providers must without delay notify the affected users of such fact, and within 24 hours, file a report to the Personal Information Protection Committee or a specialized agency. Information and communication network providers must also take necessary measures such as deleting or blocking the publicly exposed personal information, as requested by the Personal Information Protection Committee or by the specialized agency designated by Presidential Decree. In addition, the same legislation grants to each individual the right to request perusal, the right to request correction or deletion, and the right to request suspension of process with respect to one's personal information, and also provides the methods to exercise such rights. We are required to indemnify users for damages occurring as a result of our violation of the foregoing restrictions, unless we can prove the absence of willful misconduct or negligence on our part. Penalty surcharges are imposed on any information and communication networking provider violating the regulation on the protection of personal information to recover any unfair profits gained by such enterprises, and some conducts, such as collection of personal information of users without their consent, are the subject of criminal punishment. Any information and communication network provider violating its obligation to protect personal information by collecting, using, disclosing such information without consent, and not complying with protective measures, may be imposed with surcharges not exceeding 3% of the sales relevant to the conduct of violation in consideration of the details, degree, period, the number of times and the scale of gained profits. Following the continued occurrence of personal information leakage incidents, PIPA was amended on July 24, 2015 (which came into effect on July 25, 2016) to strengthen personal information protection measures and supplement remedial methods for users by strengthening punishment on personal information processors and introducing a statutory damage compensation system. According to the amended PIPA, a user may claim for statutory damage compensation up to Won 3 million in case of loss, theft or leakage of his/her personal information under management by personal information processors. To promote prompt and fair settlement of disputes concerning personal information, the same legislation also provides that a Personal Information Dispute Mediation Committee, or "PIDMC," should be established and the PIDMC's decision, if accepted by the disputing parties, should have the same legal effect as settlement by trial. In consideration of the fact that most identity theft cases are large in scale and small in the amount of monetary damages, the legislation adopts a collective dispute settlement system. A class action system for personal information has been adopted, but in order to prevent frivolous class action suits, litigants are required to go through the collective dispute settlement system prior to bringing a class action and cases are limited to those seeking suspension or injunctive relief. The Act on Promotion of Information and Communications Network Utilization and Information Protection, Etc., or Information Protection Act Previously, the Information Protection Act was silent on mobile application developers' access to personal information of application users, and such application users typically consented to such access as they would otherwise not be permitted to use the mobile application services. However, the Information Protection Act was amended on March 22, 2016 (which came into effect on September 23, 2016) to require mobile application developers to distinguish between information that is critical to provision of material components of the application services and information that is not critical, and clearly explain to each user why access to such critical information is necessary when the developers' request such user to provide consent for such developer's access to the data stored on such user's smart phone. Moreover, a mobile application developer may not refuse to provide services based on a user's refusal to provide access to his or her information which is not critical to provision of the application services. While the current Information Protection Act also includes provisions on matters regarding personal information protection, all such provisions are deleted from the amended version of the Information Protection Act as of February 4, 2020 (which came into effect on August 5, 2020) and integrated into the amended PIPA as of February 4, 2020 (which came into effect on August 5, 2020). The Act on Consumer Protection for Transactions through Electronic Commerce Under this Act, we are required to take necessary measures to maintain the security of consumer information related to our electronic settlement services. We are also required to notify consumers when electronic payments are made and to indemnify consumers for damages resulting from misappropriation of consumer information by third parties. Copyright Act The Copyright Act grants certain protections to general works and computer program works. In connection with computer program works, the Copyright Act provides for restrictions on software copyrights, reverse analysis of computer programs and the establishment of the exclusive right to issue computer programs as a special case apart from other kinds of works. The Copyright Act has the relevant provisions necessary for implementing the Korea-US Free Trade Agreement, such as recognition of temporary storage as copying, introduction of a system of fair use of copyrighted materials, prohibition of acts of infringement on the rights of copyright holders including the distribution of forged labels, and the introduction of statutory damages in accordance with the agreements in the Korea-US Free Trade Agreement. In order to protect the rights of copyright holders in a digital environment, the Copyright Act specifies that temporary storage falls under the scope of "copying" but allows temporary storage to the extent it is deemed necessary for smooth and efficient information processing. Under the Copyright Act, an online service provider will be deemed not liable for copyright infringement: (i) if the online service provider has adopted and reasonably implemented a policy of terminating the account of a person who infringed copyrights or (ii) if the online service provider has accepted and not interfered with a right holder's use of standard technical measures for identifying and protecting copyrighted materials. The Act on Promotion of the Game Industry, or Game Act Under the Game Act, which became effective on April 20, 2007, online games are classified into four categories: "suitable for users of all ages," "suitable for users 12 years of age or older," "suitable for users 15 years of age or older" and "suitable for users 18 years of age or older." The 15 years of age or older category was added between the 12 years of age and 18 years of age categories to increase ratings flexibility. Ragnarok Online has been classified as "suitable for users 12 years of age or older." The Game Act includes the definition of the term "speculative game." A speculative game refers to a game that permits betting and offers monetary loss or profit that is determined by chance. Elements that may cause a game to be considered a speculative game include the existence of game money used as a means for betting or purchasing game items (items used within the game for progression in the game) that become the subject of exchange with real money. The Supreme Court Decision No. 2009Do12117 rendered on February 25, 2010 provided that a ‘speculative game' under the Game Act, should be carried out in accordance with the contents and method prescribed under Article 2, (1-2) of the Game Act, and further, that the term refers to a gaming device or tool which directly provides money, prize or other financial profit or incurs loss on the game user via a payment tool installed on the gaming device or tool depending on the results of the game. Although the Game Act's definition of speculative games and the Supreme Court decision are intended to provide clarity for the determination of whether a game is deemed speculative or not, because our games involve transactions with game items, we have had to take measures to ensure that we are in compliance with the new rules. Such measures include distributing a game after a rating review is conducted by the Game Rating and Administration Committee, or a self-rating review is conducted in respect of such game in accordance with the Article 21-2 of the Game Act. As described above, the Game Act requires a prior rating to be allocated to any game before its distribution in Korea in order to protect young users from violent and otherwise harmful content and to control the distribution of speculative games. Previously, such rating was allocated solely by government agencies in Korea. However, concerns were raised over potential violation of freedom of speech resulting from the requirement that all games must be rated by government agencies. As a result, the Game Act was amended in July 2011 and again in May 2013 to allow a private agency to conduct a rating review on games and permit a self-rating in cases where a game distributor cannot receive a prior rating from the Game Rating and Administration Committee due to special circumstances in its production and distribution channels. In January 2017, the Game Act was amended to allow governmental authorities to designate a "Self Rating Review Company" which would be entitled to conduct a self rating review on all of its games with the exception of adult-only games and arcade games. The governmental authorities have designated Google LLC, Apple Korea Limited, Sony Interactive Entertainment Korea Inc., Samsung Electronics Co., Ltd, Nintendo of Korea Co., Ltd., Kakao Games Corp. etc., as Self Rating Review Companies. In addition, the amendment to the Game Act in January 2017 allowed allocation of game rating only based on game contents. Prior to such amendment, a game rating was required to be conducted in respect of each gaming device or platform regardless of whether different devices and/or platforms are used for the same game contents. Such requirement, however, came under criticism with emergence of a number of new platforms for games such as Internet protocol television and virtual reality devices and development of new games which may be played using multiple platforms at the same time, (such as mobile and online games). The amendment to the Game Act in January 2017 addressed such criticism. A game provider has to report any modification in the content of a game to the Game Rating and Administration Committee or a Self Rating Review Company, which may require the game to be reclassified depending on the scope of the modification. If the Game Rating and Administration Committee determines that the game is speculative, it can refuse to classify such game, in which case the game will be prohibited. According to Article 1-2 of the Enforcement Decree of the Game Act, any games in which money or items of value are collected from a multiple number of persons and profits or losses are allocated based on winnings or losses determined by chance fall under speculative games. According to Article 16-2 of the Enforcement Decree of the Game Act, so long as certain guidelines are followed, a provision of a gift equivalent to a customer price of Won 10,000 or less, with respect to games that are classified as "suitable for users of all ages," is not deemed to be an act that encourages gambling. Under the Game Act, the Minister of Culture, Sports and Tourism may order information and communication service providers to refuse, stop, or restrict the offering of games if such games are unrated, contents are different from those submitted for rating, were denied rating as speculative games, or were manufactured or distributed by a person not registered for operation of manufacturing or distributing games for profit-making. The Game Rating and Administration Committee undertakes examination of the information and communications service providers and provides recommendation of correction to the providers as necessary. In addition, under the Game Act, online game companies are required to comply with the following to prevent players' excessive preoccupation with and addiction to games: (i) verification of registered game users, including through verification of their real names, ages and identities, (ii) obtaining a parent/guardian's consent for minors, (iii) restriction on the playing of games and limits on access hours, among others, when requested by minors or their parent/guardian, (iv)publishing of basic information such as the nature of the game being offered, its rating and in-game purchase policy, and notification to minors and their parents/guardians with respect to game use information such as access hours and payment information, (v) publishing of a warning statement to prevent excessive use of the game, (vi) providing of measures to prevent excessive use of the game including placing the access hour indicator on the game play screen (collectively, the "Prevention Measures"). In accordance with item (iii), upon request from minors or their parents/guardians, an online game company is required to implement the Selective Shut-down System. The Minister of the Ministry of Culture, Sports and Tourism may issue corrective orders if the Prevention Measures adopted are deemed inadequate, and if such corrective orders have not been implemented, imprisonment not exceeding two years or a fine not exceeding Won 20 million may be imposed. The Juvenile Protection Act The Juvenile Protection Act prescribes the establishment of the Juvenile Protection Commission under the authority of the Minister of the Ministry of Health and Welfare in Korea, formerly known as the Ministry for Health, Welfare and Family Affairs, or the "MIHWAF," which has the authority to designate the types of media harmful to juveniles. Under the Juvenile Protection Act, any person who intends to sell, lend or distribute media materials harmful to minors or provides them for viewing or utilization is required to confirm the age of the intended user, and shall not sell, rent or distribute such materials, or provide them for viewing or utilization, to minors. A person in violation may be punished by imprisonment for a maximum of three years or by a fine not exceeding Won 30 million. The MIHWAF issued a public notice announcing that "Web sites for trading items" are considered "harmful mass media" to minors based on the findings of Juvenile Protection Commission that such Web sites for trading online game items are likely to encourage gambling and speculation and negatively influence juveniles. In the public notice, the MIHWAF prohibited any person under the age of 19 from visiting Web sites for trading online game items. A Web site for trading items is a Web site which offers the services of a brokerage or agency for the trading of tangible or intangible things gained from online games as prescribed in the Game Act. The Supreme Court held in a case regarding Item Bay, one of the leading Web sites in Korea for trading online game items, that "Trading items on Item Bay falls under speculative activity as it is hard for game users to resist the temptation of cash trades through which they may easily gain items, which will cause users to be attracted to the cash convertibility of items rather than the game itself." While we offer virtual in-game items for sale to our users on the game Web sites that we operate in Korea, we do not broker the trade of such game items or any other tangible or intangible acquisitions obtained by using online games among our users, and currently do not fall under the category of "Web site for trading items." The Korean Civil Code and the Act on the Establishment and Management of the Korea Communications Commission Pursuant to the Korean Civil Code, contracts entered into with minors, who were persons under 20 years of age, without parental consent under the Korean Civil Code prior to its amendment, may be invalidated. The definition of minors was changed to persons under 19 years of age in the amendment to the Korean Civil Code on March 7, 2011, which became effective on July 1, 2013. Under the Act on the Establishment and Management of the Korea Communications Commission, the Korea Communications Commission ("KCC") was established to oversee services relating to broadcasting and communications and also to deliberate and resolve matters concerning the protection of users' information and communications. As a result, telecommunications service contracts and online game user agreements are required to specifically set forth procedures for rescinding service contracts, which may be entered into by persons under 19 years of age without parental consent. In November 2003, the KCC issued an order addressed to 15 major online game companies in Korea, including us, to regulate certain business practices relating to the settlement of service charges involving minors. The KCC raised concerns about the ability of minors to subscribe to online game services without parental consent by settling charges payable to online game companies through settlement systems operated by fixed-line or broadband service providers. The order required online game companies to implement more specific and effective procedures to ensure, where relevant, that parental consent has been specifically obtained. Although only a small number of our current subscribers were using the settlement options mentioned in the KCC order, we have enhanced our age verification and parental consent procedures for players using the relevant settlement options. In April 2014, to help prevent damages from payments made by minors or unauthorized persons, the KCC required mobile application market providers to strengthen the security apparatus in a charged mobile application as follows: (i) to require setting up a password and entering it before the purchase of a charged mobile application, (ii) to standardize the phrases that indicate the application is a charged one and requires purchase and (iii) to provide certain major notices including the refund policies on the first page of the purchasing process. Moreover, in July 2017, the KCC implemented an alert system regarding minors' usage of paid content within mobile applications, under which the mobile phone account holder and the minor's parents or guardian will be notified upon the purchased amount exceeding a certain threshold. The Telecommunications Business Act Under the Telecommunications Business Act, a person who intends to run a value-added telecommunications business must report to the Ministry of Science, ICT and Future Planning, or the "MSIP", which has the authority to accept and monitor such reports. We are classified as a value-added telecommunications service provider such that we are required to prepare and submit statistical reports regarding, among others, the current status of facilities, subscription records and current status of users to the MSIP upon its request. The MSIP is responsible for compiling information and formulating telecommunications policies under this Telecommunications Business Act. In addition, we are required to report any transfer, takeover, suspension or closing of our business activities to the MSIP, which may issue a correction order if we fail to comply with its rules and regulations. Also, the MSIP may cancel our registration or order us to suspend our business for a period of up to one year if we fail to comply with correction order without a justifiable cause. Meanwhile, Article 2-2 of the Telecommunications Business Act, which was amended on December 24, 2018, established a new application clause for overseas activities which may have an impact on the Korean market or users, and such amendment took effect on January 1, 2021.
Litigation & Legal Liabilities1 | 3.6%
Litigation & Legal Liabilities - Risk 1
Added
Item 4.d. Property, plants and equipment
As of December 31, 2021, our property and equipment mainly consisted of (i) network servers, (ii) PCs and (iii) right–of-use assets. As of December 31, 2021, the net book value of our property and equipment was Won 11,338 million (US$ 9,539 thousand). Our principal executive and administrative offices are located at 15F, 396 World Cup buk-ro, Mapo-gu, Seoul 03925, Korea. We currently occupy 99,537 square feet of office space, which we lease from National IT Industry Promotion Agency, pursuant to an amendment agreement we entered into on January 1, 2021, amending our lease agreement dated December 31, 2019. The lease expires on December 31, 2022. The annual lease payment amounts to Won 844 million (US$ 710 thousand). The offices of Gravity NeoCyon, our 99.53% owned subsidiary, are located at 12F, 396 World Cup buk-ro, Mapo-gu, Seoul 03925, Korea. Gravity NeoCyon currently occupies 26,244 square feet of office space, subleased from us. The annual lease payment amounts to Won 322 million (US$ 271 thousand). We believe that the existing facilities of Gravity and Gravity NeoCyon are adequate for our current requirements and that additional space can be obtained on commercially reasonable terms to meet our future requirements.
Production
Total Risks: 1/28 (4%)Below Sector Average
Costs1 | 3.6%
Costs - Risk 1
Added
Insurance
We maintain medical and accident insurance for our employees to the extent required under Korean law, and we also maintain fire and general commercial insurance with respect to our facilities. We do not have any business liability or disruption insurance coverage for our operations in Korea. We maintain a directors' and officers' liability insurance policy covering certain potential liabilities of our directors and officers. See ITEM 3.D. "RISK FACTORS-RISKS RELATING TO OUR BUSINESS-We have limited business insurance coverage and business interruption could have a material adverse effect on our business."
See a full breakdown of risk according to category and subcategory. The list starts with the category with the most risk. Click on subcategories to read relevant extracts from the most recent report.

FAQ

What are “Risk Factors”?
Risk factors are any situations or occurrences that could make investing in a company risky.
    The Securities and Exchange Commission (SEC) requires that publicly traded companies disclose their most significant risk factors. This is so that potential investors can consider any risks before they make an investment.
      They also offer companies protection, as a company can use risk factors as liability protection. This could happen if a company underperforms and investors take legal action as a result.
        It is worth noting that smaller companies, that is those with a public float of under $75 million on the last business day, do not have to include risk factors in their 10-K and 10-Q forms, although some may choose to do so.
          How do companies disclose their risk factors?
          Publicly traded companies initially disclose their risk factors to the SEC through their S-1 filings as part of the IPO process.
            Additionally, companies must provide a complete list of risk factors in their Annual Reports (Form 10-K) or (Form 20-F) for “foreign private issuers”.
              Quarterly Reports also include a section on risk factors (Form 10-Q) where companies are only required to update any changes since the previous report.
                According to the SEC, risk factors should be reported concisely, logically and in “plain English” so investors can understand them.
                  How can I use TipRanks risk factors in my stock research?
                  Use the Risk Factors tab to get data about the risk factors of any company in which you are considering investing.
                    You can easily see the most significant risks a company is facing. Additionally, you can find out which risk factors a company has added, removed or adjusted since its previous disclosure. You can also see how a company’s risk factors compare to others in its sector.
                      Without reading company reports or participating in conference calls, you would most likely not have access to this sort of information, which is usually not included in press releases or other public announcements.
                        A simplified analysis of risk factors is unique to TipRanks.
                          What are all the risk factor categories?
                          TipRanks has identified 6 major categories of risk factors and a number of subcategories for each. You can see how these categories are broken down in the list below.
                          1. Financial & Corporate
                          • Accounting & Financial Operations - risks related to accounting loss, value of intangible assets, financial statements, value of intangible assets, financial reporting, estimates, guidance, company profitability, dividends, fluctuating results.
                          • Share Price & Shareholder Rights – risks related to things that impact share prices and the rights of shareholders, including analyst ratings, major shareholder activity, trade volatility, liquidity of shares, anti-takeover provisions, international listing, dual listing.
                          • Debt & Financing – risks related to debt, funding, financing and interest rates, financial investments.
                          • Corporate Activity and Growth – risks related to restructuring, M&As, joint ventures, execution of corporate strategy, strategic alliances.
                          2. Legal & Regulatory
                          • Litigation and Legal Liabilities – risks related to litigation/ lawsuits against the company.
                          • Regulation – risks related to compliance, GDPR, and new legislation.
                          • Environmental / Social – risks related to environmental regulation and to data privacy.
                          • Taxation & Government Incentives – risks related to taxation and changes in government incentives.
                          3. Production
                          • Costs – risks related to costs of production including commodity prices, future contracts, inventory.
                          • Supply Chain – risks related to the company’s suppliers.
                          • Manufacturing – risks related to the company’s manufacturing process including product quality and product recalls.
                          • Human Capital – risks related to recruitment, training and retention of key employees, employee relationships & unions labor disputes, pension, and post retirement benefits, medical, health and welfare benefits, employee misconduct, employee litigation.
                          4. Technology & Innovation
                          • Innovation / R&D – risks related to innovation and new product development.
                          • Technology – risks related to the company’s reliance on technology.
                          • Cyber Security – risks related to securing the company’s digital assets and from cyber attacks.
                          • Trade Secrets & Patents – risks related to the company’s ability to protect its intellectual property and to infringement claims against the company as well as piracy and unlicensed copying.
                          5. Ability to Sell
                          • Demand – risks related to the demand of the company’s goods and services including seasonality, reliance on key customers.
                          • Competition – risks related to the company’s competition including substitutes.
                          • Sales & Marketing – risks related to sales, marketing, and distribution channels, pricing, and market penetration.
                          • Brand & Reputation – risks related to the company’s brand and reputation.
                          6. Macro & Political
                          • Economy & Political Environment – risks related to changes in economic and political conditions.
                          • Natural and Human Disruptions – risks related to catastrophes, floods, storms, terror, earthquakes, coronavirus pandemic/COVID-19.
                          • International Operations – risks related to the global nature of the company.
                          • Capital Markets – risks related to exchange rates and trade, cryptocurrency.
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