Summary:

If figuring out how to sell mobile games on the iPhone is a first-person shooter, Gameloft (EPA: GFT) has mastered the art of throwing grena…

Gameloft
photo: Gameloft

If figuring out how to sell mobile games on the iPhone is a first-person shooter, Gameloft (EPA: GFT) has mastered the art of throwing grenades.

The Paris-based company said it recorded revenues of 7 million euros ($9.7 million) from games sold on the iPhone during the fourth quarter, which easily exceeded the company’s goal of achieving sales of 4.4 million euros ($6.1 million). For the year, iPhone revenues totaled 17.6 million euros ($24.6 million), up 231 percent over 2008. On an annualized basis, iPhone games now make up 14.4 percent of Gameloft’s overall revenues.

Overall, the company’s Q4 sales totaled 31.8 million euros ($44.3 million), down 6 percent compared to the year-ago period. The company attributed the decline to Gameloft’s withdrawal from boxed games and the drop in the dollar. If those considerations are taken out of the equation, sales were up 7 percent year-over-year. Gameloft said full annual results will be released March 23, but it is expecting profitability to rise, including its operating margin (before stock options), which is expected to jump to as high as 9 percent in 2009 compared to 3 percent in 2008. Release.

Regional breakdown: Gameloft said Europe represented 39 percent of full-year sales; North America represented 32 percent and the rest of the world totaled 29 percent. That’s changed slightly from 2008: Europe accounted for 43 percent; North America for 30 percent and the rest of the world, 27 percent.

Mobile gaming revenues: Mobile games account for 94 percent of the company’s revenues with the remaining 6 percent related to console games. Full-year revenues from mobile games grew 12 percent year-over-year — mostly because of the iPhone’s success. In the fourth quarter, iPhone revenues hit 7 million euros, up 115 percent over the year-ago period.

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