Tapinator, Inc. (TAPM)

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Tapinator, Inc. (TAPM)

Postby QualityStocks » Mon Oct 09, 2017 12:08 pm

Tapinator, Inc. (TAPM) is a developer and publisher of mobile games on the iOS, Google Play and Amazon platforms. The Company's portfolio includes over 300 mobile gaming titles generating hundreds of thousands of daily player downloads that provide predictable and attractive returns through the sale of branded advertisements and consumer app store transactions. Tapinator, based in New York and with product development teams located throughout the world, was founded in 2013 by a visionary team that has been building mobile games and applications since 2007 and has achieved multiple successful exits.

Tapinator's business strategy includes the creation of a select number of best-in-class Full-Featured Games, such as ROCKY™ and Solitaire Dash, which provide game players with more in-depth, unique content that supports long-term retention and generates higher investment returns. The Full-Featured Games model creates the potential for sustainable $100+ million franchise-type games that have product lifespans of at least five years. Tapinator uses a proprietary set of dynamic development and marketing processes factored upon gaming category, estimated player retention and projected player profitability.

Recent successful launches of two new Full-Featured titles – Big Sport Fishing 2017 and Dice Mage 2 – were recognized on the Apple iOS platform as "New Games We Love." During the game's first seven days after global release, Big Sport Fishing 2017 received well over 520,000 player downloads. Four new titles, ColorFill, Divide & Conquer, Shadowborne and Fusion Heroes, are in the pipeline for release in Q4 2017 and Q1 2018 as well. The formula for these game combines proven gameplay elements with best-in-class monetization systems, supplemented by Tapinator's strong creative team of developers, strategists and product specialists. The company's Rapid-Launch Games division also saw increasing player interest recently with the launch of Fidget Spinner Superhero and Scary Shark Evolution 3D.

Tapinator's diversified revenue sources includes 54 percent from advertising placed within its mobile games and 46 percent from consumer app store purchases. The Company limits advertising placements to between game levels and also runs rewarded video ad units that are tied directly into the game's currency. Tapinator's portfolio includes more than 300 active titles, with no single game accounting for more than 25 percent of total revenues during the first half of 2017.

As Tapinator looks toward the future, opportunities in Virtual Reality (VR) and Augmented Reality (AR) show great promise. The company has released several prototype VR games to gather data before pursuing a more significant VR product. Recent market reports suggest that the VR industry will hit $30 billion by 2020 and the AR industry will surpass that with a projected $120 billion. Tapinator also plans to pursue publishing transactions that leverage its network, platform relationships and operational excellence. Significant opportunities for expanding Tapinator's gaming IP to new platforms such as Steam and leading messaging apps are also on the horizon. The company is targeting a 30+ percent annual bookings growth target for 2017-2019.
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Mon Oct 09, 2017 4:07 pm

Tapinator, Inc. (TAPM) is “One to Watch”

- Diversified portfolio of 300+ mobile gaming titles with hundreds of millions of players
- Full-Featured Game revenues expected to increase more than 200% in 2017 with launch of new games and other mobile entertainment updates
- Worldwide mobile gaming revenue projected to reach $74.6 billion by 2020 with mobile advertising revenue topping $166 billion by 2018

Tapinator, Inc. (OTCQB: TAPM) is a developer and publisher of mobile games on the iOS, Google Play and Amazon platforms. The Company’s portfolio includes over 300 mobile gaming titles generating hundreds of thousands of daily player downloads that provide predictable and attractive returns through the sale of branded advertisements and consumer app store transactions. Tapinator, based in New York and with product development teams located throughout the world, was founded in 2013 by a visionary team that has been building mobile games and applications since 2007 and has achieved multiple successful exits.

Tapinator’s business strategy includes the creation of a select number of best-in-class Full-Featured Games, such as ROCKY™ and Solitaire Dash, which provide game players with more in-depth, unique content that supports long-term retention and generates higher investment returns. The Full-Featured Games model creates the potential for sustainable $100+ million franchise-type games that have product lifespans of at least five years. Tapinator uses a proprietary set of dynamic development and marketing processes factored upon gaming category, estimated player retention and projected player profitability.

Recent successful launches of two new Full-Featured titles – Big Sport Fishing 2017 and Dice Mage 2 – were recognized on the Apple iOS platform as “New Games We Love.” During the game’s first seven days after global release, Big Sport Fishing 2017 received well over 520,000 player downloads. Four new titles, ColorFill, Divide & Conquer, Shadowborne and Fusion Heroes, are in the pipeline for release in Q4 2017 and Q1 2018 as well. The formula for these game combines proven gameplay elements with best-in-class monetization systems, supplemented by Tapinator’s strong creative team of developers, strategists and product specialists. The company’s Rapid-Launch Games division also saw increasing player interest recently with the launch of Fidget Spinner Superhero and Scary Shark Evolution 3D.

Tapinator’s diversified revenue sources includes 54 percent from advertising placed within its mobile games and 46 percent from consumer app store purchases. The Company limits advertising placements to between game levels and also runs rewarded video ad units that are tied directly into the game’s currency. Tapinator’s portfolio includes more than 300 active titles, with no single game accounting for more than 25 percent of total revenues during the first half of 2017.

As Tapinator looks toward the future, opportunities in Virtual Reality (VR) and Augmented Reality (AR) show great promise. The company has released several prototype VR games to gather data before pursuing a more significant VR product. Recent market reports suggest that the VR industry will hit $30 billion by 2020 and the AR industry will surpass that with a projected $120 billion. Tapinator also plans to pursue publishing transactions that leverage its network, platform relationships and operational excellence. Significant opportunities for expanding Tapinator’s gaming IP to new platforms such as Steam and leading messaging apps are also on the horizon. The company is targeting a 30+ percent annual bookings growth target for 2017-2019.

For more information, visit the company’s website at www.Tapinator.com
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Thu Oct 12, 2017 6:08 pm

NetworkNewsBreaks – Tapinator, Inc. (TAPM) Sets Launch Date for Major Dice Mage 2 Update

Mobile games developer and publisher Tapinator, Inc. (OTCQB: TAPM) this morning announced that it will launch an extensive update for its hit game, Dice Mage 2, on November 2 for both Android and iOS devices. The company will also be joining forces with developer Boarding Party Games of Vancouver, Canada, in an effort to expand the global presence of this best-in-class role playing game. Since its initial launch in August, Dice Mage 2 has accumulated nearly 600,000 player downloads while maintaining an excellent rating of 4.5 (out of 5.0) stars. The game was even featured by Apple through one of the tech giant’s “New Game We Love” spotlights, earning a prized top banner placement in 147 countries worldwide. “We achieved a successful initial launch with Dice Mage 2 and we look forward to the release of this first major update,” Ilya Nikolayev, CEO of Tapinator, stated in the news release. “We believe that, given the player response seen by the game thus far, Apple and Google will consider the game for significant editorial opportunities, thereby accelerating growth… We look forward to capitalizing on these opportunities in the future.”
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Tue Oct 17, 2017 5:37 pm

These 5 Mobile Gaming Stocks Aren’t Playing Around

NetworkNewsWire Editorial Coverage: Everywhere you go these days, heads are bent over smartphones and tablets—shopping, checking Facebook, scanning news headlines, watching movies, accessing banking information, checking emails and, of course, gaming. Though it was once a wide-spread belief that a mobile gaming enterprise could not survive as a publicly traded company, the tide has turned. Several leading brands in the industry are proving they can not only survive, but can thrive as publicly traded entities in the global gaming market. As public mobile gaming stocks continue gaining market share within the videogame industry, companies like Tapinator, Inc. (OTCQB: TAPM) (Tapinator Profile), Zynga, Inc. (NASDAQ: ZNGA), Electronic Arts, Inc. (NASDAQ: EA), Glu Mobile, Inc. (NASDAQ: GLUU) and Activision Blizzard, Inc. (NASDAQ: ATVI) are showing they mean business in this stalwart, promising market.

In the past, debates have abounded over whether venture capital funding was the right thing for mobile gaming companies because, essentially, having hit games was the determining factor in whether or not they would find success. While that is still fundamentally true, mobile gaming companies have figured a few things out to greatly bolster their profitability—like how to cash in on in-game advertising, how to sustainably acquire users, how to employ user-friendly monetization methods, and how to successfully and effectively integrate brands into their games.

Investors are certainly feeling friendlier toward mobile games companies, and the market outlook is rosy. An annual report released by Juniper Research in February 2017 predicted the overall videogame market (including both mobile and PC games) would grow to $132 billion in revenues by 2021. A Global Games Market Report released by Newzoo in April 2017 projected global game revenues would reach $108.9 billion during 2017—an increase of 7.8 percent from 2016. Within the global gaming market, mobile gaming has proven to be the most profitable segment, grabbing 42 percent of the market share. By 2020, the same Newzoo report predicts, mobile gaming will amount to more than half of the total games market worldwide.

For companies like Tapinator, Inc. (TAPM), it’s all good news.

Engaging millions of players with its diversified portfolio of over 300 mobile games, Tapinator is generating alluring and predictable returns through the sale of branded advertisements and consumer app store transactions. Hundreds of thousands of daily downloads on the iOS, Google Play and Amazon platforms have made Tapinator “One to Watch” in the mobile gaming market.

The business strategy employed by Tapinator includes creating segment-leading full-featured games, like “ROCKY™” and “Solitaire Dash,” that give gamers unique, in-depth content as well as fostering long-term player retention and producing higher ROIs. This full-featured games model makes it possible for Tapinator to create potentially $100 million+ franchise-type games that are sustainable and have product lifespans of five years or more. The company utilizes a set of proprietary dynamic development and marketing processes that are factored on gaming category, estimated player retention, and projected player profitability. In a press release earlier this month, the company said it expects Full-Featured Games Bookings to increase by more than 200% in 2017 as compared to 2016 (http://nnw.fm/LW8yt).

Tapinator recently launched two new full-featured games: “Big Sport Fishing 2017” – which had more than 520,000 player downloads within the first seven days of its global release – and “Dice Mage 2.” Both were recognized as “New Games We Love” on the Apple iOS platform, as noted in a recent press release announcing updates to Dice Mage 2 (http://nnw.fm/Xy3V5).

Additionally, Tapinator’s Rapid-Launch Games division recently experienced a spike in player interest with the launch of “Fidget Spinner Superhero” and “Scary Shark Evolution 3D.”

Coming up during Q4 2017 and Q1 2018, Tapinator is scheduled to release four new titles: “ColorFill,” “Divide & Conquer,” “Shadowborne” and “Fusion Heroes.” The formula behind these games consists of a combination of proven gameplay elements; class-leading monetization systems; and the creative magic of the robust team of developers, strategists and product specialists that is Tapinator’s backbone.

Diversified revenue sources for Tapinator include 54 percent derived from in-game advertising and 46 percent from consumer purchases made through app stores. Advertising placement is strategically limited to appear between game levels, and video ads additionally play on a rewards basis that is directly tied to game currency.

The company is currently exploring promising opportunities in virtual reality and augmented reality and has exploratorily released several prototype virtual reality games to gather data before pursuing a more significant product in this category. Tapinator further intends to pursue publishing transactions leveraging its network, platform relationships and operational prowess and is additionally exploring notable gaming IP expansion opportunities to new platforms like Steam and to leading messaging apps.

While Tapinator may yet be an unknown name to some (though that isn’t likely to remain true for long), both gamers and non-gamers alike easily recognize the name of Zynga, Inc. (ZNGA), the developer behind such hugely popular games as “FarmVille” and “Words with Friends.” It hasn’t always been smooth sailing for Zynga, but the stock price for this social games leader has been on the rise, going from less than $3 to more than $4 over the course of the past year. Part of this success may be attributed to the company appointing Frank Gibeau, former executive at Electronic Arts Inc. (EA), as its new CEO in March 2016. Various other former EA execs were then brought aboard by Gibeau, and attention was turned to live operations and increasing the revenues of Zynga’s existing properties instead of gambling on expensive new launches.

Meanwhile, EA’s stock price has been on an incredible upward climb for several years now, steadily soaring from less than $15 at the commencement of 2013 to breaking the $120 mark this year. The company’s portfolio includes such chartbusting gaming brands as “The Sims,” “Madden NFL,” “EA SPORTS FIFA,” “Battlefield,” “Dragon Age” and “Plants vs. Zombies.”

Like Zynga, Glu Mobile Inc. (GLUU) has had ups and downs, but it, too, seems to be making a steady recovery, having dropped below $2 at one point this year but then climbed above $4 and, to date, stayed there. Glu Mobile’s focus is on creating original IP games, with a portfolio that includes “Contract Killer,” “Cooking Dash,” “Deer Hunter,” “Diner Dash,” “Dino Hunter: Deadly Shores,” “Eternity Warriors,” “Frontline Commando” and more. The company additionally offers branded IP games that include “Kim Kardashian: Hollywood,” “Sniper X with Jason Statham,” “Gordon Ramsey Dash” and “Britney Spears: American Dream.”

Another interactive games player that has enjoyed a steady upward climb in recent years is Activision Blizzard, Inc. (ATVI), the creator of such blockbuster franchises as “Call of Duty,” “Skylanders” and “Destiny.” Activision Blizzard’s stock price was below $11 at the commencement of 2013; this year, the company’s stock has broken $66.

The global gaming industry is certainly going strong, with mobile gaming taking an increasingly large bite of the market share with every passing year. The outlook is good and the future is bright in this thriving industry, and the aggressive, innovative companies are proving they have staying power as publicly traded entities.

For more information on Tapinator, Inc., visit Tapinator, Inc. (TAPM)
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Thu Oct 19, 2017 4:48 pm

Tapinator, Inc. (TAPM) Mobile Gaming is not a Game

- Mobile gaming industry projected to exceed $50 billion within three years
- Tapinator has proven track record with over 300 games and 400+ million player downloads
- Innovation driven, prepping for new wave of lucrative VR and AR games

To the casual observer it may seem frivolous, but mobile gaming is actually a mammoth business. In its very first year, Pokémon Go racked up a mind boggling $950 million in revenue and 500 million downloads (http://nnw.fm/r71Gd), and, with just 19 percent equity, Nintendo earned over $180 million on the game. Candy Crush generated $1.5 billion in revenues last year and earned upwards of $230 million (http://nnw.fm/jW9Vg). These eye-popping numbers are serious business.

Newzoo, which provides market intelligence on global games and mobile markets, forecasts that the global games business will grow to $108.9 billion this year, with mobile devices generating the lion’s share of the revenue. Newzoo called mobile the “most lucrative segment” of the gaming industry and predicts 19% year-over-year growth, with mobile gaming representing over half of the total games market by 2020 (http://nnw.fm/kv2QQ).

Success in this burgeoning industry is no game. Success requires extensive experience and broad ranging expertise. Tapinator, Inc. (OTCQB: TAPM), with its team of experienced developers, strategists and product specialists, has developed a significant portfolio of mobile gaming titles generating millions of player downloads and repeatedly demonstrated expertise in building scalable, quality gaming products across multiple categories.

Led by visionary CEO Ilya Nikolayev, the Tapinator team has been working together since 2007 building mobile games and applications. With a background in banking and technology, Nikolayev created one of the first successful Facebook applications, which was sold to Intelius, generating substantial returns for all of his investors. Nikolayev is recognized as an industry expert and has been featured on Fox Business, Bloomberg and TheStreet. With his guidance, the Tapinator team has developed and published over 300 mobile gaming titles that have collectively achieved over 400 million player downloads. Tapinator has been recognized in respected publications such as Forbes, Fortune, Venture Beat and The Huffington Post as a “mobile gaming company that has found a balance between profitability and creativity.”

Tapinator maximizes success of its mobile games by using its proprietary set of development and marketing processes based on gaming category, estimated player retention and projected player profitability. The company is constantly testing new technologies and is pioneering forays into virtual (VR) and augmented (AR) reality. Tapinator is prepared to capitalize on these markets, which are projected to exceed $150 billion by 2020.

Mobile gaming is not a game, but rather a lucrative technology- and analytics-driven business. Tapinator, targeting 30+ percent annual growth over the next two years, is proving to be among the innovators and leaders in this industry.

For more information, visit the company’s website at www.Tapinator.com
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Mon Oct 23, 2017 4:43 pm

NetworkNewsBreaks – Tapinator, Inc. (TAPM) Announces Launch of ‘Scary Clown: Halloween Night’

Mobile games developer and publisher Tapinator, Inc. (OTCQB: TAPM) this morning announced that its Rapid-Launch Games division collaborated with TapGames and the TapSim Game Studio on the recent launch of Scary Clown: Halloween Night. Per the news release, this “bone chilling, free-to-play mobile game” represents Tapinator’s third clown-focused game, joining the likes of Killer Clown Simulator 2017 and Creepy Clown Attack in the company’s growing portfolio. This genre has experienced particularly strong performance in recent weeks following the theatrical release of horror film It, which is an adaptation of Stephen King’s famous novel centered on a shapeshifting demonic entity of evil most commonly seen in the form of a clown named Pennywise. To date, It has grossed in excess of $634 million and, unadjusted for inflation, is the highest-grossing R-rated horror film of all time. Tapinator’s Scary Clown: Halloween Night is available for download on both the Google Play Store and the Amazon App Store.
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Tue Oct 24, 2017 5:32 pm

Tapinator, Inc.’s (TAPM) CEO Tells Entrepreneur.com Three Secrets of Company’s Success

- Ilya Nikolayev, founder and CEO, explains to com TAPM’s three-point winning strategy in mobile gaming market
- Mobile gaming market in 2016 was $36.9 billion, up 21.3% from 2015
- Entrepreneur.com reports 180 million mobile gamers in the US in 2016, with another 12 million projected in 2017 — and market penetration is still at only 55%

Tapinator, Inc.’s (OTCQB: TAPM) founder and CEO Ilya Nikolayev, featured in an Entrepreneur.com article (http://nnw.fm/3ohD5), said that the Company has three tenets of success in mobile gaming: be quantitative before creative, develop quickly and create an ecosystem of apps. His theory is that a game’s “metrics” should be good enough to enable the company to profitably acquire users for the title.

Founded in 2013, New York City-based TAPM has successfully created a portfolio of more than 300 mobile games for iOS and Android. It has a team of developers and marketers with a proprietary set of greenlight processes which factor in game genre, player retention, projected profitability, and other undisclosed variables. It is also currently experimenting with virtual and augmented reality. Nikolayev explained its three keys to success.

“Many game companies start the development process with a creative approach in mind,” Nikolayev told the news site. “If they want to create games that generate value, however, they would do better to start with a quantitative approach.”

The second key, he said, is to develop games quickly, then keep improving them, modeled after the Japanese business philosophy of Kaizen. TAPM has adopted a two-tier development approach: Full-Featured Games and Rapid-Launch Games. In the first, the company builds unique, high quality content targeting deep player engagement and long-term franchise creation. The company’s Rapid-Launch Games, by contrast, offer quickly consumable, entertaining content that is often based on popular culture trends.

The third component to the company’s model is to create self-contained marketing ecosystem of marketing where a series of related games are launched under the same studio brand. “In doing so, anytime a player enjoys one of your games, there is another waiting for them to try.” By 2020, he projects, mobile gaming will represent more than half of all interactive gaming revenues.

Forbes reports that in 2016 the mobile gaming market was $36.9 billion, up 21.3% from 2015 levels (http://nnw.fm/AdX1s). “One startup emerged and quickly gained a spot at the center of a booming marketplace,” it said, referring to Tapinator. Nikolayev explained that, in adopting its ‘Full-Featured Games’ strategy, the company’s focus is on long-term engagement and creating life time player values (or “LTV”) that far exceeds their acquisition cost.

Nikolayev told Forbes that the key to building a successful mobile game is to understand the target metrics of the product. Within its Rapid-Launch Games business, the company exclusively uses non-paid channels for customer acquisition, and has now achieved approximately 300,000 daily new player downloads, with no external spending on marketing. Instead, Tapinator uses its own cross-promotion network to drive adoption of its mobile games. Entrepreneur.com reports that in 2016 there were 180 million gamers in the U.S., with another 12 million new players projected in 2017 — and penetration remains at only 55%.

For more information, visit the company’s website at www.Tapinator.com
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Wed Nov 01, 2017 5:59 pm

Tapinator, Inc. (TAPM) Forms Strategies For Growing Mobile Gaming Markets

- Tapinator offers an array of more than 300 mobile game titles with over 400 million users
- Global mobile app revenues are expected to hit $188.9 billion by 2020
- Tapinator blends quick fix rapid-launch games with full-featured titles

Tapinator, Inc. (OTCQB: TAPM) is building on the expertise of a veteran team skilled in developing successful digital media businesses as it produces an array of mobile game titles that are monetizing consumers’ appetite for entertainment on the go.

The Company is a leading developer of mobile games for the iOS, Google Play and Amazon platforms and has developed a revenue strategy in which app advertising doesn’t interrupt gameplay, but appears between levels and ties into incentive-based rewards that are part of the action.

Virtual goods can be purchased via app store transactions to enhance the gameplay experience for more than 400 million users who have downloaded Tapinator’s offering of over 300 mobile gaming titles.

Tapinator is building a large catalog of “Rapid-Launch Games” that have low development costs but provide predictable returns and pairing them with a much smaller number of “Full-Featured Games” that cost substantially more to develop but “offer massive upside potential,” in order to establish a disciplined return-on-investment strategy, according to the Company’s website.

Tapinator is scheduled to release four new titles (http://nnw.fm/A0ndA) during 2017’s final quarter and the first quarter of 2018: “ColorFill,” “Divide & Conquer,” “Shadowborne” and “Fusion Heroes.” The games will utilize the proven gameplay elements and monetization systems that have become the Company’s backbone.

Tapinator’s revenues grew from $2.4 million to $3.7 million between 2015 and 2016 and the Company has a market value of about $10 million, according to the OTC Markets website. During the second quarter of 2017, Tapinator reported 423 million cumulative player downloads with an average of 272,000 new daily downloads by the end of June.

Statistics portal Statista.com forecasts that by 2020, global mobile app revenues will have grown from 2015’s overall $69.7 billion to $188.9 billion. An annual report published by Juniper Research earlier this year predicted the overall video game market including PC games would reach $132 billion by 2021 (http://nnw.fm/8Xz8X).

Tapinator is also exploring the growing popularity of augmented reality (AR) and virtual reality (VR) gaming with several prototypes it has released to gather data that may ultimately help it up its game in the AR / VR industry.

The augmented reality industry is expected to reach $120 billion in revenues by 2020, which provides Tapinator with an additional opportunity through its iOS entries, given Apple’s announcement it was establishing “the largest AR platform in the world.”

For more information, visit the company’s website at www.Tapinator.com
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Thu Nov 02, 2017 4:48 pm

NetworkNewsBreaks – Tapinator, Inc. (TAPM) Enters Partnership with Germany-based Robot Cake Games

Mobile games developer and publisher Tapinator, Inc. (OTCQB: TAPM) this morning announced that it has entered into a partnership with Robot Cake Games, a game development studio based in Hanover, Germany. As part of the newly-announced partnership, Tapinator has acquired the right to publish future Robot Cake titles for a period of at least 12 months. The first game published under this agreement will be ColorFill, a unique puzzle game, which is expected to launch globally on December 7, 2017. “We have known the team at Robot Cake for several years and have been highly impressed with their hard work, creativity and the quality of their products,” Ilya Nikolayev, CEO of Tapinator, stated in the news release. “We are excited to announce the beginning of a long-term partnership that we believe will result in future successful, top grossing game launches… We look forward to providing updates on other scheduled releases from this partnership in early 2018.”
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Tue Nov 07, 2017 6:16 pm

Highly Anticipated Game Releases Could Heat Up Investor Interest in the Mobile Gaming Sector

NetworkNewsWire Editorial Coverage: The video games market is a unique one in that the success of individual companies is primarily driven by the release of hit games, leading to significant ebb and flow as new games are either embraced or panned by players. For this reason, many have long considered mobile gaming companies to be poor candidates for venture capital funding. However, there are always exceptions, and various mobile gaming stocks have proven their strength and longevity in the marketplace. Players like Tapinator, Inc. (OTCQB: TAPM) (Tapinator Profile), Nintendo Co., Ltd. (ADR) (OTC: NTDOY), Zynga, Inc. (NASDAQ: ZNGA), Glu Mobile, Inc. (NASDAQ: GLUU) and Electronic Arts, Inc. (NASDAQ: EA) have shown their staying power and are among standout public companies gaining market share within the videogame industry. Each of these entities is currently gearing up to once again raise investor interest with highly anticipated new game releases coming down the pipe.

In the mobile games industry, it is quality rather than quantity that drives the potential of profitability, as evidenced by the huge success of entities like Finnish game developer Supercell. Tencent Holdings (OTC: TCEHY) purchased an 84-percent stake in Supercell in 2016 for $8.6 billion. At that time, the transaction valued Supercell at a whopping $10.2 billion (http://nnw.fm/t2Bal). Incredibly, Supercell only has four games in the marketplace. Nevertheless, it is a giant in the mobile gaming industry due to the success of those titles, which have produced a lifetime average of $1.15 billion in revenue solely on the iOS platform, as reported by VentureBeat (http://nnw.fm/lNO37).

Other companies are similarly striving to find success with well-designed, user-hooking mobile games that cater the modern gamer. For Tapinator (TAPM), the upcoming releases of “ColorFill,” a unique puzzle game which is set to launch in December 2017, and other new titles are set to arouse interest among both gamers and investors.

Tapinator is a leading developer and publisher of mobile games on the iOS, Google Play and Amazon platforms, engaging millions of players worldwide with its portfolio of more than 300 mobile games. Again, quantity doesn’t always equate to success, but it’s important to note that Tapinator’s games have collectively amassed more than 400 million player downloads and counting.

Most recently the company announced (http://nnw.fm/kuhL5) its partnership with Hanover, Germany-based development studio Robot Cake Games. Through this partnership, Tapinator has acquired the rights to publish “ColorFill,” a distinctive puzzle game aimed at attracting fans of games like Minesweeper, Sudoku and other popular puzzle titles.

The partnership also gives Tapinator the right to publish future Robot Cake titles for a period of at least one year, with “ColorFill” being among the first to roll-out under the Tapinator banner. “ColorFill” is currently being soft launched in Canada and Australia, and the game is slated to hit the global landscape on December 7, 2017, just in time for the holiday shopping season.

“We have known the team at Robot Cake for several years and have been highly impressed with their hard work, creativity and the quality of their products. We are excited to announce the beginning of a long-term partnership that we believe will result in future successful, top grossing game launches,” Tapinator CEO Ilya Nikolayev said in announcing the partnership with Robot Cakes. “We at Tapinator are fans of ‘ColorFill’s’ innovative gameplay and are excited to partner with Robot Cake to bring this unique title to millions of app store players. ‘ColorFill’ is our first release with Robot Cake and we expect that it will be the first of many. We look forward to providing updates on other scheduled releases from this partnership in early 2018.”

Other new Tapinator titles coming up during Q4 2017 and Q1 2018 include “Divide & Conquer” and “Fusion Heroes.” The company also recently released two new Full-Featured Games, “Big Sport Fishing 2017” and “Dice Mage 2.” “Big Sport Fishing 2017” scored over 520,000 player downloads within the first week of its worldwide release, and both it and “Dice Mage 2” were distinguished as “New Games We Love” on the Apple iOS platform (http://nnw.fm/Xy3V5).

Tapinator has been hailed as “One to Watch” (http://nnw.fm/Hv38g) within the mobile gaming market, garnering considerable notice with hundreds of thousands of daily downloads on the iOS, Google Play and Amazon platforms. Through consumer app store transactions and the sale of branded advertisements, the company continues generating attractive and predictable returns.

Tapinator’s business strategy includes the creation of best-in-segment Full-Featured Games that garner long-term player retention and produce higher ROIs—games like “ROCKYTM” and “Solitaire Dash.” Employing this Full-Featured Games model, the company is able to create sustainable, franchise-esque games with the potential of bringing in $100 million+ each and boasting product life spans of five years or greater. Tapinator uses a set of proprietary dynamic development and marketing processes that are factored on gaming category, estimated player retention and projected player profitability.

The company’s diversified revenue sources include 54 percent that comes from in-game advertising and 46 percent that stems from consumer purchases made via app stores. Within the company’s games, advertising placement is strategically limited to appear only between game levels, which helps bolster player retention, and players are further enticed to participate in watching video ads on a rewards basis.

Additionally, Tapinator is actively exploring opportunities in virtual reality (VR) and augmented reality (AR) and has released several prototype virtual reality games on an exploratory level in order to gather data before pursuing a more significant product in this area. The company further plans to pursue additional publishing opportunities that leverage its large player network, platform relationships and operational expertise.

Another highly anticipated mobile games release on the radar, and one likely to generate notable investor buzz, is coming soon from Nintendo (NTDOY). An undeniable pioneer in the video game world, Nintendo recently made its most significant move yet in mobile gaming with the announcement of plans to add “Animal Crossing: Pocket Camp” as its third title for smartphones. The game is scheduled to launch in late November and is anticipated to be a long-term cash generator for Nintendo. It will be available as a free download for both iOS and Android and will feature in-game purchases.

Nintendo’s stock has climbed 80 percent during 2017, and Goldman Sachs has estimated that an “Animal Crossing” mobile title could bring in twice as much revenue as Nintendo’s two previous smartphone games combined. The company has announced its intention to launch between two and three smartphone games per year going forward.

Meanwhile, mainstay mobile games player Zynga (ZNGA) has commenced a soft launch of a sequel to its hugely popular game “Words With Friends.” “Words With Friends 2” features various updates, including new game modes and 50,000 new words added to the game dictionary. During 2017, Zynga’s stock price per share has risen from $2.69 in early January to $3.88 on November 2, reflecting, at least in part, the interest generated by this release. When “Words With Friends 2” launches worldwide, investor attention will likely increase.

For Glu Mobile (NASDAQ: GLUU), it is hoped that the upcoming release of “The Swift Life” – scheduled for release in late 2017, according to company information, without a hard-and-fast specified launch date – will generate significant buzz and investor interest. More a social environment and digital entertainment platform for Taylor Swift fans than an outright game, “The Swift Life” chiefly lets fans of the Grammy winner connect and interact with each other as well as with the star herself through message boards, quizzes and other such features. The project marks a departure from the format of Glu Mobile’s prior celebrity-focused games and will actually be the company’s first pop culture celebrity app to be unveiled in 2017, as some of its previous celeb-game efforts didn’t fare so well. Because of Taylor Swift’s astronomical fan following and the app’s format of being a social network rather than a game, those in the know believe it has a very good chance of being a successful and profitable app for Glu Mobile.

Another hugely popular full-featured game that is currently in soft launch is “The Sims Mobile” from Electronic Arts (NASDAQ: EA). This mobile version of the popular life simulation game could well prove to be—and likely will be—as enormously successful as its full-featured counterpart. Electronic Arts’ stock price has been steadily climbing for several years and has continued that trend in earnest during 2017, rising from $80.784 on January 1 to $115.21 on November 1. The release of the wildly popular “Sims” in mobile version can only serve to bolster that growth.

The launches of these highly anticipated mobile games are likely to kindle significant interest among investors, proving once again that mobile gaming stocks belong in the publicly traded arena. When it comes to savvy and successful game launches, mobile gaming companies like Tapinator demonstrate that they are certainly not playing around.

For more information on Tapinator, visit Tapinator, Inc. (OTCQB: TAPM)
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Fri Nov 10, 2017 3:56 am

NetworkNewsBreaks – Tapinator, Inc. (TAPM) Develops Rapid-Launch Games in Fast-Paced Mobile Gaming Market

Mobile games developer and publisher Tapinator, Inc. (OTCQB: TAPM) is taking the mobile gaming market by storm with its unique business model. The company’s founder and CEO Ilya Nikolayev, recently featured in an Entrepreneur.com article (http://nnw.fm/3ohD5), said the three keys to the company’s success are being quantitative before creative, developing quickly and creating an ecosystem of apps. An article discussing this reads: “The second key, he said, is to develop games quickly, then keep improving them, modeled after the Japanese business philosophy of Kaizen. TAPM has adopted a two-tier development approach: Full-Featured Games and Rapid-Launch Games. In the first, the company builds unique, high quality content targeting deep player engagement and long-term franchise creation. The company’s Rapid-Launch Games, by contrast, offer quickly consumable, entertaining content that is often based on popular culture trends.”
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Mon Nov 13, 2017 6:05 pm

NetworkNewsBreaks – Tapinator, Inc.’s (TAPM) Experienced Leaders Forge Mobile Gaming Strategy

Tapinator, Inc. (OTCQB: TAPM) is producing an array of mobile gaming titles under the direction of company officers who have years of experience in the business and the understanding of trends driving the market forward. An article discussing the company reads: “Tapinator is building a large catalog of ‘Rapid-Launch Games’ that have low development costs but provide predictable returns and pairing them with a much smaller number of ‘Full-Featured Games’ that cost substantially more to develop but ‘offer massive upside potential,’ in order to establish a disciplined return-on-investment strategy.” Additionally, the company is exploring the augmented reality and virtual reality gaming industries.
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Re: Tapinator, Inc. (TAPM)

Postby QualityStocks » Tue Nov 14, 2017 6:15 pm

NetworkNewsBreaks – Tapinator, Inc. (TAPM) Posts Q3 2017 Financial Results

Developer and publisher of mobile games, Tapinator (OTCQB: TAPM), this morning reported financial results and the filing of its quarterly report for the period ended September 30, 2017. Among other highlights, the company boasts a quarterly revenue of $850k, an increase of 37% over the previous quarter. The company launched 29 mobile games during Q3, and ended the quarter with 333 active games. Additionally, the company’s Full-Featured Games demonstrated a revenue growth of 148% for the third quarter. “Our goal in terms of our Full-Featured Games is to create franchise-type titles that have product lifespans of five to ten years. In 2018, we anticipate that (1) several titles from our existing Full-Featured portfolio will grow significantly as we optimize these titles for content and monetization; and (2) we will achieve scale with several new game launches that are currently in development,” Tapinator CEO Ilya Nikolayev stated in the news release. The quarterly report and unaudited financial statements may be found at www.otcmarkets.com/stock/TAPM/filings.
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