Rovio doubled revenue last year to 152.2 million ($247.7 million) but merchandising tripled, and represented 45 per cent of turnover. Net profit was a chunky 55.5 million after tax. "Consumer products originally started as an extension," says Naz Cuevas, senior vice-president of licensing.
"It has essentially turned into an entertainment experience of itself sometimes independent of the game."
Cuevas will be speaking about how Angry Birds disrupted the games market at Brand Licensing Europe (BLE), a three-day trade fair that opens at London's Olympia tomorrow. She stresses games remain "the vital organ of the organisation", but "you should expect the other parts of the business to disrupt the market".
Jami Laes, Rovio's executive vice-president of gaming, who will also talk at BLE, says there is plenty of opportunity to generate revenue within the game itself. "When you have that kind of reach," he says, referring to the 1.7 billion downloads, "there are other ways to monetise it" apart from just persuading players to make in-app purchases. Examples include sponsorship, advertising and partnerships such as a spin-off, branded Star Wars version of the game. Laes says the next big opportunity is "to merge both physical and digital" to get a physical toy to interact with the device.
That is what Rovio has done with its Telepods range of toys for its Star Wars game.
Rovio, which is thought to be majority-controlled by the Hed family, who helped to found it back in 2003, is determined to be more than a one-hit wonder. "We're here to stay not for 100 days but for 100 years," says Cuevas.
- Independent