Statements (178)
Predicate | Object |
---|---|
gptkbp:instance_of |
gptkb:Company
gptkb:video_game_franchise gptkb:musical_group |
gptkbp:accessibility |
focus on accessibility features
|
gptkbp:acquired_by |
gptkb:Tencent_Holdings
|
gptkbp:acquisition |
gptkb:Tencent_Holdings
Tencent acquired majority stake in 2016 acquired by Tencent in 2016 |
gptkbp:album |
gptkb:Kimi_no_Shiranai_Monogatari
Today is a Beautiful Day Zigaexperientia |
gptkbp:analytics |
uses analytics for game improvement
|
gptkbp:associated_act |
gptkb:Hatsune_Miku
|
gptkbp:awards |
gptkb:Best_Game_(2014)
gptkb:Best_Game_(2017) gptkb:Best_Game_(2019) gptkb:Best_Game_(2020) gptkb:Best_Game_Design_(2015) gptkb:Best_Mobile_Game_at_The_Game_Awards_2016 gptkb:Mobile_Game_of_the_Year_at_the_Golden_Joystick_Awards_2015 gptkb:BAFTA_Games_Award_for_Best_Mobile_Game multiple Game Awards Best Mobile Game (2018) Best Mobile Game (2013) Best Multiplayer Game (2016) Best Mobile Game at the Game Awards 2016 |
gptkbp:business_model |
free-to-play
|
gptkbp:collaborated_with |
gptkb:Nagi_Yanagi
|
gptkbp:collaborations |
collaborates with other brands
worked with various game developers |
gptkbp:community |
Supercell Community Forum
|
gptkbp:community_engagement |
active player community
|
gptkbp:community_events |
gptkb:Brawl_Stars_Championship
gptkb:Clash_of_Clans_World_Championship Clash Royale League organizes tournaments Hay Day events |
gptkbp:community_feedback |
incorporates player feedback into games
|
gptkbp:economy |
regular balance changes
|
gptkbp:employees |
gptkb:200
around 300 approximately 300 |
gptkbp:events |
hosts in-game events
|
gptkbp:expansion |
expanded to international markets
|
gptkbp:financial_performance |
highly profitable company
profitable since inception |
gptkbp:formed |
gptkb:2007
|
gptkbp:founded |
gptkb:2010
|
gptkbp:founded_by |
gptkb:Ilkka_Paananen
|
gptkbp:founded_in |
gptkb:2010
|
gptkbp:founder |
gptkb:Ilkka_Paananen
|
gptkbp:future_plans |
expansion into new markets
enhancing existing games new game development continuing to innovate in mobile gaming. |
gptkbp:game_community |
strong community support
active forums and discussions |
gptkbp:game_design |
iterative process
cellular structure small teams player feedback driven |
gptkbp:game_features |
frequent new features
|
gptkbp:game_updates |
regular updates
seasonal updates |
gptkbp:gameplay |
gptkb:Clash_Mini
gptkb:Clash_Quest gptkb:Rush_Wars gptkb:Clash_of_Clans gptkb:Hay_Day gptkb:Clash_Royale gptkb:Brawl_Stars gptkb:Boom_Beach Everdale |
gptkbp:genre |
gptkb:action
gptkb:strategy gptkb:role-playing_game gptkb:simulation J-pop multiplayer |
gptkbp:graphics |
high-quality graphics
|
gptkbp:has_culture |
encourages innovation
cellular structure emphasis on creativity decentralized structure focus on small teams |
gptkbp:headquartered_in |
gptkb:Helsinki
|
gptkbp:headquarters |
Helsinki, Finland
|
https://www.w3.org/2000/01/rdf-schema#label |
Supercell
|
gptkbp:influence |
mobile gaming industry
game design trends game monetization strategies |
gptkbp:influences |
mobile gaming industry
game design trends game monetization strategies |
gptkbp:investment |
received significant venture capital funding
received significant investments from Tencent |
gptkbp:known_for |
gptkb:Clash_of_Clans
gptkb:Hay_Day gptkb:Clash_Royale gptkb:Brawl_Stars |
gptkbp:label |
gptkb:Sony_Music_Entertainment_Japan
|
gptkbp:launched |
frequent game launches
Boom Beach launched in 2014 Brawl Stars launched in 2018 Clash Royale launched in 2016 Clash of Clans launched in 2012 Hay Day launched in 2012 |
gptkbp:localization |
localizes games for different regions
|
gptkbp:marketing_strategy |
influencer marketing
|
gptkbp:merchandise |
offers official merchandise
|
gptkbp:merchandising |
official merchandise available
|
gptkbp:monetization |
gptkb:advertising
in-app purchases successful monetization strategies |
gptkbp:notable_games |
gptkb:Clash_of_Clans
gptkb:Hay_Day gptkb:Clash_Royale gptkb:Brawl_Stars gptkb:Boom_Beach |
gptkbp:notable_members |
gptkb:Ryo
|
gptkbp:origin |
gptkb:Tokyo,_Japan
|
gptkbp:owner |
gptkb:Tencent_Holdings
|
gptkbp:parent_company |
gptkb:Tencent
|
gptkbp:partnerships |
Various publishers
various game developers collaborations with various brands various merchandise partnerships |
gptkbp:philanthropy |
engages in charitable activities
|
gptkbp:philosophy |
gptkb:Community_engagement
Cellular structure Small teams Long-term vision Iterative development Player-first approach Sustainability in gaming Focus on quality Innovation in gameplay player-first approach focus on player experience Empowerment of teams freedom for teams long-term game support |
gptkbp:platforms |
gptkb:PC
gptkb:Android gptkb:i_OS Mobile |
gptkbp:popularity |
highly popular worldwide
|
gptkbp:provides_support_for |
dedicated customer support team
|
gptkbp:reach |
available in multiple languages
|
gptkbp:released |
regular updates
regular updates for games |
gptkbp:revenue |
over $1 billion annually
in-app purchases over $1 billion (2020) $1 billion (2020) |
gptkbp:single |
gptkb:The_World_is_Mine
gptkb:Kimi_no_Shiranai_Monogatari gptkb:Kaze_ni_Naru My Dearest |
gptkbp:social_features |
clan system
friend invites |
gptkbp:social_media_presence |
active on Facebook
active on Instagram active on social media active on Twitter |
gptkbp:sound |
engaging soundtracks
|
gptkbp:sustainability |
environmental initiatives
diversity and inclusion efforts focus on sustainable practices social responsibility programs |
gptkbp:type |
gptkb:video_game_franchise
|
gptkbp:user_base |
millions of active users
|
gptkbp:user_engagement |
high user retention
|
gptkbp:user_feedback |
integrates user feedback into games
|
gptkbp:website |
supercell.jp
|
gptkbp:bfsParent |
gptkb:video_game_franchise
gptkb:Tencent |
gptkbp:bfsLayer |
4
|