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Tapinator Announces Q2 2024 Financial Results

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Revenue Increases 16% Year-Over-Year to $1.2 MillionBookings* Decrease 8% Year-Over-Year to $1.1 MillionNet Income of $2k Compared to Previous Year Net income of $83kAdjusted EBITDA* Decreases 44% Year-Over-Year to $119kBasic and Fully Diluted EPS of $0.00

NEW YORK, Aug. 12, 2024 /PRNewswire/ — Tapinator, Inc. (OTC: TAPM) (“Tapinator,” the “Company,” “we,” “our” or “us”), a developer and publisher of category leading games for mobile platforms, today announced unaudited financial results for the three and six months ended June 30, 2024, and the filing of its quarterly report for the periods ended June 30, 2024 and 2023.

The quarterly report and financial statements have been published on OTC Markets and may be found at http://www.otcmarkets.com/stock/TAPM/disclosure.  The results provided below replace, in their entirety, any guidance or projections previously issued by the Company.

For the three months ended June 30, 2024, Tapinator achieved revenue and bookings* of approximately $1.2 million and $1.1 million, respectively, and net income and adjusted EBITDA* of approximately $2,000 and $119,000, respectively.  The Company’s quarterly revenue, bookings*, net income and adjusted EBITDA* represent year-over-year change of 16%, -8%, -97% and -44%, respectively.  For the three-month period, the Company also announced basic and fully diluted net income of $0.00 per share.

For the six months ended June 30, 2024, Tapinator achieved revenue and bookings* of approximately $2.4 million and $2.3 million, respectively, and net income and adjusted EBITDA* of approximately $146,000 and $262,000, respectively.  The Company’s revenue, bookings*, net income and adjusted EBITDA* for the six-month period represent year-over-year change of 16%, -2%, -49% and -22%, respectively.  For the six-month period, the Company also announced basic and fully diluted net income of $0.05 per share.

*A table has been included in this press release with non-GAAP adjustments to the Company’s revenue resulting in bookings (a non-GAAP measure) and non-GAAP adjustments to the Company’s net income, resulting in adjusted EBITDA (a non-GAAP measure) for the relevant periods.

Financial Highlights

Three Months Ended

Six Months Ended

June 30

June 30

2024

2023

% Ch.

2024

2023

% Ch.

GAAP Results:

Revenue

$1,207,804

$1,036,982

16 %

$2,443,088

$2,101,835

16 %

Operating Income (loss)

($25,126)

$75,429

-133 %

($3,709)

$93,664

-104 %

Net Income

$2,226

$82,855

-97 %

$146,349

$284,554

-49 %

Net Income margin %

0 %

8 %

6 %

14 %

Net Income Per Share – Basic

$0.00

$0.03

$0.05

$0.10

Net Income Per Share – Diluted

$0.00

$0.03

$0.05

$0.10

Weighted avg. common shares outstanding – basic

2,725,439

2,725,439

2,725,439

2,725,439

Weighted avg. common shares outstanding – diluted

2,725,439

2,725,439

2,725,439

2,725,450

Non-GAAP Results:

Bookings:

Category Leading Games

$1,066,583

$1,127,036

-5 %

$2,208,067

$2,174,259

2 %

Rapid-Launch Games

17,437

53,703

-68 %

42,117

121,763

-65 %

Total Bookings

$1,084,020

$1,180,739

-8 %

$2,250,184

$2,296,022

-2 %

Adjusted EBITDA

$118,724

$211,105

-44 %

$262,59

$335,806

-22 %

Adjusted EBITDA Margin %

10 %

20 %

11 %

16 %

(1) Percentage change not meaningful.

Ilya Nikolayev, CEO of Tapinator, commented, “Q2 2024 was a challenging quarter for us. Despite a 16% increase in year-over-year quarterly revenue, we saw an 5% decrease in bookings for our core Category Leading Games. As we have noted previously, we have expanded our marketing efforts this year and, thus far, this strategy has not yielded desired results. We are currently adjusting our marketing strategy to better align spend with current booking levels. 

In May and July, we launched major update 1.3 and 1.4, respectively, to our latest game, Blackjack Live Casino. Later this month, we will be launching the Android version of this game on Google Play. Overall, we are very focused on ramping up the daily active user (DAU) count for this title and, between improvements to the game and the launch on Google Play, we are hopeful that we’ll be able to scale the player base. 

As we have noted previously, while creating the live host experience for Blackjack Live Casino, we spent significant time exploring the voice and chat capabilities of AI. We are currently working on two new products – one at the intersection of chat and AI; the other at the intersection of mobile gaming and AI. Both products utilize the core expertise that our team has in mobile app development, and we plan on launching both products later this year. 

Non-GAAP Financial Measures*
We have provided in this release the non-GAAP financial measures of Bookings and adjusted EBITDA as a supplement to the measures of Revenue and Operating which are prepared in accordance with United States generally accepted accounting principles (“GAAP”). Management uses Bookings and adjusted EBITDA internally in analyzing our financial results to assess operational performance and liquidity. The presentation of Bookings and adjusted EBITDA is not intended to be considered in isolation or as a substitute for the financial information prepared in accordance with GAAP. We believe that both management and investors benefit from referring to Bookings and adjusted EBITDA in assessing our performance and when planning, forecasting, and analyzing future periods. We believe Bookings and adjusted EBITDA are useful to investors because it allows for greater transparency with respect to key financial metrics we use in making operating decisions and because our investors and analysts use them to help assess the health of our business. Below, we have provided reconciliations between our historical Bookings and adjusted EBITDA to the most directly comparable GAAP financial measures.  Some limitations of Bookings and adjusted EBITDA are as follows:

Bookings do not reflect that we defer and recognize online game revenue over the estimated life of durable virtual goods;Adjusted EBITDA does not include the impact of stock-based expense, impairment of previously capitalized software or intangible assets previously acquired, gain on digital asset dividends & airdrops, gain on sale of digital assets and gain on sale of investments;Adjusted EBITDA does not reflect income tax expense;Adjusted EBITDA does not include other income or expenses, which includes foreign exchange gains and losses, interest income or expense, and gain on extinguishment of debt;Adjusted EBITDA excludes depreciation and amortization of intangible assets and impairment of capitalized software. Although depreciation, amortization, and impairment of capitalized software are non-cash charges, the assets being depreciated, amortized, or impaired may have to be replaced in the future; and Other companies, including companies in our industry, may calculate adjusted EBITDA differently or not at all, which will reduce their usefulness as a comparative measure.

Because of these limitations, you should consider Bookings and adjusted EBITDA, along with other financial performance measures, including Revenue, Net Income (Loss), Basic and Diluted Net Income (Loss) Per Share, Cash Flow from Operations, Operating Income (Loss), and our other financial results presented in accordance with GAAP.

NFT500 Supplemental Information – Summary Collection Metrics*

Totals as of
12/31/2023

Q1 2024

Q2 2024

Cumulative
Totals as of
06/30/2024

# of NFTs Collected

724

1

0

725

# of NFTs Sold

-292

-24

-19

-335

# of NFTs Held, Cumulatively

432

409

390

390

Cost of NFTs Collected

$    2,925,228

$    2,925,228

 Proceeds from Sale of Collected NFTs 

(1,600,482)

(300,315)

(96,344)

$  (1,997,141)

 Proceeds from Sale of Digital Asset Dividends & Airdrops 

(185,816)

(185,816)

Cost of NFTs Collected, Net of Sales Proceeds

$    1,138,930

$      (300,315)

$      (96,344)

$       742,271

* We are no longer actively investing in the NFT ecosystem, and we have been selectively selling digital assets under market conditions as market conditions allow and that we deem appropriate. 

Reconciliation of GAAP to Non-GAAP Results

Three Months Ended

Six Months Ended

June 30

June 30

2024

2023

2024

2023

Reconciliation of Revenue to Bookings:

Revenue

$1,207,804

$1,036,982

$2,443,088

$2,101,835

Change in deferred revenue

(123,784)

143,757

(192,904)

194,187

Bookings

$1,084,020

$1,180,739

$2,250,184

$2,296,022

Reconciliation of Net Income to Adjusted EBITDA:

Net income

$2,226

$82,855

$146,349

$284,554

Interest income, net

(1,133)

(1,864)

(2,139)

(2,310)

Income tax expense, net

11,100

17,200

28,600

54,900

Loss on Impairment of digital assets

101,283

Amortization of capitalized software development costs

140,899

129,548

260,005

229,885

Depreciation and amortization of other assets

2,951

3,212

6,163

6,425

Gain on sale of digital assets

(37,319)

(19,166)

(277,802)

(239,884)

Gain on sale of investments

(3,596)

(3,596)

Stock-based compensation

2,916

5,832

Adjusted EBITDA

$118,724

$211,105

$262,59

$335,806

About Tapinator
Tapinator Inc. (OTC: TAPM) develops and publishes Category Leading Games for mobile platforms. Tapinator’s library includes more than 300 titles that, collectively, have achieved over 500 million mobile downloads, including notable properties such as Video Poker Classic, Keno Vegas, and Blackjack Live Casino.  We generate revenues from our mobile games via consumer transactions, including in-app purchases and subscriptions, and through the sale of branded advertisements. Founded in 2013, we are headquartered in New York, with product teams located in North America and Europe.

Forward Looking Statements
To the extent that statements contained in this press release are not descriptions of historical facts regarding Tapinator, they are forward-looking statements reflecting the current beliefs and expectations of management made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. Words such as “believe,” “goal,” “seek,” “plan,” “feel,” “hope,” “opinion,” “may,” “will,” “expect,” “anticipate,” “estimate,” “intend,” “target,” and similar expressions (as well as other words or expressions referencing future events, conditions, or circumstances) are intended to identify forward-looking statements. These forward-looking statements include, among other things, our hope that we will be able to scale the player base for Blackjack Live Casino based on improvements to the game and its launch on Google Play and our plan to launch two new products relating to Blackjack Live Casino – one at the intersection of chat and AI and the other at the intersection of mobile gaming. Forward-looking statements are subject to risks and uncertainties that could cause our future results, performance, or achievements to differ significantly from those expressed or implied by the forward-looking statements. Except as required by law, Tapinator undertakes no obligation to update or revise any forward-looking statements. The quoting and trading of the Company’s common stock on the OTC Marketplace is often thin and characterized by wide fluctuations in trading prices, due to many factors that may have little to do with the Company’s operations or business prospects. As a result, there may be volatility in the market price of the shares of the Company’s common stock for reasons unrelated to operating performance. Moreover, the OTC Marketplace is not a stock exchange, and trading of securities on it is often more sporadic than trading of securities listed on a national securities exchange. Accordingly, stockholders may have difficulty reselling any of their shares. For a further description of the risks and uncertainties that could cause actual results to differ from those expressed in these forward-looking statements, as well as risks relating to the business of the Company, please see the Company’s Supplemental Information Report as filed with the OTC Markets on October 20, 2021 and as updated from time to time.

CONTACT:
Tapinator Investor Relations
investor.relations@tapinator.com
914.930.6232

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SOURCE Tapinator, Inc.

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Loonio Expands into Insurance Sector, Reinforcing Position as Canada’s Leading Interac® Payment Solution

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EDMONTON, AB, Jan. 3, 2025 /CNW/ – Loonio™, Canada’s premier Interac® payment platform, is proud to announce its strategic expansion into the insurance industry. With a user base exceeding 10 million Canadians, Loonio is set to revolutionize payment processing within the insurance sector, offering unparalleled security, efficiency, and convenience.

Traditionally recognized for facilitating seamless online transactions, Loonio is broadening its horizons to become a comprehensive payment solution across various industries. This move underscores Loonio’s commitment to providing versatile and secure payment options tailored to the evolving needs of Canadian consumers and businesses.

In line with this expansion, Loonio has partnered with SimplePin, a leading payment solutions provider, to enhance its services within the insurance domain. This collaboration aims to streamline payment processes for insurance providers and policyholders alike, ensuring transactions are processed swiftly and securely.

Key Highlights:

Expansion into Insurance: Loonio is now offering trusted Interac® payment services to the insurance industry, providing a reliable and efficient payment solution for both providers and clients.Trusted by Millions: With over 10 million Canadians currently utilizing Loonio for their online transactions, the platform has established itself as a dependable and secure payment method nationwide.Partnership with SimplePin: Collaborating with SimplePin enables Loonio to deliver enhanced payment solutions tailored specifically for the insurance sector, fostering innovation and improved user experiences.

Loonio’s user-friendly interface allows customers to make payments using their existing online banking credentials, eliminating the need for lengthy card numbers or additional security questions. This streamlined process not only enhances user experience but also ensures top-tier security by utilizing bank-grade authentication measures.

As Loonio ventures into the insurance sector, it remains dedicated to maintaining the highest standards of security and customer satisfaction. By leveraging its extensive experience in online payment processing, Loonio is poised to set new benchmarks in the insurance industry’s payment landscape.

For more information about Loonio and its services, please visit www.loonio.ca.

About Loonio

Loonio™ is Canada’s leading Interac® payment platform, offering fast, secure, and convenient payment solutions for consumers and businesses. With a commitment to innovation and customer satisfaction, Loonio continues to expand its services across various industries, ensuring seamless transactions for over 20 million Canadians.

Website: www.loonio.ca

Note: Interac® is a registered trademark of Interac Corp. Used under license.

SOURCE Loonio

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Education Apps Market to Grow by USD 6.08 Billion (2025-2029), Government Initiatives for Digital Learning Drive Growth, AI-Driven Market Transformation – Technavio

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NEW YORK, Jan. 3, 2025 /PRNewswire/ — Report with the AI impact on market trends – The global education apps market size is estimated to grow by USD 6.08 billion from 2025-2029, according to Technavio. The market is estimated to grow at a CAGR of  14.5%  during the forecast period. Growing government initiatives for digital learning is driving market growth, with a trend towards growing focus on wearable technology. However, concerns related to data security and privacy in education apps  poses a challenge. Key market players include 2U Inc., 3P Learning Ltd., Age of Learning Inc., Alphabet Inc., Brilliant Worldwide Inc., Chegg Inc., Coursera Inc., Duolingo Inc., Epic Creations Inc., Hologo World Inc., IXL Learning Inc., Khan Academy Inc., Lumos Labs Inc., Memrise Ltd., Microsoft Corp, Quizlet Inc., Sololearn Inc., Udemy Inc., UMU Technology CO. LTD., and WizIQ Inc..

Key insights into market evolution with AI-powered analysis. Explore trends, segmentation, and growth drivers- View Free Sample PDF

Education Apps Market Scope

Report Coverage

Details

Base year

2024

Historic period

2019 – 2023

Forecast period

2025-2029

Growth momentum & CAGR

Accelerate at a CAGR of 14.5%

Market growth 2025-2029

USD 6079.7 million

Market structure

Fragmented

YoY growth 2022-2023 (%)

12.4

Regional analysis

North America, Europe, APAC, South America, and Middle East and Africa

Performing market contribution

North America at 33%

Key countries

US, China, UK, Germany, India, Canada, France, Japan, Brazil, and Italy

Key companies profiled

2U Inc., 3P Learning Ltd., Age of Learning Inc., Alphabet Inc., Brilliant Worldwide Inc., Chegg Inc., Coursera Inc., Duolingo Inc., Epic Creations Inc., Hologo World Inc., IXL Learning Inc., Khan Academy Inc., Lumos Labs Inc., Memrise Ltd., Microsoft Corp, Quizlet Inc., Sololearn Inc., Udemy Inc., UMU Technology CO. LTD., and WizIQ Inc.

Market Driver

The education apps market is thriving with trends like AI chatbots, e-games, blended learning, personalized learning, and gamification. These trends cater to various subjects including science, social studies, STEM subjects, language arts, and more. Adaptive learning apps using machine learning technology are popular in K-12, higher education, and corporate training. AI and machine learning are revolutionizing education by providing flexible, cloud-based learning options. Consumer preferences lean towards education games and social learning environments. Established players dominate the market, but innovative startups offer unique features like test preparation, tutoring, and progress tracking. Flexibility, accessibility, and user engagement are key factors driving growth in the digital education space. However, data privacy concerns and limited internet accessibility remain challenges. The education apps market is saturated, but technology advances continue to create opportunities for growth. Content providers must offer cutting-edge technology, personalized education, and adapt to consumer preferences to stay competitive. Digital tools like e-learning, remote learning, and digital education software are essential for upskilling and lifelong learning. 

Wearable technology significantly contributes to the education sector by enhancing student engagement and boosting learning effectiveness. These devices facilitate communication between teachers and students, enabling the sharing of ideas, implementation of processes, and exchange of feedback. Wearable smart devices, such as smartwatches and glasses, allow users to download and use educational apps to learn various subjects. The availability of audio and video files for offline viewing and cloud storage increases the appeal of these devices for students. Furthermore, the integration of wearable devices with smartphones and other electronic gadgets expands their reach in the global education apps market. 

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 Market Challenges

The education apps market is witnessing significant growth with the integration of AI chatbots, e-games, and blended learning. Personalized learning and adaptive apps are popular in STEM subjects, language arts, and higher education. Gamification and machine learning enhance user engagement. Established players dominate the market, but innovative startups offer unique features. Flexibility is key with cloud-based and mobile devices. Consumer preferences lean towards adaptive learning apps, test preparation, and tutoring. Challenges include data privacy concerns, limited internet accessibility, and market saturation. Education software must provide progress tracking and cater to K-12, corporate training, and upskilling. Technology advances bring flexibility, remote learning, and smartphone penetration. The digital education space continues to evolve, offering cutting-edge technology and innovative learning environments.The education apps market faces substantial challenges due to data security and privacy concerns. With the collection and storage of sensitive student information, ethical, legal, and technical challenges arise. Education apps gather various data, such as personal information, academic records, and usage patterns, making them attractive targets for cyberattacks and unauthorized access. Data breaches and privacy violations can damage user trust and result in legal repercussions for app developers and educational institutions. Additionally, the regulatory landscape for data protection differs globally, increasing complexity for education app developers operating in diverse markets.

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Segment Overview 

This education apps market report extensively covers market segmentation by  

End-user 1.1 High education1.2 Pre K-12Product 2.1 Web-based2.2 Mobile-basedGeography 3.1 North America3.2 Europe3.3 APAC3.4 South America3.5 Middle East and Africa

1.1 High education-  The higher education segment of the global education apps market caters to universities, colleges, and professional schools, offering digital learning solutions. These apps facilitate flexible and accessible learning experiences for undergraduate, graduate, and postgraduate students. Prominent players, such as Coursera and Microsoft, offer course materials, interactive lectures, collaborative tools, assessment platforms, and career development resources. Institutions use apps for assessments, content distribution, and scheduling. Technology advancements, like AR and VR, have led to the creation of learning apps for practical subjects. Apps are increasingly becoming a marketing tool for higher education institutions. However, the adoption rate is low due to high development costs and limited awareness of benefits. Despite these challenges, the growing digitization trend will encourage universities to allocate more funds for education apps, driving market growth.

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Research Analysis

The Education Apps Market is a dynamic and innovative sector, offering a wide range of solutions that cater to diverse learning needs. From inclusive learning platforms that promote accessibility and equity, to teacher training apps that enhance professional development, the market is transforming traditional education methods. Flipped classrooms allow students to learn at their own pace, while global education apps broaden horizons and foster cultural understanding. Microlearning, digital textbooks, and personalized learning platforms enable students to access information and resources on-demand. Educational videos, virtual reality learning, and mobile learning offer and flexible learning experiences. Learning communities, data-driven learning, and learning analytics tools promote student success and engagement. Edtech startups, open educational resources, and online courses provide accessible and affordable education to learners worldwide. The future of education is bright, with virtual learning environments, online tutoring services, remote learning tools, and digital learning resources shaping the educational landscape. Curriculum development apps, educational podcasts, and learning management systems streamline the educational process, while online education offers flexibility and convenience. Regardless of the specific tool or resource, the Education Apps Market is dedicated to making education more accessible, engaging, and effective for learners of all ages and backgrounds.

Market Research Overview

The Education Apps Market is a dynamic and innovative space, driven by advances in artificial intelligence (AI), machine learning, and cutting-edge technology. This market encompasses a range of applications, from e-games and education software for K-12 students, to adaptive learning apps for higher education and corporate training. Personalized learning and blended learning are key trends, with AI chatbots and gamification used to enhance the learning experience. STEM subjects, language learning, and arts and humanities are popular areas of focus, catering to consumer preferences. Flexibility is a major selling point, with cloud-based and mobile devices enabling learning on-the-go. However, data privacy concerns and limited internet accessibility remain challenges. The market is competitive, with established players and innovative startups offering unique features and progress tracking to engage users. The digital education space continues to evolve, offering flexible education options and remote learning solutions for a diverse range of learners.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

End-userHigh EducationPre K-12ProductWeb-basedMobile-basedGeographyNorth AmericaEuropeAPACSouth AmericaMiddle East And Africa

7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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SOURCE Technavio

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Vortex Companies Celebrates 10 Years of Trenchless Infrastructure Innovation

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Year-long celebration planned to honor a decade of success and loyal customer support

HOUSTON, Jan. 3, 2025 /PRNewswire/ — The Vortex Companies, LLC (Vortex) is proud to celebrate its 10th anniversary in 2025 as a global leader in trenchless infrastructure rehabilitation and repair. Since its founding, Vortex has grown from a small team of four and a single location to nearly 1,000 employees and 25 locations worldwide.

“I’m incredibly proud of what our team has accomplished over the past decade,” said Mike Vellano, CEO of Vortex Companies. “We’ve built our business by listening to the market and delivering a comprehensive range of products, equipment, and technologies, supported by exceptional customer service and installation expertise.”

Throughout the year, Vortex will commemorate this milestone with a variety of events and initiatives, including open houses, exclusive offers for loyal customers, and anniversary-themed events at key industry conferences. The company’s marketing materials and limited-edition merchandise will feature a special 10th-anniversary logo.

“Seeing our team grow and evolve over the years has been incredibly rewarding,” Vellano added. “Our loyal customers and partners have placed immense trust in us to deliver solutions that drive their success, and I’m truly humbled by their support.”

About Vortex Companies

The Vortex Companies is a global leader in trenchless water and sewer infrastructure solutions, offering advanced technologies and turnkey services to cost-effectively renew municipal, industrial, and commercial systems. With one of the most diverse portfolios in the industry, Vortex provides solutions including manhole and pipe rehabilitation materials, polymeric coatings, CIPP liners and resins, sewer robotics, and high-speed drain cleaning tools.

Operating across 25 locations worldwide, Vortex is committed to delivering innovative, cost-effective infrastructure renewal solutions, backed by experienced and highly trained personnel. For more information, visit www.vortexcompanies.com.

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SOURCE Vortex Companies

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