MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC

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MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
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                                               MIAG               Issue: 8
                                               Media Industry     May 2015
                                               Accounting Group

                            Making sense of a
                            complex world
                            Online gaming: Real
                            issues in virtual worlds

This paper explores some
of the key IFRS revenue
recognition issues in the
world of online gaming.
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
Contents

Introduction to MIAG                              2

Online gaming: Real issues in virtual worlds      3

Background                                        4

Example 1: Who is my customer?                    8

Example 2: Virtual items and virtual currencies   12

Example 3: Multiple element arrangements          16

Example 4: Unused currency and unused items       18

Conclusion                                        20

Further reading                                   22

Contacts                                          24
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
Introduction to MIAG

Our Media Industry Accounting Group (MIAG) brings
together our specialist media knowledge from across our
worldwide network. Our aim is to help our clients by
addressing and resolving emerging accounting issues that
affect the entertainment and media sector.

With more than 4,200 industry                        your thoughts and suggestions about
dedicated professionals, PwC’s global                future topics of debate for the MIAG
entertainment and media (E&M)                        forum, and very much look forward to
practice has depth and breadth of                    our ongoing conversations.
experience across key industry sectors
including: television, film, advertising,            Best wishes
publishing, music, internet, video and
online games, radio, sports, business
information, amusement parks, casino
gaming and more. And just as
significantly, we have aligned our media             Sam Tomlinson
practice around the issues and                       PwC UK
challenges that are of utmost
importance to our clients in these
                                                     Chairman
sectors. One such challenge is the
                                                     PwC Media Industry Accounting Group
increasing complexity of accounting for
transactions and financial reporting of
results – complexity that is driven not
just by rapidly changing business models
but also by imminent changes to the
world of IFRS accounting.

Through MIAG, PwC1 aims to work
together with the E&M industry to
address and resolve emerging
accounting issues affecting this dynamic
sector, through publications such as this
one, as well as conferences and events to
facilitate discussions with your peers. I            Sam Tomlinson
would encourage you to contact us with               PwC UK

1
    PwC refers to the PwC network and/or one or more of its member firms, each of which is a
    separate legal entity

2 MIAG        Issue: 8
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
Online gaming: Real issues in virtual worlds

PwC’s Global E&M Outlook 2014-2018 forecast an increase in
global spending on video games from €66 billion in 2014 to €89
billion in 2018, with online gaming being one of the key drivers.
Our eighth MIAG paper explores some of the key revenue
recognition issues in these virtual worlds.

Video gaming encompasses not only            exhaustive; but they will hopefully
traditional console or PC games, which       provide food for thought for online
have been in existence for over 20 years,    gaming companies when considering
but also online gaming. The significant      the real revenue recognition issues that
growth of online gaming is driven partly     arise in virtual worlds.
by online players interacting with online
friends and rivals, and partly by the rise   We hope that you find this paper useful
of mobile gaming facilitated by              and welcome your feedback.
increasing penetration of smartphones
and tablets.                                 Best wishes

The rise of online gaming encompasses
not just expensively-produced
blockbusters but also low-cost mobile
games. The low cost of producing             Wilson Chow             Samying Huie
certain types of games has drastically       PwC China               PwC China
lowered barriers to entry compared with
console and PC games, causing the
number of game developers to explode         PwC Media Industry Accounting Group
over the past five years.

New technology platforms and new
entrants have driven new business
models such as ‘freemium’ games that
are free to play but in which real cash
must be spent to acquire virtual goods or
other premium content. This paper
considers the resulting accounting
challenges in various practical examples
covering principal/agent arrangements,
virtual items and virtual currencies, and
multiple element arrangements. Our
                                             Wilson Chow                  Samying Huie
scenarios are clearly not designed to be     PwC China                    PwC China

                                                                                         Issue: 8   MIAG   3
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
Background

PwC’s Media Industry Accounting Group (MIAG) is our
premier forum for discussing and resolving emerging
accounting issues that affect the entertainment and media
sector – visit our dedicated website: www.pwc.com/miag
What are the most common online                games’ (MMOGs), these games are
gaming business models?                        characterised by longer playing
Online games can be categorised by how         periods and high game intensity.
they are monetised (i.e. how the game          The gamer makes a significant
enjoyment experience is sold), and by          emotional and/or cognitive
                                                                                         sessions compared to traditional
game type and genre.                           investment in the game, and game
                                                                                         MMOGs. One popular type of web
                                               play may last for a few hours per
• Monetisation: Subscription-based                                                       games are those social games played
                                               session, with many such sessions.
  games are monetised by either a                                                        on social network platforms. Web
                                               These games are typified by the
  periodic subscription fee, a download                                                  games typically do not require any
                                               virtual gathering of multiple players
  fee or other usage fee. Non-                                                           software installation apart from a
                                               in the same online environment (via
  subscription-based games are typically                                                 web browser or sometimes browser
                                               internet connection), with gamers
  free to play (‘freemium’) but are                                                      plug-in. Web games are often
                                               often cooperating or competing in
  monetised through the sale of virtual                                                  free-to-play but players can choose
                                               the context of an epic adventure or
  items or other premium content to the                                                  to purchase virtual items to enhance
                                               thematic experience. MMOGs
  game player (‘gamer’). Successful                                                      the game-playing experience (the
                                               typically require dedicated software
  monetisation of a freemium game                                                        ‘freemium’ model).
                                               to be downloaded through which
  involves creating a gaming experience        the game is delivered and played on     – Mobile games – are those games
  where players are incentivised to spend      computer screens of video game            played on smartphones, tablets,
  money on virtual items that enhance          consoles. Large multi-player games        PDAs and other mobile devices.
  overall enjoyment. A virtual item            can be delivered on a subscription or     They share a lot of the same
  represents either the digitisation of a      non-subscription basis.                   characteristics as web games, such
  real-world product (e.g. virtual hat) or                                               as that they include all game genres,
  a digital concept with its own meaning     – Web games – also known as
                                                                                         can be single-player or multi-player,
  within the game (e.g. power, magic,          browser game, these games are
                                                                                         and appeal to a broader audience.
  special ability).                            played over the internet via a web
                                                                                         However, mobile games are even
                                               browser, generally on PC. Web
• Game types: Games can be for a single                                                  easier to access than web games so
                                               games include all game genres (such
  player (solo) against pre-scripted rules                                               people tend to play in even more
                                               as hardcore games, midcore games,
  or for multiple players in a world                                                     frequent and shorter sessions. Due
                                               casual games, social games etc.) and
  designed to foster collaboration and/or                                                to the limitations of the screen,
                                               can be single-player or multi-player.
  competition. The types of online games                                                 mobile games tend to be less
                                               Unlike MMOGs that attract more
  can be summarised in many different                                                    complex and include more casual
                                               hardcore players, web games appeal
  ways but perhaps most commonly                                                         games and social games. Unlike web
                                               to a wide spectrum of age groups
  as follows:                                                                            games, mobile games require the
                                               and demographics due to easy and
                                                                                         installation of software known as
  – Large multi-player games – often           free access. Also, they are often
                                                                                         the application (‘app’). Apps are
    termed ‘massive multi-player online        played in more frequent, shorter
                                                                                         generally downloaded by players

4 MIAG    Issue: 8
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
from mobile app stores but              Who have the key roles in delivery?            game maintenance, and providing
    sometimes are pre-installed by          Delivery of an online game to paying and       customer service functions (e.g. call
    mobile carriers and mobile device       non-paying players often involves the          centre, player support, online forum).
    makers. Mobile games can be played      following roles. These different roles can
                                                                                          • Distribution channels and
    both online and offline. The pay-per-   be carried out by different entities or one
                                                                                            intermediaries are other parties
    download model is most common           entity may serve one of more of the roles.
                                                                                            involved in this gaming ecosystem.
    but subscription-based and
                                                                                            For mobile and some web games, the
    freemium model are also becoming        • Game developers combine
                                                                                            distribution channel might be the
    more popular. With the                    programmers, graphic artists and
                                                                                            publisher. These intermediaries
    development of cross-platform             other specialists to develop the code
                                                                                            include:
    delivery of content, publishers are       and intellectual property (IP)
    increasingly delivering a seamless        underlying a game. Game developers           – Storefronts such as the Apple App
    connection between web games and          may be involved in post-release game           Store, Google Play or Amazon
    mobile games. Gamers are able to          upgrade, maintenance, and bug-fixing           Appstore (for Android) are
    play their chosen games on both           activities. Game development used to           distribution channels that have
    their computers and their                 be mostly an in-house function of a            direct access to end users;
    mobile devices.                           fully integrated gaming company that
                                                                                           – Other delivery intermediaries
                                              also markets, distributes, operates
• Game genres: Within both single –                                                          providing e.g. IT infrastructure;
                                              games and supports game customers.
  and multi-player online games there                                                        social websites; and online portals
                                              Today, there are more and more
  are numerous genres including action,                                                      and other commercial websites that
                                              studios and individuals focused
  sports, mystery, fantasy, adventures,                                                      allow access to the game; and
                                              exclusively on game development.
  science fiction, and so on. Often, the
                                                                                           – Payment intermediaries that
  game environment is adapted from a        • Game publishers release the game
                                                                                             facilitate payment transactions
  popular trademark (brand), book or          code by selling DVDs or making the
                                                                                             between a gamer and another party.
  movie with the right to use such            game available for access on the
                                                                                             These include credit card payment
  intellectual property licensed from         internet or storefronts. Game
                                                                                             processors, distributors of prepaid
  another party.                              publishers may use their own IT
                                                                                             cards or online payment service
                                              infrastructure connected to the
                                                                                             providers such as Paypal. Payment
                                              internet, or they may use a delivery
                                                                                             functions can also be provided by
                                              intermediary. Game publishers may
                                                                                             storefronts and delivery
                                              also be responsible for marketing,
                                                                                             intermediaries.

                                                                                                                 Issue: 8   MIAG   5
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
The arrangements will be different for        publishing platforms built by mobile          should be applied to the transaction as
different types of games. Operations in       game publishers on the strength of their      a single unit. Conversely, if the
different terrorities may also differ. For    products and user base. These platforms       customer perceives there to be a
example, in traditional MMOGs, there are      offer functions including publishing,         number of elements to the transaction,
typically only two main parties involved      promotion, operation, social connectivity     then the revenue recognition criteria
in providing game service to end users.       and account management to game                should be applied to each element
Game developers focus on research and         developers. These trends are                  separately.
development as well as the creation and       transforming the distribution and
upgrade of the games. Game publishers         consumption of online games.                • Apply the revenue recognition
license the games from the developers                                                       criteria to each element (or to the
and are responsible for distribution,         What is the relevant IFRS                     transaction as a whole) – revenue is
marketing and operations of the games.        guidance?                                     recognised when (i) it is probable that
Occasionally, the publisher and the                                                         economic benefits will flow to the
                                              IAS 18 Revenue recognition does not
developer is the same company. However,                                                     seller; (ii) revenues and costs can be
                                              provide industry-specific guidance and
the operation of a web game or mobile                                                       measured reliably; and (iii) the risks
                                              indeed was written long before online
game generally involves more parties. In                                                    and rewards of ownership have been
                                              gaming even existed as a concept! A
addition to game developers and                                                             transferred with minimal ongoing
                                              general approach to revenue recognition
publishers, mobile app stores, mobile                                                       involvement (for sale of goods) or the
                                              for online gaming companies is
carriers, social networks, and online                                                       stage of completion can be measured
                                              as follows:
portals might also be involved. Or the                                                      reliably (for provision of services).
mobile game developer may launch its          • Determine who the customer is
                                                                                          For the gaming industry, two models
game directly on Apple’s App Store. The         – this helps to determine whether
                                                                                          generally emerge:
role of each party might vary significantly     revenue is recognised gross (as a
depending on specific arrangements.             principal) or net (as an agent) and       • Gaming as software: e.g. traditional
                                                what the company’s obligations are to       packaged console and PC games, for
The online gaming industry is currently         its customer.                               which the company is selling software.
undergoing dramatic change driven by          • Determine if the transaction is one       • Gaming as service: this model
significant technology and consumer             unit or comprises multiple elements         encompasses online or hosted games
trends including (1) rapid growth of            – the transaction should generally be       where the operational business model
mobile platforms, (2) social networks as        viewed from the perspective of the          is the delivery of the game as a
an integral part of the entertainment           customer and not the seller i.e. what       service, regardless of whether
fabric, and (3) mobile platforms and            does the customer believe he or she is      accessed by PC, console, or mobile
social networks opening their platforms         purchasing? If the customer views the       device. It is this type of gaming that is
to developers. There is also an                 purchase as one product, then it is         explored in the subsequent scenarios
emergence of independent mobile game            likely that the recognition criteria        in this paper.
6 MIAG    Issue: 8
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
This paper considers the resulting           for accounting periods beginning on or       often follow accounting revenues. So
accounting challenges in various             after 1 January 2017 (or 2018) with          judgements about revenue recognition in
practical examples covering principal/       earlier adoption permitted. Transition to    online gaming scenarios can affect the
agent arrangements, virtual items and        IFRS 15 will require companies to review     timing of tax cash payments.
virtual currencies, and multiple             all sales arrangements closely, which in
element arrangements. Our scenarios          practice might result in media companies     Some countries may have tax legislation
are clearly not designed to be               needing to revisit historical policies and   specifically designed to address online
exhaustive; but they will hopefully          judgements even where there is not an        gaming, in which case the accounting
provide food for thought for online          obvious difference between IAS 18 and        treatment adopted should in theory be
gaming companies when considering            IFRS 15. Even if a company expects           tax neutral. However, even in such
the real revenue recognition issues that     revenue recognition to be similar under      countries, the accounting treatment
arise in virtual worlds. As business         IFRS 15 to its existing practice under IAS   adopted might have implications with
models continue to develop, other            18, it cannot simply assume that this will   regards to corporation tax and sales tax,
                                                                                          since differing treatments for accounting
issues might become increasingly             be the case. IFRS 15 is a fundamentally
                                                                                          and tax purposes might raise the
important for this industry, such as         different model to the current revenue
                                                                                          attention of local tax authorities or
appropriate recognition of ‘in-game’         guidance and even where revenue
                                                                                          accounting regulators. Tax authorities
advertising revenue, the timing of cost      recognition is unchanged, the rationale
                                                                                          might also pay close attention to sales to,
recognition and broader principal/           might be different. We expect practice to    or distribution by, related group
agent issues. As always, the answer          develop quickly over the coming months       companies to understand the substance
for complicated real life arrangements       and recommend that companies consult         of intra-group transactions.
will depend on specific facts and            with their accounting advisors as they
circumstances.                               work through their transition projects.      We would always recommend consulting
                                                                                          with a local tax expert to determine
What about IFRS 15?                          Are there any tax implications?              possible tax consequences of revenue
This paper focuses primarily on the          This paper is concerned primarily with       recognition judgements.
revenue recognition challenges that          accounting, which should be consistent
online gaming companies face today.          across companies reporting under IFRS,
However, for each scenario, we have also     rather than tax, which will vary with
included relevant considerations under       each country’s local laws and tax
the new revenue recognition standard         regulations. We note that both
IFRS 15, which is expected to be effective   corporation (income) tax and sales tax

                                                                                                                    Issue: 8   MIAG   7
MAKING SENSE OF A COMPLEX WORLD ONLINE GAMING: REAL ISSUES IN VIRTUAL WORLDS - PWC
Example 1: Who is my customer?

                                                                        “As a game publisher, all my income
                                                                        ultimately derives from gamers. But are
                                                                        these gamers my customers?”

In example 1 we consider what the game         amount paid to the distribution               company is responsible for the
publisher is selling and who it is selling     channel (the expense instead being            acceptability of the products or
to. As set out below, this assessment is       presented as a cost) if the publisher         services or has the most influence on
key, as the measurement of revenue             has significant latitude over the             their content.
could be significantly different               relationships with distribution
                                                                                           • The company has inventory risk
dependent on who the game publisher            channels and responsibility for the
                                                                                             before or after the customer order,
identifies as its customer. For example,       transactions with them.
                                                                                             during shipping or on return – for
identifying the customer can be
                                             Another possibility (perhaps less               this indicator the general sales risk of
important when assessing whether
                                             common) is that the game publisher’s            the developed good could also be
payments made or discounts given to
                                             customer is the distribution channel.           considered i.e. who bears the greater
either the developer or the gamers are
                                             This might be the case where the                risk from the investment in content
the publisher’s marketing costs or
                                             distribution channel is acting principal        and distribution.
revenue deductions.
                                             selling to the ultimate gamer and the
                                                                                           • The company has latitude in
                                             publisher sells game software or
Complex gaming arrangements –                                                                establishing prices – this might be
                                             provides a game service to the channel.
involving a game developer; publisher;                                                       the case if the company sets the sales
distribution channel (e.g. internet portal                                                   price or has the ability to set prices
                                             In certain situations, the publisher might
or platform provider or internet store);                                                     within a broad range. An agent is
                                             also need to consider whether it is
and gamer – typically require the game                                                       more likely to have earnings that are
                                             actually an intermediary between the
publisher to assess whether it is                                                            predetermined via a fixed fee per
                                             developer and the ultimate gamers and
functioning as:                                                                              transaction or a stated percentage of
                                             in fact has two customers because its
                                                                                             the amount billed to the customer.
• A principal selling directly to            efforts benefit both the developer and
  ultimate gamers, using the internet        the ultimate gamer. This is sometimes         • The company bears the customer’s
  portal or store as its agent, in which     known as the ‘dual customer’ model.             credit risk for the amount
  case the game publisher would                                                              receivable from the customer – this
  recognise as revenue the gross amount      A company is acting as principal when it        ‘traditional’ risk might be mitigated by
  paid by the gamers, with the amount        has exposure to the significant risks and       up-front electronic payment.
  paid to the developer and portal/store     rewards associated with selling goods or
                                                                                           These indicators are not exhaustive; nor
  representing a cost of sales; or           rendering services. In contrast, a
                                                                                           must all of them have been met to
                                             company that acts on behalf of another
• A sales agent acting on behalf of the                                                    confirm that a company is acting as
                                             party realises revenues by receiving
  game developer, i.e. its customer is                                                     principal. In practice, some indicators
                                             commissions or fees, because it is acting
  really the developer so it recognises as                                                 might suggest that one party is
                                             as an agent. The illustrative examples
  revenues only the net amounts                                                            principal, while other indicators suggest
                                             attached to IAS 18 set out some
  retained after deducting directly                                                        the reverse. Relevant indicators are
                                             indicators to consider when assessing
  related payments; it is worth noting                                                     therefore considered as a whole to assess
                                             potential principal/agent arrangements.
  that the ‘net revenue’ recognised                                                        the economic substance of the
                                             Indicators that a company should
  might either (i) include a deduction                                                     arrangement, with the greater weight
                                             account for a transaction as principal
  for the amount paid to the distribution                                                  being assigned to the most important. In
                                             include:
  channel, if the publisher’s transactions                                                 some cases a small change in the
  with the distribution channel are          • The company has the primary                 relevant contractual terms or business
  closely directed by the game developer       responsibility for providing the            practice can affect the principal/agent
  or (ii) not include a deduction for the      goods or services to the customer           assessment.
                                               or for fulfilling of the order – i.e. the

8 MIAG    Issue: 8
Scenario                                      How should game publisher P                 Game publisher P’s net profit under each
                                              account for its sales?                      treatment is €5.
Game publisher P obtains from overseas
game developer D an exclusive licence to      Game publisher P must decide who its
operate a MMOG in P’s country by              customer is. That is, whether it is         (Note: If P is the intermediary agent
paying an up-front licence fee and a          acting as:                                  acting on behalf of both developer D and
sales-based royalty.                                                                      the gamers by bringing them together in
                                              • Principal selling the game to ultimate    the ‘dual customer’ model, the analysis
                                                gamers, using channel C as its sales      would be similar to the second
Publisher P is responsible for arranging
                                                agents i.e. record gross revenues of      treatment above where P is acting as an
IT infrastructure, internet connections,
                                                €10 received from gamers with €5          agent on behalf of the developer.
deciding the game price in the country’s
                                                costs comprising €3 to developer D        However, identifying the customer as
local currency, and providing customer
                                                and €2 to channel C; or                   developer D alone, or both D and
service to domestic gamers. Publisher P
promotes itself as the operator of the        • Sales agent acting on behalf of           ultimate gamers, may have other
game and enters into agreements with            developer D i.e. record net revenues of   accounting consequences e.g. (i)
gamers accordingly.                             (i) €7 retained from gamers after         whether gamer incentives are presented
                                                deducting amounts paid to developer       as a cost or revenue deduction; and (ii)
Publisher P also pays distribution channel      D with costs of €2 paid to channel C;     determining P’s explicit and implicit
C (e.g. an internet portal or app store) a      or (ii) €5 if P is not taking overall     obligations to the ‘customer’.)
fixed price per game sold to make               responsibility for the services
available the game for sale as well as an       provided via channel C; or
agreed amount of banner advertisements.
                                              • Principal selling to channel C,
Channel C collects cash from the gamers
                                                recording as revenue the €8 it receives
and remits that cash, net of the fixed fee,
                                                from channel C with costs of €3 paid
back to publisher P. Gamers click through
                                                to developer D.
to P’s infrastructure from channel C to
download the game.

P sets the price of the game at €10; and P
pays €3 to D as a sales-based royalty and
€2 to channel C for each game sold.

                                                                            IT and customer service
                                       Game code                                (via channel C)

                    Game                                       Game
                 developer D                                 publisher P                                 Gamer

                                     Non-refundable                                   Cash
                                   licence plus royalty                         (via channel C)

                                                                                                                  Issue: 8   MIAG   9
Assessment of key principal/agent indicators
The ultimate sale is to the gamer and the     remitted directly to game publisher P.         Publisher P considers four key indicators
gross payment of €10 is received from         P receives €8, from distribution               to establish whether or not the gamer is
the gamer. But the gross amount is not        channel C, net of the channel’s fee.           publisher P’s customer:

 Indicator               Assessment by game publisher P

 Primary                 • The gamer visits channel C (e.g. internet portal or app store) and might consider that he or she pays
 responsibility for        channel C for the game
 providing the           • The gamer might be aware of who originally developed the game
 goods and services
                         • However, P appears to be the primary obligor to gamers in that it clearly markets itself as the game
                           operator and this is reflected in its contracts with gamers
                         • Further, P is responsible for IT infrastructure, internet connections, and customer service
                         • Indicates game publisher P (rather than developer D or channel C) is acting as principal selling
                           to gamers
 Inventory risk          • There is no traditional inventory risk for online gaming since there is no physical product
                         • It may be considered that publisher P takes something akin to inventory risk by paying developer D a
                           non-refundable initial licence fee
                         • It seems likely that D takes the most significant risk given its historical investment to develop the game,
                           although that investment is not specific to sales in this country
                         • Both D and P take some risk here (which might be considered analogous to inventory risk) and as
                           such, this indicator is mixed

 Latitude in             • Publisher P sets the price charged to gamers
 establishing prices     • P’s revenues are not predetermined i.e. P can vary prices to drive sales volumes
                         • Both developer D and channel C receive a fixed amount per sale
                         • Indicates game publisher P is acting as principal selling to gamers
 Credit risk             • Online gaming is generally paid by credit card and the distribution channel would typically obtain
                           authorisation for the charge prior to completing transactions
                         • Credit risk is therefore largely mitigated
                         • Lack of substantive credit risk means this indicator unlikely to be determinative

  Conclusions
  The principal/agent indicators suggest      However, even if publisher P were to           reconsider its determination that it is
  that game publisher P is acting as          give some pricing latitude to channel C,       acting as a principal because the
  principal in selling the game to            it might still be principal based on the       channel appears has significant
  gamers. P would therefore record            other indicators. Occasionally, game           pricing latitude. These judgements
  gross revenues of €10 received from         publishers that use distribution channels      can be difficult and must be made in
  gamers with €5 costs, comprising €3         do not have visibility of the exact final      light of all available facts and
  to developer D and €2 to channel C.         selling price. In such cases, the game         circumstances, considering all the
                                              publisher should make its best estimate        indicators and not just who sets
  Of course, alterations of this scenario’s   of the price paid by gamers, so that it        selling price.
  fact pattern could result in different      can recognise that amount as revenue
  conclusions.                                with the difference between that gross         For mobile games, in many cases
                                              amount and the cash it receives treated        publisher P may actually be an
  For example, if channel C had the           as cost of sales (the channel’s                internet portal, which provides access
  power to determine the price charged        commission). If the publisher believes it      to many different casual game titles
  to gamers and paid a fixed amount per       cannot make a reasonable estimate of           (i.e. the role of publisher P and
  game to publisher P, then the               the price paid by gamers, it should            distribution channel C are combined).
  conclusion might be that P is selling to    consider the reasons for this. If the range    Where P makes clear to gamers that it
  C. P would then record net revenues of      of prices open to the channel is               is acting as the sales and payment
  €8 received from C, with separate           sufficiently broad that an accurate            intermediary, and that developer D
  costs of €3 paid to developer D.            estimate is difficult, the publisher should

10 MIAG    Issue: 8
has ultimate responsibility to the        required to make its own assessment of         game code services to the publisher
  gamers, P should be recording             whether it was selling to publisher P, to      for it to sell to gamers. The
  revenue on a net basis. As noted          channel C, or direct to gamers.                agreement should also make it clear
  above, this might be the case even if P                                                  who sets prices, maintains user
  has some latitude to set the              Factors that can help inform these             accounts and provides IT
  selling price.                            judgements by the game publisher and           infrastructure.
                                            developer include:
                                                                                         • Business practices: is the game
  Alternatively, developer D might be
                                                                                           available via multiple channels, or
  marketing the game under its own          • Agreements with gamers: which
                                                                                           exclusive to one? If either the
  brand, providing IT infrastructure          company (developer or publisher or
                                                                                           publisher or channel has an
  and customer support, setting the           channel) presents the gamers with
                                                                                           exclusive right to operate in a
  prices charged to gamers, but uses          their terms and conditions; and which
                                                                                           particular territory, the gamers
  publisher P to administer the game          of them has ultimate responsibility,
                                                                                           might view that exclusive provider
  locally (via approved distribution          legally or otherwise, to gamers if
                                                                                           as the primary obligor as opposed to
  channels) by drawing up relevant            game service is not properly provided?
                                                                                           a situation where the same game
  contracts, acting with gamers and
                                            • Cooperation agreements between               appears via many channels. Which
  channels on its behalf and collecting
                                              game developers, publishers, and             company name does the gamer see
  and disbursing cash. In this case
                                              channels: do the agreements indicate         when he logs on? And who is
  publisher P might be acting as an
                                              a clear service provider? For example,       responsible for customer service to
  agent for developer D.
                                              some agreements might indicate that          gamers? What do the marketing
                                              the channel is supplying payment             materials and the game’s website
  In this example we focused on game
                                              processing services to the game              indicate?
  publisher P’s perspective but game
                                              publisher, while others may indicate
  developer D would of course also be
                                              that the game developer is providing

Considerations under IFRS 15                • Inventory risk: who has inventory risk     revenue when its agent has some pricing
IFRS 15 is a control based model under        in the transaction?                        discretion (the ‘dual customer’ model).
which a company is now defined as                                                        The TRG’s discussions highlighted that
                                            • Pricing: who has discretion in
principal if it obtains control of the                                                   application of the IFRS 15 guidance in
                                              establishing prices?
goods or services of another party in                                                    this area is not straightforward,
advance of transferring control of those    • Credit risk: who has customer              especially in the context of online
goods or services to a customer.              credit risk?                               transactions. The TRG recommended
Conversely, a company is an agent if its                                                 that the IASB and FASB discuss this
                                            • Commission: is consideration in the
performance obligation is to arrange for                                                 issue at a future meeting. It might be
                                              form of a commission?
another party to provide the goods or                                                    that the IASB and FASB decide to
services. These criteria can be             Although the indicators are broadly          provide further clarification on this
contrasted to the previous ‘risk and        unchanged, transfer of control is not        topic, although at the time of this
reward’ model described above.              necessarily equivalent to transfer of        publication, it is currently not clear
                                            risks and rewards so close review of         whether any further guidance will be
The nature of a company’s obligation is     sales arrangements might result in           provided and, if it is, when that
not always clear and so IFRS 15             revised principal/agent conclusions.         would be.
provides indicators to help companies
decide whether or not a good or service     It is worth noting that the application of
is controlled before it is transferred.     the new principal/agent guidance in
These are broadly unchanged from the        IFRS 15 was discussed at the July 2014
principal/agent indicators included in      meeting of the Transition Resource
IAS 18:                                     Group (TRG), which informs the IASB
                                            and the FASB of any issues arising with
• Fulfilment: who zhas primary              implementation of the new standard.
  responsibility for fulfilment of the      The TRG was also asked to consider
  contract?                                 ‘’how a principal should recognise

                                                                                                                Issue: 8   MIAG   11
Example 2: Virtual items and virtual currencies

                                                                        “How long does a digital energy drink
                                                                        last? What about a digital sword?”

In example 2 we consider the challenging        What are some common types of                It is not always straightforward to fit a
question of when a company has fulfilled        virtual items and the associated             virtual item into the above categories.
its obligation, so that it is entitled to       revenue recognition?                         For example, players may purchase a
recognise revenue for virtual items. It is                                                   virtual cow for their farm that can
clear that the sale of virtual items can be     • Consumable items are consumed              reproduce virtual calves that can be
viewed differently from the sale of               virtually for immediate or near-           gifted to friends or kept in the farm; the
physical goods. For example, after the sale       immediate gratification. For example,      cow might also produce virtual milk that
of a physical red hat to a customer, the          a virtual ice cream can only be            players can give to friends or use in their
retailer will usually have no further             consumed once; a virtual bundle of         virtual restaurant to make ice cream.
obligations to the customer. When a               three non-reusable arrows is fully         The game company should look at the
virtual hat is sold to a gamer, he or she can     consumed after the third arrow is          underlying substance by focusing on the
only benefit by wearing the hat in a digital      shot. Consumption might take place         period over which the gamer enjoys the
environment that must be maintained by            immediately on purchase or there           benefits of that virtual good or its direct
the game publisher (or developer). In this        could be a short ‘consumption              derivatives.
example we assume the company is the              window’ between purchase and
principal in selling to the gamer.                expiry. Revenue should generally be        How is the delivery period
                                                  recognised as these items                  determined?
Although payments made by gamers are              are consumed.                              If possible, the delivery period should be
generally non-refundable and the
                                                • Periodic items are consumed over a         estimated at the item level (or grouping
publisher might legally be able to
                                                  specified duration or period of time.      of similar items) and revenue recognised
terminate game operation without any
                                                  For example, a virtual vial of magic       over that period. But publishers may
penalty, game publishers typically have an
                                                  power once purchased/consumed may          have millions of virtual items spread
implied obligation to maintain the digital
                                                  last for only 90 days. Revenue should      across many thousands of users so
game environment that enables the
                                                  generally be recognised rateably over      keeping track individually might be cost
virtual items to be used. This implicit
                                                  the period in which gamers enjoy           prohibitive or impossible. Publishers
obligation is created by the game
                                                  access to, or benefit from, these items.   might therefore need to estimate the
publisher’s intention to continue its online
                                                                                             average consumption period based on
game business and supporting operations.        • Durable (or permanent) items are           the nature of the item(s) and the game.
Accordingly, revenue should be recognised         made available to gamers over a
over the period of the implied obligation         longer period of time, often for as long   This can be complex: for example, a
(the ‘delivery period’) for those virtual         as the user continues to play the game.    virtual sword might be technically a
items that provide prolonged utility or           For example, a virtual sword can be        permanent item, but with a shorter
enjoyment to the gamer.                           used as long as the user plays the         consumption period if the game
                                                  game. Revenue from these items             publisher can demonstrate the sword is
(The rest of this example focuses on
                                                  should generally be recognised over        rarely used or abandoned after a given
games that require a digital environment
                                                  the estimated life of the                  period; but conversely its consumption
to be maintained in which to use the
                                                  gaming relationship.                       period could be longer than an
virtual items. There are also simpler,
single-player mobile games where an                                                          individual gamer’s game life if the sword
application can be downloaded to a                                                           can be transferred among players.
gamer’s smartphone and played remotely
without an online connection. In these
instances, a virtual item might carry no
implied obligation so the game publisher
could recognise revenue immediately.)
12 MIAG     Issue: 8
Estimating the virtual item delivery           • Life of the good: item (or group of        • Life of the game: if the average
period is often particularly difficult for       items) is classified as consumable,          paying player life cannot be estimated,
start-up publishers and/or new games.            periodic or durable and revenue is           or if a durable virtual item is likely to
Start-ups might not retain the historical        recognised accordingly.                      be traded and used indefinitely,
data on player behaviour, item                                                                revenue can be recognised over the
                                               • Life of the gamer: revenue is
consumption and item transfer that is                                                         life of the game. This method is not
                                                 recognised over the average period for
necessary for an accounting estimate of                                                       commonly used and results in a
                                                 which a paying player participates in
delivery period. And for new games such                                                       build-up of revenue towards the end of
                                                 the game or related games. The
data by definition does not exist.                                                            the game life as each payment is
                                                 estimation of average gamer life might
Additionally, for some publishers, the                                                        spread over the remaining (shrinking)
                                                 include (i) defining a player as
information might not be available                                                            estimated game life. Game life can
                                                 terminated after a certain period of no
because such information may only be                                                          reflect factors such as plans for new
                                                 activity and calculating an actual
accessed by the developer. In such cases                                                      game content or sequels or game
                                                 attrition rate and average player life
game publishers could estimate the                                                            closure; industry data for games in
                                                 based on that definition; and/or (ii)
average user life of paying players and                                                       similar genres; and impacts from the
                                                 using historical player behaviour data
use that as the delivery period for                                                           launch of competitor games.
                                                 and employing statistical
virtual items. If a lack of relevant history
                                                 extrapolation methods to the whole
or data precludes both an item level
                                                 player population to project future
approach (‘life of the good’) and a user
                                                 player attrition, and calculating player
life approach (‘life of the gamer’), then
                                                 life based on that projected attrition
revenue can be recognised over the
                                                 rate. The most sophisticated
estimated ‘life of the game’, as the
                                                 publishers might use actuarial
delivery period would not extend
                                                 methods similar to those used by life
beyond that date:
                                                 insurance companies to estimate the
                                                 life of policyholders.

                                                                                                                    Issue: 8   MIAG   13
Scenario
Game publisher P is acting as the             For each type of sword-skill, what is an
principal in selling the game Warriors &      appropriate appr oach to revenue
Wizards, a massive multi-player online        recognition and what are the factors
swords-and-sorcery game. Players can          to consider?
buy enhanced sword-skills with
differing characteristics as listed below.

Sword-skill characteristic                    Proposed revenue recognition                  Example factors to consider

When used, the gamer’s sword-skills are       Consumable item therefore recognise           If tracking such items individually is too
improved for one duel only                    revenue at single point in time when used     onerous then consider estimating average
                                                                                            period between purchase and use
On purchase, gamer’s sword-skills are         Periodic item therefore recognise revenue     What is the probability the gamer will
improved for next 3 months                    straight-line over 3 months from purchase     continue to play for the full 3 months?

On purchase, gamer’s sword-skills are         Durable item therefore recognise revenue      Is information available to estimate gamer
permanently improved                          straight-line over estimated life of gamer    life? What if sword-skills become less
                                                                                            relevant as gamers progress from being
                                                                                            warriors to wizards?
Sword-skills are permanently improved and     Durable item therefore recognise revenue      Is there really an ongoing obligation? Can
are transferred to anyone that defeats that   straight-line over estimated life of game     game life be estimated based on genre etc?
character                                                                                   Will sword-skills remain relevant
                                                                                            throughout? What if gamers tend to drop out
                                                                                            rather than their character be defeated? Are
                                                                                            sequels planned or probable?

 Conclusions on virtual items
 As described above, when developing          life of the gamer or the life of the game.     estimates. If a publisher were to
 a revenue recognition policy for the         This is sometimes the case for newer           expand its data collection and
 sale of virtual items, one of the three      game companies, whose data collection          analytic capabilities, enabling a more
 methods might be appropriate                 systems are still developing.                  precise estimate, this would represent
 depending on the facts and                                                                  a change in accounting estimate so
 circumstances. Game publishers will          For mobile and web games, the publisher        would be implemented prospectively.
 also need to consider the availability       (often also the distribution channel) is       Start-up companies reporting under
 of information about how virtual             commonly acting as an agent for the            IFRS for the first time will need to
 items are consumed. Estimating the           developer. If this is the case, determining    consider all available information in
 virtual item delivery period is likely       the appropriate revenue recognition            determining the proper estimates for
 to be more difficult for games               model can be more complex. For                 their historical financial statements.
 publishers with a limited operating          example, such games publishers often do
 history or those launching a new             not necessarily have all the data for the
 game in a new genre.                         virtual items as such information may
                                              only reside with the game developer.
 When it is not possible or practical to
 estimate the delivery period at the          Game publishers should ensure they
 item level, game publishers might            have robust processes and controls to
 need to instead estimate the average         develop and periodically review these

14 MIAG    Issue: 8
Considerations for virtual                 for completing a customer survey) or in      Considerations under IFRS 15
currency                                   connection with purchasing a specified       Under IFRS 15 online gaming
Online games often include virtual         amount of virtual currency (e.g.,            companies must decide whether control
currency that can be exchanged for         purchase 500 points and receive 100          of virtual items is delivered over a
virtual items. Virtual currency can be     points free). While these virtual            period of time or at a point in time. IFRS
sold to gamers by distribution channels    currency points are merely digital           15 sets out three criteria to assess
such as:                                   strings of ones and zeros and are            whether control of a good or service is
                                           fungible, entities need to determine the     transferred over time. If none of these
• Physical prepaid cards of virtual        amount of real money represented by          criteria are met, the control passes at a
  currency, sold in internet cafes or      each virtual currency point.                 point in time, and that point in time
  other retailers; or
                                                                                        must be established. Since these criteria
• Electronic virtual currency, sold by     A moving averaging approach is often         are different from the guidance in
  intermediaries such as social website    adopted by game companies that               current standards, the pattern of
  or directly by game publishers through   periodically blend together existing         revenue recognition will not always be
  payment aggregators such as Paypal.      unused currencies and successive             the same.
                                           issuance to calculate an average unit
The accounting on purchase of virtual      price. For example, assume gamers have       One key consideration might be whether
currency is typically straightforward:     1,000 unused virtual currency units          the virtual item purchased is distinct
debit cash, credit deferred revenue.       representing real cash payments of €100      from the underlying licence to play the
Generally, revenue recognition remains     (an average unit price of €0.10 per unit),   game. If it is determined that the virtual
unaffected if the gamer must first buy     and a gamer pays for 5oo units for €50       item is distinct from the hosted
virtual currency to acquire a virtual      at €0.10 each, and receives 100 ‘free’       underlying licence, the pattern of
item i.e. revenue should be recognised     units. In this simple example, the           revenue recognition might be different
when or as the service is provided,        incentive simply results in a lower          from that under IAS 18. However, if it is
which means on delivery and                effective per-unit price below €0.10 per     determined that the virtual item is not
consumption of the virtual item, not at    unit (more precisely, €150 divided by        distinct from the underlying licence, it is
the purchase of the virtual currency.      1,600 units). If promotions are              likely that the approaches used today
                                           significant and frequent, keeping track      and described above will remain
Complications can arise from               of such promotions can be a challenge.       appropriate under IFRS 15.
promotional programs. For example,         (See also example 4 below for further
free virtual currency may be granted as    discussion on unused currency and
part of a promotion (e.g. a gamer          virtual items.)
receives free virtual currency in
exchange for first-time registration or

                                                                                                                Issue: 8   MIAG   15
Example 3: Multiple element arrangements

                                                                      “Can I buy some more magic arrows for
                                                                      my magic bow?”

In example 3 we consider the challenges      The usual multiple element rules apply       • Can revenue be reasonably
with separating virtual items into           to online gaming arrangements but              allocated between elements? IAS 18
multiple elements.                           there are some unique considerations           permits appropriate methods of
                                             that make the accounting inherently            allocating revenue between elements,
IAS 18 requires that, when the substance     judgmental and complex.                        meaning ideally relative fair value but
of a single transaction indicates it                                                        also allowing the residual and reverse
includes separately identifiable             Scenario                                       residual. In this bow-and-arrow
components each with value to the            As in example 2 above, game publisher P        scenario, since arrows are sold
customer, revenue is allocated between       runs Warriors & Wizards, a massive             standalone, the value of the bow can
these components, usually by reference       multi-player online swords-and-                be imputed using the residual method,
to their fair values. Under current IFRS     sorcery game.                                  being the total price of bow-and-arrow
this might mean relative fair value or, if                                                  less the standalone selling price of a
the standalone fair value of an element is   Players can buy virtual magical bow-           bundle of arrows. Switching to a strict
unknown (perhaps because it is never         and-arrows that never miss their target.       relative fair value approach would
sold in isolation), it can be imputed by     The bow always comes with a quiver of          result in a different pattern of revenue
deducting the sales price of known           arrows and additional quivers of arrows        recognition compared to the
elements from the total transaction price    can also be bought separately.                 residual model.
i.e. the ‘residual’ and ‘reverse residual’
methods are both permitted.                  What are the key judgements involved in
                                             recognising revenue on the sale of a
What types of multiple element               bow-and-arrow?
arrangements might arise in
online gaming?                               • Does the item have standalone
Two common examples are:                       value to the customer? Although the
                                               bow is never sold in isolation, it seems
• Bundled virtual items: a game                likely that the customer thinks he or
  publisher may bundle different types         she is purchasing two items (the bow
  of virtual items together and sell the       and the arrows). In the real world,
  combination to a gamer, perhaps with         companies often look to competitors
  a discount on the total.                     to assess whether goods can be sold
• Subscription for premium access              standalone, but given the variations
  bundled with virtual items: as the           between games and publishers a
  industry evolves these types of              comparison between games is less
  bundled arrangements are becoming            meaningful here. Instead, publishers
  more common. When gamers                     can look within their game – into the
  purchase these packages, they receive        virtual world – and assess whether
  a specified period (e.g. one month) of       they could sell the items standalone or
  premium access or VIP status within          indeed if gamers have created a
  the game, plus virtual currency or           secondary market by buying and
  items that may have a life beyond the        selling goods (in this case, a bow
  premium access period.                       without arrows) within the game.

16 MIAG    Issue: 8
Conclusions
 Multiple element arrangements within        Even if a transaction can be theoretically   Similar considerations would apply to
 online gaming should follow the rules       unbundled it may be impractical (or          other gaming scenarios, such as when
 of the real world i.e. separate elements    cost-prohibitive) to track immaterial        gamers pay for VIP access to a virtual
 where possible and then recognise           items individually (such as virtual          world for a period of time (e.g. three
 revenue for each element as it is           arrows) for revenue recognition              months) that includes other ‘free’
 delivered. But sometimes, in the            purposes. However, if all the virtual        virtual goods or services that are
 online world, this can mean looking         items have similar delivery periods, then    used within that period (e.g. a virtual
 within the game (rather than outside        revenue could be recognised over the         limousine that can be used by the
 it) to assess whether a transaction can     total estimated delivery period. The         gamer only in the first month of the
 be unbundled.                               delivery period itself, whether for          subscription period).
                                             individual elements or bundled items,
                                             would be determined in accordance with
                                             the guidance under example 2 above.

Considerations under IFRS 15                 If more than one performance obligation      is one of the most common methods
The IFRS 15 model is built around            is identified, IFRS 15 includes more         used today, is now only permitted in
‘performance obligations’. A                 specific guidance on the allocation of the   very limited circumstances. Where there
performance obligation is a distinct         total value of the contract (the             are no directly observable standalone
promise (or group of promises) in a          transaction price) to each of the            selling prices, estimation and allocation
contract to transfer goods or services to    performance obligations. Companies           can be complicated and requires
a customer. Performance obligations          will be required to use a relative           significant judgement.
replace the current concept of ‘elements’.   standalone selling price basis. This
IFRS 15 includes factors to consider         means that the company must establish
when determining whether a                   what each of the performance
contractual promise is separately            obligations would have been sold for if
identifiable from the other promises in      sold on their own (using actual or
the contract. While in many cases the        estimated selling prices), and then
performance obligations identified           allocate the total contract value based
under IFRS 15 might be the same as           on the relative value of each. The
under IAS 18, contracts will still need to   residual method described above, which
be reassessed in light of the
new guidance.

                                                                                                                 Issue: 8   MIAG    17
Example 4: Unused currency and unused items

                                                                     “What if I don’t spend all my virtual
                                                                     currency? Or I leave some magical arrows
                                                                     in my quiver?”

In example 4 we consider how game            publishers must choose an appropriate         reflect expected forfeitures prior to
publishers should account for unused         accounting policy. (Recognising all of        the actual expiry date. Such a
virtual currency and unused virtual          the expected breakage upfront is              treatment would be dependent on a
items – that is, the accounting              generally not allowed!) The appropriate       reliable and evidenced history of
for ‘breakage’.                              model will depend on the specific             breakages. In this model, a
                                             features of the arrangement and the           proportional part of the estimated
What is ‘breakage’?                          game publisher’s ability to reliably          breakage is recognised together with
Game publishers often sell prepaid cards     estimate breakage. Three possible             actual redemptions as they occur. In
that a customer can use to acquire           approaches are:                               other words, the amount that is
virtual currency or virtual goods. On                                                      expected to be forfeited is recognised
                                             • Liability model: the publisher could
sale of a prepaid card or virtual currency                                                 as revenue at the same time as
                                               choose to recognise revenue when a
the game publisher has an obligation to                                                    services are delivered for the portion
                                               gamer’s right to redeem expires. This
provide a future game service to the                                                       is redeemed.
                                               model might be most appropriate if
customer. Typically, holders do not use        the publisher is not able to reliably     How should a game publisher
all prepaid cards and/or all virtual           estimate breakage. However, this          account for unused virtual items?
currency. The unredeemed portion is            model is unlikely to be appropriate if    In addition to unredeemed prepaid
commonly referred to as ‘breakage’.            the prepaid cards or virtual currency     cards and virtual currency, there can
                                               have no expiry date.                      also be breakage for virtual items. The
Based on the gamer’s contractual rights,
                                             • Remote model: publishers that can         attention of many gamers inevitably
publishers must determine whether
                                               reliably estimate the pattern of          moves from one game to the next,
unredeemed amounts represent
                                               redemptions over time may be able to      meaning some unused consumable
deferred revenue or other liabilities.
                                               determine when the likelihood of          virtual items will not be consumed and
Additionally, in some countries
                                               further redemptions becomes remote.       some durable virtual items will no
publishers should evaluate whether
                                               It would be appropriate to recognise      longer be used.
escheatment laws apply i.e. should the
unredeemed portion be treated as               breakage at that time, based on the       • Consumable items: if a game
unclaimed property and remitted to a           expectation that the gamer holding          publisher has adequate historical data,
government authority. A game publisher         the rights will not demand                  the revenue associated with the unused
would be unable to recognise revenue           performance. That expectation should        consumable virtual items can usually
from breakage if it represents                 be developed using relevant historical      be accounted for under one of the three
escheatable funds.                             experience. Such a model should not         acceptable approaches to unused
                                               result in immediate revenue                 virtual currency discussed above.
How should a game publisher                    recognition for forecast breakage since
                                               some time must elapse before the          • Period items: for items that are
account for unused virtual
                                               point is reached when further               consumed over a specified period of
currency?
                                               redemptions become a                        time, the concept of breakage is
If unused prepaid cards and unused                                                         usually not applicable as the items will
                                               remote possibility.
virtual currency are not escheatable, a                                                    expire as the period ends. Assuming
game publisher can recognise income          • Proportional model: when a reliable,        this period is shorter than the
from the estimated breakage. IFRS does         supportable estimate can be made for        anticipated gamer life, revenue for the
not prescribe a specific method for            expected breakage, revenue                  periodic item will already be
recognising breakage so game                   recognition by the game publisher can       recognised before ‘breakage’ occurs.

18 MIAG    Issue: 8
• Durable items: for unused durable
  virtual items, revenue is recognised
  over the estimated life of the gamer or
  game, both of which are developed
  based on estimated player attrition.
  Such estimation of player attrition
  naturally takes into account repeated
  game play and breakage factors so
  automatically spreads the revenue
  associated with breakage over the
  delivery period.

                                                                                      Considerations under IFRS 15
  Conclusions                               developer when the gamer demands a        If the game publisher expects that not all
  In conclusion, breakage can have a        certain good or service. Alternatively,   unused items will be used by the
  significant effect on the timing and      virtual currency sold by the publisher    customer, the guidance in IFRS 15 is
  pattern of revenue recognition. The       might be redeemed by the gamer with       more prescriptive than current practice.
  model adopted will depend both on         another company, which would              Where the publisher expects there to be
  actual usage patterns and the quality     require the publisher to make a           breakage, the pre-paid amount that is
  and granularity of available data.        payment to that company.                  expected to be forfeited is recognised as
  The selection of a recognition model                                                revenue when services are delivered for
  for breakage is an accounting policy      Where the game publisher has to pay       the portion that is redeemed (similar to
  election that the game publisher          cash when virtual currency is             the proportional model described
  should apply consistently to similar      redeemed, rather than just provide a      above), subject to the requirement that
  arrangements.                             good or service, it is less clear how     the publisher must be satisfied that it is
                                            any expected breakage should be           highly probable that it will not be
  The discussions above assume that         accounted for. At the time of this        necessary to reverse a material amount
  the game publisher is transacting         publication, the IFRS Interpretations     of revenue in a future period.
  directly with the gamer so has no         Committee is debating whether the
  obligation to provide anything other      liability to pay cash in such scenarios   If the publisher does not expect there to
  than the virtual goods or services        constitutes a financial liability,        be breakage, revenue is recognised only
  when the gamer demands them.              which would mean that no breakage         when it considers that there is only a
  Sometimes, if the game publisher is       can be recognised. Given that this is     remote possibility that the customer will
  acting as an agent for a game             a developing area of guidance and         exercise his or her right to demand
  developer, the game publisher might       could be complex, we recommend            further goods or services.
  be acting as an intermediary that         that you consult with an adviser if
  collects cash from the gamer and that     this might apply to you. (This
  is then obliged to pay cash to the        ongoing debate will be equally
                                            applicable when IFRS 15 is adopted.)

                                                                                                             Issue: 8   MIAG   19
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