Profile: RealNetworks Inc (RNWK.O)
RealNetworks, Inc. (RealNetworks), incorporated in 1994, is a provider of network-delivered digital media products and services. The Company also develops and markets software products and services that enable the creation, distribution and consumption of digital media, including audio and video. The Company operates in three segments: Core Products, Emerging Products and Games. In July 2013, the Company acquired Slingo Inc. In October 2013, RealNetworks Inc acquired Muzicall Ltd.
The Company’s Core Product business primarily consists of the digital media services it provides to network service providers as software as a service (SaaS) offerings, sales of its Helix software used by enterprises to stream digital media, sales of Helix technology licenses for mobile handsets that allow playback of digital media, software integration and professional services provided to mobile carriers around the world as well as its SuperPass subscription service offering.
The Company develops and provides a variety of SaaS services including ring-back tone (RBT), music-on-demand (MOD), video-on-demand (VOD) and messaging services principally sold to mobile carriers. It also offers e-commerce services, including business intelligence, subscriber management and billing for its carrier customers.
The Company’s RBT services enable callers to hear music instead of the traditional electronic ringing sound while waiting for the person they have called to answer. Its RBT services enable subscribers to select from a variety of ringback content, including music, pre-recorded messages by celebrities and sound effects.
The Company’s MOD services allow carriers to offer their subscribers a range of songs for downloading or streaming to personal computers (PCs,) mobile phones and portable audio players.
The Company’s VOD services allow carriers to offer their subscribers a range of videos by downloading or streaming to video-enabled mobile phones that are equipped with approved digital rights management systems.
The Company’s inter-carrier messaging (ICM) service routes and delivers short messaging service (SMS) messages between wireless carriers within the United States and internationally under the brand name Metcalf. It provides this service to carriers in partnership with Syniverse Holdings, Inc. The ICM service allows subscribers with any text-message capable handset to send and receive text messages to and from subscribers on other carrier networks.
The Company’s Helix server software allows companies and institutions to broadcast live and on-demand audio, video and other multimedia programming to large numbers of simultaneous users over the Internet.
The Company also provides professional services and specialized technical support to customize and integrate its technology with its customers’ existing systems and technology.
The Company’s SuperPass is a subscription service that provides consumers with access to a broad range of digital entertainment content for a monthly fee. In addition, its SuperPass subscription service includes live video feeds.
The Company’s emerging products business consists of RealPlayer media player and new products and services in development, including Unifi.Its RealPlayer media player software includes features and services that enable consumers to discover, play, download, manage and edit digital video. Consumers can also use RealPlayer to stream audio and video, save compact disc’s (CDs) to their personal digital music libraries, burn CDs and transfer their audio and video content to portable devices. Unifi is a personal media cloud service. This service allows consumers to easily organize and access all of their personal digital media from any network-enabled device by automatically cataloging the photos, music and videos stored on users’ devices and through their social network and other third party service accounts.
The Company owns and operates casual games services. Its offering includes a range of casual games via digital downloads, online subscription play, third-party portals, social networks and mobile devices. It develops, publishes, licenses and distribute casual games. The Company has a portfolio of original games developed by its in-house game studios, games developed by it from content it licenses from other intellectual property holders, and games licensed to it by third parties that it distribute to its customers. The Company also partners with external game developers who develop games for it on an outsourced basis. It distributes games principally in North America, Europe and Latin America through its GameHouse, Zylom and Atrativa Websites and through Websites owned or managed by third parties. Consumers can play and purchase games from its catalog of online and downloadable PC games. In addition to revenue from sales of games and subscriptions, it generates revenue from display advertising that is shown to consumers during online play. It focused on developing, monetizing and optimizing social games and social game play experiences.
The Competes with Zynga Inc., Glu Mobile Inc., Wooga GmbH, Electronic Arts Inc. and Midasplayer.com Ltd.’s King.com.
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