Profile: RealNetworks Inc (RNWK.OQ)
22 Jul 2016
RealNetworks, Inc. (RealNetworks), incorporated on February 9, 1994, is engaged in creating applications and services, which help in connecting with digital media. The Company provides the digital media services and products it creates to consumers, mobile carriers and other businesses. The Company operates through three segments: RealPlayer Group, Mobile Entertainment and Games. The Company's consumers use its services and software to store, organize, play and manage their digital media content. Its consumer products and services include its video sharing and storage application, its casual and casino games, its direct-to-consumer ring back tone and productivity tool, and RealPlayer, its media player. Network service providers, such as mobile carriers, use its products and services to create and deliver digital media and messaging services, such as ring back tones, music on demand, intercarrier messaging, and photo and video sharing technology for their subscribers.
The Company's RealPlayer Group business consists of its photo and video sharing product, RealTimes and its RealPlayer media player software, and related products and services. The Company's RealPlayer media player software includes features and services that enable consumers to discover, play, download, manage and edit digital video, allowing them to stream audio and video, download and save photos and videos from the Web, transfer and share content on social networks, and edit their own video content. Its RealTimes product gives consumers with options and control over their digital memories. With the RealTimes product, consumers can find, watch, save and share their photos and videos on multiple devices and across multiple platforms, as well as create photo and video collages or RealTimes Stories. It also offers SuperPass, which is a subscription service that provides consumers with access to a range of digital entertainment content for a monthly fee.
The Company's Mobile Entertainment segment consists primarily of the digital media services, which it provides to network service providers as software as a service (SaaS) offerings. The Company's SaaS services include ringback tone, intercarrier messaging and music on demand services, as well as its call management product, LISTEN, which are sold to mobile carriers worldwide. Its ringback tone services enable callers to hear subscriber-selected music instead of the traditional electronic ringing sound while waiting for the person they have called to answer. It primarily offers ringback tone services through carriers. Its intercarrier messaging services are delivered through various carrier partners within the United States and internationally. Its music on demand services are principally sold in Korea. Its music on demand services, provided through its partner in Korea, offer a range of songs for downloading or streaming to personal computers (PCs) and mobile devices through various payment arrangements.
The Company owns and operates casual games service, offering casual games through digital downloads, online subscription play, third-party portals, social networks and mobile devices. Casual games include board, card, puzzle, word and hidden-object games. It develops, publishes, licenses and distributes casual games. It has a portfolio of original games developed by its in-house game studios, games developed by the Company from content it licenses from other intellectual property holders, and games licensed to it by third parties that it distributes to its customers. The Company also partners with external game developers who develop games for it on an outsourced basis. It distributes games 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.
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