Significant Accounting Policies | 2. Significant Accounting Policies Basis of presentation The accompanying consolidated financial statements have been prepared in accordance with accounting principles generally accepted in the United States of America (“U.S. GAAP”). Significant accounting policies followed by the Company in the preparation of the accompanying consolidated financial statements are summarized below. Principles of consolidation The accompanying consolidated financial statements include the accounts of Gravity and the following subsidiaries (collectively referred to as the “Company”). All intercompany balances and transactions have been eliminated in the consolidation. Subsidiary Year of Year of Percentage of Gravity Interactive, Inc. 2003 2003 100.00 Gravity Entertainment Corporation 2003 2004 100.00 NeoCyon, Inc. 2000 2005 96.11 Gravity Games Corporation (*1) 2003 2010 85.50 (*1) In October 2010, the Company acquired 50.83% ownership of Barunson Interactive Corporation. Based on the shareholders’ meeting held on March 28, 2011, Barunson Interactive Corporation changed its name to Gravity Games Corporation. In August 2013, the Company additionally acquired 34.67% of the share capital of Gravity Games Corporation through additional capital increase. As a result of increase in ownership interest, additional paid-in W non-controlling The subsidiary that was excluded from consolidation during the year ended December 31, 2015 is as follows: Subsidiary Reason Gravity Middle East & Africa FZ LLC ( ) Liquidation (*) In November 2015, Gravity Middle East & Africa FZ LLC was liquidated in accordance with the law of United Arab Emirates. As a result of liquidation, the entire accumulated other comprehensive income balance of W Investments in entities where the Company holds more than 20% but less than 50% ownership or over which the Company has significant management influence are accounted for using the equity method of accounting and the Company’s share of the investee’s operations is included in Equity method investments. The Company follows the equity method of accounting for investments in its joint ventures Animation Production Committee and Gravity EU SAS (See Note 6). Investments in limited partnerships are accounted for using the equity method in accordance with Accounting Standards Codification (“ASC”) 323, Investment—Equity Method and Joint Ventures The Company recorded its initial investments at cost and records its pro rata share of the earnings or losses in the results of operations of the equity method investees. Use of estimates The preparation of consolidated financial statements in conformity with generally accepted accounting principles requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities, disclosure of contingent assets and liabilities at the date of the consolidated financial statements and the reported amounts of revenue and expenses during the reporting period. Significant items subject to such estimates and assumptions include useful lives of property and equipment, salvage values and recovery of property and equipment; recoverability of goodwill and intangible assets; valuation allowances for receivables, realization of deferred income tax assets, and estimated life cycle of game users. Actual results could differ materially from the estimates and assumptions used. Risks and uncertainties Industry and revenue The industry in which the Company operates is subject to a number of industry-specific During the years ended December 31, 2013, 2014 and 2015, the Company generated 81%, 84% and 87% of its revenues from countries in Asia, respectively. As of December 31, 2013, 2014, and 2015, GungHo Online Entertainment, Inc. and LG Electronics Inc. are customers whose related accounts receivable and total revenue exceeds 10% of the Company’s total accounts receivable and total revenue, and the proportions are as follows: 2013 2014 2015 Country Customer Accounts Revenues Accounts Revenues Accounts Revenues Japan GungHo Online Entertainment, Inc. 30% 38% 25% 28% 23% 27% Korea LG Electronics Inc. 9% 6% 15% 8% 11% 12% The amounts included within the accounts receivable balance as of December 31, 2015 are W W Concentrations of credit risk Cash and cash equivalents and short-term short-term Revenue recognition The Company recognizes revenue when persuasive evidence of an arrangement exists, the product or the service has been delivered or rendered, the price is fixed or determinable, and collection of the resulting receivable is reasonably assured. The Company derives most of its revenues from online game subscription revenue mainly from Ragnarok Online paid by users in Korea, the United States and Canada, and royalties and license fees paid by the licensees of the Company in overseas markets. Online games—subscription revenue Players can access certain games free of charge, but may purchase game points to acquire in-game (i) micro-transactions, Micro-transaction in-game in-game in-game in-game Micro-transaction in-game Online games—royalties and license fees The Company licenses the right to sell and distribute its games in exchange for an initial prepaid license fee and guaranteed minimum royalty payments. The prepaid license fee revenues are recorded as deferred revenue and recognized ratably over the license period. If license agreements are renewed upon expiration of their terms, renewed license fees are deferred and recognized ratably over the new license period. The Company generally provides its licensees with minimal post-contract vendor-specific The guaranteed minimum royalty payments are recorded as deferred revenue and recognized as the royalties are earned. In addition, the Company receives a royalty payment based on a specified percentage of the licensees’ sales, including game item revenues. These royalties that exceed the guaranteed minimum royalty are recognized on a monthly basis, as the related revenues are earned by the licensees. Mobile games and applications revenue Mobile games and applications revenue consists of (i) revenues from micro-transactions per-download Micro-transaction in-game in-game Per-download Mobile application development service revenues are recognized by measuring progress-to-completion percentage-of-completion Character merchandising, animation and other revenue Character merchandising, animation and other revenue consist of revenues from sales of console games, game character merchandising, animation and other services, including sales of goods related to mobile phones and website development and operation services for third parties. Revenues from sales of console games are derived from a specified percentage of the publisher’s sales after deductibles, including payments to the platform holder and others, and recognized on a quarterly basis as they are earned by the publisher. Royalty payments from game character merchandising are recognized on a quarterly basis as they are earned by the licensee. Contract prices for the Company’s services provided to third parties are recognized when the products or services have been delivered or rendered and the customers can begin their use in accordance with the contractual terms. The Company also sells goods related to mobile phones, such as accessories and USB data cable or provides contracted services, which is recorded in other revenue. The Company records these sales of goods when delivery has occurred and collectability of the fixed or determinable sales price is reasonably assured. Out-of-Period The accompanying 2013 consolidated statement of operations includes certain out-of-period in-game W Cash and cash equivalents Cash equivalents consist of time deposits with original maturity of three months or less at the time of purchase. Short-term Short-term Allowance for doubtful accounts The Company maintains allowances for doubtful accounts receivable based upon the following information: an aging analysis of its accounts receivable balances, historical bad debt rates, repayment patterns, creditworthiness of its customers, and industry trend analysis. The payment processing service providers are responsible for remitting to the Company the full subscription revenues generated in Korea after deducting their fixed service fees and charges, which range from approximately 1.4% to 15% and risk of loss or delinquencies are borne by such payment processing service providers. Property and equipment Property and equipment are stated at cost, less accumulated depreciation. Depreciation for property and equipment is computed using the straight-line Computer and equipment 4 years Furniture and fixtures 4 years Software 3 years Vehicles 4 years Leasehold improvements are depreciated on a straight-line Routine maintenance and repairs are charged to expense as incurred. Expenditures which enhance the value or extend the useful lives of the related assets are capitalized. Depreciation for property and equipment is allocated to cost of revenue, selling, general and administrative expenses or research and development expenses. Accounting for the impairment of long-lived Definite-lived The Company reviews property and equipment and other long-lived Property, Plant, and Equipment Intangible assets Capitalized software development costs—online game development costs The Company capitalizes certain software development costs relating to online games that will be distributed through subscriptions or licenses. The Company accounts for software development costs in accordance with ASC 985, Costs of Software to be Sold, Leased, or Marketed product-by-product The Company amortizes capitalized software development costs relating to games and records such costs as a component of cost of revenues. Amortization is determined as the greater of the amount computed using the ratio of current gross revenues for a game to the total of current and anticipated future gross revenues for that game or the straight-line Capitalized software development costs for games, net of accumulated amortization and impairment, at December 31, 2014 and 2015 were W W W W The Company evaluates the recoverability of capitalized software development costs on a product-by-product Impairment losses on capitalized software development cost for games for the years ended December 31, 2014 and 2015 were nil and W Capitalized software development costs—website and internal use software development costs The Company accounts for website and internal use software development cost in accordance with ASC 340, Internal Use Software Research and development costs Research and development expenses consist primarily of payroll and other overhead expenses which are all expensed as incurred (i) until technological feasibility of an online game is reached or (ii) until commercial operation of a mobile game commences. Once technological feasibility of an online game is reached, these costs are capitalized and, once commercial operation commences, amortized as cost of revenues. Goodwill Goodwill is accounted for under ASC 350, Intangibles—Goodwill and Other indefinite-lived Specifically, qualitative factors are assessed to determine whether it is more likely than not that the fair value of a reporting unit is less than its carrying amount, including goodwill. In evaluating whether it is more likely than not that the fair value of a reporting unit is less than its carrying amount, the relevant events and circumstances are assessed. If, after assessing the totality of events or circumstances, it is determined that it is not more likely than not that the fair value of a reporting unit is less than its carrying amount, then a two-step two-step stand-alone When performing goodwill impairment testing, the fair values of reporting units are determined based on valuation techniques using the best available information, primarily discounted cash flow projections. The Company makes significant assumptions and estimates about the extent and timing of future cash flows and discount rates that represent unobservable inputs into valuation methodologies. Acquired in-process Acquired IPR&D assets are considered indefinite-lived The Company’s intangible assets other than capitalized software development costs and goodwill are remeasured at fair value only if an impairment charge is recognized. The Company uses unobservable inputs to the valuation methodologies that were significant to the fair value measurements, and the valuations required management judgment due to the absence of quoted market prices. Advertising The Company expenses advertising costs as incurred. Advertising expense was W W W Accrued severance benefits and pension plan Certain employees and directors in Korea with one year or more of service are entitled to receive a lump-sum Compensation—Retirement Benefits Gravity and NeoCyon introduced a defined contribution pension plan in 2005 and 2011, respectively, and provide an individual account for each participant. A plan’s defined contributions to an individual’s account are to be made for periods in which that individual renders services, the net pension cost for a period shall be the contribution called for in that period. Foreign currency translation The Korean parent company and its subsidiaries use their local currencies as their functional currencies. The financial statements of the subsidiaries in functional currencies other than the Korean Won are translated into the Korean Won in accordance with ASC 830, Foreign Currency Matters Foreign currency transactions Net gains and losses resulting from foreign exchange transactions are included in foreign currency income (losses) in the consolidated statements of comprehensive loss. Income taxes The Company accounts for income taxes under the provisions of ASC 740, Income Taxes A valuation allowance is provided on deferred income tax assets to the extent that it is more likely than not that such deferred income tax assets will not be realized. The total income tax provision includes current tax expenses under applicable tax regulations and the change in the balance of deferred income tax assets and liabilities. The Company follows ASC 740, Income Taxes two-step more-likely-than-not Segment Reporting An operating segment is defined as a component of a company that engages in business activities for which discrete financial information is available, that is regularly reviewed by the company’s Chief Operating Decision Maker (the “CODM”) to make decisions about resources to be allocated to the segment and assess its performance. In accordance with ASC 280, Segment Reporting Fair Value Measurements Fair value is defined as an exit price, representing the amount that would be received to sell an asset or paid to transfer a liability in an orderly transaction between market participants. As such, fair value is a market-based • Level 1 • Level 2 • Level 3 Fair Value of Financial Instruments ASC 825, Financial Instruments, short-term Earnings (losses) per share Basic earnings (losses) per share is computed by dividing net income (loss) attributable to common shareholders by the weighted average number of common shares outstanding for all periods. Diluted earnings (losses) per share is computed by dividing net earnings (losses) by the weighted average number of common shares outstanding, increased by common stock equivalents. However, for each of three years in the period ended December 31, 2015, there has been no common stock equivalent. Recent accounting pronouncements In July 2013, the FASB issued ASU 2013-11, Income Taxes 2013-05 In May 2014, the Financial Accounting Standards Board (FASB) issued ASU 2014-09, Revenue from Contracts with Customers In August, 2014, the FASB issued ASU 2014-15, Presentation of Financial Statements-Going Concern In February 2015, the FASB issued ASU 2015-02, Consolidation (Topic 810): Amendments to the Consolidation Analysis In November 2015, the FASB issued ASU 2015-17, Balance Sheet Classification of Deferred Taxes In January 2016, the FASB issued ASU 2016-01, Financial Instruments-Overall In February 2016, the FASB issued ASU 2016-02, Leases |