XML 40 R18.htm IDEA: XBRL DOCUMENT v3.3.1.900
ACQUIRED INTANGIBLE ASSETS, NET
12 Months Ended
Dec. 31, 2015
ACQUIRED INTANGIBLE ASSETS, NET [Abstract]  
ACQUIRED INTANGIBLE ASSETS, NET
10. ACQUIRED INTANGIBLE ASSETS, NET

 

Acquired intangible assets, net consist of the following:

 

As of December 31, 2014 As of December 31, 2015    
Gross           Net   Gross               Net    
carrying Accumulated   Exchange   Accumulated   carrying   carrying   Accumulated   Exchange   Accumulated   carrying   Amortization
amount amortization   difference   impairment   amount   amount   amortization   difference   impairment   amount   period

Intangible assets not subject to 

                                                               

amortization

                                                                 

Trademarks

                                                                 

with indefinite life

  $ 282,182   $ -   $ 8,388   $ -   $ 290,570   $ 282,182   $ -   $ (8,374)   $ -   $ 273,808   N/A  
Intangible assets subject to
                                                                 
amortization
                                                                 
Agreements                                                                   
with Mobile Operator     3,113,746     (3,113,746 )   -     -     -     3,113,746     (3,113,746 )   -     -     -   3 years  
Operating platforms     243,974     (243,974 )   -     -     -     243,974
  (243,974\ )   -     -     -   5 years  
Service licenses     57,071     (57,071 )   -     -     -     57,071     (57,071 )   -     -     -   3 years  
Contracts with content providers      120,999     (120,999 )   -     -     -     120,999     (120,999 )   -     -     -   1 year  
Non-compete agreement     388,516     (388,516 )   -     -     -     388,516     (388,516 )   -     -     -   2 years  
Self-developed contents     379,089     (379,089 )   -     -     -     379,089     (379,089 )   -     -     -   2 years  
Product technologies     4,966,102     (4,966,102 )   -     -     -     4,966,102     (4,966,102 )   -     -     -   3 years  
Contracts with service providers     5,713     (5,713 )   -     -     -     5,713     (5,713 )   -     -     -   1 year  
Subscriber list     16,710     (16,710 )   -     -     -     16,710     (16,710 )   -     -     -   1 year  
Trademarks     36,874     (36,874 )   -     -     -     36,874     (36,874 )   -     -     -   1 year  
Core technologies     8,281,231     (6,947,441 )   243,038     -     1,576,828     8,281,231     (7,242,002 )   (248,707)     -     790,522
5 years  
Software     115,150     (65,464 )   3,875     -     53,561     172,549     (92,222 )   (6,351)     -     73,976   5 years  
Game licenses     80,381,424     (22,127,367 )   1,239,249     (6,540,004 )   52,953,302     80,381,424     (29,003,257 )   (745,446)     (39,725,967 )   10,906,754   3 years  
Employment contract     380,898     (380,898 )   -     -     -     380,898     (380,898 )   -     -     -   3 years  
Copyright     813,074     (181,584 )   4,053     -     635,543     813,074     (299,440 )   (43,085)     -     470,549   6 years  
                                                                   
Total   $ 99,582,753   $ (39,031,548 ) $ 1,498,603   (6,540,004 ) $ 55,509,804   $ 99,640,152   $ (46,346,613 ) $ (1,051,963)   $ (39,725,967 ) $ 12,515,609      

  

During 2013 and 2014, the Company obtained certain new game licenses from third party game developers. The intangible assets recognized comprise the relevant initial license fee payments, minimum royalty fee payments and value of warrants issued in connection with obtaining these licenses.

 

The Company recorded intangible assets relating to the game licenses by reference to the fair values of cash installment payments and warrants because the fair values of the game licenses were not readily determinable at the transaction dates. The Company estimated the useful lives of the game licenses to be three years and amortizes such intangible assets from commercial launches of the games over the useful lives.

                  

The weighted average amortization period of the intangible assets subject to amortization was three years as of December 31, 2014 and 2015, respectively.

 

The Company recorded amortization expenses of $2,785,142, $19,203,618, and $7,315,066 for the years ended December 31, 2013, 2014, and 2015, respectively. The amortization expenses for the years ending December 31, 2016, 2017, 2018, 2019, 2020 and thereafter are expected to be $5,140,270, $3,875,303, $3,127,159, $96,362 and $2,707.

 

For purposes of recognition and measurement of an impairment loss, each intangible asset is considered the lowest level asset group that generates identifiable independent cash flow. In 2014, owing to the uncertainty of the success of a game development, the carrying amount of US$4,721,260 of the relevant game licenses exceeded the sum of undiscounted future cash flows expected to generate from the use and eventual disposition of such licenses, which were insignificant. Accordingly, the Company determined that the game licenses should be impaired in 2014. The impairment loss of US$1,323,260 was reported in impairment loss of intangible assets and was arrived at after a write back of an unpaid consideration of US$1,250,000 for the game licenses and a forfeiture of the warrant with a value of US$2,148,000 originally issued for acquisition of the game licenses. Starting from 2015, owing to the unexpected significant deterioration in performance of Guild War 2, the carrying amount of $35,209,933 of the relevant game licenses exceeded the sum of undiscounted future cash flows expected to generate from the use and eventual disposition of such licenses, which were insignificant. Accordingly, the Company recognized an impairment loss of $35,209,933 in the consolidated statement of comprehensive income in 2015. Subsequent reversal of a previously recognized impairment loss is prohibited regardless of the subsequent performance of the relevant games. The licenses impaired in 2014 and 2015 were originally included in the internet game segment.