JoyCity

JoyCity Receivables

The Accounts Receivable of JoyCity (067000.KQ) as of Oct 24, 2026 is 15.54 B KRW. In the previous year, Accounts Receivable was 17.86 B KRW — a change of -12.99% (lower).

Receivables

15.54 BKRW

YoY

-12.99%

Last updated:

Accounts Receivable of JoyCity is 2024 15.54 B KRW. Accounts Receivable of JoyCity was 2023 17.86 B KRW. It decreases by -12.99% lower compared to the previous year.

The JoyCity Receivables history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

Receivables
Date
Receivables
Jan 1, 2017
10.31 B KRW
Jan 1, 2018
6.90 B KRW
Jan 1, 2019
11.00 B KRW
Jan 1, 2020
24.10 B KRW
Jan 1, 2021
24.99 B KRW
Jan 1, 2022
18.72 B KRW
Jan 1, 2023
17.86 B KRW
Jan 1, 2024
15.54 B KRW
The JoyCity Receivables history
YEARReceivablesYoY
15.54 BKRW-12.99%
17.86 BKRW-4.57%
18.72 BKRW-25.11%
24.99 BKRW+3.72%
24.10 BKRW+119.06%
11.00 BKRW+59.35%
6.90 BKRW-33.06%
10.31 BKRW-33.62%
15.54 BKRW+12.35%
13.83 BKRW+19.51%
11.57 BKRW—

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JoyCity Stock analysis

What does JoyCity do? JoyCity Corp develops and publishes mobile games software, including Freestyle Manager, a 3D online basketball game; Heroes in the Sky, an online flying action RPG; Rush Online, a 3D action MMORPG; Rocketroll, a casual 3D game; Netspear, a 3D mechanic FPS; and Garbins Family, an arcade game. The company distributes these products domestically and overseas, with a web portal at www.joycity.com. Revenue comes from game sales, in-game purchases, and advertising within its mobile games and web portal services. The primary customers are mobile gamers and users of the web portal, targeting both domestic and international markets. JoyCity Corp's products are sold through its own platform and third-party app stores, with a focus on casual and action-oriented gaming segments. The company generates income from the sale of virtual items and premium features in its games, alongside ad revenue from the web portal. The firm's revenue streams are driven by player engagement and retention across its portfolio of mobile games and web services. The company changed its name to JoyCity Corporation in 2013, reflecting its focus on gaming and digital entertainment. Its business model relies on ongoing player spending within its games, supported by a diverse product lineup that appeals to different gaming preferences. Revenue is derived from direct sales of games, in-app purchases, and advertising on its web portal, serving both domestic and international user bases. JoyCity is one of the most popular companies on Eulerpool.

Frequently Asked Questions about JoyCity stock

Accounts Receivable of JoyCity is 15.54 B KRW in 2024.

Accounts Receivable of JoyCity changed from 17.86 B KRW to 15.54 B KRW, representing a -12.99% change. The value is lower than the previous year.

On Eulerpool you can find the complete historical development of Accounts Receivable JoyCity since 2006 – with annual values, charts, and detailed analysis.

Receivables represent money owed to the company by customers for goods or services delivered. High receivables relative to revenue may indicate collection issues.

Accounts Receivable's KRW is a key factor for investors. Changes in this metric can signal improving or deteriorating fundamentals, directly impacting the stock price. On Eulerpool, you can track Accounts Receivable's JoyCity historically and in real time.

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Balance Sheet — JoyCity

All Key Metrics — JoyCity