
Creatures Inc.
CompanyJapan · Founded 1989
6 documents in the library are about Creatures Inc., from writers such as DeNA Co., DiGRA and Marvelous. Each has a summary and key insights with the page they come from.
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Each row is a game or company named alongside Creatures Inc., each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the company
- Founded
- 1989
- Country
- Japan
Company data from IGDB.com
Documents about Creatures Inc.
Results Briefing Materials for the First Half of Fiscal Year Ending March 31, 2027
MARV's first-half results for the fiscal year ending March 2027 (April to September 2026) show a company with sharply lower revenue but substantially higher profitability.
- Net sales for the first half of the fiscal year ending March 2027 fell 30.7% year over year to ¥14,047 million, while operating profit rose sharply to ¥2,724 million from ¥226 million, a 19.4% operating margin.
- The profit improvement was driven by high-margin overseas indie titles, repeat consumer game sales, and secondary anime licensing revenue, but was also flattered by postponed R&D and advertising spending into the second half and a gain on derivative valuation in non-operating income.
- The Digital Content Business swung from a segment loss of ¥1,070 million to a profit of ¥1,329 million on the overseas release "Moonlight Peaks," even though its revenue fell 46.7% due to the absence of major new titles.
Gambling by Proxy: Loot Box Live Streams and the Digital Gambling Ecosystem
This study examines how loot box opening live streams on YouTube create conditions for gambling-like participation within the broader digital gambling ecosystem.
- Loot boxes resemble traditional gambling structurally and psychologically, yet loot box live streams on YouTube have largely escaped platform-level content surveillance.
- The study is a qualitative content analysis of 20 YouTube live streams (11 Counter-Strike 2 case openings averaging 6–10 hours; 9 Pokémon Trading Card Game Pocket pack openings averaging 1–2 hours) from three streamers.
- Streamers invited viewers to take part, framed themselves as opening loot boxes on viewers' behalf, and used tiered recognition systems and direct solicitation to elicit financial contributions.
DeNA Co. Q3 FY2025 Operating Results
DeNA Co. is currently navigating a strategic transition characterized by robust growth in its core gaming and sports segments, balanced against structural adjustments in its healthcare division.
- DeNA reported Q3 FY2025 revenue of 31.3 billion yen and a non-GAAP operating profit of 2.1 billion yen, supported by a strong liquidity position of 97.5 billion yen in cash.
- The successful launch of Pokémon Trading Card Game Pocket and record-breaking attendance for the Yokohama DeNA BayStars have led to an upward revision of the company's non-GAAP operating profit guidance for the remainder of the fiscal year.
- IFRS operating profit was negatively impacted by a 9.6 billion yen impairment loss related to the consolidation of Allm.
DeNA Co. Q2 FY2025 Operating Results
DeNA Co. achieved a solid financial performance in the second quarter of fiscal year 2025, recording 41.4 billion yen in revenue and an operating profit of 11.1 billion yen.
- DeNA reported Q2 FY2025 revenue of 41.4 billion yen and an operating profit of 11.1 billion yen, supported by 96.4 billion yen in cash and cash equivalents.
- Management has set a target of 15.0 billion yen in non-GAAP operating profit by fiscal year 2026, supported by a commitment to a minimum 8 percent return on equity.
- The company is shifting toward a diversified business model, prioritizing growth in sports, healthcare, and medical technology to mitigate the cyclical volatility of the gaming sector.
Pokémon TCG Pocket: Player Count, Revenue & Downloads
Pokémon TCG Pocket represents a strategic pivot for The Pokémon Company, moving away from the complex, competitive rules of traditional digital card games toward a mobile-first, casual-friendly experience.
- Pokémon TCG Pocket has generated over $800 million in total revenue since its global launch on October 30, 2024.
- The game maintains a consistent monthly revenue between $30 million and $50 million, with daily earnings fluctuating between $1 million and $3 million.
- The title has reached 116 million total downloads, currently averaging approximately 3 million new installs per month.
DeNA Q1 FY2025 Operating Results
DeNA’s Q1 FY2025 operating results demonstrate a period of robust profitability, with the company reporting revenue of 41.7 billion yen and an IFRS operating profit of 13.8 billion yen.
- DeNA reported Q1 FY2025 revenue of 41.7 billion yen and an operating profit of 13.8 billion yen, marking a 23% revenue increase and a 620% surge in operating profit year-on-year.
- The company’s FY2025 revenue guidance is set between 146.0 billion and 154.0 billion yen, reflecting volatility in the Game Business and ongoing growth investments.
- DeNA is implementing an 'AI-ALL-IN' strategy to integrate generative AI across internal operations and develop AI-native consumer products and enterprise services.
