Updated Mar 21, 2026 by CHANGE Holdings
Financial
Published by CHANGE Holdings
& Mid-term Business Plan Partial Revision Copyright CHANGE Holdings, Inc. All Rights Reserved. Transitioned to a holding company structure from April 1. NEW-IT Transformation Publitech Private‑sector DX Human resources Regional creation Public‑sector DX available at the time of preparing these materials, and may DFA Robotics CHANGE Digital Trust Bank Governance Growth Technologies People×Tech...
Financial Results for the Fiscal Year Ending March 2023 & Mid-term Business Plan Partial Revision CHANGE Holdings, Inc. Security Code: 3962 CHANGE HOLDINGS Copyright CHANGE Holdings, Inc. All Rights Reserved.
Transitioned to a holding company structure from April 1. NEW-IT Transformation Publitech Private‑sector DX Human resources Regional creation Public‑sector DX available at the time of preparing these materials, and may DFA Robotics CHANGE Digital Trust Bank Governance Growth Technologies III Academia People×Technology Hometown Energy Publitech Public‑ Human tax Travel Zip sector resource develop Orb beacapp DX ment Logosware Govmates
We will continue to pursue our group mission after the shift to a holding structure. IIl All future forecasts, estimates, etc. appearing in this document were determined by us based on information contain a degree of uncertainty.Change People, Change Business, III Actual future performance depends on various factors, herein. Change Japan.
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Japan’s working-age population will roughly halve in the next 50 years and fall to less than half of the total population. Unit: thousand people Now here 140,000 123,611 126,926 128,057 126,146 120,000 117,060 119,180 103,720 8,865 10,647 12,468 14,895 18,261 22,005 25,672 29,246 33,465 35,336 36,529 110,678 101,207 100,000 93,419 6,181 7,331 36,962 37,732 91,118 83,200 4,747 5,350 contain a degree of uncertainty. 39,285 39,451 38,878 80,237 80,000 4,109 37,779 60,000 III 66,928 71,566 75,807 78,835 82,506 85,904 87,165 86,220 84,092 36,437 35,134 33,671 49,658 54,729 60,002 herein. 81,032 76,289 72,923 73,101 70,757 40,000 Share of 67,216 61,719 vs. 2020 population 57,363 53,787 56.05% 57.81% 50,757 47,767 44,370 40,872 20,000 Share of 29,428 29,798 28,067 25,166 24,823 27,221 27,507 26,033 population 22,486 20,014 18,472 17,521 16,803 15,887 14,956 13,218 11,461 10,155 9,674 9,185 8,541 7,752 6,914 6,195 50.94% 5,694 1950 1955 1960 1965 1970 1975 1980 1985 1990 1995 2000 2005 2010 2015 2020 2025 2030 2035 2040 2045 2050 2055 2060 2065 2070 ■Ages 0~14 ■Ages 15~64 ■Ages 65+
7 26,033 population 22,486 20,014 18,472 17,521 16,803 15,887 14,956 13,218 11,461 10,155 9,674 9,185 8,541 7,752 6,914 6,195 50.94% 5,694 1950 1955 1960 1965 1970 1975 1980 1985 1990 1995 2000 2005 2010 2015 2020 2025 2030 2035 2040 2045 2050 2055 2060 2065 2070 ■Ages 0~14 ■Ages 15~64 ■Ages 65+ Source: National Institute of Population and Social Security Research “Population Projections for Japan (2023)”<sub>(https://www.ipss.go.jp/pp‑zenkoku/j/zenkoku2023/pp2023_gaiyou.pdf)</sub> 【From 2025】 Figure 1‑3: “Total population by age group (0‑14, 15‑64, 65+) and age structure coefficient: low fertility (medium mortality) projection” 【To 2020】 Compiled by CHANGE based on Table 1 “Total population by age group (0‑14, 15‑64, 65+) and age structure coefficient: 1950‑2020”
Currently in Chapter 2 of establishing a digital era in Japan. Now here Phase1 Phase2 Phase3 Phase4 Phase5 【DJ1】 【DJ2】 【DJ3】 【DJ4】 【DJ5】 FY 19.9 FY 22.3 Digitize ~ 21.9 ~25.3 Revised version III & released Digitalize Japan We will improve Japan’s productivity through the digitalization/digitization of business models and business herein. processes and the development of digital human resources. For achieving “Digitize & Digitalize Japan”, we will continue to work until Phase 5, confront the social challenge of declining population, and will be a leader in overcoming the present national difficulty in spite. Due to the change in fiscal year end, we have released a revised version of the Mid‑term Business Plan’s current Phase 2, DJ2. ※The revised Mid‑term Business Plan [DJ2] can be found here https://ssl4.eir‑parts.net/doc/3962/tdnet/2123311/00.pdf
DeNA entered a transformative "Second Founding" phase in FY2024, marked by a significant financial recovery and a strategic pivot toward company-wide AI integration. Revenue reached 164.0 billion yen with a Non-GAAP operating profit of 32.9 billion yen, driven primarily by the global success of Pokémon Trading Card Game Pocket. While the Game Business remains the core profit engine, the organization is diversifying its portfolio across Live Streaming, Healthcare, and a record-performing Sports segment to mitigate the volatility of hit-driven cycles. The company has established a FY2026 Non-GAAP operating profit target of 15.0 billion yen, emphasizing sustainable, structural growth over short-term gains. Central to this evolution is the "AI-ALL-IN" strategy, which aims to double productivity and launch approximately 10 AI-native products. This transition is supported by a robust human capital framework, including the DeNA AI Readiness Score (DARS) to track employee literacy and a shift toward market-linked, performance-based compensation. To manage development risks, the Game Business has adopted a "soft launch strategy" focused on iterative testing. Meanwhile, the Sports segment achieved 40 billion yen in revenue, and the Healthcare division is pivoting toward medical digital transformation despite facing recent impairment losses. Governance and sustainability are integrated into this value creation story through a board composed of 50% independent directors and a rigorous risk management framework. DeNA maintains high standards for data security and has committed to a 58.8% reduction in Scope 1 and 2 emissions by FY2033. By balancing aggressive AI adoption with disciplined capital allocation—including strategic share sales and increased dividends—the organization seeks to harmonize social value with long-term profitability across its diverse digital and physical business ecosystems.
DeNA is undergoing a fundamental strategic evolution, transitioning from a primary focus on entertainment and gaming toward a diversified "Serve" approach that addresses complex social issues. This shift leverages the company’s core competencies in internet technology and artificial intelligence to drive growth across healthcare, medical digital transformation, and urban development. While the capital market historically viewed the organization as a hit-driven game company, the current strategy emphasizes a multi-segment portfolio designed for sustainable, long-term value creation. This transformation is centered in Japan, particularly through its "Home Base" in Yokohama, but maintains a global reach through international medical platforms and strategic intellectual property partnerships. Financial performance in FY2022 reflects this transition, with consolidated revenue reaching ¥134.9 billion. While the game segment faced revenue declines, prompting a shift toward a global pipeline of major IP and partnerships with Nintendo and Shueisha, other sectors showed robust growth. The Live Streaming segment, bolstered by the Vtuber app IRIAM, and the Healthcare & Medical segment, driven by the expansion of the "Join" communication platform and a health database covering 18 million people, have become significant growth engines. The company aims for ¥20 billion in healthcare revenue by FY2024, utilizing M&A and medical IoT to capture a domestic market potential valued in the hundreds of billions of yen. The organizational structure supports this diversification through a sophisticated human capital strategy and a rigorous governance framework. DeNA emphasizes autonomous career development and internal mobility to optimize its workforce across sports, AI, and healthcare initiatives. Governance is maintained through a board with 43% independent representation and a performance-linked compensation structure that aligns management incentives with shareholder interests. Furthermore, the company has integrated sustainability and risk management into its core operations, monitoring climate-related emissions and maintaining robust cybersecurity protocols to protect its expanding digital and medical data ecosystems.
GREE’s financial performance and strategic outlook for the third quarter of fiscal year 2023 highlight a period of international expansion and technological evolution. The successful launch of overseas versions of Heaven Burns Red serves as a primary driver for the Internet and Entertainment Business. While specific long-term forecasts remain premature only three months post-launch, initial sales levels align with market expectations, indicating a strong start in global territories. For the upcoming fourth quarter, the company anticipates operating income of approximately 1.5 billion yen in this segment, accounting for the natural tapering of revenue following major anniversary events in the Japanese market. The metaverse platform REALITY represents a significant pillar of growth, having surpassed 10 million global users. The platform distinguishes itself from competitors through high daily active user engagement and a proven monetization model centered on avatars and livestreaming. Strategic development for REALITY involves the integration of generative AI to facilitate user-generated content, mirroring successful industry trends seen in platforms like Fortnite. Current experimental applications of AI focus on the automated creation of 3D assets, including avatars and environmental elements, to enhance the service's scalability and creative depth. Financial stability is further supported by the Investment and Incubation Business, which expects to post roughly 0.5 billion yen in operating income for the fourth quarter. This figure is largely secured through dividend income from corporate venture capital funds. Collectively, these results demonstrate a dual focus on maintaining core gaming profitability while aggressively scaling a monetized metaverse ecosystem for a global audience. The geographic scope emphasizes a shift toward international markets, particularly as the domestic Japanese mobile market matures and the company seeks to leverage its technological strengths in AI and virtual communities.
DeNA is undergoing a strategic evolution to diversify its portfolio into two primary pillars: "Entertain," comprising Games and Live Streaming, and "Serve," focusing on Healthcare and Sports. This transition is supported by core competencies in artificial intelligence, agile in-house development, and a regional "Home Base" strategy centered in Yokohama. By leveraging high-potential technologies such as Web3 and health big data, the organization aims to balance stable cash flow from established entertainment properties with high-growth opportunities in medical data and global streaming markets. Financial performance in fiscal year 2021 reflects this transition, with profit attributable to owners reaching 30.5 billion yen and a return on equity of 13.2%. While the Game Business experienced a revenue decline to 74.7 billion yen due to a lack of new hits, the Live Streaming segment saw a 1.4x revenue increase, and the Healthcare segment achieved its first quarterly profit. Strategic capital moves, including the sale of approximately half of the company's Nintendo shareholdings and the acquisition of subsidiaries like IRIAM and DATA HORIZON, have been implemented to increase asset efficiency and expand the medical database to over 15 million insured individuals. Operational and governance structures have been modernized to support this multi-sector growth. The January 2022 establishment of a cross-departmental Product Development Department and a new Group Executive System aims to accelerate business execution and talent cultivation. Personnel strategies now emphasize specialized technical rankings to attract top-tier engineers, while executive compensation is increasingly linked to mid-to-long-term growth indicators. Looking ahead, the strategy focuses on releasing three to five global game titles annually, expanding the Pococha streaming service into the United States and India, and deepening the long-term strategic partnership with Nintendo to secure a robust global presence.