Updated Mar 23, 2026 by Aiming
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Published by Aiming
Aiming Inc. reported its second‑quarter results for the fiscal year ending December 2025, covering January 1 to June 30. Consolidated revenue rose 11.0 % year‑over‑year to ¥8,989 million, while operating profit improved from a loss of ¥748 million in the same period 2024 to a gain of ¥1,843 million. Ordinary profit increased from a loss of ¥553 million to ¥1,118 million, and net income attributable to parent shareholders grew from a loss of ¥934 million to a profit of ¥827 million. Earnings per share remained flat at ¥17.73, reflecting the absence of dilutive potential shares during this period. Total assets expanded to ¥8,667 million from ¥8,154 million, with shareholders’ equity rising to ¥6,766 million and the equity ratio climbing from 71.0 % to 76.7 %. Cash and cash equivalents increased markedly, while accounts receivable fell, indicating stronger liquidity management. The company’s only operating segment is online gaming, primarily on smartphones, and it noted that short‑term market volatility hampers precise forecasting. Dividend guidance for 2025 remains undetermined, and no dividends were declared in the first half. The company provided a third‑quarter outlook for the remainder of 2025, projecting cumulative revenue of ¥12,639 million and operating profit of ¥1,834 million. No material accounting policy changes or restatements were reported for the period. The results reflect a turnaround in profitability driven by higher gross margins and reduced operating expenses, positioning the firm for continued growth within its single‑segment online gaming market.
2025 m 2025年12月期 第2四半期(中間期)決算短信〔日本基準〕(連結) 2025年7月29日 上 場 会 社 名 株式会社Aiming 上場取引所 東 コ ー ド 番 号 3911 URL http://aiming-inc.com/ja 代 表 者 (役職名) 代表取締役社長 (氏名) 椎葉忠志 問合せ先責任者 (役職名) 取締役経営管理部 (氏名) 田村紀貴 (TEL)03(6672)6159 ディビジョンディレクター 半期報告書提出予定日 2025年8月14日 配当支払開始予定日 ― 決算補足説明資料作成の有無 : 有 決算説明会開催の有無 : 有 (機関投資家・証券アナリスト向け) (百万円未満切捨て) 1.2025年12月期第2四半期(中間期)の連結業績(2025年1月1日~2025年6月30日) (1)連結経営成績(累計) (%表示は、対前年中間期増減率) 売上高 営業利益 経常利益 親会社株主に帰属 する中間純利益 百万円 % 百万円 % 百万円 % 百万円 % 2025年12月期中間期 8,989 11.0 1,843 ― 1,118 ― 827 ― 2024年12月期中間期 8,096 △10.3 △748 ― △553 ― △934 ― (注) 包括利益 2025年12月期中間期 946百万円( ―%) 2024年12月期中間期 △557百万円( ―%) 1株当たり 潜在株式調整後 中間純利益 1株当たり 中間純利益 円 銭 円 銭 2025年12月期中間期 17.73 ― 2024年12月期中間期 △21.10 ― (注)2024年12月期中間期の潜在株式調整後1株当たり中間純利益については、潜在株式は存在するものの、1株当たり 中間純損失であるため、記載しておりません。また、当中間連結会計期間では潜在株式は存在しておりません。 (2)連結財政状態 総資産 純資産 自己資本比率 百万円 百万円 % 2025年12月期中間期 8,666 6,766 76.7 2024年12月期 8,154 6,064 71.0 (参考) 自己資本 2025年12月期中間期 6,650百万円 2024年12月期 5,790百万円 2.配当の状況 年間配当金 第1四半期末 第2四半期末 第3四半期末 期末 合計 円 銭 円 銭 円 銭 円 銭 円 銭 2024年12月期 0.00 0.00 0.00 0.00 0.00 2025年12月期 0.00 0.00 2025年12月期(予想) ― ― ― (注) 直近に公表されている配当予想からの修正の有無 : 無 2025年12月期の配当予想額は未定であるため、記載しておりません。 3.2025年12月期の連結業績予想(2025年1月1日~2025年9月30日) (%表示は、対前年同四半期増減率) 売上高 営業利益 経常利益 親会社株主に帰属 1株当たり する当期純利益 当期純利益 百万円 % 百万円 % 百万円 % 百万円 % 円 銭 第3四半期(累計) 12,639 7.3 1,834 ― 1,116 ― 827 ― 17.72 (注) 直近に公表されている業績予想からの修正の有無 : 有 (注)当社は、スマートフォンを中心としたオンラインゲーム事業を展開しており、短期的な変化が激しいことなどから、 実績の見通しにつきましては適正かつ合理的な数値の算出が困難であるため、四半期ごとの決算短信発表時に翌四半期 の業績見通しを公表させていただきます。
※ 注記事項 (1)当中間期における連結範囲の重要な変更 : 無 (2)中間連結財務諸表の作成に特有の会計処理の適用 : 無 (3)会計方針の変更・会計上の見積りの変更・修正再表示 ① 会計基準等の改正に伴う会計方針の変更 : 無 ② ①以外の会計方針の変更 : 無 ③ 会計上の見積りの変更 : 無 ④ 修正再表示 : 無 (4)発行済株式数(普通株式) ① 期末発行済株式数(自己株式を含む) 2025年12月期中間期 46,705,300株 2024年12月期 46,705,300株 ② 期末自己株式数 2025年12月期中間期 37,100株 2024年12月期 25,000株 ③ 期中平均株式数(中間期) 2025年12月期中間期 46,674,083株 2024年12月期中間期 44,295,956株 ※ 第2四半期(中間期)決算短信は公認会計士又は監査法人のレビューの対象外です ※ 業績予想の適切な利用に関する説明、その他特記事項 本資料に記載されている業績見通し等の将来に関する記述は、当社が現在入手している情報及び合理的であると 判断する一定の前提に基づいており、その達成を当社として約束する趣旨のものではありません。また、実際の業 績等は様々な要因により大きく異なる可能性があります。
○添付資料の目次 1.中間連結財務諸表及び主な注記 ………………………………………………………………………2 (1)中間連結貸借対照表 …………………………………………………………………………………2 (2)中間連結損益計算書及び中間連結包括利益計算書 ………………………………………………3 (3)中間連結財務諸表に関する注記事項 ………………………………………………………………5 (継続企業の前提に関する注記) ……………………………………………………………………5 (株主資本の金額に著しい変動があった場合の注記) ……………………………………………5 (会計上の見積りの変更) ……………………………………………………………………………5 (セグメント情報等) …………………………………………………………………………………5
1.中間連結財務諸表及び主な注記 (1)中間連結貸借対照表 <thead> <th colspan="3"></th> <th>前連結会計年度 (2024年12月31日)</th> <th>(単位:千円) 当中間連結会計期間 (2025年6月30日)</th> </thead> <td colspan="3">資産の部</td> <td></td> <td></td> <td></td> <td colspan="2">流動資産</td> <td></td> <td></td> <td></td> <td></td> <td>現金及び預金</td> <td>2,867,502</td> <td>4,522,757</td> <td></td> <td></td> <td>売掛金及び契約資産</td> <td>2,919,139</td> <td>1,424,056</td> <td></td> <td></td> <td>商品及び製品</td> <td>7,030</td> <td>5,907</td> <td></td> <td></td> <td>仕掛品</td> <td>41,824</td> <td>88,800</td> <td></td> <td></td> <td>貯蔵品</td> <td>95</td> <td>88</td> <td></td> <td></td> <td>前払費用</td> <td>272,959</td> <td>402,062</td> <td></td> <td></td> <td>未収入金</td> <td>608,294</td> <td>320,231</td> <td></td> <td></td> <td>その他</td> <td>39,693</td> <td>48,054</td> <td></td> <td></td> <td>流動資産合計</td> <td>6,756,540</td> <td>6,811,958</td> <td></td> <td colspan="2">固定資産</td> <td></td> <td></td> <td></td> <td></td> <td>有形固定資産</td> <td>388,143</td> <td>363,879</td> <td></td> <td></td> <td>無形固定資産</td> <td>3,966</td> <td>3,488</td> <td></td> <td></td> <td>投資その他の資産</td> <td></td> <td></td> <td></td> <td></td> <td>関係会社株式</td> <td>-</td> <td>534,290</td> <td></td> <td></td> <td>関係会社出資金</td> <td>39,543</td> <td>58,440</td> <td></td> <td></td> <td>長期前払費用</td> <td>370,990</td> <td>330,600</td> <td></td> <td></td> <td>繰延税金資産</td> <td>19,298</td> <td>-</td> <td></td> <td></td> <td>敷金及び保証金</td> <td>575,716</td> <td>563,920</td> <td></td> <td></td> <td>投資その他の資産合計</td> <td>1,005,549</td> <td>1,487,251</td> <td></td> <td></td> <td>固定資産合計</td> <td>1,397,659</td> <td>1,854,620</td> <td></td> <td colspan="2">資産合計</td> <td>8,154,200</td> <td>8,666,578</td>
td></td> <td></td> <td>敷金及び保証金</td> <td>575,716</td> <td>563,920</td> <td></td> <td></td> <td>投資その他の資産合計</td> <td>1,005,549</td> <td>1,487,251</td> <td></td> <td></td> <td>固定資産合計</td> <td>1,397,659</td> <td>1,854,620</td> <td></td> <td colspan="2">資産合計</td> <td>8,154,200</td> <td>8,666,578</td> <td colspan="3">負債の部</td> <td></td> <td></td> <td></td> <td colspan="2">流動負債</td> <td></td> <td></td> <td></td> <td></td> <td>買掛金</td> <td>516,467</td> <td>427,407</td> <td></td> <td></td> <td>未払金</td> <td>561,608</td> <td>349,220</td> <td></td> <td></td> <td>未払法人税等</td> <td>41,291</td> <td>189,953</td> <td></td> <td></td> <td>未払消費税等</td> <td>195,139</td> <td>115,982</td> <td></td> <td></td> <td>契約負債</td> <td>366,390</td> <td>399,737</td> <td></td> <td></td> <td>賞与引当金</td> <td>-</td> <td>115,512</td> <td></td> <td></td> <td>その他</td> <td>176,436</td> <td>105,868</td> <td></td> <td></td> <td>流動負債合計</td> <td>1,857,334</td> <td>1,703,681</td> <td></td> <td colspan="2">固定負債</td> <td></td> <td></td> <td></td> <td></td> <td>長期未払金</td> <td>231,962</td> <td>196,275</td> <td></td> <td></td> <td>その他</td> <td>659</td> <td>346</td> <td></td> <td></td> <td>固定負債合計</td> <td>232,622</td> <td>196,622</td> <td></td> <td colspan="2">負債合計</td> <td>2,089,957</td> <td>1,900,304</td> <td colspan="3">純資産の部</td> <td></td> <td></td> <td></td> <td colspan="2">株主資本</td> <td></td> <td></td> <td></td> <td></td> <td>資本金</td> <td>3,407,917</td> <td>3,407,917</td> <td></td> <td></td> <td>資本剰余金</td> <td>3,397,917</td> <td>3,430,385</td> <td></td> <td></td> <td>利益剰余金</td> <td>△1,015,775</td> <td>△187,962</td> <td></td> <td></td> <td>株主資本合計</td> <td>5,790,060</td> <td>6,650,340</td>
td> <td></td> <td></td> <td>資本金</td> <td>3,407,917</td> <td>3,407,917</td> <td></td> <td></td> <td>資本剰余金</td> <td>3,397,917</td> <td>3,430,385</td> <td></td> <td></td> <td>利益剰余金</td> <td>△1,015,775</td> <td>△187,962</td> <td></td> <td></td> <td>株主資本合計</td> <td>5,790,060</td> <td>6,650,340</td> <td></td> <td colspan="2">非支配株主持分</td> <td>274,182</td> <td>115,934</td> <td></td> <td colspan="2">純資産合計</td> <td>6,064,243</td> <td>6,766,274</td> <td colspan="3">負債純資産合計</td> <td>8,154,200</td> <td>8,666,578</td>
GREE Holdings outlines its FY2025 full‑year results and forward strategy across several business segments. In the game division, the company acknowledges the typical post‑launch decline in live‑service titles and counters it by expanding both its live‑service portfolio—leveraging a proven RPG engine—and investing in console games built on proprietary IP to create a steadier earnings base. The company reports multiple recent hit releases and anticipates further inquiries for third‑party IP adaptations, positioning itself to capture high profitability in the live‑service arena. The platform business remains growth‑oriented, with steady increases in room and gifting revenue offsetting a temporary dip in avatar sales. New avatar features are expected to revive this segment, while the company continues to push other monetization channels. In the VTuber sector, GREE pursues a two‑stage growth model: first expanding its talent roster—now about 90 talents—and then boosting sales per talent through diversified merchandise channels and nascent live‑event advertising. Sales per talent have doubled since FY2024, and the company maintains a balanced portfolio to avoid over‑reliance on any single talent. The DX business is undergoing a structural shift from one‑time project sales to recurring revenue, with modest growth projected through FY2026 as the transition completes. Investment activities in FY2026 will see increased volatility due to fund maturity and potential impairment, yet the company expects stable income streams from dividends and performance fees. Overall, GREE projects balanced returns while navigating market challenges across its diversified entertainment portfolio.
GREE, Inc. reported FY2023 third‑quarter results with net sales of ¥22.2 billion, operating income of ¥4.2 billion and EBITDA of ¥4.3 billion, exceeding forecasts in both the Internet & Entertainment and Investment & Incubation segments. The Internet & Entertainment Business generated ¥1.8 billion in operating income, driven by the game Heaven Burns Red, which achieved No. 1 App Store sales rankings during its one‑year anniversary event and began successful global distribution in Korea, Taiwan, and Hong Kong. Promotional spending of approximately ¥3 billion increased variable costs but supported medium‑term growth, while fixed costs remained stable. The Investment & Incubation Business contributed ¥2.4 billion, largely from dividends and distributions of venture‑capital funds, though total assets under management fell by ¥4.0 billion due to earnings payouts. Operating income outlook for FY23 remains unchanged; the fourth quarter is projected to deliver roughly ¥1.5 billion from Internet & Entertainment and ¥0.5 billion from Investment & Incubation, totaling about ¥2.0 billion. Dividend policy targets a 20 % payout ratio, with an announced dividend of ¥11 per share. Strategic initiatives included the launch of REALITY Studios Inc. and FIRST STAGE PRODUCTION for VTuber talent, and REALITY XR Cloud for B2B metaverse services, achieving 42 million annual visitor traffic. Commerce and DX businesses continued to expand through travel media aumo and collaborations with automotive and media partners. Overall, GREE’s three‑pillar earnings strategy—Game, Metaverse, and Investment—remains focused on sustained growth through global distribution, content diversification, and high‑quality venture investments.
The briefing focused on GREE’s fiscal 2019 third‑quarter performance and forward outlook. The company projected a significant rise in net sales for the fourth quarter, with operating income expected to remain robust after excluding one‑time events. Management emphasized continued investment in marketing and development, noting that new titles launched next fiscal year could provide additional upside. Operating income for the third quarter exceeded forecasts largely due to stronger overseas sales of “Another Eden.” Advertising spend stayed near budgeted levels, while fixed‑cost efficiencies in the game business surpassed expectations, contributing to higher profitability. In discussing the Reality division, GREE highlighted key performance indicators such as installation numbers and persistence rates, which it considers critical for sustaining user engagement. The division plans to maintain upfront investments while maintaining healthy KPI trends, aiming to expand its market presence. The briefing covered Japan and international markets for the 2019 fiscal year, with a focus on game development and mobile services. Data points were drawn from internal financial results and operational metrics, with no external survey methodology disclosed. Overall, the company presents a positive trajectory for Q4 and beyond, driven by overseas growth, cost efficiencies, and continued investment in high‑potential titles.
GungHo Online Entertainment reported a 10 % decline in consolidated net sales to ¥93,242 million for fiscal year 2025, with operating profit falling 71.1 % to ¥5,056 million and attributable profit dropping 87.4 % to ¥1,407 million. The downturn is attributed to higher development costs and a flat mobile‑gaming market, while total assets increased to ¥169,474 million. Cash balances fell sharply to ¥31,021 million due to significant investing and financing outflows, notably treasury‑share repurchases. In response, the company announced a revised shareholder‑return policy that targets a 30 %+ dividend payout ratio and sets an ordinary dividend of ¥90.00 per share for FY 2025, signalling a shift toward more proactive profit distribution. The new policy adopts a dual approach of stable dividends and flexible share buybacks. It aims for a 4 % dividend‑on‑equity (DOE) and a consolidated payout ratio of at least 50 %, while buybacks will be executed as capital‑efficiency measures based on board decisions and market conditions. This change takes effect from the fiscal year ending December 31, 2025. Profitability metrics deteriorated sharply: net profit per share fell from ¥182.67 to ¥25.79, and fully‑diluted net profit per share declined similarly; net assets per share decreased modestly from ¥2,280.75 to ¥2,242.37. Net sales remained concentrated in Japan (¥31.8 bn) and Asia, with Indonesia now reported separately at ¥3.6 bn after reclassification from the broader “Asia” category. The company also approved a 2026 treasury‑share repurchase program of up to ¥5 bn for 2.1 million shares, followed by a cancellation of 16 million shares to improve capital efficiency.