Updated Mar 23, 2026 by mixi
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Report
Published by mixi
The FY2016 business report of mixi, Inc. demonstrates a dramatic expansion in both sales and profitability driven primarily by the Entertainment Business segment. Net sales rose 84.9 % to ¥208.8 billion, operating income increased 80.4 % to ¥95.0 billion, and attributable profit surged 85.1 % to ¥61.0 billion compared with FY2015. The growth is largely attributed to the continued success of Monster Strike, which amassed over 35 million cumulative users worldwide and generated a substantial portion of revenue. New titles such as Marvel Tsum Tsum, released in February 2016, added fresh income streams and broadened the company’s IP portfolio. The Media Platform Business also contributed robustly, with sales of ¥112.9 billion and operating income of ¥52.7 billion, reflecting a stable service base that supports long‑lived user engagement. mixi’s strategy for FY2017 focuses on diversifying beyond gaming by establishing new revenue pillars in video and software, merchandising, and overseas development. Acquisitions of Hunza Inc., MUSE & Co., Ltd., and Diverse, Inc. underpin this expansion, while the creation of XFLAG Pictures signals a commitment to original video content production. Financially, total assets reached ¥143.2 billion and equity stood at ¥121.5 billion, yielding an equity ratio of 73.6 %. The company maintained a strong capital base through a public offering in July 2015, and dividends of ¥77 per share were paid to shareholders. The report covers the fiscal year ending March 31, 2016, with a geographic focus on Japan and expanding international markets, particularly in Asia. Methodologically, figures are consolidated from mixi’s subsidiaries and reflect full‑year performance metrics.
Business Increased sales and income led by highest-grossing Entertainment Business results Dividends Paid ¥77 per share of year-end dividends, for a total of ¥147 of annual dividends (unit: ¥ million) Net sales (unit: ¥ million) Operating income (unit: ¥ million) Profit (loss) (unit: ¥ million) 2015.4.1 2016.3.31FY2016 Business Report FY2016 FY2015 208,799 95,033 attributable to 61,022 owners of parent Net sales 208,799 112,918 Operating 95,033 52,686 112,918 52,686 32,966 income Ordinary 94,798 52,706 12,155 income Profit attributable to 480 (227) owners of parent 61,022 32,966 FY2014 FY2015 FY2016 FY2014 FY2015 FY2016 FY2014 FY2015 FY2016 Current 143,190 83,370 Total assets (unit: ¥ million) Net assets (unit: ¥ million) Equity ratio (unit: %) Marvel Tsum Tsum, released in February 2016, showed successful assets 165,039 121,490 84.5 post-launch performance, with the game reaching more than 4 Non-current 21,848 20,808 73.6 million users as of May 2016. Overseas distribution of the game is assets planned in FY2017. Current 43,465 50,608 104,178 For the Entertainment Business in FY2017, we plan to establish liabilities 53,570 51.4 President ourselves outside of gaming in order to increase the lifespan of our Non-current 83 — Hiroki Morita services. Specifically, alongside maintaining the high and stable inliabilities 26,492 22,427 come from the domestic Monster Strike, we also plan to proac-
stablish liabilities 53,570 51.4 President ourselves outside of gaming in order to increase the lifespan of our Non-current 83 — Hiroki Morita services. Specifically, alongside maintaining the high and stable inliabilities 26,492 22,427 come from the domestic Monster Strike, we also plan to proac- Net assets 121,490 53,570 Major Gains in Sales and Income Surpassing tively invest in income sources in other fields such as overseas FY2014 FY2015 FY2016 FY2014 FY2015 FY2016 FY2014 FY2015 FY2016 Upward Revision Announced in January development, new titles, video & software, and merchandising. Consolidated full-year results for the fiscal year under review In the Media Platform Business, sales were strong as a result of amounted to net sales of ¥208.799 billion (a 84.9% increase year- the steady accumulation of long-lifespan services that provide staon-year), operating income of ¥95.033 billion (a 80.4% increase ble income through new in-house businesses and M&As. Going Corporate information year-on-year), and a profit of ¥61.022 billion (a 85.1% increase forward, we plan to proactively create new businesses, as well as year-on-year). These major gains in sales and income have signifi- expand existing ones, in order to provide services that have the cantly surpassed the upward revision of the forecasts as an- potential to shape new cultures for users. Company overview (as of March 31, 2016) Status of shares (as of March 31, 2016) Information for shareholders nounced in January 2016. The above can be considered a result Company name mixi, Inc.
cantly surpassed the upward revision of the forecasts as an- potential to shape new cultures for users. Company overview (as of March 31, 2016) Status of shares (as of March 31, 2016) Information for shareholders nounced in January 2016. The above can be considered a result Company name mixi, Inc. Total number of authorized shares 264,000,000 shares Business year From April 1 to March 31 of the of our proactive efforts in business expansion, made possible by For the fiscal year ending March 31, 2017, with the aim of estab- Address Sumitomo Shibuya First Tower Total number of issued shares 84,295,500 shares Ordinary general following year the strengthening of financial bases with capital funding through lishing and creating services within the two businesses that are Building, 1-2-20 Higashi, Shibuya- Number of shareholders 32,760 meeting of shareholders June public offering carried out in July last year. popular to users in the long run and able to generate steady and Homepage address ku, Tokyo 150-0011, Japan Record date March 31 consistent income, we plan to carry out various strategies, along- Establishment http://mixi.co.jp/ Major shareholders The shareholder 1-4-1, Marunouchi, Chiyoda-ku, June 3, 1999 registry administrator Tokyo side our active investments. Capital ¥9,698 million Shareholder name Number of shares Shareholding and account Sumitomo Mitsui Trust Bank, Number of 558 (Consolidated, full-time held (Shares) ratio (%) management Limited Active Investment in Crea
Chiyoda-ku, June 3, 1999 registry administrator Tokyo side our active investments. Capital ¥9,698 million Shareholder name Number of shares Shareholding and account Sumitomo Mitsui Trust Bank, Number of 558 (Consolidated, full-time held (Shares) ratio (%) management Limited Active Investment in Creating Services employees employees only.) institution for special With regard to return of profits to shareholders, we have paid an- Officers President Hiroki Morita Kenji Kasahara 36,418,000 43.20 accounts 1-4-1, Marunouchi, Chiyoda-ku, Tokyo Popular to Users in the Long-Term nual dividends of ¥147. Furthermore, it has been resolved recently (as of June 28, 2016) CHASE MANHATTAN BANK The place of Stock Transfer Agency Business Director Yasuhiro Ogino GTS CLIENTS ACCOUNT 1,621,464 1.92 business of the Planning Dept., Sumitomo Mitsui Trust As of April 2016, the number of cumulative Monster Strike users that the upper limit for treasury stock shall be 3 million shares, or Director Kouki Kimura ESCROW shareholder Bank, Limited registry Mailing address: 2-8-4, Izumi, surpassed 35.0 million world wide. In the fourth quarter of ¥10.0 billion.
f April 2016, the number of cumulative Monster Strike users that the upper limit for treasury stock shall be 3 million shares, or Director Kouki Kimura ESCROW shareholder Bank, Limited registry Mailing address: 2-8-4, Izumi, surpassed 35.0 million world wide. In the fourth quarter of ¥10.0 billion. The major gains in sales and income made possible Director and Founder Kenji Kasahara BNY FOR GCM CLIENT 1,605,357 1.90 administrator Suginami-ku, Tokyo 168-0063 FY2016, we saw record-breaking sales and number of users due by the strengthening of financial bases by capital funding through Outside Director Ichiya Nakamura ACCOUNTS (E) BD Telephone: toll free number® to our various successful strategies, such as in-game collabora- public offering shall be returned to shareholders in a timely and Outside Director Tatsuya Aoyagi 0120-782-031 Individual shareholders 1,350,000 1.60 URL of the homepage on the internet: tions with strong IPs, video content distribution of the Monster appropriate manner. Corporate Auditor Takako Kato http://www.smtb.jp/personal/agency/ Outside Corporate Auditor Takayuki Sato BNY GCM CLIENT index.html Strike Anime, efforts in merchandising by developing our first pop- Outside Corporate Auditor Hiroyuki Wakamatsu ACCOUNT JPRD AC 1,261,603 1.49 Method of public Electronic notification at up store, and organizing real world events which included e-sports In closing, I would like to ask for the continued warm support of all ISG (FE-AC) notification http://mixi.co.jp/ However, in case that mixi is not able promotions.
NT JPRD AC 1,261,603 1.49 Method of public Electronic notification at up store, and organizing real world events which included e-sports In closing, I would like to ask for the continued warm support of all ISG (FE-AC) notification http://mixi.co.jp/ However, in case that mixi is not able promotions. of our shareholders. to issue electronic public notices due Note: In addition to the above, mixi holds 30,500 shares to unavoidable reasons, such
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.
GREE Holdings, Inc. outlines its strategic direction and financial outlook following the second quarter of fiscal year 2026, focusing on a structural shift away from the volatile Game Business toward more stable, continuous growth segments. Despite a downward revision to the full-year earnings outlook for FY2026 due to the softening performance of existing game titles, the long-term medium-term targets for FY2028 remain unchanged. This stability is supported by the steady expansion of the IP, VTuber, and DX Business segments, which are intended to reduce the company's reliance on hit-driven gaming revenue. The IP Business is diversifying through the Anime Business, specifically by adapting invested anime titles into games. To strengthen this pipeline, there is a strategic goal to acquire in-house anime production capabilities or pursue M&A within the next two to three years. This move aims to provide greater control over production quality and timing, which are viewed as essential for creating popular intellectual property. Simultaneously, the VTuber Business is expanding its monetization beyond traditional gifting. Pilot projects on the REALITY platform are testing merchandise sales and event-based revenue for both in-house talent and independent streamers, alongside new marketing solutions for corporate clients. In the DX Business segment, the focus remains on high-value consulting for end-user-facing services and entertainment. While generative AI and automated agents are expected to impact routine maintenance and labor costs in the broader industry, the specialized nature of creating fan-driven content is seen as resilient to automation. Consequently, technological advances in AI are not expected to negatively impact the DX segment in the near term. Overall, the strategy emphasizes leveraging human creativity and platform diversification to ensure stable, long-term earnings growth across the global entertainment and digital transformation markets.
The first-quarter financial results for the fiscal year ending in 2026 reflect a strategic transition period for COLOPL, characterized by a lack of new releases and a focus on stabilizing existing mobile operations. Despite an anticipated decline in sales, the performance of established titles like Dragon Quest Walk and Alice Gear Aegis, alongside contributions from group companies, resulted in what leadership describes as solid progress. The company is currently navigating a challenging mobile market where the barrier to entry for new hits is rising, prompting a shift toward two primary development pillars: AI-powered titles and location-based games paired with globally recognized intellectual properties. Financial performance in the first quarter was impacted by extraordinary losses related to special severance payments from a Career Transition Support Program. While headcount has decreased, the resulting reduction in personnel expenses is not expected to materialize until the second quarter of 2026. Regarding long-term operations for legacy titles such as Shironeko Project, the strategy emphasizes user satisfaction and game-balance adjustments over aggressive cost-cutting to ensure longevity. The company is also diversifying its platform strategy beyond its core mobile business to include PC and console gaming. This is exemplified by the release of Kazuma Kaneko’s Tsukuyomi on Nintendo Switch, a title that originated as an exploration of generative AI in gaming. By establishing a new genre termed "Generative Games," the company aims to leverage AI-generated assets and systems across multiple hardware formats. Moving forward, the overarching goal remains achieving a "Global Top 20" position by integrating advanced technology with high-profile IPs and expanding the reach of its proprietary location-based gaming expertise.
KLab Inc. experienced a significant downturn during the third quarter of fiscal year 2025, characterized by an 18.6% year-over-year revenue decline to ¥4.93 billion. This contraction was primarily driven by weakening performance in established titles such as Captain Tsubasa: Dream Team and a general decrease in income from paid users within the game business. Despite aggressive cost-cutting measures and a ¥1.57 billion gain from the sale of investment securities, the company recorded a substantial net loss of ¥3.97 billion. This loss was largely precipitated by a massive ¥4.42 billion impairment charge on software assets related to EA SPORTS FC™ TACTICAL and a reduction in goodwill following the divestment of GlobalGear Co. Ltd. The financial strain resulted in a decrease of over ¥3.1 billion in total net assets, though the company mitigated some impact by raising approximately ¥719 million through the exercise of stock acquisition rights. While four consecutive years of operating deficits have prompted scrutiny regarding the company’s status as a going concern, management asserts that no material uncertainty exists. This confidence is based on steady progress with major intellectual properties, including Dragon Quest and My Hero Academia, alongside a strategic pivot toward generative AI and blockchain ventures to diversify future revenue streams. Operating within the Japanese market during a period of rapid industry volatility, the company has withheld future performance forecasts. The current strategy focuses on maintaining liquidity through strict cost controls and asset sales while transitioning the business model to leverage emerging technologies. Despite the current net losses and the impairment of software in progress, the segment profit of ¥592 million suggests that core operations remain functional as the group attempts to stabilize its capital position and return to long-term profitability.