Updated Mar 23, 2026 by GREE
Financial
Published by GREE
GREE, Inc. reported robust financial and operational performance for the third quarter of fiscal year 2011 (ending June 30, 2011). Net sales rose 14% to ¥16.4 billion from the prior quarter and 77% year‑over‑year, driven by continued growth in paid services from its flagship social networking platform and expanding advertising revenue. Operating profit increased 18% to ¥8.2 billion, maintaining a high margin of roughly 50%. The company’s cash position strengthened, with operating cash flow at ¥4.2 billion and total assets growing 15% to ¥46.4 billion, while retained earnings surged 20% year‑over‑year. User metrics underscored the platform’s dominance: registered members exceeded 25 million, with a stable demographic profile—48% of users in their 30s and 40s, a group with higher average spend. Geographic distribution remained concentrated in Japan, but strategic initiatives aimed at international expansion were highlighted, notably the planned acquisition of OpenFeint (75 million users) and partnerships with Tencent to tap a 650‑million user base. Operationally, GREE expanded its mobile ecosystem through the “GREE Platform for Smartphone,” launching partner and original apps across web, iOS, and Android with multiple payment options. Monetization efforts included a new ad program targeting partner apps and the introduction of “GREE Ad Program” to broaden advertising revenue streams. The company also addressed external shocks, noting minimal impact from the Tohoku earthquake on paid‑service income and launching a donation portal that raised ¥188 million from members, supplemented by a corporate contribution of ¥100 million. Safety and security measures were reinforced through enhanced content monitoring, age verification protocols, and educational outreach. Strategically, GREE outlined a multi‑pronged growth plan: intensifying original game development, expanding the smartphone platform and monetization base, accelerating international platform deployment via acquisitions and partnerships, and scaling advertising operations. These initiatives aim to consolidate GREE’s position as Japan’s leading social networking service while positioning it for global leadership in the social game and platform markets.
GREE GREE, Inc. グリー株式会社 Financial Results for the Third Quarter of the Fiscal Year Ending on June 30, 2011 2011年6月期第3四半期 決算説明会 May 9, 2011 2011年5月9日
Third Quarter of FY2011 Highlights Top Domestic Community Service Takes Lead in Smartphone Area Japan's largest user & As of March 2011, achieved total of 25.06 million base and original members. Continues to be Japan's No.1 SNS with the games & largest user base. Increased the number of original games, and achieved stable and continuous growth. & Approximately 800 content titles as of March 2011. Particular increase of famous titles. Expanded “GREE & Steady progress in monetization, with continuous Platform” contribution to increase in revenue by paid services. Steady growth to be expected. & Began GREE Ad Program for partners, to support partner advertising income. & Steady release of parter apps and original games. Development of Offers 110 smartphone platform apps (No. 1 in Japan) Smartphone Services & as of April 13, 2011. In addition to credit card and WebMoney payments, began offering "au Kantan Kessai" (au) and sp-mode (NTT Docomo).
Third Quarter of FY2011 Highlights Impact of Tohoku Region Pacific Coast Earthquake & User activity in disaster-stricken areas fell momentarily directly following the earthquake, but returned to the original level after Limited Influence on approx. 1 week. The influence on income from paid services is 3Q Performance minimal. & The company refrained from advertising TV commercials and postponed release of in-house games, but influence on member acquisition and income from paid services is limited. & Launched a special website for donations and disaster information on Donations, Special & March 12. Websites, etc. As of April 1, collected a total of 188,060,000 JPY (from 954,493 GREE members) in donations. Together with Original donator avatar, the company's donation of 100 million “GREE Volunteer” JPY, a total of 288,060,000 JPY was donated to the Japanese Red Cross Impact on Future Society. Performance & Planning to decentralize data centers, as a measure againts rolling blackouts and limited power use in the Kanto region.
Third Quarter of FY2011 Business Performance (Unit: million yen) (単位:百万円) ※ * 3Q of FY2011 2Q of FY2011 QoQ (%) 3Q of FY2010 YoY (%) (Jan-Mar 2011) (Oct-Dec 2010) (Jan-Mar 2010) Net sales 16,372 14,302 +14% 9,273 +77% Operating profit 8,199 6,924 +18% 5,270 +56% Ordinary profit 7,963 6,920 +15% 5,273 +51% Net income 4,695 4,160 +13% 3,046 +54% *Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous quarter and before are included. & Net sales and all profits continuously showed growth & Maintained high operating profit margin of 50%
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Trend in Net Sales and Operating Profit (Unit: million yen) (単位:百万円) 18,000 16,372 16,000 14,302 14,000 12,410 12,000 10,940 10,000 9,273 8,180 8,199 8,000 6,837 6,221 6,924 6,000 5,073 5,270 5,294 4,000 3,939 2,000 0 1Q 2Q 3Q 4Q 1Q 2Q *3Q FY2010 FY2011 Net sales Operating profit *Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous quarter and before are included.
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 売上高における各収入の推移 Trends in Sales for Each Business Paid Services Sales Advertisement Sales (Unit: million yen) (Unit: million yen) (単位:百万円) (単位:百万円) 16,000 3,000 14,000 11,938 13,906 2,500 2,262 2,363 2,466 12,000 10,000 8,970 10,147 2,000 1,751 1,811 1,972 1,536 8,000 7,462 1,500 6,429 6,000 5,300 1,000 4,000 2,000 0 1Q 2Q 3Q 4Q 1Q 2Q * 0 * 3Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2010 FY2011 FY2010 FY2011 2010年6月期 2011年6月期 2010年6月期 2011年6月期 & Monetization of original games released during & Pure advertising and GREE Platform partner this FY and growth of GREE platform advertising progressed contributed to figures *Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous
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.
Chinese gaming developers are aggressively expanding their global footprint by leveraging sophisticated monetization models and high-volume, AI-driven marketing strategies. The primary objective for these publishers is to balance the high revenue potential of mature markets like the United States, Japan, and South Korea against the rising costs of user acquisition. By prioritizing video advertising, which currently yields the highest Day 7 return on ad spend at 21%, developers are successfully capturing market share in competitive strategy and RPG segments. Success in these international territories is increasingly predicated on hyper-localization and technological integration. Publishers are utilizing generative AI to streamline the production of localized ad creatives, voice-overs, and performance-tested copy, allowing for rapid iteration and regional customization. Leading titles demonstrate that high-engagement gameplay loops—such as the inclusion of social hangout spaces, customizable home systems, and minigame integrations—are essential for sustaining long-term retention. These efforts are further bolstered by strategic partnerships with local influencers and the implementation of innovative, time-limited gacha mechanics. To maintain consistent growth, developers are diversifying their engagement tactics through gamified live events, including seasonal collections and interactive board-style challenges. These features, combined with trial character systems, allow publishers to cater to varied player motivations while maintaining a steady revenue stream. By synthesizing competitive intelligence with agile content updates, Chinese gaming apps are effectively navigating the complexities of global expansion, ensuring that both monetization and user interest remain high across diverse geographic regions.
Japan remains the world’s third-largest mobile app market, characterized by a resilient consumer spend of $16.5 billion in 2024 and a 7% year-over-year increase in total installs. While the gaming sector remains a foundational pillar, the market is undergoing a significant diversification into finance, entertainment, and digital comics. User trust is also on an upward trajectory, evidenced by App Tracking Transparency opt-in rates rising to 21.4%, with the gaming vertical leading at 31%. This shift suggests a maturing ecosystem where users are increasingly comfortable with data sharing in exchange for personalized experiences. The gaming sector demonstrated notable stability in the first half of 2025, with a 3% increase in installs that outperformed global trends. Card games experienced a 127% surge in sessions, while role-playing games maintained the highest engagement levels with average session lengths of 40 minutes. Simultaneously, the finance sector emerged as a high-growth vertical, with installs rising 50% driven by payment and banking apps. Although average revenue per monthly active user has seen declines in some sectors, engagement metrics remain strong, particularly in entertainment where short-form drama apps have achieved a high revenue-per-download of $4.13. A defining trend across the Japanese landscape is the strategic shift toward paid user acquisition. This is most visible in the comic app market, which reached a record paid-to-organic ratio of 1.03. Despite a decline in new installs for comics, the vertical remains a global revenue powerhouse due to deep user loyalty and session lengths averaging over 17 minutes. Across finance, entertainment, and comics, the market is transitioning from a phase of rapid expansion to one focused on maximizing the lifetime value of a culturally invested and highly engaged user base.
GREE’s financial performance and strategic outlook for the second quarter of fiscal year 2024 reflect a period of portfolio optimization and aggressive expansion into emerging digital entertainment sectors. The primary driver of recent operational success is the strong performance of Heaven Burns Red, which saw significant engagement following its second-anniversary events. This success is balanced against the strategic discontinuation of SINoALICE, a decision made to align the Game and Anime Business with long-term development goals. While several titles remain in the development pipeline, specific release schedules remain undisclosed as the company prioritizes smooth internal progress over immediate market entry. The VTuber Business represents a core pillar of future growth, with plans to invest aggressively in talent acquisition and agency support. Earnings in this segment are primarily driven by the talent pool, leading to a rigorous audition process that evaluates past streaming performance, character compatibility, and audience communication skills. Simultaneously, the Investment Business is entering a more favorable phase as global valuations, particularly in the United States, begin to stabilize after a period of excess. GREE intends to leverage its established network in the game and metaverse domains to accumulate new investment assets during this market correction. Financial projections for the remainder of the fiscal year indicate steady profitability. Excluding the volatile Investment Business, consolidated operating income is forecasted at approximately 1.5 billion yen for the third quarter and 5.0 billion yen for the full fiscal year 2024. These figures suggest a stable baseline for the company’s core operations as it navigates the transition between legacy titles and new growth initiatives in the virtual talent and investment sectors.