Updated Mar 23, 2026 by GREE
Financial
Published by GREE
GREE, Inc. reported a robust fourth‑quarter performance for the fiscal year ending June 30 2011, driven by rapid user growth and expanding monetization across its global platform. Net sales rose 29 % to ¥21,093 million, while operating profit increased 19 % to ¥9,789 million; both figures represent the largest quarterly gains of FY2011. The company’s consolidated user base reached 123.6 million worldwide, with 26.4 million in Japan and a growing presence in the United States, Europe, China, and other Asian markets. The acquisition of OpenFeint added 50 million users and broadened GREE’s reach in emerging mobile markets. Revenue diversification is evident: paid‑service sales grew to ¥18,387 million, and advertising revenue climbed to ¥3,000 million. The company launched “GREE Market,” a pre‑installed app store on KDDI’s Android platform, and expanded its in‑app billing to web, Android, and iOS. Operating expenses rose 37 % YoY, largely due to increased advertising spend (27 %) and rental fees for data‑center decentralization. Strategic initiatives include standardizing smartphone platform specifications with mig33, partnering with Tencent and SK Telecom, and establishing a Beijing office to support development in China. Forecasts for FY2012 target net sales of ¥90–100 billion, operating profit of ¥40–50 billion, and net income of ¥22–28 billion, reflecting continued emphasis on user acquisition, platform expansion, and diversified revenue streams.
GREE GREE, Inc. グリー株式会社 Financial Results for the Fourth Quarter of the Fiscal Year Ended on June 30, 2011 2011年6月期第4四半期 決算説明会 August 8, 2011 2011年8月8日
Fourth Quarter of FY2011 Highlights Aiming to be a global platform with over 300 million users & Including the newly acquired OpenFeint, the GREE Group has Building a Global reached 123,590,000 users worldwide (as of the end of June, Platform with over & 2011) with 26,410,000 in Japan alone. 100 Million Users Following its deal with Tencent, GREE has begun standardizing platform specifications for smartphones with mig33 and is pushing forward standardization with overseas platforms. & A total of 6,500 apps for smartphones offered across the world including the USA, Europe, China and Japan<sub>(*1).</sub> Development of & GREE continues to provide the most smartphone platform Services for services in Japan with a total of 348<sub>(*1)</sub>, and 123<sub>(*1)</sub> supported Smartphones by in-app billing. GREE is maintaining its billing system in web and native (Android<sub>(*2)</sub>, iOS) apps. & Started in-app billing service for web apps and native apps including Android and iOS. & In one year, GREE has more than doubled its own in-house Efforts to In-house games to 9 titles. Games for users across the world Social Games including the USA, Europe and China are under development. & With the success of vigorous TV commercial campaigns in Japan, our existing games are enjoying great popularity. (*1) As of the end of June, 2011
Fourth Quarter of FY2011 Business Performance (Consolidated) (単位:百万円) (Unit: million yen) 4Q of FY2011 3Q of FY2011 QoQ 4Q of FY2010 YoY (Apr-Jun 11) (Jan-Mar 11) (%) (Apr-Jun 10) (%) ※ Net sales 21,093 16,372 +29% 10,940 +93% Operating profit 9,789 8,199 +19% 5,294 +85% Ordinary profit 9,717 7,963 +22% 5,303 +83% Net income 5,688 4,695 +21% 3,113 +83% * Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous quarter ※ 2011年6月期第3四半期より連結財務諸表を作成。それ以前の数値は参考値として個別業績の数値を記載 and before are included. & The fourth quarter has seen the largest rate of growth in sales and profit in FY2011.
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Trend in Net Sales & Operational Profit (Consolidated) (Unit: million yen) (単位:百万円) 25,000 21,093 20,000 16,372 15,000 14,302 12,410 10,940 10,000 8,180 9,273 8,199 9,789 5,000 6,837 5,073 5,270 5,294 6,221 6,924 3,939 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q FY2010 FY2011 2010年6月期 2011年6月期 Net sales Operating profit 売上高 営業利益 * Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the ※ 2011年6月期第3四半期より連結財務諸表を作成。それ以前の数値は参考値として個別業績の数値を記載 previous quarter and before are included.
> **[Chart page]** This page contains visual data — view in PDF for the best experience. (Consolidated) Paid Services Sales Advertisement Sales (Unit: million yen) (Unit: million yen) 20,000 18,387 3,000 2,706 18,000 16,000 2,500 2,262 2,363 2,466 14,000 11,938 13,906 2,000 1,751 1,811 1,972 12,000 10,000 8,970 10,147 1,500 1,536 8,000 7,462 6,429 6,000 5,300 1,000 4,000 2,000 0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 2010年6月期 2011年6月期 FY2010 FY2011 FY2010 FY2011 2010年6月期 2011年6月期 & Monetizing of GREE’s own titles, and the growth & Pure advertising and advertising for “GREE of the “GREE Platform” has contributed greatly. Platform” partners are doing well. * Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous
Fourth Quarter of FY2011 (Consolidated) Operating Expenses (Unit: million yen) 4Q of FY2011 3Q of FY2011 QoQ 4Q of FY2010 YoY (Apr-Jun 11) (Jan-Mar 11) (%) (Apr-Jun 10) (%) ※ Cost of sales: 2,058 1,443 43% 1,046 97% Rental fees 1,060 566 87% 717 48% Labor costs 588 525 12% 203 189% Others 409 351 17% 125 226% SG&A: 9,244 6,730 37% 4,598 101% Advertising 3,938 3,104 27% 2,714 45% Paid-charge 2,462 1,889 30% 969 154% commissions Labor costs 682 481 42% 224 204% Others 2,160 1,253 72% 690 213% * Consolidated financial statement was created from 3Q of FYE 6/2011. For reference, non-consolidated figures of the previous quarter and before are included. & Rental charges: Temporary increase due to decentralization of data center etc. & Advertising: Increase due to vigorous promotion of company’s own titles and partner apps. Also, increase in use of temporary reserves for integration of gold/coins.
The briefing outlines GREE’s performance and strategic outlook for the second quarter of FY2023, focusing on its Internet and Entertainment Business. Sales in the Game and Anime segment remained steady for “Heaven Burns Red,” though revenue tapered after the half‑year anniversary promotion; growth continued in Metaverse and Commerce & DX divisions. The company anticipates a one‑year anniversary event for the Japanese version of Heaven Burns Red and imminent releases in Korean and traditional Chinese, with pre‑registrations already generating significant buzz at local game shows. The Anime Business is positioned to secure and diversify intellectual property, enabling in‑house development of game‑to‑anime adaptations that can enhance user engagement and revenue. Metaverse operations, branded as REALITY, have surpassed the break‑even point and achieved profitability. Over the past six months, overseas sales grew markedly, with North America leading after Japan, followed by Indonesia and Thailand. User demographics skew female and Generation Z, with a strong preference for private communication features. Monetization streams—live‑stream gifting, avatar sales, and in‑game purchases—are expanding consistently across regions. Advertising spend is expected to rise in the third quarter, driven by anniversary events and new language releases for Heaven Burns Red, as well as intensified promotion of REALITY. Operating income projections for the Internet and Entertainment Business in Q3 FY2023 range from ¥1.0 billion to ¥1.5 billion, contingent on the performance of the Korean and Chinese versions. The Investment and Incubation Business remains cautious, with potential short‑term losses anticipated due to market conditions. However, diversified investment timing and targets are projected to stabilize contributions over the medium‑to‑long term.
The quarterly financial briefing presents GREE, Inc.’s first‑quarter results for the fiscal year ending June 30 2012, emphasizing rapid global expansion and robust revenue growth. Net sales surged 44 % QoQ to ¥30,432 million and 145 % YoY to ¥21,093 million, driven by a 49.5 % jump in paid‑services sales and an 8.2 % rise in advertising media sales. Operating profit climbed 70 % QoQ to ¥16,646 million and 168 % YoY to ¥9,789 million, while net income rose 66 % QoQ and 156 % YoY. Consolidated financials, prepared from the third quarter of FY2011, show that new goodwill amortization and rental charges were offset by sales growth, enabling record profit levels. User metrics underscore GREE’s global reach: registered users topped 155 million worldwide, with Japan contributing 17.8 %. The company maintains a leading position in Japan’s smartphone platform, offering 659 applications of which 200 are fee‑based. Internationally, offices in North America, China, Europe, and South America support a portfolio of 7,500 worldwide smartphone applications. Monetization is expanding through diversified payment methods (carrier billing, WebMoney, BitCash) and a growing in‑house social game library. Operational highlights include the launch of a unified global platform slated for FY2012H2, integration of OpenFeint into the new API/SDK, and establishment of subsidiaries across Asia, Europe, and Latin America. The company also announced a venture‑capital arm, GREE Ventures, to invest in internet startups and acquired the parent of Kawaii Pet MEGU, adding a popular mobile title to its game portfolio. Financial forecasts for FY2012 were revised upward: net sales now target ¥130–140 billion (up 40 % from the prior estimate), operating profit ¥60–70 billion, and net income ¥33–39 billion. The revisions reflect faster monetization in Japan, conservative sales assumptions overseas, and higher operating costs due to expanded server infrastructure and staffing. The briefing concludes with a comprehensive safety and security framework, detailing content moderation, age verification, and educational outreach initiatives to safeguard users.
The interim filing presents the fourth‑quarter 2025 financial results for a midcore‑casual gaming group, emphasizing a record‑setting revenue run and the successful execution of a transformation agenda that includes the integration of the Plarium acquisition and the rollout of a new district structure in early 2026. Revenue reached SEK 3,123 million, reflecting 108 % organic growth year‑on‑year and a 25 % increase on a constant‑currency basis, while adjusted EBITDA rose to SEK 717 million, delivering a 23 % margin that matches the full‑year figure. Unlevered free cash flow amounted to SEK 878 million, with a cash‑conversion rate of 66 % and a leverage ratio of five times EBITDA, underscoring robust liquidity and disciplined capital management. User‑acquisition spending accelerated, representing 38 % of quarterly revenue—up from 37 % in the prior quarter—and grew 76 % on a reported basis, driven by heightened investment in original studios, new casual titles, and the racing franchise. The direct‑to‑consumer channel expanded by 600 basis points to 32 % of total revenue, reflecting a strategic shift toward higher‑margin in‑app purchases. Across the fiscal year, the company posted a 9 % organic revenue increase, with word‑games, racing, and RAID franchises delivering the strongest quarter‑end performance. Operating cash flow for the quarter stood at SEK 840 million, while adjusted net income was SEK 1,390 million, translating to an adjusted EPS of SEK 11.33. The financial outcomes exceed guidance and position the firm to meet its medium‑term outlook, with a pre‑IPO study for PlaySimple concluded and the midcore transformation progressing as planned.
The playbook outlines a systematic approach for mobile gaming publishers and investors to identify, evaluate, and acquire high‑growth developers. It argues that the mobile gaming market—projected to reach $138 billion in 2025—has become a prime arena for mergers and acquisitions, citing recent deals such as Zynga’s $2 billion purchase of Peak Games, EA’s $2.1 billion acquisition of Glu Mobile, and Embracer Group’s multi‑year funding round for future buys. The document stresses that M&A serves dual purposes: portfolio diversification and the acquisition of talent, expertise, and new IPs that can accelerate growth beyond a publisher’s core genres. Key findings highlight the importance of data‑driven target selection. Sensor Tower’s Game Intelligence platform is promoted as a tool for tracking genre trends, revenue trajectories, and market share across regions. The playbook recommends establishing clear acquisition criteria—budget limits, company size, geographic focus—and using custom alerts and taxonomy filters to surface promising titles. It also advises building structured lead‑tracking workflows, labeling qualified versus unqualified prospects, and continuously monitoring portfolio performance to spot strategic shifts or revenue declines that may signal acquisition opportunities. The scope covers the global mobile gaming industry, with particular emphasis on North America and Southeast Asia, over a recent five‑year period marked by accelerated M&A activity. Methodologically, the playbook relies on Sensor Tower’s proprietary analytics, supplemented by industry news feeds from outlets such as Pocket Gamer, VentureBeat, and Crunchbase. The conclusion urges publishers to leverage analytics, maintain rigorous criteria, and stay alert to market movements in order to secure advantageous acquisitions that align with long‑term growth objectives.