Updated Mar 17, 2026 by GREE
Financial · March 1, 2013
Published by GREE
GREE’s financial performance during the third quarter of fiscal year 2013 reflects a period of significant transition and operational restructuring. Net sales declined 4% quarter-on-quarter to ¥37.8 billion, while operating profit fell 24% to ¥10.8 billion, primarily due to the underperformance of smartphone titles in the Japanese market. Despite these domestic challenges, overseas coin consumption doubled, driven by the success of U.S.-based studios. However, the company recorded a ¥4.03 billion extraordinary loss for asset write-offs and issued a downward revision for its full-year forecast, signaling a need for a fundamental shift in business strategy. To address these financial pressures, management is implementing a "selection and concentration" strategy focused on streamlining the title portfolio and enforcing rigorous cost controls. This includes closing the China studio, consolidating office space, and narrowing the development pipeline to approximately 15–20 domestic and five overseas smartphone titles for the year. The company is also leveraging strategic joint ventures with partners like Yahoo! JAPAN and CyberAgent, while integrating Pokelabo’s expertise to improve performance on iOS. The primary objective is to achieve cash-basis profitability for overseas operations by December 2013 through the scaling of successful U.S. studio models. Despite the recent downturn, the company maintains a strong market position with a domestic user base of 40.8 million and a top-ten global ranking for sales on both Google Play and the App Store. Efforts to stabilize the user environment include resolving previous system failures regarding spending limits for minors and establishing new compliance committees with 24/7 monitoring systems. By prioritizing high-performing intellectual property and operational efficiency, the organization aims to recover profitability and accelerate development speed within the competitive global smartphone gaming landscape.
Executive Summary & Sales and profit declined QoQ: Net sales of ¥37.8 billion, operating profit of ¥10.8 billion Third Quarter ⁃ Japan: Coin consumption on smartphone titles grew, but fell short of targets Highlights ⁃ Overseas: Coin consumption has doubled on strong performance from titles developed by the U.S. studio ⁃ Posting extraordinary loss of ¥4.03 billion on one-time write-off of assets related to some titles Revised & Downward revision of full-year forecast FY2013 ⁃ In light of 1Q-3Q results and recent trends, we are lowering our FY2013 forecast for net Forecast sales and profits New Growth & Shift growth strategy to selection and concentration Strategy ⁃ Use selection and concentration to ensure top-line growth and to pursue rigorous cost control
Table of Contents 1. Overview of Consolidated Financial Results 2. Coin Consumption 3. New Growth Strategy 4. Appendix
1. Overview of Consolidated Financial Results FY2013 Third Quarter (January–March 2013) 2. Coin Consumption 3. New Growth Strategy 4. Appendix
1. Overview of Consolidated Financial Results FY2013 Third Quarter Financial Results Net sales declined QoQ because, despite strong performance from our overseas businesses, sales from smartphone titles in Japan fell short of targets ※ Millions of yen 3Q FY2013 2Q FY2013 QoQ change 3Q FY2012 YoY change Net sales 37,892 39,407 -4% 46,189 -18% EBITDA<sup>1</sup> 12,688 15,763 -20% 24,963 -49% Operating profit 10,811 14,258 -24% 24,549 -56% Ordinary profit 12,129 16,330 -26% 24,505 -51% (Note 2) Net profit 4,706 9,048 -48% 13,448 -65% (Note 3) 1. EBITDA=operating profit/loss + depreciation costs + amortization of goodwill 2. Ordinary profit includes gain on currency exchange of approximately 1.43 billion yen 3. We posted an extraordinary loss of 4.03 billion yen on a one-time write-off of assets related to some titles 4
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 1. Overview of Consolidated Financial Results Net Sales, EBITDA, and Operating Profit Millions of yen 50,000 46, 189 45,000 41,529 40,080 39, 407 40,000 37,935 37, 892 35,000 30,432 30,000 24,963 25,000 22,904 24,549 22,535 19, 634 20,000 16,961 18,996 16,744 15,763 15,000 16, 646 15, 750 14,258 12, 688 10,811 10,000 5,000 1Q 2Q 3Q 4Q 1Q 2Q 3Q 2012年6 月期 2013年6 月期 FY2012 FY2013 売上高 営業利益 Net sales EBITDA Operating profit Note: EBITDA=operating profit/loss + depreciation costs + amortization of goodwill 5
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 1. Overview of Consolidated Financial Results Sales by Business Paid Services Sales Advertisement Sales Millions of yen Millions of yen 50,000 4,000 3, 636 40,000 38,290 42, 882 36, 444 34,601 36,278 34,853 3,000 2,928 3,238 3,306 3,334 3,129 3, 039 30,000 27,503 2,000 20,000 1,000 10,000 0 0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 2012年6 月期 2013年6月期 FY2012 FY2013 2012年6 月期 2013年6 月期 FY2012 FY2012 FY2013 6
The fiscal year ending June 2013 marked a significant transitional period for GREE, characterized by a decline in overall financial performance alongside a strategic pivot toward the smartphone market. Net sales fell to ¥152.2 billion, while operating profit experienced a 41% year-over-year drop to ¥48.6 billion. This downturn was primarily driven by the erosion of the legacy feature phone web game market and rising fixed costs. To address these challenges, the company recorded a ¥6.7 billion net extraordinary loss for asset write-offs, signaling a commitment to a "selection and concentration" strategy designed to streamline operations and reduce fixed costs by 10% by the end of the following fiscal year. Despite the contraction in traditional segments, the native games business emerged as a critical growth engine, achieving over 30% quarterly growth and accounting for more than 20% of total coin consumption by the fourth quarter. Success was bolstered by global franchises such as Knights & Dragons, which helped establish a stronger international footprint. Moving into fiscal year 2014, the growth strategy centers on the launch of approximately 25 new titles, focusing on smartphone-centric web games and high-performance native apps. The company is also diversifying its revenue streams by expanding into advertising, merchandise, and other non-gaming ventures. Operational stability is supported by a domestic user base of 44.8 million, predominantly composed of adults over the age of 20. To maintain platform integrity and safety, extensive resources are dedicated to 24/7 content monitoring and age verification protocols. These efforts are complemented by industry-wide self-regulation through the Japan Social Game Association, focusing on the prohibition of real money trading and the promotion of educational outreach. This combination of fiscal restructuring, aggressive product development for mobile platforms, and robust safety standards forms the foundation for the company’s projected turnaround.
The second quarter of fiscal year 2013 marks a period of strategic transition, characterized by a return to quarter-on-quarter revenue growth alongside a significant downward revision of full-year forecasts. Net sales reached 39,407 million yen, a 4% increase over the previous quarter, driven by the consolidation of Pokelabo, Inc. and a recovery in coin consumption within the Japanese market. However, year-on-year performance showed a decline, with net sales down 5% and operating profit falling 37% to 14,258 million yen. This contraction is attributed to the ongoing shift from feature phones to smartphones, which has led to declining legacy advertising revenue and increased costs associated with aggressive marketing and labor. The geographic scope of these results covers Japan and global markets, specifically North America, Europe, and South Korea. In Japan, coin consumption rose across both third-party and in-house titles, particularly within the growing native app segment. Internationally, monthly coin consumption began an upward trend in October 2012, supported by the success of titles like Modern War in the United States. Despite these gains, the full-year outlook was revised downward by approximately 17-18% for sales and 29-32% for profits due to the postponement of several major titles and lower-than-expected KPIs for overseas games. Future strategy focuses on accelerating the transition to a global social gaming leader by investing heavily in smartphone-native content and new genres beyond traditional card battle games. Management plans to utilize efficient marketing to balance lifetime value against installation costs while strengthening compliance and user safety through enhanced monitoring systems. These upfront investments in development and customer support are intended to drive a recovery in sales and profit growth beginning in fiscal year 2014.
GREE’s financial results for the first quarter of fiscal year 2013 reveal a period of strategic transition and global expansion. While net sales of 37.9 billion yen represented a 5% decline from the previous quarter, they marked a 25% increase year-over-year. Operating profit reached 15.7 billion yen, down 17% sequentially due to increased labor costs and upfront investments associated with international growth. Despite the quarterly dip, monthly sales hit a trough in July 2012 and entered a recovery trend by August, driven by a strengthening lineup of social games and improved operational capabilities. The strategic focus centers on shifting toward smartphone native applications and leveraging high-profile intellectual property (IP). Domestic growth is supported by partnerships with Yahoo! JAPAN and Pokelabo, while international efforts include the acquisition of Funzio and the establishment of a development studio in Vancouver. The portfolio is expanding through collaborations with major publishers like Konami, Square Enix, and NCSoft to launch titles based on franchises such as Metal Gear Solid and Final Fantasy. These initiatives aim to secure a dominant position in the global smartphone social game market. Beyond game development, the business structure is becoming more multilayered through new ventures in merchandising and mobile advertising partnerships, such as the agreement with MobPartner. The industry environment is also evolving with the establishment of the Japan Social Game Association (JASGA), which focuses on self-regulation, youth education, and improved customer support. To maintain platform safety, a 24-hour monitoring system and strict age verification protocols remain in place. These combined efforts in IP acquisition, global infrastructure, and platform safety are designed to accelerate growth heading into the holiday season and beyond.
The third quarter of fiscal year 2014 reflects a period of strategic transition characterized by rigorous cost management and a shift in product focus. Net sales reached ¥31.07 billion with an operating income of ¥9.95 billion, maintaining a robust 32% operating margin despite a general decline in revenue. This profitability was largely driven by a 12.6% reduction in fixed costs and the achievement of quarterly profitability within overseas operations across the United States, Canada, and South Korea. While a business turnaround was initially anticipated sooner, revised release schedules for new titles have pushed the projected recovery target into fiscal year 2015. The operational landscape shows a divergence between legacy web games and emerging native applications. Smartphone coin consumption for web games declined by 3% during the quarter, prompting a consolidation of existing titles and an accelerated push for new first-party and partner releases. Although Japanese-developed titles faced challenges in international markets, the broader native game segment reached a profitable milestone globally. To diversify revenue streams beyond traditional gaming, expansion is underway into commerce, advertising, and venture capital, supported by new development labels such as Wright Flyer Studios. Financial stability remains a core strength, with net cash increasing significantly to ¥44.78 billion and total liabilities decreasing by over ¥17 billion year-over-year. Despite a downward trend in Japanese market coin consumption compared to the previous fiscal year, the domestic user base remains substantial at 53.7 million, skewed toward a mature demographic aged 30 and above. As of March 31, 2014, the workforce of 1,894 employees is primarily concentrated in headquarters operations and native game development, signaling a long-term commitment to evolving the product pipeline toward modern mobile platforms.