Updated Mar 17, 2026 by GREE
GREE reported a 41% year-over-year decline in operating profit to ¥48.6 billion and net sales of ¥152.2 billion for the fiscal year ending June 2013.
The company recorded a ¥6.7 billion net extraordinary loss for asset write-offs as part of a strategy to reduce fixed costs by 10% by the end of the following fiscal year.
Native games emerged as a primary growth engine, achieving over 30% quarterly growth and accounting for more than 20% of total coin consumption by Q4.
The company plans to launch approximately 25 new titles in fiscal year 2014, prioritizing smartphone-centric web games and high-performance native apps.
Financial performance was negatively impacted by the erosion of the legacy feature phone web game market and rising fixed costs.
GREE maintains a domestic user base of 44.8 million, primarily adults over the age of 20, supported by 24/7 content monitoring and age verification protocols.
GREE reported a 41% year-over-year decline in operating profit to ¥48.6 billion and net sales of ¥152.2 billion for the fiscal year ending June 2013.
The company recorded a ¥6.7 billion net extraordinary loss for asset write-offs as part of a strategy to reduce fixed costs by 10% by the end of the following fiscal year.
Native games emerged as a primary growth engine, achieving over 30% quarterly growth and accounting for more than 20% of total coin consumption by Q4.
The company plans to launch approximately 25 new titles in fiscal year 2014, prioritizing smartphone-centric web games and high-performance native apps.
Financial performance was negatively impacted by the erosion of the legacy feature phone web game market and rising fixed costs.
GREE maintains a domestic user base of 44.8 million, primarily adults over the age of 20, supported by 24/7 content monitoring and age verification protocols.