Updated Mar 17, 2026 by GREE
Financial · February 14, 2014
Published by GREE
GREE reported second-quarter net sales of ¥32.6 billion and operating income of ¥9.2 billion for the 2014 fiscal year, reflecting a strategic focus on stabilizing profitability amidst a shifting mobile landscape. By implementing a 15% reduction in fixed costs and achieving ¥2.1 billion in total cost savings, the company successfully mitigated profit declines. A significant transition in consumer behavior is evident as smartphone coin consumption rose to 68% of the total mix, signaling a decisive move away from legacy feature phone platforms toward modern mobile ecosystems. The native game segment reached a critical milestone by achieving monthly profitability in overseas operations as of December 2013. This international growth was largely propelled by the success of titles such as Knights & Dragons, which generated over $5 million in revenue within a 30-day window. Domestically, the web game business showed signs of recovery with a 15% month-over-month increase in coin consumption, supported by the launch of several high-performing partner titles. These operational successes are bolstered by a robust pipeline of upcoming releases across diverse genres, which management expects will drive a full turnaround by the fourth quarter. Beyond its core gaming operations, the company is diversifying into advertising, venture capital, and offline entertainment to broaden its revenue base. Organizational adjustments include a total headcount of 2,051 employees and the establishment of a new customer support center in Sendai to improve service quality. As the company enters its tenth year of operation, it remains focused on maintaining strict cost controls while expanding its global footprint and diversifying its business domains to ensure long-term sustainability in the competitive digital entertainment market.
Executive Summary & Net sales of ¥32.6 billion; operating income of ¥9.2 billion Financial ⁃ Overall monthly net sales bottomed out in October and recovered from November results overview ⁃ Despite the negative factor of a decline in net sales, limited the decrease in operating income to ¥0.6 billion through cost-cutting initiatives & Achieved monthly profitability in overseas operations<sup>1</sup> FY14 Operational & Steady progress in development of new titles, targeting 2Q overview ⁃ turnaround in 4Q Posted firm sales growth in overseas markets, meeting commitment to achieve monthly profitability in overseas operations<sup>1</sup> ⁃ Japan sales declined QoQ but recovered in December on a monthly basis & Cut fixed costs by ¥0.7 billion or 4% QoQ through strict cost control Costs ⁃ Met, ahead of schedule, the target reduction committed to in our previous results announcement (November 13, 2013)<sup>2</sup> ⁃ Cut overall costs by ¥2.1 billion or 8% including reductions in advertising costs FY14 & FY14 nine-month forecast: net sales of ¥99.0 billion; Nine-month operating income of ¥27.0 billion<sup>3</sup> Forecast ⁃ Continue with preparations through 3Q for new title launches, targeting a turnaround (1Q-3Q) ⁃ in 4Q as new titles contribute to earnings Will continue to improve profitability through strict cost control
t sales of ¥99.0 billion; Nine-month operating income of ¥27.0 billion<sup>3</sup> Forecast ⁃ Continue with preparations through 3Q for new title launches, targeting a turnaround (1Q-3Q) ⁃ in 4Q as new titles contribute to earnings Will continue to improve profitability through strict cost control Notes: 1. Cashbasis,excludingM&A-relatedcosts 2. Targeted a 15% reduction YoY in fixed costs by 4Q FY2014 3.3Qthree-monthforecast:netsalesof¥31.1billion;operatingincomeof¥8.1billion
1. Financial Results Overview (Consolidated) FY14 2Q Financial Results Overview Net sales of ¥32.6 billion; operating income of ¥9.2 billion Monthly net sales bottomed out in October and recovered from November Billions of yen FY14 2Q FY14 1Q QoQ FY13 2Q YoY Net sales<sup>1</sup> 32.6 35.3 -2.7 39.4 -6.8 EBITDA<sup>2</sup> 11.0 11.6 -0.7 15.8 -4.8 Operating income 9.2 9.8 -0.6 14.3 -5.1 Ordinary income<sup>3</sup> 11.1 9.7 +1.4 16.3 -5.2 Net income 7.4 2.4 +5.0 9.0 -1.6 Notes 1.BreakdownofFY142Qnetsales:Paidservicesales¥30.4billion;admediasales¥2.2billion 2.EBITDA=Operatingincome/loss+depreciationcosts+amortizationofgoodwill 3.Innon-operatingincome,anexchangegainof¥1.7billionwasrecordedarisingfromtranslationgainsonUSD-denominatedloanstooverseassubsidiaries 4.Figuresareroundedoff
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 1. Financial Results Overview (Consolidated) Net sales, EBITDA, and Operating Income Improved operating margin by 0.4 percentage points to 28.1% Billions of yen 500 50.0% 37.9 41.5% 39.4 36.2% 37.9 37.0 35.3 32.6 28.5% 27.7% 28.1% 250 21.1% 25.0% 16.7 15.8 15.8 14.3 12.7 10.8 9.8 7.8 11.6 9.8 11.0 9.2 0 0.0% 1Q 2Q 3Q 4Q 1Q 2Q FY13 FY14 売上高 EBITDA 営業利益 営業利益率 Note: Net sales EBITDA Operating income Operating margin Figures are rounded off
1. Financial Results Overview (Consolidated) Operating Income Analysis Despite a ¥2.7 billion decline in net sales, limited decrease in operating income to ¥0.6 billion Billions of yen through cost cuts totaling ¥2.1 billion ¥0.6<sub>bn</sub> decrease 9.8 -2.7 +0.7 9.2 +1.4 Fixed cost reductions Decrease in Variable cost Operating net sales reductions Operating income income FY14 1Q FY14 2Q Note: Figures are rounded off
1. Financial Results Overview (Consolidated) FY14 2Q Cost Structure Cut total costs by 8% QoQ to ¥23.5 billion through strict cost control. Met, ahead of schedule, target reduction committed to in previous results announcement<sup>1</sup> Billions of yen FY14 FY14 FY13 Factors in change (QoQ) 2Q 1Q QoQ 2Q YoY Advertising 3.3 4.4 -1.1 5.7 -2.4 Costs were lower than initially estimated due to measures such as limiting and improving efficiency of mass media promotion and online advertising (ratio to net sales: 1Q 12.6%→2Q 10. 1% ) Commission 6.0 6.3 0.3 5.7 +0.3 Despite a decrease concomitant with lower sales, ratio of commission fees to net fees sales increased on higher native game sales (ratio to net sales: 1Q 17. 8% →2 Q 18. 4% ) Total variable 9.3 10.7 -1.4 11.4 -2.1 ¥1.4 billion or 13% reduction costs Labor costs<sup>2</sup> 6.1 6.2 -0.1 5.7 +0.4 Decreased on reduction in headcount arising from voluntary retirement program (consolidated headcount: end 1Q: 2,266→ end 2Q 1, 924) Rental costs<sup>3</sup> 1.3 1.3 -0.1 1.1 +0.2 Costs relating to servers Depreciation<sup>2</sup> 1.0 1.1 -0.0 0.9 +0.2 ー Goodwill 0.8 0.8 -0.0 0.6 +0.1 Goodwill amortization relating to acquisitions such as Pokelabo and Funzio amortization Other<sup>2</sup> 5.0 5.4 -0.5 5.4 -0.4 Outsourcing, subcontracting, hiring and other costs decreased due to improvements in operational efficiency and limiting of lateral hires Total fixed costs 14.2 14.8 -0.7 13.7 +0.4 ¥0.7 billion or 4% reduction Reduced fixed costs by 15% compared to FY13 4Q Total costs 23.5 25.5 -2.1 25.1 -1.7 ¥2.1 billion or 8% reduction
Fiscal year 2014 marked a period of structural transition for GREE, characterized by a decline in net sales to ¥125.6 billion and operating income to ¥35.0 billion. These financial contractions were primarily driven by the rapid obsolescence of the feature phone market and a temporary shortage of breakout smartphone hits. In response, the organization aggressively streamlined its operations, reducing fixed costs by 31% and ending the year with a strengthened cash position of ¥65.5 billion. This fiscal discipline provided the necessary liquidity to fund a comprehensive strategic shift toward native mobile application development. The core of this transformation involves a decisive pivot to native games for fiscal year 2015, with plans to triple native game operations and expand the Japanese studio headcount to 1,000 employees. While the legacy web game business is being optimized for stable cash flow, the primary growth engine is now centered on high-performance titles like Shometsu Toshi and the Wright Flyer Studios label. This internal restructuring is complemented by an international strategy that achieved quarterly profitability in 2014 through success in the hardcore and mid-core genres. Key drivers included the expansion of titles like Knights & Dragons and strategic cross-border collaborations, such as developing a Naruto mobile title for the Chinese market. Looking forward, the strategy prioritizes high-ARPU titles and global publishing efficiency. By doubling production lines and appointing new leadership to oversee international operations, the focus has shifted toward scaling native hits across both iOS and Android platforms. With a global workforce of nearly 1,900 employees and a user base of 53.7 million in Japan, the objective for the coming year is to leverage localized overseas releases and third-party IP to reverse the recent sales decline and establish a sustainable lead in the competitive smartphone gaming landscape.
The financial results for the first quarter of fiscal year 2014 reflect a strategic pivot toward smartphone-centric operations and strict cost management. While net sales decreased quarter-over-quarter to ¥35.3 billion, operating profit rose to ¥9.8 billion, a ¥2.0 billion increase driven by a 12% reduction in total costs. This improvement was achieved through a ¥3.7 billion cut in advertising and fixed expenses, successfully meeting cost-reduction targets ahead of schedule. However, the period also saw a ¥5.2 billion extraordinary loss due to asset write-offs for underperforming titles and provisions for a voluntary retirement program. The operational focus has shifted heavily toward the smartphone market, which now accounts for approximately 65% of total coin consumption. While coin consumption on feature phones continues to decline, smartphone consumption grew by ¥1.6 billion during the quarter. This growth was particularly strong in native game apps for overseas markets and third-party browser games. Overseas operations are currently on track to reach monthly profitability by the end of 2013, supported by the horizontal deployment of successful game engines and marketing techniques. Management expects a full turnaround in sales and profits by the fourth quarter of FY2014. This outlook is based on a revised development pipeline that prioritizes high-quality releases and a transition into new genres beyond traditional card battle games. By realigning development resources and maintaining a leaner cost structure, the company aims to achieve a 15% year-over-year reduction in fixed costs by the end of the fiscal year while expanding its presence in the global native app market.
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.
GREE’s financial performance for the second quarter of fiscal year 2015 reflects a company in the midst of a significant structural transition, characterized by a pivot toward native mobile applications and a diversification of its business portfolio. While net sales reached ¥24.1 billion and operating income of ¥4.7 billion exceeded initial forecasts, the period was marked by a substantial net loss of ¥7.7 billion. This deficit was driven primarily by an ¥18.4 billion extraordinary loss resulting from goodwill impairment charges related to the acquisitions of OpenFeint and Pokelabo. Despite these write-downs, the organization maintains a stable full-year operating income forecast of ¥20.0 billion, supported by a robust net cash position of ¥67.60 billion and a reduction in interest-bearing debt. The strategic focus has shifted decisively toward native smartphone games to offset the gradual decline of legacy web-based titles. This transition is evidenced by a development pipeline of 17 new titles and a dedicated headcount of 550 developers. Successes such as Shometsu Toshi, which reached the Top 30 grossing charts, and revenue growth in the United States market demonstrate the viability of this native-first approach. Furthermore, the company is actively diversifying into non-gaming sectors to secure long-term growth, notably through the launch of the AdColony video advertising platform and the acquisition of the home renovation service Renoco. Operational data indicates that while total coin consumption is trending downward globally, the revenue mix is increasingly reliant on third-party titles, which now account for 38% of the ecosystem. To sustain this evolution, the company is investing in human capital through partnerships like MakeSchool to bolster its mobile app development expertise. By stabilizing its web game base and aggressively expanding its native game and advertising footprints, the organization aims to navigate the shifting mobile landscape while returning value to shareholders through a commemorative 10th-anniversary dividend.