Updated Mar 23, 2026 by Koei Tecmo
Financial
Published by Koei Tecmo
The financial overview for the fiscal year ending March 2017 highlights a strategic shift toward digital business, which has become a key driver of profitability. Total sales declined slightly from ¥38,332 million in FY2015 to ¥37,034 million in FY2016, a 3.4 % year‑over‑year drop; however, operating profit fell more sharply, decreasing 30 % to ¥8,781 million. Ordinary profit and net income also slipped by 3.5 % and 7.1 %, respectively, reflecting tighter margins amid a higher proportion of digital revenue. Digital sales accounted for 31.4 % of total revenue in FY2016, up from 28.3 % the previous year, and contributed to a 10 % rise in net income relative to sales growth. Geographic analysis shows Japan’s share of sales contracted by 5.8 % (¥1,679 million), while overseas revenue grew modestly by 4.0 % (¥381 million). Within overseas markets, North America and Europe saw modest gains of 2.4 % and 5.8 %, respectively, whereas Asia experienced a decline of 16.7 % (¥677 million). Digital unit sales increased overall by 1013.5 %, driven largely by smartphone and downloadable titles. The company’s consolidated plan for FY2018 projects a 13.4 % sales increase to ¥42,000 million and a 31.0 % rise in operating profit to ¥11,500 million, underscoring continued emphasis on digital expansion. Methodologically, figures derive from internal financial statements and segment reporting, with sales broken down by product type (Pachislot, entertainment, real estate) and platform (PS4, iOS/Android). The analysis reflects a deliberate pivot toward high‑margin digital offerings while managing declining traditional revenue streams.
Increasing digital business sales proportion contributes to profit. Sales Transition of the digital business sales proportion (Units: Millions of Yen) (Units: Millions of Yen) 15,000 Sales 50 FY2015 FY2016 YoY Change Sales Proportion Amount Ratio Amount Ratio Amount Rate of change Sales 38,332 100.0% 37,034 100.0% â–³1,298 â–³3.4% Operating 11,069 28.9% 8,781 23.7% â–³2,288 30 Profit â–³20.7% Ordinary 15,755 41.1% 15,221 41.1% â–³534 20 Profit â–³3.5% Net Income 10,855 28.3% 11,624 31.4% 769 10 7.1% FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 0
Increasing digital business sales proportion contributes to profit. Development Sales Transition of the digital business sales proportion (%) (Units: Millions of Yen) 50 15,000 Sales Sales Proportion 10,000 DISSIDIA FINAL FANTASY OPERA OMNIA iOS/Android 30 5,000 20 PS4 PS4/PS Vita PS4/PS Vita Nioh WARRIORS BLUE REFLECTION Nobunaga's Ambition 0 Over 1 million<sub>copies</sub> ALL-STARS FY2014 Oretachi no Sengoku Events worldwide 130,000 copies 80,000 copies iOS/Android 80,000 participants Japan/Asia Japan
Increasing digital business sales proportion contributes to profit. FY2016 Transition of the digital business sales proportion (Units: Millions of Yen) Sales Pachislot & Amusement Corporate &(%) (Units: Millions of Yen) Entertainment Pachinko Facilities Real Estate Others Subtotal Elimination50 Total 15,000 Sales Sales 33,025 1,992 1,266 788 336 37,410 â–³376 37,034 Operating 7,815 736 27 248 243 9,071 â–³29040 8,781 Profit 10,000 30 FY2015 (Units: Millions of Yen) Entertainment Pachislot & Amusement Real Estate Others Subtotal Corporate &20 Total Pachinko Facilities Elimination 5,000 Sales 34,713 1,788 1,286 830 137 38,755 â–³423 38,332 Operating 10,419 755 63 322 42 11,602 â–³53210 Profit 11,069 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 0
Increasing digital business sales proportion contributes to profit. Transition of the digital business sales proportion (Units: Millions of Yen) Sales FY2015 FY2016 YoY Change (Units: Millions of Yen) 15,000 Amount Ratio Amount Ratio Amount Rate of change Sales Japan 28,768 75.0% 27,089 73.1% â–³1,679 â–³5.8% Overseas 9,564 25.0% 9,945 26.9% 381 40 4.0% 10,000 3,404 8.9% 4,411 11.9% 1,007 29.6% North America 30 Europe 2,108 5.5% 2,159 5.8% 51 2.4% Asia 5,000 4,052 10.6% 3,375 9.1% â–³677 â–³16.7% Total 38,332 100.0% 37,034 100.0% â–³1,298 â–³3.4% FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 0
Increasing digital business sales proportion contributes to profit. Transition of the digital business sales proportion (Units: Thousands of Units) Sales FY2015 FY2016 YoY Change (Units: Millions of Yen) 15,000 Units Ratio Units Ratio Amount Rate of change Sales Japan 2,670 47.9% 3,060 48.3% 390 14.6% Overseas 2,905 52.1% 3,270 51.7% 365 4012.6% 10,000 1,275 22.9% 1,320 20.9% 45 3.5% North America 30 Europe 790 14.2% 880 13.9% 90 11.4% Asia 5,000 840 15.1% 1,070 16.9% 230 2027.4% Total 5,575 100.0% 6,330 100.0% 755 1013.5% ※Note: Includes downloadable versions FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 0
KOEI TECMO HOLDINGS CO., LTD. Consolidated Plan (Fiscal Year Ending March 31, 2018) expectations of KOEI TECMO HOLDiNGS CO., LTD. with respect to its financial results. Such statements imply risks uncertainties and no guarantee of future performance
CyberAgent achieved record-high consolidated sales of 232.3 billion yen and a nearly threefold increase in operating profit during the first quarter of fiscal year 2026. This performance was primarily catalyzed by the Game and Media & IP segments, which offset a minor decline in internet advertising revenue resulting from the loss of a major client. By reaching nearly 47% of its annual operating profit target within the first three months, the organization has established a robust financial trajectory for the remainder of the fiscal year. The Game business served as the primary engine for growth, recording a 69.2% year-over-year increase in sales and a fivefold surge in operating profit. This success was largely driven by the global performance of high-profile titles such as Jujutsu Kaisen Phantom Parade. Looking forward, the strategic focus remains on international expansion and the development of a diverse pipeline, including the North American launch of Umamusume: Pretty Derby and upcoming releases like hololive Dreams and Shadowverse: Worlds Beyond. These efforts are supported by extensive collaborative partnerships with major industry entities such as Shueisha, KADOKAWA, and Bandai Namco Entertainment. Simultaneously, the Media & IP segment reached a significant milestone as AbemaTV achieved independent profitability. The company is increasingly integrating animation studios and leveraging generative artificial intelligence to automate video advertisement production and optimize for emerging search technologies. This synergy between intellectual property development and technological innovation underscores a broader strategy to diversify revenue streams and solidify a global presence across the digital entertainment landscape.
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.
Bushiroad Inc. experienced significant growth in profitability during the first quarter of fiscal year 2026, covering the period from July 1, 2025, to September 30, 2025. Net sales reached 13,766 million yen, representing a 12.2% increase compared to the same period in the previous fiscal year. This revenue growth was accompanied by a substantial surge in operating profit, which rose 226.6% to 1,668 million yen. Ordinary profit and profit attributable to owners of the parent also saw dramatic improvements, reaching 1,932 million yen and 1,663 million yen respectively, rebounding from much lower or negative figures in the prior year. The financial position of the company remains stable, with total assets valued at 47,971 million yen and net assets increasing to 26,844 million yen. This resulted in an improved equity-to-asset ratio of 52.7%, up from 47.7% at the end of fiscal 2025. A notable corporate action during this period was a two-for-one share split effective October 1, 2025. Consequently, profit per share for the quarter was 12.27 yen when calculated on a post-split basis, a sharp increase from the 0.42 yen recorded in the first quarter of fiscal 2025. Despite the strong start to the year, the full-year forecast for fiscal 2026 suggests a more conservative outlook. Management anticipates annual net sales of 56,000 million yen, a slight decrease of 0.3% year-over-year. Operating profit for the full year is projected to decline by 7.6% to 4,500 million yen, while profit attributable to owners of the parent is expected to drop 21.0% to 2,700 million yen. The company plans an annual dividend of 2.50 yen per share on a post-split basis, reflecting a cautious approach to the remainder of the fiscal year ending June 30, 2026.
GREE Holdings provides a strategic overview of its operational performance and market outlook following the first quarter of fiscal year 2026. The primary focus centers on the structural evolution of the gaming sector and the path to profitability for the VTuber business. While the smartphone game market has reached a plateau characterized by high competition for user installs, the implementation of outside-the-app payment methods across all major titles has successfully bolstered profit margins. To ensure long-term sustainability in gaming, the strategy involves transitioning toward console development and cultivating internal intellectual property that can support multi-title series, though external contractors are currently utilized to bridge expertise gaps in the console segment. The VTuber business represents a significant growth pillar, with the production segment expected to reach monthly profitability within fiscal year 2026 and full-year profitability by fiscal year 2027. This financial turnaround is driven by a shift from high-cost talent acquisition and 3D model production toward high-margin revenue streams, including merchandise, live events, and cross-media collaborations. Although the domestic Japanese market remains the primary revenue driver, there is a strong conviction that international fan bases will eventually surpass the domestic market in scale, mirroring the historical trajectory of the anime industry. Broader corporate initiatives include the integration of generative AI to enhance development efficiency and service quality across the gaming and digital transformation segments. In the investment business, the strategy is adapting to a challenging IPO environment by increasingly targeting M&A as a viable exit path. Overall, the outlook emphasizes a transition from rapid expansion to margin optimization and long-term IP cultivation across both digital entertainment and platform services.