Updated Mar 17, 2026 by GREE
GREE reported FY2018 net sales of ¥77.9 billion and operating income of ¥9.4 billion, supported by a strong financial position of ¥87.2 billion in net cash.
Profit forecasts were missed due to a ¥3.15 billion impairment loss in the advertising and media segment and aggressive upfront investment spending.
Mobile titles including SINoALICE, Another Eden, and the North American release of DanMachi served as the primary drivers for year-over-year growth.
Q4 coin consumption recovered to 22.9 billion, as modern mobile applications successfully offset the continued decline of legacy web-based gaming revenue.
The company is committing ¥10 billion to a new subsidiary focused on the virtual YouTuber (VTuber) ecosystem as part of a broader diversification strategy.
Vertical media platforms experienced significant growth, recording a nearly fivefold increase in page views across the lifestyle and travel sectors.
Strategic expansion for FY2019 includes multiplatform development for the Nintendo Switch and a shift toward global market reach supported by a 1,500-person workforce.
GREE reported FY2018 net sales of ¥77.9 billion and operating income of ¥9.4 billion, supported by a strong financial position of ¥87.2 billion in net cash.
Profit forecasts were missed due to a ¥3.15 billion impairment loss in the advertising and media segment and aggressive upfront investment spending.
Mobile titles including SINoALICE, Another Eden, and the North American release of DanMachi served as the primary drivers for year-over-year growth.
Q4 coin consumption recovered to 22.9 billion, as modern mobile applications successfully offset the continued decline of legacy web-based gaming revenue.
The company is committing ¥10 billion to a new subsidiary focused on the virtual YouTuber (VTuber) ecosystem as part of a broader diversification strategy.
Vertical media platforms experienced significant growth, recording a nearly fivefold increase in page views across the lifestyle and travel sectors.
Strategic expansion for FY2019 includes multiplatform development for the Nintendo Switch and a shift toward global market reach supported by a 1,500-person workforce.