The FY2019 third‑quarter results demonstrate a solid operating performance driven largely by overseas distribution of first‑party IP and cost efficiencies in existing titles. Net sales reached ¥17.6 billion, slightly below the forecasted ¥18 billion range but up 0.23 % YoY, while operating income rose to ¥1.6 billion, surpassing the forecasted ¥1.5 billion and marking a 0.59 % QoQ increase. EBITDA stood at ¥1.8 billion, reflecting a 0.60 % QoQ gain and a 1.35 % YoY decline, largely attributable to one‑off events that added ¥390 million in sales and ¥460 million in income. Adjusted figures, excluding these events, show net sales of ¥17.25 billion and operating income of ¥1.09 billion, underscoring the underlying strength. Key drivers include a successful launch of “Another Eden” in eight overseas markets, which contributed significantly to paid‑service sales (¥13.65 billion), and a global simultaneous collaboration event for “DanMachi” that boosted user engagement. The company also advanced its mobile pipeline, with five titles in development and pre‑registrations for “AFTERLOST” underway. Cost management improved markedly, with total costs falling ¥700 million QoQ to ¥16.1 billion, driven by reduced outsourcing and streamlined operations. Geographically, the focus remains on Japan with expanding presence in North America, Europe, and Asia‑Pacific through self‑distribution and partner agreements. The 4Q forecast projects net sales of ¥17–18 billion and operating income of ¥1.0–1.5 billion, anticipating continued momentum from anniversary events and new title releases. The company’s workforce totals 1,693 employees across game‑entertainment, advertising, and other businesses.
GREE Inc. reported FY2021 full‑year net sales of ¥56.8 billion, operating income of ¥5.4 billion and EBITDA of ¥6.2 billion, marking year‑on‑year growth in operating income despite a decline in net sales driven by the transfer of its fashion commerce unit and weaker media performance amid COVID‑19. Net income rose to ¥13.5 billion, largely supported by gains from investment‑fund operations and the sale of securities, including an IPO. In Q4, net sales reached ¥13.9 billion and operating income hit ¥1.5 billion, surpassing forecasts; net income for the quarter was ¥4.2 billion, buoyed by investment‑security gains and deferred tax recoveries. The company’s strategic focus centers on three pillars: games, the newly renamed Metaverse business (formerly live entertainment), and advertising/media. Game operations remain stable with multiple new titles slated for release, while global distribution expanded to 72 countries. The Metaverse segment will receive aggressive promotion and development investment, targeting a user base expansion in the U.S. and worldwide; FY22 may see short‑term operating losses of several hundred million yen from upfront promotion costs. Advertising/media profits will be reinvested to sustain growth. GREE’s investment and incubation arm is reclassified as an operating business, aiming for a >10 % return and contributing to long‑term profitability. The company targets an ROE of 10 % or higher, supported by capital efficiency improvements and continued investment in its three growth engines.
The FY2021 second‑quarter report presents a consolidated view of the company’s financial performance, operational highlights, and strategic initiatives across its game, live‑entertainment, and advertising businesses. Net sales totaled ¥13.7 billion, down 1.56 % year‑over‑year and 2.76 % quarter‑on‑quarter, reflecting a seasonal dip in game sales. Operating income fell ¥1.0 billion QoQ to ¥0.56 billion, yet remained in line with forecasts; EBITDA stood at ¥0.76 billion. Net income rose to ¥3.0 billion, driven largely by investment‑fund operations, while ordinary income and net income showed modest YoY increases. Cost structure analysis indicates a ¥0.53 billion reduction in total costs QoQ, primarily from lower advertising and commission fees, offset by higher labor and outsourcing expenses. Fixed costs decreased slightly, while variable costs saw a modest rise. The company maintained a robust cash position with ¥89.1 billion in cash and equivalents, supporting ongoing capital initiatives. Strategically, the quarter marked the launch of new titles such as “Assault Lily: Last Bullet” and the Chinese version of “Another Eden,” expanding overseas distribution in China through partners like Bilibili, TapTap, and Shengqu Games. Live‑entertainment efforts grew with the REALITY app’s expansion of avatar gacha content, earning a Google Play Best‑of 2020 award. Advertising and media activities focused on community engagement through campaigns tied to popular IPs like SINoALICE and DanMachi. The company’s outlook remains positive, anticipating firm profit from global game operations while continuing to invest in content development and platform expansion.