The FY2022 second‑quarter results show a net sales increase to ¥19.5 billion, up 12.4 % from the prior year and 5.8 % QoQ, driven by a strong launch of “That Time I Got Reincarnated as a Slime: ISEKAI Memories.” Operating income rose to ¥2.5 billion, a 1.6‑fold jump from the previous year’s loss of ¥0.83 billion, largely due to higher game sales offsetting increased variable costs such as commission fees. EBITDA reached ¥2.7 billion, up 1.05 billion QoQ and 0.86 billion YoY, reflecting improved margin management. Key operational highlights include the expansion of the Metaverse platform REALITY with new video‑chat features and 12‑language support, and the launch of a marketing SaaS, “aumo My Business,” which attracted 10,000 physical‑store clients. The Advertising and Media segment saw higher ad spend (¥0.99 billion) but also introduced tourism‑association collaborations to boost regional revitalization. Investment activities remained robust, with total assets under management at ¥66.9 billion and direct investment valuations rising to ¥45.6 billion, driven by new VC fund placements in Japan and the United States. The GREE LP Fund and CVC units achieved IRRs above 20 % in the growth phase, outperforming domestic VC benchmarks. Financially, total costs climbed to ¥16.99 billion, mainly due to higher commission and labor expenses, yet operating income growth outpaced cost increases. Shareholder returns were reinforced through a ¥32.7 billion stock‑repurchase program and a 62.5 million‑share cancellation, reducing the share base to 179.75 million. Overall, the quarter demonstrates successful new‑title performance, diversified revenue streams across entertainment, metaverse, and SaaS, and a solid investment portfolio, positioning the company for continued FY22 growth.
3Q FY2020 Presentation Material The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various 1. Quarterly Results (April - June 2020) 3. Internet Advertisement Business FY2020 Results were in line with the forecast despite COVID-19 Q3 impact.
The briefing summarized GREE’s strategic focus for FY2019 and addressed investor inquiries about recent performance. The company reaffirmed its commitment to expanding the overall live entertainment market, emphasizing growth in both domestic and overseas game titles. In FY2019, GREE plans to roll out existing games internationally while pursuing new development projects, positioning itself to capture emerging markets. A key point of discussion was the goodwill impairment in the advertising and media segment, attributed to underperformance of the 3 Minutes unit. Despite this setback, management highlighted sustained growth across the advertising and media business, noting that it remains a sizable contributor to revenue. The company intends to continue investing in this area to accelerate expansion. The briefing also addressed the anticipated impact of 5G technology, with executives predicting that widespread adoption will drive demand for more creative gaming experiences. Consequently, GREE plans to enhance its development and creative capabilities to capitalize on the opportunities presented by faster connectivity. Investor interest in marketing tactics was reflected in questions about the television advertisement for SINoALICE. Management reported a positive outcome, citing record-high daily active users and strong retention rates following the campaign. Finally, the potential use of VTubers in future corporate promotion activities was acknowledged; GREE will evaluate audience response and consider incorporating VTubers again in upcoming events.