Updated Mar 21, 2026 by GREE
Financial
Published by GREE
FY2025 Full-Year (Fourth Quarter) Financial Results Executive Summary<sub>(FY25 </sub>Full-Year) ◼ Net sales ¥53.8 billion, operating profit ¥5.3 billion, EBITDA ¥5.6 billion ⁃ Profitability improved in all business segments, secured stable profit, operating profit in line with forecast FY25 Game Three consecutive hits from new titles released in 3Q; made progress in expanding development pipeline focused on major IP titles Results ...
Executive Summary<sub>(FY25 </sub>Full-Year) ◼ Net sales ¥53.8 billion, operating profit ¥5.3 billion, EBITDA ¥5.6 billion ⁃ Profitability improved in all business segments, secured stable profit, operating profit in line with forecast FY25 Game Three consecutive hits from new titles released in 3Q; made progress in expanding development pipeline focused on major IP titles fueled by high hit rate Results Metaverse Built on stable profitability in the platform business, continued aggressive investment in the VTuber business where growth is rapidly (Four Segments) accelerating IP Established a new business segment in FY25, laying the foundation for further growth in our long-established anime business and the full-scale launch of new businesses DX Actively promoted initiatives such as business integrations as part of our transition toward a recurring-earnings-type business that achieves stable earnings ◼ Net sales ¥58.1 billion, operating profit ¥3.6 billion ⁃ Factoring in impact of full-scale development of multiple new titles FY26 Game We forecast stable earnings achieved by maintaining sales and improving profitability of existing titles despite increased costs from full-scale development of multiple new titles Outlook Metaverse We forecast growth in sales and profit on steady growth in the platform and VTuber businesses and expect the VTuber businesses to (Four Segments) achieve profitability on a monthly basis in H2 IP Moving forward with investment in new businesses to support sustained medium- to long-term growth, with a temporary decline in profit expected; aiming to expand the creation and utilization of IP
and expect the VTuber businesses to (Four Segments) achieve profitability on a monthly basis in H2 IP Moving forward with investment in new businesses to support sustained medium- to long-term growth, with a temporary decline in profit expected; aiming to expand the creation and utilization of IP DX Continuing investment in development and promotion of new SaaS products; expect completion of business transformation and a steady growth trend over the medium term FY25 ◼ Net sales ¥57.1 billion, operating profit ¥4.9 billion, EBITDA ¥5.2 billion ( Results ⁃ No earnings growth as sales and profit declined YoY in the Investment Business in FY25 Consolidated) Notes: ● DX=DigitalTransformation 2 ● FourSegments=ConsolidatedresultsminusInvestmentBusinessresults
Executive Summary<sub>(FY25 </sub>4Q) Overview ◼ Strong performance in all segments with results generally in line with forecasts (Four Segments) ⁃ Net sales ¥13.3 billion<sub>(QoQ-¥0.8 billion)</sub>, operating profit ¥1.7 billion<sub>(QoQ-¥0.0 billion)</sub> Game ◼ ⁃ Strong performance from new title launched in 3Q, achieved solid profit on improved profitability Net sales ¥9.1 billion<sub>(QoQ-¥0.6 billion)</sub>, operating profit ¥1.6 billion (QoQ +¥0.3 billion) ◼ Maintained positive segment-wide profit despite aggressive investments in the VTuber business, which Metaverse continues to grow ⁃ Net sales ¥2.1 billion<sub>(QoQ-¥0.1 billion)</sub>, operating profit ¥0.1 billion<sub>(QoQ-¥0.2 billion)</sub> IP ◼ ⁃ Accelerated efforts related to full-scale launch of new business, progress in line with expectations Net sales ¥0.4 billion<sub>(QoQ-¥0.0 billion)</sub>, operating profit -¥0.0 billion<sub>(QoQ-¥0.1 billion)</sub> ◼ Generated higher-than-expected profit despite the impact of seasonal factors in the DX consulting DX business ⁃ Net sales ¥1.8 billion<sub>(QoQ-¥0.0 billion)</sub>, operating profit ¥0.2 billion<sub>(QoQ-¥0.1 billion)</sub> Investment ◼ ⁃ Underlying value of overall portfolio remains strong despite valuation losses on some holdings Net sales ¥0.7 billion (QoQ +¥0.1 billion), operating profit -¥0.5 billion<sub>(QoQ-¥0.4 billion)</sub> Consolidated ◼ ⁃ Sales and profit declined QoQ on the booking of valuation losses in the Investment Business Net sales ¥14.0 billion<sub>(QoQ-¥0.6 billion)</sub>, operating profit ¥1.2 billion<sub>(QoQ-¥0.4 billion)</sub>
+¥0.1 billion), operating profit -¥0.5 billion<sub>(QoQ-¥0.4 billion)</sub> Consolidated ◼ ⁃ Sales and profit declined QoQ on the booking of valuation losses in the Investment Business Net sales ¥14.0 billion<sub>(QoQ-¥0.6 billion)</sub>, operating profit ¥1.2 billion<sub>(QoQ-¥0.4 billion)</sub> Notes: ● DX=DigitalTransformation 3 ● FourSegments=ConsolidatedresultsminusInvestmentBusinessresults
Contents 1. Financial Results Overview 2. Progress Toward Achievement of Management Plan Targets 3. Progress Made in Each Business Segment 4. Appendix
Contents 1. Financial Results Overview 2. Progress Toward Achievement of Management Plan Targets 3. Progress Made in Each Business Segment 4. Appendix
GREE’s financial results for the first quarter of fiscal year 2023 reflect a period of strategic transition characterized by steady performance in core gaming titles and aggressive expansion into the Metaverse. The company reported net sales of ¥16.6 billion and an operating income of ¥1.6 billion. While these figures represent a quarter-on-quarter decline in profit following the exceptional success of hit titles and anniversary events in the previous fiscal year, the Internet and Entertainment business surpassed internal forecasts. The Game and Anime segment was anchored by the continued strong performance of Heaven Burns Red, which maintained high sales rankings through storyline expansions and successful marketing campaigns. Simultaneously, the Metaverse business saw significant growth, with the REALITY platform surpassing 10 million global downloads across 63 countries. Management is prioritizing long-term growth through the expansion of REALITY’s communication functions and the development of new titles leveraging both first-party and third-party intellectual property. The Investment and Incubation segment remains a significant pillar of value, with total assets under management reaching ¥78.9 billion, an increase of ¥7.3 billion from the previous quarter due to asset revaluation. The company continues to invest in venture capital funds and startups globally, maintaining a high unrealized valuation of ¥32.6 billion in operational investment securities. The outlook for the remainder of fiscal year 2023 anticipates stable income but a year-on-year decline in overall profit. This is attributed to a high baseline from the previous year and a deliberate strategy of aggressive investment in the Metaverse and other growth areas. The company maintains a solid balance sheet with ¥89.7 billion in net assets and a headcount of 1,632 employees, signaling a commitment to sustained infrastructure and talent development.
The 2021 Fact Book presents a comprehensive overview of Bandai Namco Holdings’ strategic direction, emphasizing its transformation into a globally integrated entertainment conglomerate and its commitment to corporate social responsibility. Central to the narrative is the thesis that sustained growth across toys, video games, animation and amusement can be achieved through diversified product portfolios, expansive international operations, and proactive sustainability initiatives. The company’s evolution is traced from a collection of independent toy, arcade‑machine and media firms to a unified group after the 2005‑2007 merger of Bandai and Namco. Key milestones include the launch of flagship lines such as Gundam models (over 500 million units shipped), Tamagotchi (exceeding 20 million units), and Zatchbell Battle (300 million units), as well as the development of major video‑game franchises—TEKKEN, DARK SOULS III and Tales—collectively surpassing 50 million sales. International expansion is evident through subsidiaries and regional headquarters in North America, Europe and Asia, reinforced by repeated listings on the Tokyo Stock Exchange and industry recognitions such as Cannes Best Actor and TSE awards. Environmental and social performance data for fiscal year 2021 highlight a suite of CSR actions, including CO₂ reduction targets, supply‑chain safety measures and work‑life‑balance programmes, all framed within the “NEXT STAGE” mid‑term plan aimed at deepening engagement with a mature fan base and broadening cross‑media offerings. The Fact Book thus underscores Bandai Namco’s dual focus on market leadership and sustainable corporate practices across a worldwide footprint and multiple entertainment segments.
KLab Inc. reported consolidated financial results for the first half of fiscal year 2020, covering the period from January 1 to June 30, 2020. The data reveals a divergence between top-line growth and bottom-line profitability. Revenue increased by 7.7% year-over-year to 15.9 billion yen, driven primarily by the core Game Business segment, which accounted for 15.8 billion yen of total turnover. Despite this growth, operating income fell by 42.2% to 753 million yen, and profit attributable to owners of the parent plummeted by 98% to just 16 million yen. The sharp decline in profitability is attributed to rising costs and significant non-operating and extraordinary items. The cost of sales rose from 10.9 billion yen to 12.8 billion yen, while ordinary income was pressured by 243 million yen in foreign exchange losses. Furthermore, the company recorded a substantial extraordinary impairment loss of 498.8 million yen related to goodwill in its Research and Consulting Business, after determining that the segment lacked its initially anticipated profitability. Geographically focused on the Japanese market but with international exposure, the company maintained a stable equity ratio of 66.2% with total assets valued at 23.3 billion yen. Looking ahead, the full-year forecast for 2020 suggests significant volatility, with revenue projected between 33 billion and 36 billion yen. While the company anticipates a potential recovery in net income, the wide forecast range reflects ongoing uncertainty in the operating environment. No dividends were paid during the period, consistent with previous fiscal cycles.
This financial presentation details GREE, Inc.’s performance for the third quarter of fiscal year 2018, ending March 31, 2018. The primary thesis centers on a strategic transition toward a three-pillar business model comprising mobile gaming, advertising and media, and a newly established live entertainment segment. Geographically, the report covers the Japanese domestic market and ongoing expansion efforts into North America, with future plans for Asia and Europe. Financial results for the quarter show net sales of ¥17.9 billion and operating income of ¥2.8 billion. While the company missed its revenue targets due to delays in title launches and business acquisitions, it exceeded profit expectations through aggressive cost reductions. Fixed costs were reduced by ¥500 million, and advertising spending was optimized, resulting in a 15% operating margin. For the fourth quarter, the company forecasts a slight revenue increase to ¥18.5 billion, supported by the global rollout of titles like DanMachi and the domestic performance of new releases such as In Love with News and Puchiguru Love Live!. A significant strategic shift highlighted is the entry into the live entertainment business, specifically focusing on the Virtual YouTuber (VTuber) market. GREE intends to leverage its existing 3D engineering capabilities from its gaming and VR divisions to manage production, distribution, and IP development for VTubers. Additionally, the company is diversifying its gaming portfolio by moving successful mobile IPs like Another Eden to consoles, including the Nintendo Switch. In the media segment, the travel application aumo is noted for its high category ranking, signaling steady growth in vertical media and client acquisition.