Updated Mar 17, 2026 by GREE
Financial · April 22, 2011
Published by GREE
GREE’s acquisition of OpenFeint represents a strategic move to establish a dominant global social gaming network by integrating Japanese social networking expertise with a massive international user base. The primary thesis centers on the rapid growth of the global smartphone market, which is projected to outpace PC shipments and reach nearly 100% penetration in North America by 2014. By acquiring OpenFeint, GREE aims to transition from a Japan-centric platform to a global leader, leveraging a combined ecosystem that targets over 100 million users and eventually seeks to reach 800 million through further alliances with partners like Tencent and mig33. The acquisition, valued at approximately $104 million USD, was executed through a statutory reverse triangular merger involving GREE’s U.S. subsidiary. OpenFeint brings a robust infrastructure to the deal, including 75 million users, 5,000 games, and a network of 19,000 developers as of April 2011. The platform provides comprehensive solutions for marketing, user activation through social features like leaderboards and achievements, and monetization via microtransactions and performance-based advertising. OpenFeint’s market position is further strengthened by strategic partnerships with major U.S. carriers, including AT&T and Verizon Wireless. The strategic synergy between the two entities focuses on platform alliance and knowledge sharing. By aligning platform specifications, GREE intends to reduce porting costs for developers while enhancing OpenFeint’s social features using GREE’s established expertise in engagement and monetization. This dual-track strategy involves expanding the platform business through mergers and alliances while simultaneously developing social games through both Japanese and international studios to maximize average revenue per user across a unified global network.
Expand a social gaming network business and monetize through social games developed in Japan and internationally for the global smartphone market Smartphone focus The global smartphone market will continue to grow rapidly with vast market potential Platform business expansion Social game development Build a global social gaming network Develop social games in Japan and through expanding GREE (including internationally for our global social gaming M&As) and partnering with global platform network players with shared platform specifications
> **[Chart page]** This page contains visual data — view in PDF for the best experience. The rapid growth of the global smartphone market will enable our global business expansion Smartphone vs. PC shipments worldwide Smartphone vs. feature phone (Millions) (Millions) shipments in North America 180百万台 90% 800 2010 180 feature phone フィーチャーフォン PC smartphone feature phone smartphone smartphone 160百万台 スマートフォン 80% 700 160 Ratio of smartphones 82% スマートフォンの割合 Ratio of smartphones 140百万台 70% 600 140 64% 120百万台 60% 100百万台 51% 50% 80百万台 40% 80 40% 300 60百万台 30% 60 27% 200 40百万台 21% 20% 100 20百万台 12% 10% 0百万台 0% 0 0 2005 2006 2007 2008 2009 2010 2011 2012 2013 2008 2009 2010 2011 2012 2013 2014 2005年 2007年 2009年 2011年 2013年 2008年2009年2010年2011年2012年2013年2014年 Source: Morgan Stanley
The acquisition accelerates GREE’s expansion into the global market Japan Global Market Accelerate platform business expansion Rapidly expand into the GREE ・・・ mobile social gaming Platforms OpenFeint network business globally Accelerate social game GREF penetration Social Games CDCL Develop social games Games Games for OpenFeint, the (Japanese studios) (International studios) leading social gaming network in the world Release Games
OpenFeint, Inc. operates a social gaming network for smartphones with one of the largest number of users (75 million), games (5,000) and developers (19,000) in the world Company name OpenFeint, Inc. Established August 2008 CEO Jason Citron Business “OpenFeint”, a social gaming network for smartphones Office California, U.S.A. Number of users 75 million (as of April 2011) Number of games 5,000 (as of April 2011) Number of 19,000 (as of April 2011) developers Major titles Fruit Ninja, Tiny Wings (ranked as No.1 in ITunes App Store game ranking) Sep. 2010: Released an SDK for Android Recent activities Oct. 2010: Partnered with Verizon Wireless Dec. 2010: Released new services: “OFX” “Game Channel" Jan. 2011: Partnered with AT&T, Inc.
As a social gaming network for smartphones, OpenFeint provides game developers with a suite of solutions from marketing to monetization Game Channel User acquisition through games and game portals StillGivingYouPaid GamesforFreet More than 75 million users Marketing More than 5,000 apps Game portal applications “Game Channel” and “Feint SPOTLIGHT” OpenFeint x User activation through social features 21 3 Social features (leaderboards, Activation Leaderboards Achievements Forums & Chat achievements, forums etc.) via their free 2 SDK for iOS and Android OS Fan Club Who's Playing Monetization support for developers Microtransaction and virtual goods Monetization management system Pay-per-performance advertisement
OpenFeint has one of the largest number of users and games in the industry Number of Users Number of Games OS (Millions) 75 (Units) 5,000 Android iOS OS ✔ ✔ OpenFeint Company ✔ ✔ A Company ✔ B 4 119 (Not available) Company Company Company Company *Company data as of October 2010 ABAB *OpenFeint data as of April 2011
This financial report details GREE’s performance for the first quarter of the fiscal year ending June 30, 2012, covering the period from July to September 2011. The primary thesis highlights the company’s rapid transition into a global mobile social gaming platform, driven by the integration of OpenFeint and aggressive expansion into international markets. During this period, GREE reached a milestone of 155.4 million registered users worldwide, with international users accounting for over 82% of the total base. Financial results show significant growth, with net sales reaching 30.4 billion yen, a 145% increase year-over-year. Operating profit rose 168% to 16.6 billion yen, and net income grew 156% to 9.4 billion yen. This performance was fueled by a 49.5% quarterly increase in paid services sales, particularly from in-house social games and smartphone monetization. Consequently, the company raised its full-year net sales forecast by 40% to a range of 130–140 billion yen, citing faster-than-expected monetization of smartphone content in Japan. The strategic focus remains on establishing a unified global platform by the second half of the fiscal year. This involves integrating the OpenFeint developer network, establishing new subsidiaries in Europe, Asia, and South America, and launching a robust lineup of in-house titles like "Tanken Driland" and "Sengoku Kingdom." Additionally, the company is diversifying its business through the launch of GREE Ventures to invest in Southeast Asian startups and the acquisition of FEYNMAN Co., Ltd. to strengthen its smartphone application portfolio. The report also emphasizes ongoing commitments to user safety through 24-hour monitoring and age-based restrictions.
GREE’s financial results for the first quarter of fiscal year 2013 reveal a period of strategic transition and global expansion. While net sales of 37.9 billion yen represented a 5% decline from the previous quarter, they marked a 25% increase year-over-year. Operating profit reached 15.7 billion yen, down 17% sequentially due to increased labor costs and upfront investments associated with international growth. Despite the quarterly dip, monthly sales hit a trough in July 2012 and entered a recovery trend by August, driven by a strengthening lineup of social games and improved operational capabilities. The strategic focus centers on shifting toward smartphone native applications and leveraging high-profile intellectual property (IP). Domestic growth is supported by partnerships with Yahoo! JAPAN and Pokelabo, while international efforts include the acquisition of Funzio and the establishment of a development studio in Vancouver. The portfolio is expanding through collaborations with major publishers like Konami, Square Enix, and NCSoft to launch titles based on franchises such as Metal Gear Solid and Final Fantasy. These initiatives aim to secure a dominant position in the global smartphone social game market. Beyond game development, the business structure is becoming more multilayered through new ventures in merchandising and mobile advertising partnerships, such as the agreement with MobPartner. The industry environment is also evolving with the establishment of the Japan Social Game Association (JASGA), which focuses on self-regulation, youth education, and improved customer support. To maintain platform safety, a 24-hour monitoring system and strict age verification protocols remain in place. These combined efforts in IP acquisition, global infrastructure, and platform safety are designed to accelerate growth heading into the holiday season and beyond.
The third quarter of fiscal year 2018 marks a strategic pivot for GREE as it aggressively expands into the emerging Virtual YouTuber (VTuber) market and strengthens its international publishing footprint. A central pillar of this strategy is a planned 10 billion yen investment in the VTuber sector, with 4 billion yen dedicated to supporting creators and illustrators through a specialized fund and 6 billion yen earmarked for advertising and market development. This initiative leverages the company’s existing technical expertise in 3D character rendering and user interaction derived from its virtual reality business, aiming to capitalize on the convergence of influencer culture, anime, and gaming. Global expansion remains a primary growth driver, centered on a strategy of utilizing established intellectual property and optimized game engines. The successful North American launch of Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freese serves as a proof of concept for this international push. Management intends to release future titles either simultaneously worldwide or within a six-month window following Japanese launches, depending on partner coordination and localization requirements. Original titles like Another Eden and Fishing Star are also being adapted for console platforms and Facebook Instant Games to diversify distribution channels and reach broader audiences. Operational efficiency is being addressed through Funplex, which focuses on the specialized management and operation of existing game titles. This allows the broader organization to focus on high-quality content updates for top-ranking titles like SINoALICE. By separating development from long-term operations and utilizing a track record of collaboration with publishers and record companies, the company aims to build a sustainable ecosystem across mobile, console, and emerging digital media platforms. The overall outlook emphasizes front-loaded investment in new cultural markets to establish a foundation for long-term profitability.
GREE, Inc. achieved record-breaking financial performance during the third quarter of the fiscal year ending June 30, 2012, characterized by a 182% year-over-year increase in net sales to 46.2 billion yen and a 199% surge in operating profit to 24.5 billion yen. This growth was underpinned by a massive expansion of the global user base to 234 million members, facilitated by the acquisition of OpenFeint and the strong performance of high-ARPU demographics in the Japanese market. Total assets grew by 170% to 125.4 billion yen, reflecting a period of aggressive capital investment and market consolidation aimed at establishing a dominant position in the mobile social gaming sector. Strategic expansion into international markets, particularly the United States, served as a primary growth lever through the $210 million acquisition of Funzio and the successful launch of titles such as Zombie Jombie. To unify its disparate regional operations, the company prepared for the May 2012 launch of a global platform supported by high-profile intellectual property partnerships with developers like Ubisoft and Level-5. These alliances, combined with enduring domestic hits like Tanken Doliland, created a diversified revenue stream spanning social games, virtual avatars, and mobile advertising. Sustainability and corporate responsibility emerged as core operational priorities alongside financial growth. To mitigate risks associated with social gaming, rigorous safety initiatives were implemented, including a 24/7 monitoring system staffed by 450 personnel and strict monthly spending limits for minors. These measures successfully reduced unauthorized Real Money Trading activity by 50%. By balancing aggressive global acquisition strategies with enhanced user protection protocols, the company sought to stabilize its rapid scaling within the evolving mobile ecosystem.