Updated Mar 21, 2026 by CyberAgent
Report
Published by CyberAgent
2Q FY2021 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 (January - March 2021) 3. Internet Advertisement Business FY2021 Game and ads performed well.
[Forward‐looking statement] 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 risks and uncertainties.
1. Quarterly Results (January - March 2021) 2. Forecast 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. FY2021
FY2021 Game and ads performed well. We revise the forecast upward. Q2 Sales: 163.4 <sub>billion yen </sub> up 26.6<sub>% YoY</sub> OP: 25.8 <sub>billion yen</sub> up 2.1<sub>X YoY</sub> Sales of ABEMA and related businesses increased 1.4x year Media over year. Sales: 19.8 <sub>billion yen</sub> up 43.6<sub>% YoY</sub> OP: -3.4 <sub>billion yen</sub> Hit new record high with the strength of maximizing Ad advertising effectiveness. Sales: 80.6 billion yen up 10.8<sub>% YoY</sub> OP: 7.2 billion yen up 7.6<sub>% YoY</sub> Game Two newly released titles are off to a quick start. Sales: 63.9 <sub>billion yen</sub> up 42.7<sub>% YoY</sub> OP: 23.2 <sub>billion yen</sub> up 122.3<sub>% YoY</sub>
[Consolidated Sales] 163.4 billion yen (up 26.6% YoY) The game business performed well. and the advertising business 163.4 129.1 131.0 101.8 97.9 109.5 104.4 107.5 110.8 117.3 113.6 111.7 115.6 112.8 120.8 Billion Yen 85.6 86.5 93.3 89.5 74.0 74.6 76.4 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q
> **[Chart page]** This page contains visual data — view in PDF for the best experience. [Consolidated OP] New game titles became hits. OP reached 25.8 billion yen (up 2.1x YoY) 25.8 Billion Yen 12.9 12.4 11.2 11.4 9.8 9.4 8.3 6.3 7.9 6.5 8.2 6.8 8.6 7.4 7.7 8.2 7.0 5.3 5.3 4.2 3.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q
[SG&A Expenses] 30.6 billion yen (up 13.9% YoY) Special incentives 30.6 Other* 28.9 29.7 28.9 Sales related costs 27.3 26.9 1.4 Office costs 25.6 24.9 25.0 25.0 26.3 7.6 Personnel 23.1 24.6 24.5 7.5 23.4 23.7 7.3 7.7 Advertisement cost 3.1 23.0 22.6 21.6 5.8 6.4 6.8 7.3 1.2 6.8 7.0 7.7 7.0 1.8 Billion Yen 18.7 4.4 4.9 5.0 5.3 6.3 1.2 2.1 7.0 1.7 6.5 1.7 1.4 2.2 1.2 1.2 1.3 1.2 1.3 1.2 2.0 1.3 1.3 1.3 2.1 2.2 15.6 16.0 3.9 1.4 1.5 1.5 1.1 1.7 1.1 1.8 2.0 2.1 1.2 2.2 2.2 2.1 1.4 3.5 3.5 1.3 1.6 1.8 8.0 2.1 2.1 7.3 9.4 1.4 1.2 1.3 5.3 6.1 6.8 7.9 7.7 7.6 8.5 7.1 8.4 8.7 1.2 1.2 5.5 6.6 6.8 8.5 7.6 8.6 7.2 5.0 5.5 4.4 4.4 6.5 9.9 9.1 7.9 6.7 8.1 7.0 7.1 6.8 8.1 9.9 6.1 5.3 5.8 7.8 7.3 6.4 8.2 10.1 9.5 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q
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.
3Q FY2021 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 2021) 3. Internet Advertisement Business FY2021 The growth of games and ads exceeded our expectation. The forecast is revised upward again.
GREE’s financial performance for the fourth quarter of fiscal year 2016 was characterized by significant one-off costs and a strategic pivot toward native game development. These non-recurring expenses, which impacted the quarter’s bottom line, were primarily driven by increased advertising spend, goodwill amortization, and rental costs. The latter was framed as an upfront investment intended to reduce long-term operational overhead. While these specific costs are not expected to recur, the company anticipates a narrower operating margin in the first quarter of fiscal year 2017 due to continued aggressive investment in domestic game operations and North American business units. The strategic roadmap for fiscal year 2017 focuses on a "release blitz" of eight new native games for the Japanese market, with approximately one-fourth of these titles targeted for the first quarter. Management defines a successful "hit" as any title reaching the top ten in the App Store rankings. To achieve this, GREE is leveraging specialized internal studios: Wright Flyer Studios focuses on action RPGs and quantitative analysis, while Pokelabo concentrates on the Group-versus-Group (GvG) genre. Both studios are increasingly integrating external intellectual property (IP) to enhance market competitiveness and mitigate the risks associated with the shift from web-based to native mobile gaming. Capital allocation remains focused on long-term stability and strategic expansion. GREE intends to maintain a strong financial base to support multi-year development cycles while remaining active in the M&A market, as evidenced by the recent acquisition of ADFULLY to bolster its ad media business. Future profitability and the return to an operating margin above 20% are heavily contingent on the successful launch and sustained performance of the upcoming pipeline, as the company moves past its initial optimistic scheduling toward a more disciplined, quality-driven development process.
The presentation outlines CyberAgent’s fiscal‑year 2024 first‑quarter performance, emphasizing a robust rebound across its three core businesses—Internet advertising, media (ABEMA), and game development. Consolidated sales reached ¥193 billion, up 15.2 % year‑over‑year, while operating profit climbed to ¥6.28 billion, a 7.5‑point increase from the prior year’s loss. The advertising arm delivered ¥105.3 billion in revenue, up 10.1 % YoY, and an operating profit of ¥5.6 billion, reflecting a 13.3 % YoY gain and sustained improvement in operating‑margin efficiency (OPM). Media operations posted ¥42.7 billion, a 27.8 % YoY rise, though operating loss narrowed to ¥0.9 billion, driven by reduced losses in ABEMA‑related activities. Game sales hit ¥45.0 billion, up 10.1 % YoY and 6.5 % QoQ; operating loss fell to ¥3.4 billion, a 32.9 % YoY decline and 42.4 % QoQ improvement, thanks to a new hit title. Financial statements show total assets of ¥468.7 billion and shareholders’ equity of ¥129.0 billion, with cash deposits at ¥184.8 billion. SG&A expenses rose 8.1 % YoY to ¥43.7 billion, while headcount increased to 7,336 employees. Strategically, the company targets a “growth phase” with new digital ad platforms (e.g., ANA Moment Ads), continued investment in ABEMA, and a pipeline of high‑quality games such as “Jujutsu Kaisen Phantom Parade.” Forecasts indicate that FY2024 operating profit will reach ¥30 billion, with sales projected at ¥750 billion. The presentation stresses a commitment to enhancing monetization, AI‑driven advertising efficiency, and extending game lifecycles to secure long‑term profitability.