The briefing, held on October 27 2017, focused on GREE’s first‑quarter FY2018 performance and future strategy. Commission fees rose quarter‑on‑quarter, driven by overall sales growth and a higher proportion of revenue from partner titles with strong intellectual property. Advertising spend outlook for the second quarter varies by segment: the game and entertainment arm will tighten costs while continuing to invest in advertising for its expanding user base, expecting a return on investment. Coin consumption is projected to dip temporarily after the strong start of Q4 FY2017 releases, yet titles such as *Another Eden: The Cat Who Goes Beyond Time*, *SINoALICE*, *Senki Zesshou SYMPHOGEAR XD Unlimited*, and *Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze* drove robust coin usage in Q1. GREE’s overseas native‑game development pipeline is expected to take a minimum of three months from announcement to launch, averaging six months. The company emphasizes delivering versions faithful to the original Japanese product and local operation for success in China, noting that Chinese users prefer authenticity and require localized fine‑tuning with strong local partners. In the VR arena, GREE is expanding its development knowledge base and partnering to provide access points for users lacking personal VR hardware, anticipating market growth. Regarding the domestic native‑game environment, GREE acknowledges rising user expectations and a challenging acquisition landscape. Leveraging its financial strength and industry relationships, the company plans large‑scale development and mixed‑media initiatives to deliver hit titles. Sales of native games are expected to experience a temporary decline before operations are strengthened—through larger support teams, content enhancement, overseas launches, and tailored promotional activities—to drive subsequent growth.
The briefing addressed key financial and operational questions for GREE’s first quarter of FY2020. A decline in sales was attributed to a reactive drop following anniversary events for major titles in the previous quarter and strategic title transfers aimed at improving profitability. Management projected operating income of roughly ¥0.5 billion for the second quarter, with strong expectations for core titles but a continued decline in browser game revenue; advertising spend was to increase on high‑potential games. Overseas distribution of SINoALICE remains uncertain in China due to regulatory approval, while other regions rely on local partners and progress is ongoing. Global release strategy now allows simultaneous launches in Japan and abroad, with timing set on a case‑by‑case basis after partner consultation. Challenges for AFTERLOST – Shoumetsu Toshi include attracting new fans while retaining existing ones, despite extensive fan‑targeted measures. Cost‑cutting through title transfers is viewed as a means to improve profitability, with plans to broaden the title lineup. Earnings contribution from REALITY depends on internal factors such as lifetime value enhancement and external 5G infrastructure development; the focus is on steady content portfolio expansion and platform functionality rather than rapid growth before full infrastructure deployment.
The fiscal year 2022 fourth-quarter results for GREE highlight a period of significant growth driven by the successful launch of Heaven Burns Red and strong performance from anniversary events in mainstay titles. This success is attributed to a long-term strategy initiated in 2017 to enhance development and operational capabilities. Key factors contributing to recent hit titles include strengthened marketing that exceeds fan expectations via social media, improved creative quality through a dedicated engine strategy focusing on 3D rendering, and the delivery of high-volume content at launch to satisfy passionate user bases. The strategic focus extends across three primary pillars: Games and Anime, Metaverse, and Commerce and DX. The Metaverse business is currently meeting investment targets, with approximately 10 billion yen allocated over a three-year period, and has successfully reached a break-even point. In the DX sector, the company has restructured its corporate marketing services into a unified business unit to leverage shared databases and provide comprehensive digital transformation support. Furthermore, a new entry into the Manga business aims to diversify the media portfolio, allowing for multifaceted development of first-party intellectual property across games, anime, and print. Financial outlooks remain stable but cautious for the upcoming period. While the Investment and Incubation business is expected to maintain a long-term return on investment of 10% or higher, the Internet and Entertainment segment anticipates a quarter-on-quarter decline in operating income for the first quarter of fiscal year 2023. This projected decrease to between 1.0 billion and 1.5 billion yen is due to a reactive decline following the exceptional fourth-quarter performance and planned investments into system enhancements designed to secure future profitability.