GREE is committing 10 billion yen to the VTuber market, allocating 4 billion yen to creator support and 6 billion yen to marketing and development.
See it on page 1The company is shifting its global strategy to prioritize simultaneous worldwide releases or a maximum six-month delay following Japanese launches.
See it on page 1GREE is diversifying distribution for existing titles like Another Eden and Fishing Star by porting them to console platforms and Facebook Instant Games.
See it on page 2The North American launch of 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freese' is being used as the primary proof of concept for the company's international expansion strategy.
See it on page 1The subsidiary Funplex has been tasked with managing legacy game operations to allow the core development team to focus exclusively on high-performing titles like SINoALICE.
See it on page 1The company is leveraging its existing 3D character rendering and user interaction expertise from its VR business to gain a competitive advantage in the VTuber sector.
See it on page 3The 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.