Updated Jun 25, 2026 by GREE
GREE projects an operating income of approximately 0.5 billion yen for the second quarter of fiscal year 2020.
Q1 sales experienced a sequential decline due to a post-anniversary revenue drop and the strategic transfer of specific game titles.
The company is prioritizing long-term growth through the development of the REALITY platform and preparations for 5G infrastructure, rather than pursuing immediate aggressive expansion.
International market strategy is centered on a new system for simultaneous global releases, though the launch of SINoALICE remains delayed by regulatory approvals and partnership requirements in China.
Browser game revenue is in a sustained downward trend, forcing a strategic shift toward increased advertising investment in high-potential mainstay titles.
Media-mix efforts underperformed, specifically with AFTERLOST - Shoumetsu Toshi, which failed to attract new users or effectively retain its existing fan base.
GREE projects an operating income of approximately 0.5 billion yen for the second quarter of fiscal year 2020.
Q1 sales experienced a sequential decline due to a post-anniversary revenue drop and the strategic transfer of specific game titles.
The company is prioritizing long-term growth through the development of the REALITY platform and preparations for 5G infrastructure, rather than pursuing immediate aggressive expansion.
International market strategy is centered on a new system for simultaneous global releases, though the launch of SINoALICE remains delayed by regulatory approvals and partnership requirements in China.
Browser game revenue is in a sustained downward trend, forcing a strategic shift toward increased advertising investment in high-potential mainstay titles.
Media-mix efforts underperformed, specifically with AFTERLOST - Shoumetsu Toshi, which failed to attract new users or effectively retain its existing fan base.