Updated Mar 23, 2026 by GREE
Report
Published by GREE
The briefing clarifies GREE’s operational status and financial outlook for FY2022 third quarter, focusing on game releases, overseas distribution, user acquisition, and investment performance. Heaven Burns Red is positioned as a long‑term growth engine; the company plans to add content and implement creative training cycles, leveraging experience from titles like Another Eden. Echoes of Mana, launched April 27, 2022, has already met key performance indicators and will receive ongoing promotional support. Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana have performed strongly overseas, prompting consideration of further international launches for other titles. User acquisition and engagement for the mobile title REALITY have improved through sustained promotional activities in Japan and abroad, with notable success in North America via targeted events and functional enhancements. Financially, the company experienced a cumulative loss for the third quarter; this is attributed to a decline in the Investment and Incubation Business relative to FY2021, despite steady growth in Internet and Entertainment operations driven by new hit titles. The Investment segment’s volatility over short periods is noted as a contributing factor. Looking ahead to the fourth quarter, GREE projects operating income in the Internet and Entertainment Business between ¥2.5 billion and just under ¥3.0 billion, assuming continued strong sales of Heaven Burns Red and stable market trends for new releases. The outlook remains contingent on title performance dynamics.
■Summary of main supplementary explanations questions and answers at the FY2022 Third Quarter GREE results briefing held on May 12, 2022 【Q1 】 Please let us know the current status and operational outlook for Heaven Burns Red. 【A1 】 We view the addition of content as essential for Heaven Burns Red and we will fully leverage the operational knowhow we have accumulated by adding content to other titles such as Another Eden. In addition to adding content, we are implementing a number of creative ideas for in-game character training cycles and operating the title with the aim of contributing to earnings growth over the medium-to-long term. 【Q2 】 Please let us know the current status and operational outlook for Echoes of Mana. 【A2 】 Echoes of Mana is off to a solid start after its release on April 27, 2022. It has been well-received by customers and has posted good results in terms of KPIs. We plan to develop a variety of promotional activities for the title which we will implement as we conduct operations over the medium-to-long term. 【Q3 】 Can you give us an update on overseas distribution of titles? 【A3 】 In FY2022, we conducted simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana and these titles have been performing very well in overseas markets. Our basic strategy is to distribute the titles we release overseas and we are considering overseas distribution of titles that have not yet been launched overseas.
I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana and these titles have been performing very well in overseas markets. Our basic strategy is to distribute the titles we release overseas and we are considering overseas distribution of titles that have not yet been launched overseas. 【Q4 】 Can you give us an update on the current status and recent developments related to REALITY? 【A4 】 We have achieved some success in terms of improving REALITY’s user acquisition efficiency owing to continued promotional activities conducted in Japan and overseas. We have also achieved high levels of user activity and strong sales, especially in North America, by holding events targeting overseas users. We also boosted overall user activity levels by making tweaks that improve functionality.
【Q5 】 In the FY2022 3Q Summary of Consolidated Financial Statements, you posted a loss in cumulative 3Q profit. What were the factors behind this loss? 【A5 】 We achieved steady growth in the Internet and Entertainment Business owing to new titles released in FY2022 emerging as hits. The Investment and Incubation Business also continues to stably contribute to earnings, albeit with some degree of volatility when viewed over short-term spans. However, because the Investment and Incubation Business posted a sizable profit in FY2021, we have seen a reactive YoY decline in FY2022. 【Q6 】 What is the income outlook for 4Q FY2022 in the Internet and Entertainment Business? 【A6 】 While we expect initial very strong sales of Heaven Burns Red to settle down, we think they will remain strong. We therefore expect 4Q operating income in the Internet and Entertainment Business of somewhere between roughly ¥2.5 billion and just under ¥3.0 billion. However, this could change depending on trends related to new titles.
The briefing outlines GREE’s strategic outlook and performance expectations for FY2023, focusing on its core gaming, metaverse, and investment activities. The company reports a stable user base for the flagship title “Heaven Burns Red,” anticipating steady earnings while continuing to develop new content. Other major titles are expected to experience a typical first‑quarter slowdown after a fourth‑quarter peak, with the company preparing anniversary events and content releases to sustain engagement through late 2022 and beyond. GREE plans to replicate the success of “Heaven Burns Red” by applying lessons learned in development and operations to future titles, emphasizing expressive design and multifaceted marketing know‑how. In the metaverse segment, profitability has reached breakeven; the firm is expanding its user base for REALITY and reinvesting profits into promotional activities to support further growth. The investment and incubation arm faces a cautious outlook for FY2023, with potential quarterly losses if exit distributions remain low despite some expected payouts. For the Internet and Entertainment Business, operating income for Q2 FY2023 is projected between ¥1.0 billion and ¥1.5 billion, reflecting moderate growth expectations amid market uncertainties. Overall, GREE’s strategy centers on leveraging proven game development expertise, expanding metaverse user engagement, and managing investment risks while targeting modest income growth in its entertainment portfolio.
GREE Holdings outlines its FY2025 full‑year results and forward strategy across several business segments. In the game division, the company acknowledges the typical post‑launch decline in live‑service titles and counters it by expanding both its live‑service portfolio—leveraging a proven RPG engine—and investing in console games built on proprietary IP to create a steadier earnings base. The company reports multiple recent hit releases and anticipates further inquiries for third‑party IP adaptations, positioning itself to capture high profitability in the live‑service arena. The platform business remains growth‑oriented, with steady increases in room and gifting revenue offsetting a temporary dip in avatar sales. New avatar features are expected to revive this segment, while the company continues to push other monetization channels. In the VTuber sector, GREE pursues a two‑stage growth model: first expanding its talent roster—now about 90 talents—and then boosting sales per talent through diversified merchandise channels and nascent live‑event advertising. Sales per talent have doubled since FY2024, and the company maintains a balanced portfolio to avoid over‑reliance on any single talent. The DX business is undergoing a structural shift from one‑time project sales to recurring revenue, with modest growth projected through FY2026 as the transition completes. Investment activities in FY2026 will see increased volatility due to fund maturity and potential impairment, yet the company expects stable income streams from dividends and performance fees. Overall, GREE projects balanced returns while navigating market challenges across its diversified entertainment portfolio.
The briefing clarified GREE’s strategic priorities and financial outlook for the second quarter of FY2024. Recent events for Heaven Burns Red celebrated its two‑year anniversary, generating strong performance and reinforcing the company’s focus on successful titles. The decision to discontinue support for SINoALICE was framed as a timing choice aligned with the broader development trajectory of GREE’s Game and Anime Business, indicating a shift toward more promising projects. Development activities continue to progress smoothly, though specific release dates remain undisclosed. In the VTuber segment, GREE plans aggressive investment to expand its talent pool and enhance competitiveness through its talent agencies. Talent auditions are evaluated on past streaming performance, character fit with the existing portfolio, and audience engagement capabilities. Investment business conditions are described as improving; after a period of inflated valuations—particularly in the United States—market values have stabilized, creating a favorable environment for new investments. GREE’s established network in gaming and metaverse sectors positions it to accumulate additional investment assets. Financial projections for the third quarter exclude the Investment Business, estimating consolidated operating income of approximately ¥1.5 billion. For the full fiscal year FY2024, the company forecasts consolidated operating income of roughly ¥5.0 billion under the same exclusion. These figures suggest a steady growth trajectory driven by core gaming, anime, and VTuber operations while maintaining a cautious stance on investment activities.
Role-playing games represent the most lucrative segment of the global mobile gaming market, generating $18.5 billion in 2020 and accounting for nearly a quarter of all mobile gaming revenue. This market is geographically concentrated in East Asia, where China, Japan, and South Korea collectively generate over 70% of the genre's global earnings. The landscape is characterized by the dominance of domestic publishers and a heavy reliance on established intellectual properties from movies, literature, and PC ports, which account for approximately half of the top-performing titles. The Marvel franchise serves as a primary example of this trend, exerting a pervasive influence on player acquisition and revenue generation through its immense brand saturation. While IP-based titles leverage organic recognition, original properties must utilize aggressive influencer marketing and high-quality creative advertisements to compete. Long-term sustainability in the genre is driven by consistent content updates, social competitive mechanics, and time-limited gacha systems. Although in-app purchases remain the primary revenue driver—particularly among high-income male audiences—there is a significant shift toward hybrid monetization. Approximately 83% of players now accept non-disruptive rewarded video ads as a means to progress without direct spending. To navigate evolving privacy regulations and tracking challenges, developers are increasingly prioritizing high-value user signals within the first 24 hours of gameplay. Interactive playable ads have emerged as a highly effective acquisition tool, occasionally increasing eCPMs by over 200%. By combining traditional spending triggers like battle passes and limited-time events with sophisticated ad integration, publishers are successfully monetizing both high-spending "whales" and non-paying users to maintain growth in an increasingly competitive global market.