Updated Mar 23, 2026 by GREE
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Report
Published by GREE
The briefing outlines GREE’s performance and strategic outlook for the second quarter of FY2023, focusing on its Internet and Entertainment Business. Sales in the Game and Anime segment remained steady for “Heaven Burns Red,” though revenue tapered after the half‑year anniversary promotion; growth continued in Metaverse and Commerce & DX divisions. The company anticipates a one‑year anniversary event for the Japanese version of Heaven Burns Red and imminent releases in Korean and traditional Chinese, with pre‑registrations already generating significant buzz at local game shows. The Anime Business is positioned to secure and diversify intellectual property, enabling in‑house development of game‑to‑anime adaptations that can enhance user engagement and revenue. Metaverse operations, branded as REALITY, have surpassed the break‑even point and achieved profitability. Over the past six months, overseas sales grew markedly, with North America leading after Japan, followed by Indonesia and Thailand. User demographics skew female and Generation Z, with a strong preference for private communication features. Monetization streams—live‑stream gifting, avatar sales, and in‑game purchases—are expanding consistently across regions. Advertising spend is expected to rise in the third quarter, driven by anniversary events and new language releases for Heaven Burns Red, as well as intensified promotion of REALITY. Operating income projections for the Internet and Entertainment Business in Q3 FY2023 range from ¥1.0 billion to ¥1.5 billion, contingent on the performance of the Korean and Chinese versions. The Investment and Incubation Business remains cautious, with potential short‑term losses anticipated due to market conditions. However, diversified investment timing and targets are projected to stabilize contributions over the medium‑to‑long term.
■Summary of main supplementary explanations questions and answers at the FY2023 Second Quarter GREE results briefing held on February 8, 2023 【Q1】 Can you give us a picture of sales trends in the Internet and Entertainment Business? 【A1】 In the Game and Anime business, Heaven Burns Red remained firm, but sales declined on a winding down of the impact from half-year anniversary events. Steady growth continued in the Metaverse Business and the Commerce and DX Business. 【Q2】 What is the outlook for Heaven Burns Red from 3Q onward? 【A2】 Our main focus points are the one-year anniversary event for the Japanese version and the release of Korean and traditional Chinese language versions. Pre-registration for the Korean and traditional Chinese versions are proceeding smoothly and these versions sparked considerable buzz at local game shows, with many users voicing their anticipation. 【Q3】 Can you give us some background on the activities and goals of the Anime Business? 【A3】 Our Anime Business has two main goals. First is the securing of IP. Acquiring and holding IP is an essential element in terms of developing our business and increasing profitability in the entertainment field and we see our Anime Business as one way of doing so. The second goal is diversification of our IP development. We have seen many examples of other companies developing game IP into anime content that allows users to enjoy games even more and eventually contributes to earnings. We established the Anime Business to give us the ability to conduct this kind of IP development in-house.
on of our IP development. We have seen many examples of other companies developing game IP into anime content that allows users to enjoy games even more and eventually contributes to earnings. We established the Anime Business to give us the ability to conduct this kind of IP development in-house. 【Q4】 Please give us an update on the Metaverse Business. 【A4】 REALITY continues to achieve steady growth and has topped its breakeven point to become profitable. Over the past six months, growth in overseas sales has been especially large and the ratio of overseas sales to total sales is rising. We aim to develop REALITY into a platform used by hundreds of millions of people around the world and we are considering making investments in promotional campaigns etc. to target further growth. 【Q5】 Can you let us know about REALITY’s regional distribution, user attributes, and overseas monetization? 【A5】 The ratio of overseas users is steadily growing and, after Japan, the second-highest ratio of users is from North America, followed by Asian countries such as Indonesia and Thailand. While we see no major differences in how the platform is used in Japan and
overseas, overseas users have a strong tendency to use it for private communications among friends. A higher ratio of users are female than male and many users are from “generation Z”. Regarding overseas monetization, as in Japan, the three main monetization points of gifting via live streaming, avatar purchases, and in-game purchases are all showing steady growth and we aim to continue this growth going forward. 【Q6】 What is the outlook for advertising costs? 【A6】 We expect advertising costs to increase somewhat in 3Q in connection with the oneyear anniversary event and the release of Korean and traditional Chinese language versions of Heaven Burns Red, and the strengthening of promotional activities for REALITY. 【Q7】 What is the income outlook for 3Q FY2023 in the Internet and Entertainment Business? 【A7】 In 3Q FY2023, we expect contribution to operating income in the Internet and Entertainment Business from the one-year anniversary event and the release of Korean and traditional Chinese language versions of Heaven Burns Red, but we also plan aggressive advertising investment targeting growth in IP over the medium-to-long term. Based on this, we expect 3Q FY2023 operating income in the Internet and Entertainment Business of between roughly ¥1.0 billion and ¥1.5 billion. However, operating income could vary based on trends related to the Korean and traditional Chinese language versions of Heaven Burns Red.
m-to-long term. Based on this, we expect 3Q FY2023 operating income in the Internet and Entertainment Business of between roughly ¥1.0 billion and ¥1.5 billion. However, operating income could vary based on trends related to the Korean and traditional Chinese language versions of Heaven Burns Red. 【Q8】 Please let us know the outlook for the Investment and Incubation Business. 【A8】 We still see little reason for optimism based on recent market conditions and we think the business could post quarterly losses over the near term. However, as we have diversified the timing and targets of our investments, we expect this business to make stable contributions to income over the medium-to-long term.
Chinese gaming developers are aggressively expanding their global footprint by leveraging sophisticated monetization models and high-volume, AI-driven marketing strategies. The primary objective for these publishers is to balance the high revenue potential of mature markets like the United States, Japan, and South Korea against the rising costs of user acquisition. By prioritizing video advertising, which currently yields the highest Day 7 return on ad spend at 21%, developers are successfully capturing market share in competitive strategy and RPG segments. Success in these international territories is increasingly predicated on hyper-localization and technological integration. Publishers are utilizing generative AI to streamline the production of localized ad creatives, voice-overs, and performance-tested copy, allowing for rapid iteration and regional customization. Leading titles demonstrate that high-engagement gameplay loops—such as the inclusion of social hangout spaces, customizable home systems, and minigame integrations—are essential for sustaining long-term retention. These efforts are further bolstered by strategic partnerships with local influencers and the implementation of innovative, time-limited gacha mechanics. To maintain consistent growth, developers are diversifying their engagement tactics through gamified live events, including seasonal collections and interactive board-style challenges. These features, combined with trial character systems, allow publishers to cater to varied player motivations while maintaining a steady revenue stream. By synthesizing competitive intelligence with agile content updates, Chinese gaming apps are effectively navigating the complexities of global expansion, ensuring that both monetization and user interest remain high across diverse geographic regions.
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.
The briefing clarifies GREE’s financial outlook and strategic positioning for FY2023, focusing on the third quarter results. It reports that overseas releases of “Heaven Burns Red” have begun to generate sales consistent with market size, though a precise forecast remains unavailable due to the short time frame. In the Internet and Entertainment segment, operating income for Q4 is projected at approximately ¥1.5 billion, reflecting a decline from the Japanese version’s anniversary event contributions but offset by overseas expansion. The company highlights its metaverse platform, REALITY, as a key growth driver. REALITY boasts over 10 million global users, with daily engagement rates that surpass many competitors, and has achieved steady monetization through avatar sales and livestreaming. GREE plans to enhance the platform with generative AI, enabling user‑generated 3D content such as avatars and world elements, mirroring approaches seen in other metaverse services. For the Investment and Incubation Business, Q4 operating income is expected to reach roughly ¥0.5 billion, largely supported by dividend receipts from corporate venture capital funds. Overall, the briefing underscores GREE’s focus on expanding overseas markets, monetizing its metaverse ecosystem, and leveraging AI to sustain growth across its entertainment and investment portfolios.
The briefing presents FY2025 first‑quarter results for GREE, Inc., highlighting a net sales figure of ¥12.9 billion and an operating loss of ¥0.1 billion, largely driven by valuation losses in the Investment Business and foreign‑exchange impacts from yen appreciation. While Game and Anime, Metaverse, and DX segments exceeded forecasts—thanks to strong performance of the Chinese version of *Heaven Burns Red*, continued growth in platform and VTuber services, and solid DX profitability—the Investment Business posted a ¥0.8 billion operating loss due to crypto‑asset valuation declines and write‑downs on maturing funds. Variable costs rose from advertising spend and investment losses, whereas fixed costs remained relatively stable. Geographically, the company operates globally with significant overseas assets; the report notes a ¥1.4 billion FX loss affecting ordinary and net profit. The management plan positions Metaverse and DX as continuous‑growth businesses targeting a 120–140 % CAGR in operating profit, while Game and Anime are treated as long‑term investment assets. Medium‑term targets emphasize aggressive investment in VTuber talent and DX product development, with expectations of profitability from the VTuber segment by FY2026 and accelerated growth in DX by FY2027. Methodologically, the briefing relies on quarterly financial statements, segment‑level performance data, and investment portfolio valuations. The Investment Business’s dual GP/LP structure is explained to contextualize volatility, with an emphasis on long‑term stability despite short‑term losses. Overall, the company projects FY2025 results in line with prior forecasts but anticipates slightly lower Game and Anime sales, offset by higher operating profit from continuous‑growth segments.