Updated Mar 23, 2026 by GREE
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Report
Published by GREE
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.
■Summary of main supplementary explanations questions and answers at the FY2023 Third Quarter GREE results briefing held on May 11, 2023 【Q1】 Can you let us know about earnings contribution and the outlook for overseas versions of Heaven Burns Red? 【A1】 As it has only been roughly three months since the release of overseas versions of Heaven Burns Red, it is not possible to provide an accurate forecast at this time. However, overseas versions have gotten off to a quick start and we have achieved sales levels in line with the scale of the markets in which these versions were released. 【Q2】 What are the strengths of REALITY when compared with metaverse services offered by other companies? 【A2】 We see two main strengths. The first is that a large community has already been formed in REALITY. REALITY’s user numbers are growing rapidly, especially overseas, and the number of global users has surpassed 10 million. In addition, many of our users visit REALITY on a daily basis. This is extremely rare among global metaverse services. REALITY’s second strength is that progress has already been made in terms of monetization. Many metaverse services have been unable to achieve monetization despite having large user bases. One of REALITY’s strengths is that we have achieved steady monetization via avatars and livestreams, etc.
es. REALITY’s second strength is that progress has already been made in terms of monetization. Many metaverse services have been unable to achieve monetization despite having large user bases. One of REALITY’s strengths is that we have achieved steady monetization via avatars and livestreams, etc. 【Q3】 How is REALITY making use of generative AI? 【A3】 Other companies operating metaverse services (such as Fortnite) have allowed users to make use of generative AI to create user-generated content (UGC), which has contributed to the expansion and development of services. We aim for REALITY to gradually evolve into a metaverse that incorporates such UGC elements. We have already begun to experimentally use AI to create 3D assets such as avatars and world elements. 【Q4】 What is the income outlook for 4Q FY2023 in the Internet and Entertainment Business? 【A4】 Due to the winding down of contribution from anniversary events for the Japanese version of Heaven Burns Red and the release of overseas versions, we expect operating income in the Internet and Entertainment Business in 4Q of roughly ¥1.5 billion. 【Q5】 What is the income outlook for 4Q FY2023 in the Investment and Incubation Business? 【A5】 Because we have received dividend income from CVC funds in 4Q, we expect to post
operating income from already-secured sources of roughly ¥0.5 billion in the Investment and Incubation Business in 4Q.
The briefing presents GREE Inc.’s financial performance for FY2022 second quarter, highlighting a net sales figure of ¥19.5 billion and operating income of ¥2.5 billion, both up markedly from the prior quarter largely due to a new title launch. EBITDA reached ¥2.7 billion, with the Internet and Entertainment Business contributing the full operating income margin. The company attributes growth to the strong start of “That Time I Got Reincarnated as Slime: ISEKAI Memories,” which achieved over two million downloads within two months and secured a top‑four sales ranking globally. Forecasts for the third quarter project operating income between ¥1.5 billion and just under ¥2 billion, driven by anticipated new releases. Operationally, GREE expanded its Metaverse platform REALITY, adding multilingual support and interactive features for up to eight avatars. The Advertising and Media Business introduced a new SaaS marketing tool, “aumo My Business,” targeting physical stores, and partnered with regional tourism bodies to promote local content. Investment activities remained steady; the LP fund and CVC arms invested in domestic and international venture funds, with IRR figures of 17 % (growth phase) and 22 % (exit phase), outperforming domestic benchmarks. Cost analysis shows advertising expenses rose by ¥200 million, commission fees increased with sales, and fixed costs climbed due to bonus provisions. Total operating costs reached ¥17 billion, up ¥4.9 billion quarter‑on‑quarter. Share repurchase and cancellation activities reduced the share count by 35 million shares, lowering outstanding equity. Overall, GREE’s strategy focuses on sustaining game revenue growth, expanding metaverse and SaaS offerings, and maintaining a robust investment portfolio.
The financial performance and strategic outlook for the first quarter of fiscal year 2024 indicate a period of steady operational growth across diverse business segments, despite a cautious short-term earnings forecast. Management anticipates a consolidated operating income of approximately 0.5 billion yen for the second quarter, excluding the investment business. The full-year outlook remains consistent with previous projections, targeting a consolidated operating income between 4.0 billion and 5.0 billion yen. This conservative estimate reflects a lack of expected contributions from new titles within the game and anime business and minimal anticipated income from the investment segment during this period. The metaverse business, specifically the REALITY platform, demonstrates robust growth driven by successful anniversary events and strong performance in the Japanese and North American markets. Monetization strategies for this platform are diversifying, with significant earnings contributions currently stemming from avatar sales and gifting features. While the development pipeline for the game and anime business remains active with multiple titles in progress, specific schedules and details are withheld due to the fluid nature of development and the complexities of managing external intellectual property relationships. Expansion within the digital transformation business highlights a growing client base that is outpacing industry averages. This segment currently serves two primary categories: the game and entertainment industries, which utilize advertising and quality assurance solutions, and national-scale clients in the food and beauty sectors focused on digital marketing. By leveraging internal group expertise, the company is positioning itself as a critical service provider for digital infrastructure across these varied industries. Overall, the strategic focus emphasizes stabilizing core platform growth and diversifying service offerings while navigating a transitional period for the gaming pipeline.
GREE’s financial performance and strategic outlook for the third quarter of fiscal year 2023 highlight a period of international expansion and technological evolution. The successful launch of overseas versions of Heaven Burns Red serves as a primary driver for the Internet and Entertainment Business. While specific long-term forecasts remain premature only three months post-launch, initial sales levels align with market expectations, indicating a strong start in global territories. For the upcoming fourth quarter, the company anticipates operating income of approximately 1.5 billion yen in this segment, accounting for the natural tapering of revenue following major anniversary events in the Japanese market. The metaverse platform REALITY represents a significant pillar of growth, having surpassed 10 million global users. The platform distinguishes itself from competitors through high daily active user engagement and a proven monetization model centered on avatars and livestreaming. Strategic development for REALITY involves the integration of generative AI to facilitate user-generated content, mirroring successful industry trends seen in platforms like Fortnite. Current experimental applications of AI focus on the automated creation of 3D assets, including avatars and environmental elements, to enhance the service's scalability and creative depth. Financial stability is further supported by the Investment and Incubation Business, which expects to post roughly 0.5 billion yen in operating income for the fourth quarter. This figure is largely secured through dividend income from corporate venture capital funds. Collectively, these results demonstrate a dual focus on maintaining core gaming profitability while aggressively scaling a monetized metaverse ecosystem for a global audience. The geographic scope emphasizes a shift toward international markets, particularly as the domestic Japanese mobile market matures and the company seeks to leverage its technological strengths in AI and virtual communities.
The 2021 Fact Book presents a comprehensive overview of Bandai Namco Holdings’ strategic direction, emphasizing its transformation into a globally integrated entertainment conglomerate and its commitment to corporate social responsibility. Central to the narrative is the thesis that sustained growth across toys, video games, animation and amusement can be achieved through diversified product portfolios, expansive international operations, and proactive sustainability initiatives. The company’s evolution is traced from a collection of independent toy, arcade‑machine and media firms to a unified group after the 2005‑2007 merger of Bandai and Namco. Key milestones include the launch of flagship lines such as Gundam models (over 500 million units shipped), Tamagotchi (exceeding 20 million units), and Zatchbell Battle (300 million units), as well as the development of major video‑game franchises—TEKKEN, DARK SOULS III and Tales—collectively surpassing 50 million sales. International expansion is evident through subsidiaries and regional headquarters in North America, Europe and Asia, reinforced by repeated listings on the Tokyo Stock Exchange and industry recognitions such as Cannes Best Actor and TSE awards. Environmental and social performance data for fiscal year 2021 highlight a suite of CSR actions, including CO₂ reduction targets, supply‑chain safety measures and work‑life‑balance programmes, all framed within the “NEXT STAGE” mid‑term plan aimed at deepening engagement with a mature fan base and broadening cross‑media offerings. The Fact Book thus underscores Bandai Namco’s dual focus on market leadership and sustainable corporate practices across a worldwide footprint and multiple entertainment segments.