Updated Mar 17, 2026 by CyberAgent
Financial · October 27, 2021
Published by CyberAgent
Financial performance data for the fiscal years 2019 and 2020 reveals a period of significant growth and operational scaling across multiple business segments, including media, gaming, internet advertising, and investment development. The data covers the full four quarters of FY2019 and the first two quarters of FY2020, providing a comparative look at quarterly transitions in sales, operating profit, and operating profit margins. Total sales increased from 453.6 billion yen in FY2019 to 244.8 billion yen in just the first half of FY2020, indicating a strong upward trajectory. The internet advertisement business remains the largest revenue driver, generating 256.6 billion yen in FY2019 and reaching 140.1 billion yen by the midpoint of FY2020. While the media business continues to operate at a loss as it scales, its operating profit margin improved from negative 40.9% in the first quarter of FY2019 to negative 30.7% by the second quarter of FY2020. In contrast, the game business serves as a primary profit engine, showing substantial margin expansion. Game segment operating profit rose from 3.2 billion yen in the first quarter of FY2019 to 10.4 billion yen in the second quarter of FY2020, with margins climbing from 8.8% to 23.3% in that same period. Overall profitability has strengthened significantly over the tracked timeframe. Total operating profit for the first half of FY2020 reached 20.2 billion yen, which is approximately 65% of the total profit recorded for the entire previous fiscal year. This growth is underpinned by the combined performance of the advertising and gaming sectors, which offset the planned investment losses in the media segment. The investment development business remains highly volatile, with margins fluctuating between 90.2% and negative 231.6% depending on the timing of asset realizations.
(TSE 1ST SECTION 4751) [Supporting Document] Quarterly transition by business segment/[補足資料]セグメント別の四半期推移 (Unit:million yen/単位:百万円) FY2019 FY2020 Sales 売上高 1Q 2Q 3Q 4Q Total 1Q 2Q 3Q 4Q Total Media Business メディア事業 11,439 11,631 11,236 12,268 46,575 12,229 13,814 0 0 26,043 Game Business ゲーム事業 36,363 39,908 38,227 37,725 152,224 35,251 44,852 0 0 80,103 Internet Advertisement Business インターネット広告事業 62,259 66,684 64,305 63,395 256,644 67,322 72,787 0 0 140,110 Investment Development Business 投資育成事業 3,895 1,131 1,290 110 6,428 2,953 426 0 0 3,380 Other Business その他事業 4,583 4,754 4,702 4,907 18,947 4,643 4,968 0 0 9,611 Subtotal 計 118,541 124,111 119,762 118,406 480,822 122,400 136,849 0 0 259,249 Adjustment Amount 調整額 -7,686 -6,781 -6,094 -6,647 -27,210 -6,719 -7,676 0 0 -14,395 Total 合計 110,855 117,329 113,667 111,759 453,611 115,681 129,172 0 0 244,853 OP(Excluding 4Q earning incentives) 営業利益(インセンティブ含まず) 1Q 2Q 3Q 4Q Total 1Q 2Q 3Q 4Q Total Media Business メディア事業 -4,683 -4,353 -4,197 -3,627 -16,862 -5,050 -4,237 0 0 -9,288 Game Business ゲーム事業 3,193 7,470 8,374 7,003 26,040 5,118 10,442 0 0 15,560 Internet Advertisement Business インターネット広告事業 4,236 5,436 5,044 4,915 19,632 5,662 6,726 0 0 12,389 Investment Development Business 投資育成事業 3,396 658 794 -256 4,593 2,665 70 0 0 2,735 Other Business その他事業 27 186 330 362 907 288 466 0 0 755 Subtotal 計 6,170 9,398 10,345 8,397 34,312 8,684 13,468 0 0 22,152 Adjustment Amount 調整額 -823 -796 -900 -965 -3,486 -951 -969 0 0 -1,920 Total 合計 5,346 8,602 9,444 7,431 30,825 7,733 12,498 0 0 20,231
396 658 794 -256 4,593 2,665 70 0 0 2,735 Other Business その他事業 27 186 330 362 907 288 466 0 0 755 Subtotal 計 6,170 9,398 10,345 8,397 34,312 8,684 13,468 0 0 22,152 Adjustment Amount 調整額 -823 -796 -900 -965 -3,486 -951 -969 0 0 -1,920 Total 合計 5,346 8,602 9,444 7,431 30,825 7,733 12,498 0 0 20,231 OPM(Excluding 4Q earning incentives) 営業利益率(インセンティブ含まず) 1Q 2Q 3Q 4Q Total 1Q 2Q 3Q 4Q Total Media Business メディア事業 -40.9% -37.4% -37.4% -29.6% -36.2% -41.3% -30.7% 0.0% 0.0% -35.7% Game Business ゲーム事業 8.8% 18.7% 21.9% 18.6% 17.1% 14.5% 23.3% 0.0% 0.0% 19.4% Internet Advertisement Business インターネット広告事業 6.8% 8.2% 7.8% 7.8% 7.6% 8.4% 9.2% 0.0% 0.0% 8.8% Investment Development Business 投資育成事業 87.2% 58.2% 61.6% -231.6% 71.4% 90.2% 16.5% 0.0% 0.0% 80.9% Other Business その他事業 0.6% 3.9% 7.0% 7.4% 4.8% 6.2% 9.4% 0.0% 0.0% 7.9%
CyberAgent’s financial performance for the first quarter of fiscal year 2024 demonstrates a significant recovery in profitability compared to the same period in the previous year. Total net sales reached 193.07 billion yen, representing a year-over-year increase from the 167.57 billion yen recorded in the first quarter of 2023. Most notably, the consolidated operating income swung from a loss of 1.25 billion yen in the prior year’s first quarter to a profit of 6.28 billion yen, signaling a stabilized financial trajectory across the company’s diverse business segments. The Internet Advertisement Business remains the primary revenue driver, contributing 105.32 billion yen in sales and 5.66 billion yen in operating profit during the first quarter. While the Media Business continues to operate at a loss, its performance has improved substantially; the segment reduced its operating loss from 9.35 billion yen in the first quarter of 2023 to just 991 million yen in the current period. This improvement is reflected in the operating profit margin for the Media segment, which narrowed from negative 27.9 percent to negative 2.3 percent. The Game Business experienced a moderate increase in revenue, posting 45.04 billion yen for the quarter compared to 40.91 billion yen a year earlier. However, the segment's operating profit of 3.49 billion yen and margin of 7.8 percent represent a decline from the 5.21 billion yen and 12.7 percent margin seen in the first quarter of 2023. Despite this contraction in game-related margins, the overall corporate performance was bolstered by the Investment Development and Other Business segments, both of which remained profitable. The data covers the Japanese market and reflects the transition from the full fiscal year 2023 through the initial quarter of 2024.
CyberAgent’s financial results for the first quarter of fiscal year 2024, covering October to December 2023, demonstrate a strong start across its three primary business segments: Internet Advertisement, Game, and Media. Consolidated net sales reached 193.0 billion yen, a 15.2% increase year-over-year, while operating income rose to 6.2 billion yen, reversing a loss from the same period the previous year. This performance aligns with the strategic goal of establishing fiscal year 2023 as a profit trough and entering a new growth phase. The Internet Advertisement business remains the primary revenue driver, generating 105.3 billion yen in sales (up 10.1% YoY) with an improving operating profit margin of 5.4%. The Game business saw a recovery in sales to 45.0 billion yen (up 10.1% YoY) driven by the successful launch of Jujutsu Kaisen Phantom Parade, though operating profit declined 32.9% YoY to 3.4 billion yen. The Media business, centered on ABEMA, significantly reduced its operating losses to 0.9 billion yen, an 8.3 billion yen improvement over the previous year, supported by a 27.8% increase in sales and the growth of Weekly Active Users to over 20 million during peak periods. Geographically focused on the Japanese market with expanding digital interests, the data indicates that the company is on track to meet its full-year forecast of 750 billion yen in sales and 30 billion yen in operating profit. Methodology involves consolidated financial reporting of internal business units and user engagement metrics for digital platforms. The long-term strategy emphasizes the digital shift of industries through AI and DX in advertising, the creation of high-quality global game titles, and the evolution of ABEMA into a profitable social infrastructure.
CyberAgent achieved record-high consolidated sales of 131 billion yen during the first quarter of fiscal year 2021, representing a 13.3% year-over-year increase. This growth was primarily propelled by the Media and Advertising segments, offsetting a temporary downturn in the Game business. While the Game segment saw revenue decline 15% to 29.9 billion yen and operating profit drop 77.8% due to seasonal factors and elevated marketing expenditures, the company maintained a strong financial foundation with 252 billion yen in total assets. This performance establishes a solid trajectory toward meeting full-year targets despite the mixed results across different business units. The Media segment emerged as a significant growth engine, with ABEMA driving a 67% surge in revenue to 20.4 billion yen. This expansion was supported by a premium subscriber base exceeding 921,000 users and an elevenfold increase in transaction volume for the WINTICKET platform. To capitalize on this momentum, the company restructured ABEMA into distinct Free and Premium business units. Simultaneously, the Game business prepared for a recovery through the high-profile launches of titles such as Uma Musume Pretty Derby and NieR Re[in]carnation, signaling a strategic focus on high-quality content to stabilize future earnings. Corporate strategy remains centered on governance and technological adaptation within the Japanese market. The organizational structure utilizes a clear distinction between supervision and execution, supported by a board of eight directors that includes significant outside representation. By emphasizing environmental data disclosure and the integration of artificial intelligence within advertising and media functionality, the company aims to align with modern ESG standards. These initiatives, framed within the context of the New Normal, reflect a commitment to long-term sustainability and operational agility in a rapidly evolving digital landscape.
CyberAgent’s financial results for the first quarter of fiscal year 2025, covering October to December 2024, indicate a strong start to the year with consolidated sales reaching 203.8 billion yen, a 5.6% increase year-over-year. Operating income rose significantly by 32.1% to 8.3 billion yen, driven primarily by the improved profitability of the Media & IP segment and steady growth in Internet Advertising. The company has achieved approximately 25% of its full-year sales forecast and 20% of its operating profit target, maintaining a positive trajectory toward its annual goals. The Media & IP business, which now includes the ABEMA streaming platform, saw revenue grow 10.5% to 55.6 billion yen. This segment transitioned to a 1.4 billion yen operating profit, a substantial recovery from previous losses, attributed to the reduction of upfront investment costs for ABEMA and high engagement with anime and combat sports content. The Internet Advertisement business remains the largest revenue contributor, growing 11.8% to 117.7 billion yen through new client acquisitions and AI-driven operational efficiencies. Conversely, the Game business experienced a 15.1% decline in revenue to 38.2 billion yen and a 4.1% dip in profit, as the natural slowdown of older titles offset the performance of newer releases. The medium-to-long-term strategy focuses on evolving the Media & IP segment into a primary profit pillar alongside advertising and gaming. CyberAgent plans to accelerate IP production, evidenced by the January 2025 founding of the anime production company CA Soa, Inc. The gaming pipeline remains active with over six new titles planned for the remainder of the fiscal year, including international versions of major franchises. By leveraging synergies between ABEMA’s distribution reach and internal IP creation, the company aims to build a high-profit business model capable of sustained global growth.