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Documents about Shadowverse

Cover of Bushiroad Summary of Financial Results for the Fiscal Year 2023
Financial report32 pages

Bushiroad Summary of Financial Results for the Fiscal Year 2023

Bushiroad's fiscal 2023 results, covering July 2022 through June 2023 for its Japan-based global operations, show strong top-line growth that failed to reach the bottom line.

  • Bushiroad's net sales grew 16.3% to 48.8 billion yen in fiscal year 2023, driven by record performance in the Trading Card Game unit and a recovery in live events and sports.
  • Net profit declined 41.5% to 2.05 billion yen, impacted by rising operational costs from the weak yen and increased material prices.
  • The company recorded 995 million yen in impairment losses stemming from underperforming mobile online games and the divestment of fitness club operations.
BushiroadAug 2023
Cover of Bushiroad Summary of Consolidated Financial Results for the Third Quarter of the Fiscal Year 2022
Financial report16 pages

Bushiroad Summary of Consolidated Financial Results for the Third Quarter of the Fiscal Year 2022

Bushiroad achieved a robust financial performance during the third quarter of the 2022 fiscal year, reporting net sales of 29.02 billion yen and a net profit attributable to owners of the parent of 2.03 billion yen.

  • Bushiroad reported net sales of 29.02 billion yen and a net profit of 2.03 billion yen for the third quarter of fiscal year 2022, marking a recovery from the previous year's net loss.
  • The company upwardly revised its full-term fiscal 2022 forecast to 40 billion yen in net sales and 2.5 billion yen in operating profit.
  • Growth was driven by the Digital IP segment’s strong trading card game sales, specifically the launch of Shadowverse EVOLVE, and record-high results in the Live IP sports division.
BushiroadMay 2022
Cover of Analyst Bulletin: Mobile Game Market Review April 2022
Article

Analyst Bulletin: Mobile Game Market Review April 2022

GameRefinery's analyst bulletin reviews the mobile game market for April 2022, published 10 May 2022.

  • Many US games that lacked a Battle Pass added one in the past month, including RAID: Shadow Legends and multiple casino games.
  • Several hybrid 4X strategy games reached new top-grossing ranks in April, including Walking Dead: Survivors, Age of Origins and Top War: Battle Game.
  • The analysts say their June 2021 prediction that mobile game hybridization would open new revenue streams now seems to be coming true.
GameRefineryMay 2022
Cover of 3Q FY2020 Presentation Material
Presentation40 pages

3Q FY2020 Presentation Material

CyberAgent's 3Q FY2020 results (April–June 2020, Japan) show a company holding its ground through the COVID-19 disruption while investing in long-term growth platforms.

  • CyberAgent reported 112.8 billion yen in consolidated sales for 3Q FY2020, achieving 89% to 102% of its full-year operating profit forecast despite a marginal 0.7% year-over-year revenue decline.
  • The Game business generated 36.7 billion yen in quarterly revenue, bolstered by major title anniversaries and a strategy focused on both new IP development and lifecycle extension for existing games.
  • The media segment, anchored by the ABEMA streaming platform, grew sales by 19.2% year-over-year to 13.3 billion yen, supported by 56 million total downloads.
CyberAgentJul 2020
Cover of 2Q FY2020 Presentation Material: January to March 2020
Presentation43 pages

2Q FY2020 Presentation Material: January to March 2020

CyberAgent's second-quarter FY2020 results (January to March 2020) show a record quarter for the Japanese internet and gaming group, even as management prepares for a COVID-19 slowdown.

  • CyberAgent achieved record-high Q2 FY2020 consolidated sales of 129.1 billion yen and a 45.3% year-over-year increase in operating profit to 12.4 billion yen.
  • The Game Business drove performance with 44.8 billion yen in revenue, bolstered by anniversary events for Granblue Fantasy and the successful launch of KonoSuba: Fantastic Days.
  • By the end of the first half of FY2020, CyberAgent had already achieved 63% to 72% of its full-year profit targets.
CyberAgentApr 2020
Cover of 2019 Predictions: The Magical Storm Gathers Around Card Battlers
Article

2019 Predictions: The Magical Storm Gathers Around Card Battlers

Mobile card battlers were a quiet, stable segment in 2018, but this analysis argues the calm precedes a major shake-up driven by the expected mobile arrival of Magic: The Gathering Arena.

  • Hearthstone currently dominates the mobile card battler market with a 35% share of downloads and a 46% share of revenue.
  • Magic: The Gathering (MTG) Arena is positioned to challenge Hearthstone's market leadership in 2019, supported by a $10 million eSports prize pool that is 2.5 times larger than Hearthstone's.
  • Hearthstone's daily Twitch viewership has declined by 50% since Q1 2017, falling from approximately 50,000 to 25,000 viewers due to infrequent content updates and meta-game stagnation.
Deconstructor of FunFeb 2019
Article

Opportunities in the Japanese Games Market for Dutch Companies

Japan remains a highly attractive market for Dutch game companies, according to this 2018 Dutch Games Association article drawn from a March Japan Business seminar.

  • Japan is the world's third-largest gaming market with $12.5 billion in revenue and the highest average paying revenue per user ($30) for mobile games.
  • Mobile gaming dominates the Japanese market, accounting for 52% of total revenue, followed by console (38%) and PC (10%).
  • The 'gacha' monetization model, similar to Western lootboxes, is the standard for top-grossing mobile titles like GungHo’s 'Puzzle & Dragons' and Mixi’s 'Monster Strike'.
Dutch Games AssociationJun 2018