Skip to main content

The Game

Game

Documents about The Game

Cover of CyberAgent FY2022 Second Quarter Earnings Supplement: Quarterly Transition by Business Segment
Financial report1 page

CyberAgent FY2022 Second Quarter Earnings Supplement: Quarterly Transition by Business Segment

CyberAgent’s fiscal year 2022 second-quarter earnings supplement provides a granular breakdown of financial performance across five core business segments: Media, Internet Advertisement, Game, Investment Development, and Other Business.

CyberAgent
Cover of CyberAgent FY2023 First Quarter Earnings Supplement Document
Financial report1 page

CyberAgent FY2023 First Quarter Earnings Supplement Document

CyberAgent’s fiscal year 2023 first-quarter earnings report outlines a challenging start to the year, characterized by a consolidated operating loss and significant margin compression across its core business segments.

CyberAgent
Cover of Quarterly Transition by Business Segment: FY2026 Third Quarter
Financial report1 page

Quarterly Transition by Business Segment: FY2026 Third Quarter

CyberAgent’s financial performance for the third quarter of fiscal year 2026 reflects a period of contraction across its primary business segments compared to the preceding quarter.

CyberAgent
Cover of Tecmo Koei Holdings Annual Report 2010
Financial report26 pages

Tecmo Koei Holdings Annual Report 2010

Tecmo Koei Holdings navigated a transformative fiscal year ending March 31, 2010, following the strategic merger of Tecmo and Koei.

  • Tecmo Koei Holdings reported net sales of 34.5 billion yen and a consolidated net income of 2.6 billion yen for the fiscal year ending March 31, 2010.
  • The company completed a post-merger reorganization into three specialized business units: Tecmo Koei Games, Tecmo Koei Wave, and Tecmo Koei Net.
  • The Game Software segment served as the primary revenue driver, supported by successful title launches in both Japanese and North American markets.
Koei Tecmo Holdings
Cover of Tecmo Koei Holdings Annual Report 2011
Financial report28 pages

Tecmo Koei Holdings Annual Report 2011

Tecmo Koei Holdings navigated a challenging fiscal year ending March 31, 2011, characterized by operational disruptions following the Great East Japan Earthquake.

  • Tecmo Koei Holdings achieved a consolidated net income of 2.7 billion yen and total net sales of 385.8 million dollars for the fiscal year ending March 31, 2011.
  • The company completed the integration of Koei Co., Ltd. and Tecmo, Ltd. into a single entity, Tecmo Koei Games Co., Ltd., to streamline operations.
  • Operational performance was negatively impacted by release delays caused by the Great East Japan Earthquake, though the Game Software division remained the primary revenue driver.
Koei Tecmo Holdings
Cover of How Ludia Scaled DTC to 26% Wallet Share for Jurassic World: The Game in Weeks
Article

How Ludia Scaled DTC to 26% Wallet Share for Jurassic World: The Game in Weeks

The Montreal-based mobile game studio Ludia successfully implemented a direct-to-consumer (DTC) monetization channel for its flagship title, Jurassic World: The Game, to diversify revenue streams without disrupting existing app store performance.

  • Ludia successfully captured 26% of the wallet share for 'Jurassic World: The Game' through a new direct-to-consumer (DTC) monetization channel launched on iOS.
  • The DTC channel achieved a 57% repeat purchase rate within the first five weeks, with 11% of buyers completing ten or more transactions.
  • Ludia utilized Appcharge Payment Links to deploy the DTC channel in a matter of weeks, bypassing the need for a full web store build to begin generating performance data.
Appcharge
Cover of DeNA Q2 FY2024 Operating Results
Financial report24 pages

DeNA Q2 FY2024 Operating Results

The operating results for the second quarter of fiscal year 2024 reflect a period of strategic portfolio management and operational adjustment across DeNA’s diversified business segments.

  • DeNA reported a 7% year-over-year decline in first-half consolidated revenue to 70.3 billion yen, yet achieved a 14% increase in operating profit to 5.5 billion yen.
  • The Game Business segment saw a 14% revenue drop due to downsizing in China, but segment profit surged 463% to 2.4 billion yen.
  • The Sports Business remains a primary growth driver, supported by record-high stadium attendance and championship success for the Yokohama DeNA BayStars.
DeNA Co.
Cover of Q3 FY2024 Operating Results: DeNA
Financial report23 pages

Q3 FY2024 Operating Results: DeNA

DeNA’s Q3 FY2024 operating results demonstrate a significant financial turnaround, characterized by a substantial increase in consolidated revenue and operating profit compared to the previous fiscal year.

  • DeNA reported a significant financial turnaround in Q3 FY2024, with consolidated revenue reaching 46.5 billion yen, a 60% increase year-over-year, and operating profit surging to 15.5 billion yen.
  • The Game segment was the primary growth driver, generating 28.0 billion yen in revenue—a 147% quarter-over-quarter increase—largely fueled by the global launch of Pokémon Trading Card Game Pocket.
  • Pokémon Trading Card Game Pocket achieved 60 million global downloads by December 2024 and maintained high user retention rates.
DeNA Co.
Cover of Presentation Material: 2Q FY2026
Financial report39 pages

Presentation Material: 2Q FY2026

CyberAgent’s second-quarter fiscal year 2026 results demonstrate strong financial momentum, characterized by record-high consolidated sales and operating profit.

  • CyberAgent achieved record-high 2Q FY2026 consolidated sales of 246.2 billion yen (up 13.3% YoY) and an operating profit of 29.0 billion yen (up 39.3% YoY).
  • The Game segment was the primary growth driver, with sales rising 31.2% to 67.5 billion yen and operating profit increasing 36.3% to 20.9 billion yen.
  • International expansion significantly bolstered gaming performance, with overseas sales increasing 3.5-fold, largely driven by the English release of 'Umamusume: Pretty Derby'.
CyberAgent
Cover of FY2026 3Q Financial Results Briefing: GREE Holdings
Financial report7 pages

FY2026 3Q Financial Results Briefing: GREE Holdings

GREE Holdings’ third-quarter financial results for fiscal year 2026 demonstrate a period of growth, with consolidated net sales reaching ¥12.7 billion and operating profit totaling ¥1.6 billion.

  • GREE Holdings revised its FY2026 full-year operating profit forecast upward to ¥4.4 billion, exceeding the initial estimate of ¥3.6 billion.
  • Third-quarter consolidated net sales reached ¥12.7 billion with an operating profit of ¥1.6 billion, driven by strong performance in anniversary events for major game titles.
  • The company increased its target Dividend on Equity (DOE) ratio from 3% to 4% and removed the 70% payout ratio cap to enhance shareholder returns.
GREE
Cover of Recap: Game Playtest Night #2: Hamburg
Article

Recap: Game Playtest Night #2: Hamburg

The Game Playtest Night #2, held on June 13, 2024, in Hamburg, served as a collaborative platform designed to bridge the gap between local indie game developers and the gaming community.

  • Gamecity Hamburg and Play Bay hosted the second Game Playtest Night on June 13, 2024, to facilitate direct user feedback for local indie developers.
  • Six developer teams presented work-in-progress titles to a cohort of 60 test gamers to gather qualitative data on playability and engagement.
  • The event featured a diverse range of seven titles, including Bee Welcome, Light of Atlantis, Escape Sector VR, Replicore, ODDADA, Monstersongs VR, and The Patient.
Gamecity Hamburg
Cover of Portside Game Assembly: Conference Speaker and Program Announced
Article

Portside Game Assembly: Conference Speaker and Program Announced

The Portside Game Assembly is a specialized B2B conference designed for international indie game studio leaders and decision-makers.

  • The Portside Game Assembly, a B2B conference for indie studio leaders, will take place on June 27, 2025, in Hamburg, Germany.
  • The event features participation from over 60 studios representing more than 15 countries, including Evil Empire, Stray Fawn Studio, Ghost Ship Games, The Game Kitchen, and Young Horses Inc.
  • Core programming focuses on high-level operational challenges such as resource allocation, company culture management, investment strategies, and long-term game monetization.
Gamecity Hamburg