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Report
3 pages
Summary of Questions and Answers: FY2017 2Q GREE Results Briefing
GREE expects Q3 operating income to decline due to increased fixed costs associated with a pipeline of seven new game releases scheduled for the second half of the fiscal year.
The company is shifting operations for select titles to Vietnam and improving marketing efficiency to stabilize coin-consumption revenue within its game segment.
New business ventures in virtual reality and video advertising are targeted to reach profitability by FY2019.
Market Analysis
Game Development
Monetization
+3
GREE
Report
2 pages
Summary of Main Questions and Answers at the FY2017 3Q GREE Results Briefing
GREE is prioritizing development efficiency by reusing game engines to shorten production timelines and reduce overall costs.
The company is shifting toward high-fidelity mobile gaming, aiming to replicate console-quality experiences on smartphones to drive long-term user loyalty.
GREE has increased its content readiness, with new titles now launching with two to three months of pre-prepared content.
Market Analysis
Game Development
Game Engines
+2
GREE
Report
4 pages
Summary of Main Questions and Answers at the FY2018 Third Quarter GREE Results Briefing: Japan
GREE is investing ¥10 billion into the VTuber market, with ¥4 billion allocated to creator support and ¥6 billion dedicated to advertising.
The company is leveraging its 3D rendering expertise to create synergies between VTuber content and VR technology to improve character interaction.
GREE’s international strategy focuses on a simultaneous or near-simultaneous global release schedule for Japanese IPs, exemplified by the North American launch of 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freese'.
Market Analysis
Investment
Game Development
+2
GREE
Report
2 pages
Summary of main questions and answers at the FY2019 First Quarter GREE results briefing held on October 26, 2018
GREE is prioritizing international expansion by self-distributing existing titles in high-profitability markets, with China identified as a key target for upcoming operations and marketing.
The company plans to drive an earnings uptrend in the second half of FY2019 through new title releases and expanded multiplatform distribution in Japan.
GREE is diversifying its distribution channels by targeting social media gaming, specifically highlighting Facebook Messenger as a high-potential platform for new releases.
Market Analysis
Market Forecast
Game Publishing
+5
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2021 Third Quarter GREE Results Briefing
GREE projects operating income for the fourth quarter of FY2021 to reach approximately ¥1.0 billion.
The company anticipates a medium-to-long-term sales uptrend driven by a pipeline of new game titles scheduled for release in FY2022 and beyond.
Strategic growth initiatives focus on game engine development, intellectual property acquisition, and global market expansion.
Market Analysis
Game Development
Live Ops
+3
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: GREE FY2022 Second Quarter Results
GREE is launching the new title 'Heaven Burns Red' on February 10, 2022, supported by strong pre-registration figures.
The company projects third-quarter operating income for its Internet and Entertainment segment to be between ¥1.5 billion and just under ¥2.0 billion, driven by new title contributions.
GREE has initiated a substantial share repurchase program to maintain an ROE above 10% and ensure compliance with Tokyo Stock Exchange Prime section listing requirements.
Market Analysis
Game Development
Marketing
+3
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 Fourth Quarter
GREE is pivoting away from the declining profitability of the smartphone game market toward a diversified portfolio, aiming for half of non-investment earnings to come from non-game, non-anime sources by FY2026.
The company projects a consolidated operating income of ¥4.0–5.0 billion for FY2024, excluding contributions from new game releases, anime, or investment income.
Within the Metaverse Business segment, the Platform and B2B sub-segments are currently profitable, with a group-wide goal for all four sub-segments to reach profitability by FY2026.
Game Development
Game Publishing
Market Analysis
+1
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 First Quarter GREE Results Briefing
GREE maintains its FY2024 consolidated operating income guidance of ¥4.0 billion to ¥5.0 billion, as originally announced on August 3, 2023.
The company projects consolidated operating income for the second quarter at approximately ¥0.5 billion, excluding the impact of investment activities.
The REALITY metaverse platform achieved robust growth in Q1, driven by strong performance in the Japanese and North American markets through avatar and gifting monetization.
Market Analysis
Game Development
Metaverse
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 Second Quarter
GREE forecasts consolidated operating income of approximately ¥1.5 billion for Q3 and ¥5.0 billion for the full fiscal year FY2024, excluding the Investment Business.
The company is shifting its Game and Anime Business strategy by discontinuing support for SINoALICE to prioritize more promising development projects.
Heaven Burns Red remains a core performance driver, with its two-year anniversary events contributing to strong financial results.
Market Analysis
Game Development
Mobile
+3
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 Third Quarter Results Briefing
GREE projects a full-year FY2024 consolidated operating income between ¥5 billion and ¥6 billion.
The company forecasts a consolidated operating income of approximately ¥1.5 billion for the fourth quarter of FY2024.
Earnings growth in the Game and Anime Business was driven by optimized promotional spending for 'Heaven Burns Red' and the reallocation of staff to higher-margin projects.
Market Analysis
Game Development
Monetization
+2
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Third Quarter Results Briefing
GREE is accelerating its game development pipeline to reduce the three-year release gap previously observed between major titles like Heaven Burns Red and Puella Magi Madoka Magica: Magia Exedra.
The company is shifting toward a more frequent, disciplined game release cadence to optimize development resources and prevent internal product cannibalization.
GREE has expanded its anime business by joining more than 20 production committees, including high-profile series such as Is It Wrong to Try to Pick Up Girls in a Dungeon? V and Mushoku Tensei II: Jobless Reincarnation (Season 2).
Market Analysis
Game Development
Mobile
+1
GREE
Report
3 pages
Summary of main supplementary explanations questions and answers at the FY2026 First Quarter GREE Holdings, Inc. results briefing held on November 6, 2025
GREE is transitioning to an in-house development model for console titles, utilizing external contractors to address current expertise gaps while focusing on long-term IP cultivation.
Outside-app payment methods have been fully implemented across all major mobile titles and the VTuber platform, directly contributing to improved operating margins.
The VTuber production arm is projected to reach full-year profitability by FY2027 as high-margin merchandise and live events offset initial talent acquisition costs.
Market Analysis
Game Development
Monetization
+3
GREE
Report
71 pages
Annual Report 2012: 11 bit studios S.A.
The 2012 annual report for 11 bit studios S.A. provides a formal record of the company's financial performance and management activities for the fiscal year.
The document includes a formal letter from the management board outlining the strategic direction and operational highlights of the company during 2012.
The report contains audited individual financial statements, detailing the company's balance sheet, income statement, and cash flow positions for the 2012 period.
Market Analysis
Investment
Game Development
+2
11 bit studios
Report
54 pages
Annual Report 2010: 11 bit studios
11 bit studios S.A. published its annual report for the 2010 fiscal year, detailing the company's financial standing and operational activities during that period.
The report includes a formal letter from the Management Board, providing strategic context for the company's performance in 2010.
The document presents comprehensive standalone financial data, including primary line items from the annual financial statement and comparative figures for previous periods.
Investment
Game Development
Game Publishing
+1
11 bit studios
Report
69 pages
Raport Roczny 2011: 11 bit studios
11 bit studios S.A. published its 2011 annual report detailing the company's financial performance and operational status for that fiscal year.
The report includes audited individual financial data, providing a comprehensive overview of the company's fiscal position as of the end of 2011.
The document serves as the primary formal disclosure of the company's annual financial results, including comparative data from previous periods.
Game Development
Game Publishing
PC
+1
11 bit studios
Report
86 pages
Consolidated Annual Report 2016: 11 bit studios
The provided text contains only fragmented headers and labels from the 11 bit studios 2016 consolidated annual report, lacking the financial figures or narrative data required to extract concrete insights.
The document is dated March 30, 2017, and pertains to the fiscal reporting of 11 bit studios based in Warsaw.
The content consists of table column headers related to equity, share premiums, reserve capital, and retained earnings, but provides no actual numerical values.
Market Analysis
Investment
Game Publishing
+1
11 bit studios
Report
70 pages
Annual Report 2013: 11 bit studios
11 bit studios S.A. published its comprehensive annual report for the 2013 fiscal year, covering financial statements and management activity.
The report includes a formal letter from the Board of Directors detailing the company's strategic direction and operational performance throughout 2013.
Financial documentation for 2013 includes selected standalone financial data and comparative figures to assess year-over-year performance.
Investment
Game Development
Game Publishing
+1
11 bit studios
Report
67 pages
Annual Report 2014: 11 bit studios S.A.
11 bit studios S.A. published its 2014 annual report, which includes audited financial statements and a comprehensive management board review of the company's operational activities for the fiscal year.
The report provides a detailed breakdown of the company's individual financial data, allowing for direct performance comparisons against previous reporting periods.
The document serves as the primary formal disclosure of 11 bit studios S.A.'s corporate governance and financial health for the 2014 calendar year.
Investment
Game Development
Game Publishing
+3
11 bit studios
Report
74 pages
Annual Report 2017: 11 bit studios
As of December 31, 2017, 11 bit studios reported tangible fixed assets valued at 814,332 PLN.
The company's tangible fixed assets grew from 779,540 PLN at the end of 2016 to 814,332 PLN by the end of 2017.
The reported financial data for the 2017 fiscal year was finalized and signed by the management board on March 26, 2018.
Investment
Game Development
Game Publishing
+3
11 bit studios
Report
140 pages
Raport Roczny 2021: 11 bit studios S.A.
11 bit studios S.A. generated 70.12 million PLN in sales revenue during the 2021 fiscal year.
The company achieved an EBITDA of 38.95 million PLN for the 2021 reporting period.
Management reported that the company successfully navigated operational challenges and restrictions caused by the COVID-19 pandemic throughout 2021.
Investment
Market Analysis
Game Publishing
+1
11 bit studios
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