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Report
30 pages
1Q FY2023 Presentation Material
CyberAgent achieved an 8.3% year-over-year revenue increase and an operating profit of ¥6.4 billion in 1Q FY2023.
Operating profit margins improved to 6.7% from 5.9% the previous year, supported by a gross margin increase from 55% to 57%.
Overseas subscriber acquisition grew by 12%, with the United States and Southeast Asia identified as the primary growth markets.
Market Analysis
Monetization
Japan
+1
CyberAgent
Report
40 pages
2Q FY2023 Presentation Material: Japan
The company achieved a new record high for quarterly sales during the second quarter of fiscal year 2023.
The financial reporting period for the second quarter of fiscal year 2023 covers the months of January through March 2023.
The report outlines performance and strategic outlooks across three primary areas: financial summaries, the internet advertisement business, and medium to long-term corporate strategy.
Market Analysis
Monetization
Advertising
+2
CyberAgent
Report
41 pages
Presentation Material: Q1 FY2026
The provided report content for Q1 FY2026 covers the period of October through December 2025.
The document outlines performance metrics specifically for the company's Internet Advertisement Business.
Management explicitly notes that actual financial results may differ materially from the provided earnings forecasts due to inherent risks and uncertainties.
Market Analysis
Game Publishing
Monetization
+2
CyberAgent
Report
2 pages
Mixi Report: FY2013 Business Results
Monster Strike drove a major recovery in Q4 FY2014, generating ¥5,798 million in sales—a 143.8% increase—and contributing ¥990 million in operating income.
Mixi experienced an overall net loss of ¥227 million in FY2014, with net sales declining 3% to ¥12,155 million and operating income dropping to ¥480 million due to the decline of the legacy social networking segment.
The company is aggressively expanding Monster Strike internationally through a partnership with Tencent to localize the game for markets in China, Hong Kong, Macau, and Taiwan.
Market Analysis
Monetization
Investment
+2
mixi
Report
2 pages
FY2015 Annual Business Report: MIXI
Monster Strike served as the primary revenue driver, generating ¥112.9 billion in net sales and ¥52.7 billion in operating income, representing a growth of over 30% compared to FY2014.
The company returned to profitability with a net profit of ¥32.9 billion, leading to an increased dividend payout of ¥59 per share.
Monster Strike achieved over 30 million cumulative unique device downloads and expanded its international footprint into China, South Korea, North America, and Hong Kong/Macau.
Market Analysis
Monetization
Mobile
+1
mixi
Report
2 pages
Summary of Main Q&A: FY2018 Second Quarter GREE Results Briefing
GREE is expanding beyond its mobile-centric foundation by entering the console market, starting with the release of 'Fishing Star' on the Nintendo Switch.
The 'Fishing Star' console title will utilize a single-purchase download model without in-game microtransactions, marking a departure from the company's typical mobile monetization.
GREE is building a multiplatform, multiregional development system designed to support simultaneous mobile and console releases for both domestic and international markets.
Market Analysis
Game Publishing
Monetization
+2
GREE
Report
2 pages
Summary of Main Questions and Answers: FY2017 1Q GREE Results Briefing
GREE is prioritizing the RPG genre to drive FY2017 growth, citing its market dominance in Japan, resilience to trends, and internal development efficiencies.
The company expects a ¥1.0 billion decline in operating income for Q2 due to strategic investments in advertising, rental costs, and goodwill amortization.
Key RPG titles in the development pipeline include Senki Zesshou SYMPHOGEAR XD Unlimited, Rara-MAGI, Another Eden, and A Farewell to Arms.
Market Analysis
Monetization
Mobile
+2
GREE
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
3 pages
Summary of Main Questions and Answers at the FY2018 First Quarter GREE Results Briefing
GREE’s Q1 FY2018 revenue growth was driven by increased commission fees from partner titles that leverage strong intellectual property.
Key titles driving robust coin consumption in Q1 included 'Another Eden: The Cat Who Goes Beyond Time', 'SINoALICE', 'Senki Zesshou SYMPHOGEAR XD Unlimited', and 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze'.
The company expects a temporary decline in native game sales as it transitions to larger support teams, enhanced content, and more aggressive promotional activities to drive future growth.
Market Analysis
Monetization
Marketing
+3
GREE
Report
2 pages
Summary of main supplementary explanations questions and answers at the FY2020 First Quarter GREE results briefing held on October 30, 2019
GREE projects an operating income of approximately ¥0.5 billion for the second quarter of FY2020.
First-quarter sales declined due to the conclusion of major title anniversary events and the strategic transfer of titles to improve overall profitability.
Management expects browser game revenue to continue its decline while increasing advertising spend on high-potential mobile titles.
Market Analysis
Monetization
Marketing
+3
GREE
Report
1 pages
Supplementary Explanation: FY 2020 Third Quarter GREE Results
GREE reported a quarter-over-quarter sales decline in Q3 FY 2020, driven by a strategic shutdown of underperforming game titles and weak performance in the Advertising and Media segment.
Operating income increased during Q3 despite lower sales, primarily due to the strong performance of high-margin first-party IP titles and reduced promotional spending.
The COVID-19 pandemic negatively impacted the Advertising and Media business and caused indirect disruptions to the Game Business, including the postponement of anime broadcasts.
Market Analysis
Monetization
Marketing
+2
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2020 Fourth Quarter Results Briefing
The company projects fiscal 2021 quarterly operating income to range between ¥0.5 billion and just under ¥1.0 billion, with a Q1 forecast exceeding ¥1 billion.
The Q1 2021 earnings surge is driven by the successful global launch of the game title SINoALICE.
Fiscal 2020 Q4 operating income declined due to decreased sales and one-time costs, including unit divestitures, office consolidation, and remote-work support.
Market Analysis
Monetization
Mobile
+1
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2021 First Quarter GREE Results Briefing
GREE achieved Q1 FY2021 growth in sales and operating income driven by the July 1 global launch of SINoALICE and a reduction in fixed costs.
Operating income for Q2 FY2021 is projected to remain stable between ¥0.5 billion and just under ¥1.0 billion as SINoALICE momentum slows and development spending increases.
Annual game development expenses are forecasted to range between ¥7.5 billion and ¥8.5 billion, with total fixed costs expected to fluctuate by a few hundred million yen.
Market Analysis
Monetization
Mobile
+2
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
1 pages
Summary of main supplementary explanations questions and answers at the FY2021 Second Quarter GREE results briefing held on February 12, 2021
GREE projects Q3 FY2021 operating income at approximately ¥1.0 billion, primarily supported by the launch of a new app game.
The quarter-over-quarter decline in FY2021 Q2 sales and operating income was driven by a slowdown in SINoALICE coin consumption and seasonal weakness in flagship titles.
The REALITY brand for real-time communication services has seen sustained growth since the spring 2020 state of emergency, with management expecting continued expansion.
Market Analysis
Monetization
Mobile
+1
GREE
Report
2 pages
FY2023 Third Quarter GREE Results Briefing: Summary of Supplementary Explanations
GREE’s metaverse platform, REALITY, has surpassed 10 million global users and maintains high daily engagement rates through avatar sales and livestreaming.
The Internet and Entertainment segment projects Q4 operating income of approximately ¥1.5 billion, balancing the decline of domestic anniversary event revenue with new overseas expansion.
GREE is integrating generative AI into the REALITY platform to facilitate user-generated 3D content, including avatars and world elements.
Market Analysis
Monetization
Metaverse
+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: FY2024 Fourth Quarter GREE Results Briefing
GREE targets a break-even point for its VTuber business by the middle of FY2026, with monthly operating losses expected to be eliminated by that time.
The VTuber segment is currently experiencing rising operating losses due to aggressive investments in talent acquisition and merchandise production, though these costs remain within the company's planned budget.
GREE’s console game development remains in the early planning stages, with no confirmed release dates, platforms, or resource commitments disclosed.
Market Analysis
Monetization
Investment
+2
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
2 pages
Summary of main supplementary explanations questions and answers at the FY2026 Second Quarter GREE Holdings, Inc. results briefing held on February 5, 2026
GREE Holdings revised its FY26 earnings downward due to recent performance softness in existing game titles.
The company is shifting its long-term strategy toward continuous growth businesses to reduce reliance on volatile game revenue, maintaining its medium-term targets for FY28.
GREE plans to acquire anime production capabilities through in-house development and M&A within the next 2–3 years to secure control over output quality and timing.
Monetization
Investment
Mobile
+1
GREE
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