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Report
8 pages
Financial Report: Q2 2021
KLab Inc. experienced a significant financial downturn in H1 2021, with total revenue falling 22.6% year-over-year to ¥12.34 billion.
Operating performance swung from a ¥753 million profit in H1 2020 to an operating loss of ¥842 million in H1 2021.
The company reported a net loss of ¥1.71 billion attributable to owners of the parent, resulting in a loss of ¥44.3 per share compared to a profit of ¥0.42 per share in the prior year.
Market Analysis
Investment
Mobile
+1
KLab
Report
6 pages
GungHo Business Report Vol. 42
GungHo’s overseas sales ratio grew from 39.3% in 2022 to 47.7% in 2024, signaling a successful shift toward international market penetration.
Consolidated net sales decreased from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit declining from ¥27.9 billion to ¥17.5 billion over the same period.
The flagship title Puzzle & Dragons has surpassed 63 million global downloads since its 2012 launch and is preparing for a 13th-anniversary release in May 2025.
Game Publishing
Mobile
Console
+4
GungHo Online Entertainment
Report
2 pages
Ragnarok Online 3: Service to Begin in Japan
Gravity Co., Ltd. and studio DTDS will launch Ragnarok Online 3 in Japan on February 13, 2026, as a free-to-play MMORPG.
The title will be available across iOS, Android, and PC platforms, featuring in-game purchases and a business model focused on seasonal content updates.
GungHo Online Entertainment will publish the game, which retains core series elements like the job system and atmospheric design while introducing a modernized art style.
Game Publishing
Mobile
PC
+2
GungHo Online Entertainment
Report
50 pages
3Q FY2021 Presentation Material: Japan
The company has revised its FY2021 earnings forecast upward for the second time due to performance exceeding expectations.
Growth in both the games and internet advertisement business segments outperformed initial projections for the third quarter of FY2021.
The reported quarterly results cover the period from April 2021 through June 2021.
Market Analysis
Advertising
Streaming
+2
CyberAgent
Report
26 pages
1Q FY2020 Presentation Material
The company reported 115.6 billion yen in revenue for 1Q FY2020, maintaining a consistent quarterly growth rate between 24% and 28%.
Operating income reached 7.7 billion yen, reflecting a 24–28% year-over-year increase and an operating margin of approximately 32%.
Net profit for the quarter rose 15–18% to 1.4 billion yen, resulting in a net margin of nearly 10%.
Market Analysis
Mobile
Japan
+1
CyberAgent
Report
40 pages
3Q FY2020 Presentation Material: Japan
Financial results for the third quarter of fiscal year 2020, covering the period from April to June 2020, aligned with initial forecasts.
The company successfully met its performance targets for the third quarter despite the operational challenges posed by the COVID-19 pandemic.
The Internet Advertisement Business segment maintained performance levels consistent with expectations throughout the April–June 2020 period.
Market Analysis
Game Publishing
Advertising
+3
CyberAgent
Report
54 pages
FY2020 Presentation Material: October 2019 to September 2020
The fiscal year 2020 reporting period covers the twelve-month duration from October 2019 through September 2020.
The document outlines performance results for the fiscal year 2020 and provides a forward-looking forecast for the fiscal year 2021, spanning October 2020 to September 2021.
The report includes a specific focus on the performance and strategic outlook of the company's internet advertisement business segment.
Market Analysis
In-Game Advertising
Mobile
+1
CyberAgent
Report
44 pages
1Q FY2021 Presentation Material
The internet advertisement and media business achieved record-high sales during the first quarter of fiscal year 2021.
The reported financial results cover the period from October 2020 through December 2020.
Performance in the ads and media sector served as a primary driver for the company's quarterly results.
Market Analysis
Advertising
Game Publishing
+2
CyberAgent
Report
52 pages
2Q FY2021 Presentation Material
The company reported positive performance across both its game and internet advertisement business segments during the second quarter of fiscal year 2021.
The quarterly results period covered in the report spans from January 2021 through March 2021.
The report explicitly identifies the internet advertisement business as a key operational focus for the 2021 fiscal year.
Market Analysis
Advertising
Streaming
+2
CyberAgent
Report
43 pages
1Q FY2022 Presentation Material
The company reported a strong start for both sales and operating profit in the first quarter of fiscal year 2022.
The financial results cover the period from October to December 2021.
The report outlines the performance and strategic outlook for the company's Internet Advertisement Business.
Market Analysis
Investment
Advertising
+2
CyberAgent
Report
41 pages
FY2022 Presentation Material: Japan
CyberAgent’s ABEMA streaming platform achieved a 7.8% quarterly growth in user engagement, driven by high-profile sports broadcasts like the 2022 FIFA World Cup and Premier League.
Original programming on ABEMA contributed to a 4.69 billion-yen increase in operating income during FY 2022.
The company is executing a long-term growth strategy centered on monetizing digital media and gaming through a combination of advertising, subscription models, and cross-business synergies.
Market Analysis
Japan
Mobile
CyberAgent
Report
45 pages
3Q FY2023 Presentation Material: Japan
The company reported financial results for the third quarter of fiscal year 2023, covering the period from April to June 2023.
The Media and Ads segment achieved a year-over-year increase in sales during the third quarter of fiscal year 2023.
The report outlines a medium to long-term strategy for the remainder of fiscal year 2023.
Market Analysis
Investment
Advertising
+2
CyberAgent
Report
34 pages
1Q FY2024 Presentation Material
CyberAgent returned to profitability in 1Q FY2024 with ¥6.28 billion in operating profit, a significant recovery from the prior year's loss, on consolidated sales of ¥193 billion.
The company projects full-year FY2024 performance to reach ¥750 billion in sales and ¥30 billion in operating profit.
The game development segment saw sales rise 10.1% YoY to ¥45.0 billion, with operating losses narrowing by 32.9% YoY to ¥3.4 billion, largely driven by the success of the new title 'Jujutsu Kaisen Phantom Parade.'
Market Analysis
Advertising
Mobile
+2
CyberAgent
Report
37 pages
FY2024 Presentation Material: January to March 2024
CyberAgent achieved consolidated Q2 FY2024 sales of ¥215.1 billion (up 10.0% YoY) and an operating profit of ¥21.0 billion, marking the first time profit has exceeded ¥20 billion in eight quarters.
The Game segment grew 8.1% YoY to ¥67.1 billion in sales, bolstered by the launch of 'Granblue Fantasy: Relink'—which reached one million units sold in eleven days—and various anniversary events.
The Media segment (ABEMA) reached a record ¥42.0 billion in sales, a 25.8% YoY increase, and achieved profitability for the first time since Q2 2023 with an operating profit of ¥0.7 billion.
Market Analysis
In-Game Advertising
Streaming
+2
CyberAgent
Report
43 pages
2Q FY2025 Financial Presentation Material
The company identified inappropriate accounting practices occurring at a consolidated subsidiary.
Financial statements for past fiscal years have been amended to address these accounting irregularities.
Correction reports for past annual securities reports were formally submitted on May 15, 2025.
Market Analysis
Advertising
Investment
+2
CyberAgent
Report
1 pages
Quarterly Transition by Business Segment: Japan
The Game Business is the company's most profitable segment, maintaining a FY2025 average operating profit margin of 28% and peaking at 33.5% in Q3 FY2024.
Internet Advertisement is the largest revenue generator, growing from ¥434,612 million in FY2024 to ¥461,220 million in FY2025, though it operates on thin margins of approximately 5%.
Game Business revenue is highly volatile, experiencing a sharp decline from a peak of ¥67,170 million in Q2 FY2024 to ¥38,856 million in Q3 FY2024.
Market Analysis
Advertising
Mobile
+1
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
FY2016 Annual Report (Part 1: Business Report)
mixi, Inc. experienced significant FY2016 growth, with net sales rising 84.9% to ¥208.8 billion and operating income increasing 80.4% to ¥95.0 billion.
The Entertainment Business segment, anchored by the continued success of Monster Strike and its 35 million cumulative worldwide users, served as the primary driver of the company's financial performance.
The Media Platform Business contributed ¥112.9 billion in sales and ¥52.7 billion in operating income, maintaining a stable base for long-term user engagement.
Market Analysis
Japan
Mobile
mixi
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