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Report
104 pages
2024 Integrated Report: Value Creation Story
The 2024 Integrated Report outlines a corporate mission focused on entertaining and enriching lives to make the world a better place.
The report identifies a specific event held on April 8, 2023, which recorded an attendance figure of 4,000 participants.
The document references the Kawasaki Brave Thunders, a professional basketball team, as part of its value creation narrative.
Mobile
Live Ops
Sports Games
+1
DeNA Co.
Report
95 pages
2023 Integrated Report: Value Creation Story
The organization has defined its core strategic vision as becoming the world's premier provider of internet and AI technology.
The company's stated mission is to entertain and enrich lives while serving to improve the world.
The business model relies on leveraging individual employee strengths to drive the success of its unique business units.
AI
Japan
Mobile
+1
DeNA Co.
Report
104 pages
2025 Integrated Report: Value Creation Story
The organization aims to establish itself as a premier global provider of internet and technology services.
The company's core mission is to entertain and enrich lives while contributing to broader societal improvements.
Business success is driven by the strategic utilization of individual employee strengths.
Market Analysis
Mobile
Japan
+1
DeNA Co.
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
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
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
5 pages
FY2018 2Q Result Presentation
GREE reported FY2018 Q2 net sales of ¥19.5 billion and operating income of ¥2.3 billion, both exceeding internal targets.
The company is pivoting toward console gaming, with 'The Fishing Star' confirmed for Nintendo Switch and a global release currently in development.
While year-on-year growth was positive, quarterly sales moderated by approximately 10 percentage points due to reduced advertising spend and lower commission fees.
Market Analysis
Game Publishing
Mobile
+2
GREE
Report
1 pages
Summary of Main Questions and Answers at the FY2018 Fourth Quarter GREE Results Briefing
GREE’s FY2019 strategy focuses on international expansion of existing game titles and the launch of new development projects to capture emerging markets.
The company recorded a goodwill impairment in its advertising and media segment due to the underperformance of the 3 Minutes unit.
Despite the impairment, GREE maintains that its advertising and media business remains a significant revenue contributor and will continue to receive investment for further expansion.
Market Analysis
Game Publishing
Mobile
+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 Questions and Answers at the FY2019 Third Quarter GREE Results Briefing
GREE projects a significant increase in net sales for the fourth quarter of fiscal 2019, with operating income expected to remain robust when excluding one-time events.
Third-quarter operating income exceeded forecasts, driven primarily by strong overseas sales performance of the title 'Another Eden'.
Profitability in the game business was bolstered by fixed-cost efficiencies that surpassed internal expectations during the third quarter.
Market Analysis
Market Forecast
Investment
+4
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
Summary of main supplementary explanations questions and answers at the FY 2020 Second Quarter GREE results briefing held on February 3, 2020
GREE projects Q3 FY2020 operating income to range between ¥0.5 billion and just under ¥1.0 billion.
Q2 FY2020 net and ordinary income growth was driven by gains from venture capital investments and listed company holdings.
The game 'Another Eden' doubled its overseas user base following an IP collaboration with Persona 5 and optimized digital advertising.
Market Analysis
Investment
Japan
+1
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
Summary of Main Supplementary Explanations Questions and Answers: FY2021 Fourth Quarter
GREE is committing approximately ¥10 billion over the next two to three years to scale its Metaverse platform, REALITY, focusing on advertising, labor, and outsourcing costs.
REALITY has expanded to 63 countries and territories globally, with particularly strong market reception in North America, Southeast Asia, Central and South America, and Russia.
GREE anticipates an operating loss in the hundreds of millions of yen for the first quarter of FY2022, driven by upfront investments and increased development costs for new app games.
Metaverse
Mobile
Global
+1
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
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