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FY2017 Fourth Quarter Financial Results & Net sales ¥65.4 billion, operating income ¥8.0 billion, EBITDA ¥10.1 ⁃ Created many hit titles in release blitz, achieved tur naround in game year ⁃ Leveraged operational capabilities to stabilize sales of long-running titles ⁃ Game operation business transactions reached around 10 billion coins FY17 ⁃ Focused on advertising and me dia businesses that use video as a key & Net sales ¥19.2 billion, operating income ¥2.4 bil...
The briefing, held on October 27 2017, focused on GREE’s first‑quarter FY2018 performance and future strategy. Commission fees rose quarter‑on‑quarter, driven by overall sales growth and a higher proportion of revenue from partner titles with strong intellectual property. Advertising spend outlook for the second quarter varies by segment: the game and entertainment arm will tighten costs while continuing to invest in advertising for its expanding user base, expecting a return on investment. Coin consumption is projected to dip temporarily after the strong start of Q4 FY2017 releases, yet titles such as *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* drove robust coin usage in Q1. GREE’s overseas native‑game development pipeline is expected to take a minimum of three months from announcement to launch, averaging six months. The company emphasizes delivering versions faithful to the original Japanese product and local operation for success in China, noting that Chinese users prefer authenticity and require localized fine‑tuning with strong local partners. In the VR arena, GREE is expanding its development knowledge base and partnering to provide access points for users lacking personal VR hardware, anticipating market growth. Regarding the domestic native‑game environment, GREE acknowledges rising user expectations and a challenging acquisition landscape. Leveraging its financial strength and industry relationships, the company plans large‑scale development and mixed‑media initiatives to deliver hit titles. Sales of native games are expected to experience a temporary decline before operations are strengthened—through larger support teams, content enhancement, overseas launches, and tailored promotional activities—to drive subsequent growth.