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Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2022 Third Quarter GREE Results Briefing
GREE projects Q4 operating income for its Internet and Entertainment Business to reach between ¥2.5 billion and just under ¥3.0 billion, driven by the performance of new titles.
The company reported a cumulative loss for Q3 FY2022, primarily due to volatility and a year-over-year decline in the Investment and Incubation Business.
Heaven Burns Red is being managed as a long-term growth engine, with the company applying operational experience from Another Eden to implement new content and training cycles.
Market Analysis
Live Ops
Mobile
+2
GREE
Report
3 pages
Summary of main supplementary explanations questions and answers at the FY2022 Fourth Quarter GREE results briefing held on August 4, 2022
GREE’s FY2022 Q4 earnings growth was driven by the successful launch of *Heaven Burns Red* and high-performing anniversary events, validating a 'release blitz' strategy focused on high-quality 3D rendering and marketing.
The company has allocated ¥10 billion over two to three years to its Metaverse business, which has currently reached a breakeven point as it seeks to expand its global user base.
Operating income for the Internet and Entertainment segment is projected to decline to ¥1.0–¥1.5 billion in FY2023 Q1, reflecting a normalization after the peak performance of new titles in FY2022 and ongoing system investments.
Market Analysis
Mobile
JRPG
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 First Quarter GREE Results Briefing
GREE projects operating income for the Internet and Entertainment Business to reach between ¥1.0 billion and ¥1.5 billion in Q2 FY2023.
The flagship title 'Heaven Burns Red' maintains a stable user base, with the company leveraging its development and marketing lessons from this game to inform future title releases.
The metaverse segment, anchored by the platform REALITY, has reached a breakeven point and is currently reinvesting profits into promotional activities to scale its user base.
Market Analysis
Live Ops
Mobile
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 Second Quarter
GREE projects Q3 FY2023 operating income for its Internet and Entertainment Business to range between ¥1.0 billion and ¥1.5 billion, heavily dependent on the performance of new Korean and traditional Chinese releases of 'Heaven Burns Red'.
The 'REALITY' metaverse platform has achieved profitability, with significant overseas growth led by North America, followed by Indonesia and Thailand.
GREE is scaling marketing spend in Q3 to support the one-year anniversary of 'Heaven Burns Red' and the international expansion of the 'REALITY' platform.
Market Analysis
Metaverse
Mobile
+4
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 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 at the FY2025 First Quarter GREE results briefing held on November 5, 2024
GREE is launching the English version of 'Heaven Burns Red' in partnership with Yostar Games, leveraging the publisher's expertise in growing English-speaking fan communities.
The company is prioritizing proactive community building and marketing efforts ahead of the 'Heaven Burns Red' English launch to drive engagement.
Management expects valuation-loss risks in the investment segment to remain consistent with Q1 FY2025 levels in the near term.
Market Analysis
Game Publishing
Investment
+3
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
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Second Quarter GREE Results Briefing
GREE targets monthly profitability for its VTuber segment in FY2026, with annual sales projected to reach approximately ¥3.0 billion.
Pre-registration for the upcoming title 'Puella Magi Madoka Magica Magia Exedra' exceeded 500,000 by January 31, signaling strong market interest.
Flagship games 'Heaven Burns Red' and 'That Time I Got Reincarnated as a Slime: ISEKAI Memories' have stabilized, showing a deceleration in decline rates after three years of operation.
Market Analysis
Game Publishing
User Acquisition
+2
GREE
Report
3 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Full-Year Results
GREE is shifting its game division strategy to balance post-launch live-service volatility by investing in console titles built on proprietary IP.
The VTuber business has doubled sales per talent since FY2024, supported by a roster of approximately 90 talents and expanded merchandise and advertising channels.
The DX business is transitioning from a one-time project sales model to a recurring revenue structure, with modest growth expected through FY2026.
Market Analysis
Live Ops
Investment
+4
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
Report
1 pages
Wojciech Ozimek: Profile and Expertise
Wojciech Ozimek has served as CEO of one2tribe for 11 years, overseeing the development of online games and services that have reached four million subscribers globally.
His professional focus centers on gamification and business-oriented game design, supported by his role as a senior consultant for the Cutter Consortium’s Business-IT Strategies and Enterprise Architecture teams.
Prior to one2tribe, Ozimek held leadership roles at Infovide, where he directed development and architecture for major clients including Nordea Bank Polska, Telekomunikacja Polska S.A., and Onet.pl.
Game Design
Mobile
Global
+1
11 bit studios
Report
2 pages
Q1 2021/22 Sales: 33.7 M€
Nacon reported Q1 2021/22 sales of €33.7 million, representing an 11.3% decline compared to the same period in the previous fiscal year.
The company maintained its financial guidance, targeting €180–200 million in sales for FY 2021-22 and €230–260 million for FY 2022-23, both with a current operating income margin of at least 20%.
Segment performance saw game sales fall 16% to €12.2 million and accessories decline 8.8% to €20.6 million, though non-RIG helmet ranges and console controllers grew by 19%.
Market Analysis
Game Publishing
Investment
+3
Nacon
Report
4 pages
Factbook: Third Quarter of Fiscal Year Ending March 31, 2026
Marvelous Inc. reported Q3 revenue of ¥29.1 billion, representing a 10.6% year-on-year increase driven by digital content sales of ¥7.2 billion and amusement revenue of ¥3.0 billion.
Operating profit declined 12% quarter-on-quarter to ¥1.8 billion, primarily due to an increase in selling, general, and administrative expenses from ¥7.9 billion in Q2 to ¥8.6 billion.
Gross operating profit rose 9% year-on-year to ¥10.4 billion, reflecting improved cost control in production and marketing despite the overall pressure on net margins.
Market Analysis
Game Publishing
Game Development
+3
Marvelous
Report
64 pages
Annual Report 2005
The 2005 annual report categorizes business performance across five primary segments: offline games, online games, mobile phone content, publications, and other miscellaneous activities.
Financial data for the 2004 and 2005 fiscal years is structured to allow for direct year-over-year performance comparisons across all operational divisions.
The organization maintains a focus on environmental sustainability by utilizing recycled paper for the production of its 2005 annual report.
Market Analysis
Mobile
Console
+3
Square Enix
Report
68 pages
Annual Report 2006
Offline games represented the largest segment of Square Enix's business in 2006, accounting for 36.9% of total net sales.
Online gaming operations contributed 12.6% of the company's total net sales for the 2006 fiscal year.
Mobile phone content accounted for 4.1% of Square Enix's total net sales in 2006.
Market Analysis
Game Publishing
Investment
+3
Square Enix
Report
80 pages
Annual Report 2015
Bandai Namco defines its core corporate mission as providing 'Dreams, Fun and Inspiration' to global audiences through entertainment products and services.
The company identifies its primary business engine as the pursuit of happiness derived from its entertainment offerings.
Bandai Namco aims to maintain its position as an entertainment industry leader by continuously exploring new creative areas and market heights.
Game Publishing
Market Analysis
Global
+3
Bandai Namco
Report
100 pages
Integrated Report 2018
The Group launched a new Mid-term Plan in April 2018 focused on the strategic initiative titled 'CHANGE for the NEXT'.
The organization's core business segments include home video games, amusement machines, and amusement facilities.
The company's operational portfolio extends beyond gaming to include entertainment-related toys, network content, and visual and music content.
Global
Game Publishing
Mergers & Acquisitions
+3
Bandai Namco
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