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Financial highlights for KOEI TECMO Holdings’ third quarter of FY2018 show a robust 11.5 % increase in net sales to ¥38,926 million versus ¥26,806 million in the same period of FY2017. Gross profit rose 16.1 % to ¥19,360 million, while operating income surged 24.9 % to ¥11,711 million, reflecting strong performance across entertainment and pachislot & pachinko segments. Net income climbed 2.5 % to ¥13,017 million, though it fell short of the ¥12,500 million forecast by 4.0 %. Segment analysis reveals entertainment sales at ¥35,389 million (12.4 % YoY), pachislot & pachinko at ¥1,287 million (74.4 % YoY), and a modest decline in amusement facilities sales by 6.0 %. Operating income from entertainment reached ¥10,938 million (28.1 % YoY), while pachislot & pachinko contributed ¥474 million (92.5 % YoY). Real estate and other segments showed mixed results, with real estate operating income falling 20.3 % and other segment income declining 90.6 %.
Balance‑sheet data as of December 31, 2018 indicate total assets of ¥116,220 million, down from ¥128,594 million at March 31, 2018, largely due to a reduction in current assets and investment securities. Current liabilities fell sharply from ¥11,027 million to ¥5,716 million, improving liquidity. Shareholders’ equity increased modestly from ¥113,178 million to ¥114,088 million. Net assets rose from ¥116,242 million to ¥109,561 million, reflecting changes in other comprehensive income and foreign‑currency adjustments. The company’s financial position remains solid, with a strong cash base of ¥5,120 million and a healthy equity cushion.
Financial highlights for KOEI TECMO HOLDINGS CO., LTD. cover the third quarter of fiscal year 2019, ending March 2020, and compare results to the prior year’s third quarter and full‑year figures. Net sales rose 14.8 % to ¥38,968 million, driven primarily by the entertainment segment which grew 0.9 % in the quarter and 11.2 % year‑on‑year to ¥35,120 million. Amusement and real estate sales fell 13.6 % and 14.8 %, respectively, while other segments declined sharply by 32.2 %. Operating income increased 9.5 % to ¥12,092 million, with entertainment contributing the bulk of growth; amusement and real estate operating income also rose but at lower rates. Net income climbed 14.8 % to ¥13,694 million, surpassing the forecast of ¥13,000 million.
Balance‑sheet data as of March 31 2019 and December 31 2019 show total assets rising from ¥129,192 million to ¥139,045 million. Current assets grew 7.5 % largely due to higher marketable securities and working‑capital items, while fixed assets remained relatively flat. Liabilities increased from ¥9,908 million to ¥12,023 million, driven by a rise in short‑term loans and deferred tax liabilities. Shareholders’ equity expanded to ¥122,762 million, supported by retained earnings and capital surplus growth. Unrealized gains on securities increased markedly, offsetting land revaluation losses.
The report uses consolidated financial statements for a single Japanese company, covering the fiscal year ending March 2020 with quarterly comparisons. No external survey data are referenced; figures derive from internal accounting records and standard Japanese GAAP reporting practices.
Koei Tecmo Holdings reported a robust first‑quarter performance for the fiscal year ending March 2021, with net sales rising 57.2 % to ¥42.6 billion from ¥28.8 billion in the prior year’s quarter. Gross profit surged 121.2 % to ¥22.6 billion, while operating income expanded 358.6 % to ¥14.1 billion, reflecting strong profitability across its entertainment segment. Net income increased 199.8 % to ¥15.3 billion, driven largely by the entertainment division’s operating income jump of 484.7 % to ¥13.4 billion, despite a decline in the amusement segment’s contribution.
Segment sales show entertainment as the dominant driver, generating ¥39.1 billion in the quarter (68.2 % of total sales), whereas amusement, real‑estate, and other segments contributed ¥2.9 billion, ¥0.7 billion, and ¥0.15 billion respectively. Operating income from real‑estate rose 34.7 % to ¥199 million, while amusement income fell 89.1 % to ¥519 million.
Balance‑sheet highlights include a total asset base of ¥152.5 billion, up from ¥147.8 billion, largely due to increases in cash and marketable securities and investment securities. Current assets remained stable at ¥28.9 billion, while current liabilities decreased slightly to ¥23.0 billion. Shareholders’ equity stood at ¥127.5 billion, with retained earnings of ¥87.6 billion and a modest treasury stock balance.
The financial snapshot covers Japan‑based operations for the first quarter of FY2021, presenting consolidated figures in millions of yen without detailed methodology disclosures.
Financial highlights for KOEI TECMO Holdings’ second quarter of fiscal 2020 reveal a robust expansion across its core entertainment segment, with net sales rising 39.7 % year‑over‑year to ¥42.6 billion and gross profit increasing 76 % to ¥22.6 billion. Operating income surged 145.6 % to ¥14.1 billion, driven largely by the entertainment division’s 176 % jump to ¥13.4 billion, while amusement and real‑estate segments posted modest gains of 88.8 % and 33.7 %, respectively. Net income nearly doubled, reaching ¥15.3 billion (99.7 % increase), and the company projected a full‑year net sales forecast of ¥51 billion, up 19.6 % from the prior year.
Balance‑sheet activity shows total assets rising to ¥160.4 billion, primarily due to a significant increase in marketable securities (from ¥337 million to ¥7.1 billion) and investment securities (to ¥87.4 billion). Current assets grew modestly, while current liabilities fell from ¥24.1 billion to ¥21.5 billion, reflecting a reduction in short‑term borrowings and trade payables. Shareholders’ equity expanded to ¥133 billion, supported by retained earnings growth and a modest decline in treasury stock.
The report covers Japan‑based operations for the fiscal year ending March 2020, with quarterly data for September 30, 2020. No survey methodology is disclosed; figures derive from consolidated financial statements prepared under Japanese GAAP. Overall, the company demonstrates strong profitability and liquidity, with strategic investment in securities bolstering its asset base.
Koei Tecmo Holdings reported a strong fiscal year ending March 2020, with net sales rising 9.4 % to ¥42.645 billion from ¥38.968 billion in FY2018. The entertainment segment drove growth, contributing 11.4 % of sales and generating ¥13.366 billion in operating income, a 20.6 % increase. In contrast, amusement, real‑estate and other segments saw declines of 9.4 %, 12.7 % and 16.5 % respectively, reflecting a shift toward core gaming activities. Operating income overall grew 16.6 %, and net income increased 11.8 % to ¥15.306 billion, supported by higher gross profit and efficient cost management.
Balance‑sheet expansion was notable: total assets grew from ¥129.192 billion to ¥147.793 billion, largely due to a jump in current assets (cash and receivables) and property‑and‑equipment investments. Shareholders’ equity rose to ¥128.602 billion, driven by retained earnings and capital surplus. However, current liabilities surged to ¥24.090 billion, driven by short‑term loans and trade payables, while long‑term liabilities increased modestly to ¥1.356 billion.
The company’s geographic focus remains Japan‑centric, with revenue primarily from domestic entertainment products. The fiscal period covers the 12 months ending March 2020, and financial statements follow Japanese GAAP. No external survey data are cited; figures derive from consolidated accounting records. Overall, Koei Tecmo’s FY2020 performance highlights robust growth in its core gaming segment amid a broader portfolio contraction.
Koei Tecmo Holdings reported a robust third‑quarter performance for fiscal year 2020, with net sales rising 64.7 % to ¥42.6 billion from ¥26.7 billion in the same period of FY2019, and net income increasing 128.5 % to ¥15.3 billion. The entertainment segment drove growth, contributing 71.9 % of sales and delivering a 229.4 % increase in operating income, while amusement and real‑estate segments showed modest gains or declines. Forecasts for the full year projected sales of ¥56 billion and operating income of ¥22 billion, reflecting a 31.3 % and 56.0 % year‑on‑year increase, respectively.
On the balance‑sheet side, total assets expanded from ¥147.8 billion to ¥186.5 billion, largely due to a jump in investment securities from ¥71.4 billion to ¥113.9 billion and a rise in property, plant, and equipment to ¥155.8 billion. Current assets grew modestly, while current liabilities increased slightly, driven by higher short‑term loans and accounts payable. Long‑term liabilities surged to ¥5.1 billion, largely from deferred tax obligations. Shareholders’ equity rose to ¥143.9 billion, supported by retained earnings of ¥103.2 billion and a reduction in treasury stock.
The figures cover Japan‑based operations for the fiscal year ending March 31, 2020, with quarterly results compared to FY2019 and full‑year forecasts. Data derive from consolidated financial statements prepared under Japanese GAAP, reflecting a comprehensive view of the company’s operating performance and liquidity position.
Financial highlights for the first quarter of fiscal year ending March 2022 show a robust 80.6 % increase in net sales to ¥60,370 million from ¥20,520 million the prior year. Gross profit rose 97.1 % to ¥39,071 million, while operating income surged 121.5 % to ¥24,397 million and net income climbed 101.9 % to ¥29,550 million. Forecasts for the full year indicate a modest 7.7 % rise in net sales to ¥65,000 million and a slight decline of 10.3 % in net income to ¥26,500 million.
Segment analysis reveals entertainment sales as the dominant driver, contributing ¥56,808 million in net sales (82.9 % YoY growth) and ¥23,974 million in operating income (123.4 % YoY). Amusement sales grew 19.5 % in net sales and 188.2 % in operating income, while real‑estate revenue increased 45.1 % but operating income fell 65.2 %. Other segments showed mixed performance, with a 120 % rise in net sales but a decline in operating income.
Balance‑sheet activity shows current assets rising to ¥42,361 million from ¥33,739 million, driven by a jump in marketable securities to ¥14,109 million. Current liabilities increased to ¥23,446 million, largely due to short‑term loan payable of ¥9,500 million. Shareholders’ equity remained stable at approximately ¥151 million million, with retained earnings slightly lower. Overall liquidity improved, and the company maintained a solid asset base of ¥190 842 million as of June 30, 2021.
The FY2024 Annual Data Appendix presents a comprehensive financial and operational snapshot of Koei Tecmo’s performance across fiscal years 2022–2025, with detailed quarterly and full‑year figures for sales, cost of sales, gross profit, SG&A, operating profit, ordinary profit, and net profit. Sales peaked in FY22 Q4 at ¥28,978 million before declining to ¥17,590 million in FY23 Q4 and rebounding to ¥23,448 million in FY24 Q4. Gross profit margins fell from 62% in FY22 Q1 to 25% in FY24 Q4, reflecting rising cost of sales and SG&A. Operating profit followed a similar trend, with FY24 Q4 at ¥8,178 million versus ¥16,139 million in FY22 Q4. Net profit swung from ¥17,458 million in FY22 Q4 to a loss of ¥171 million in FY24 Q3, before recovering to ¥9,509 million in FY24 Q4. Return on equity rose from 20.7% in FY22 to 22.1% in FY24, while the weighted average cost of capital increased from 2.6% to 3.0%.
Segment analysis shows the Entertainment division dominates revenue, contributing ¥73,917 million in FY24 and accounting for 94% of total sales. Amusement and real‑estate segments remain small, each under ¥5 billion annually. Geographic revenue distribution highlights Japan as the largest market (¥38,437 million FY24), followed by Asia excluding Japan (¥25,010 million) and North America (¥11,609 million). Overseas sales consistently exceed 40% of total revenue, peaking at 55.4% in FY24 Q4.
Cost breakdowns reveal SG&A expenses rising from ¥3,626 million in FY22 Q1 to ¥8,301 million in FY24 Q3, driven largely by advertising and other variable costs. Employment costs increased modestly from ¥5,110 million to ¥6,500 million over the period. Capital expenditures remained modest, with FY24 cumulative investment at ¥1,967 million.
Headcount grew from 2,413 employees in FY22 Q1 to 2,736 by FY24 Q4, a 9% YoY increase. Digital sales dominate the Entertainment segment, with digital download and DLC revenue accounting for over 60% of total entertainment sales in FY24. New title launches remain steady, with 2,370 units sold in FY24.
The appendix also outlines the FY24 title line‑up, featuring high‑profile releases such as “Romance of the Three Kingdoms 8 Remake” and “Fairy Tail 2,” targeting global markets across console, PC, and mobile platforms. These releases are positioned to support the company’s strategy of expanding digital and overseas sales while maintaining strong domestic performance.
Koei Tecmo’s FY2025 first‑quarter financial appendix presents consolidated performance for the fiscal year 2024, with comparative data through FY2023 and projections to FY2025. Sales rose from ¥18.7 billion in Q1 2024 to ¥21.4 billion in Q1 2025, driven by a 20% increase in the Entertainment segment and a 30% rise in the Amusement division. Gross profit improved to ¥15.3 billion, reflecting a higher gross margin of 82% versus 78% in the prior year. Operating profit climbed to ¥11.7 billion, with SG&A costs rising modestly to ¥3.6 billion as marketing spend increased in the online and mobile sectors.
Segment analysis shows Entertainment sales of ¥17.8 billion, Amusement ¥0.6 billion, Real Estate ¥0.3 billion, and Other ¥0.08 billion in Q1 2024, with Entertainment maintaining the largest share at 95%. Regional revenue distribution highlights Japan as the leading market (¥9.1 billion, 49% of total), followed by North America (¥2.7 billion) and Asia excluding Japan (¥6.0 billion). Overseas sales accounted for 51% of total revenue, up from 46% in the previous year.
Capital expenditures totaled ¥789 million for FY2024, with real estate and equipment investments of ¥526 million and ¥263 million respectively. Depreciation expense reached ¥1.6 billion, consistent with prior periods.
The appendix also details major series performance, noting that “Dynasty Warriors” and “Nobunaga’s Ambition” collectively exceed 30 million units sold, while online/mobile titles such as “DEAD OR ALIVE Xtreme Venus Vacation” and “Romance of the Three Kingdoms: Hadou” have sustained multi‑year service periods. Overall, Koei Tecmo demonstrates steady growth across core entertainment offerings, with strategic emphasis on digital and mobile platforms to sustain revenue momentum.
The financial highlights cover the first half of fiscal year 2025 for Koei Tecmo Holdings, a Tokyo‑listed video game and entertainment company. The six‑month period ending September 30 shows net sales of ¥31,268 million, down 11.2% YoY, while operating profit fell 25.2% to ¥7,964 million and ordinary profit declined 15.3% to ¥17,795 million. Comprehensive income surged 256.4%, driven largely by gains on investment securities and derivatives, reaching ¥46,411 million versus a 44.2% loss of ¥13,021 million in the prior year’s half.
Profitability metrics reveal a decline in gross margin from ¥20,593 million to ¥17,238 million and operating margin from 30.6% to 25.4%. Net income attributable to the parent fell 15.7% to ¥13,465 million, with basic earnings per share decreasing from ¥50.58 to ¥42.61. Total assets increased 49% to ¥314,239 million, largely due to a rise in investment securities and cash balances. Net assets grew 31% to ¥248,726 million, with the equity‑to‑asset ratio improving from 89.9% to 78.9%.
The report notes no significant consolidation changes, accounting policy shifts, or restatements. Treasury shares were reduced from 20.25 million to 2.01 million during the period, reflecting a public offering and secondary issuance. Dividend policy remains unchanged, with no cash dividends declared for the first half of FY 2025. The company’s financial position is strengthened by higher liquidity and a solid equity base, but operating performance has weakened relative to the previous year.
The consolidated financial data for FY2025 third quarter presents a mixed performance across the company’s core segments. Total sales reached ¥30,580 million in Q3 FY25, a 5.4% increase from the same period in FY24 but still below the ¥28,978 million recorded in Q3 FY22. Gross profit improved to ¥22,547 million, up 0.6% YoY, while operating profit fell to ¥17,044 million, a 15.5% decline driven by higher SG&A and cost of sales in the entertainment segment. Net profit for Q3 FY25 stood at ¥12,467 million, a 6.4% YoY increase, supported by a positive non‑operating profit of ¥3,737 million. Profitability ratios show operating margin at 56% and ROE rising to 22.1%, reflecting efficient capital use.
Geographically, Japan remains the largest market with ¥19,438 million in Q3 FY25, followed by North America at ¥3,630 million and Europe at ¥1,949 million. Overseas sales accounted for 51.0% of total revenue in FY25, up from 46.2% in FY24, indicating a strategic shift toward international expansion. The entertainment segment dominated sales at ¥29,284 million (95% of total), with console/PC and online/mobile channels contributing 60.5% and 71.2% of digital sales respectively.
Headcount increased from 2,384 to 2,531 employees by year‑end FY25, a 6.7% rise aligned with new product launches and expanded online services. Capital expenditures for FY25 totaled ¥1,967 million, primarily in real estate and equipment, while depreciation expenses reached ¥1,776 million. The data suggest a focus on sustaining growth through digital monetization and overseas market penetration, while managing cost pressures in traditional entertainment operations.
The briefing clarified GREE’s strategic outlook for FY2019, emphasizing a steady domestic game portfolio while pursuing growth overseas. In Japan, the company expects no major shift in performance for existing titles but plans to broaden multiplatform distribution and launch new releases in the second half of FY2019, projecting an earnings uptrend. Internationally, GREE is developing and self‑distributing overseas versions of current titles, targeting markets with high profitability potential. Human resource allocation reflects this focus: sufficient staff are dedicated to overseas distribution and new title development, while existing titles receive concentrated support for top performers and operational stability for less successful ones.
China is identified as a priority market, with preparations underway to initiate operations and marketing. The company also highlights the Facebook Messenger platform as a high‑potential channel for new titles, indicating an expansion into social media gaming. Advertising strategy will be selective; overseas launches of self‑distributed titles will receive targeted, efficient campaigns rather than broad mass media spend.
Regulatory compliance and consumer protection are addressed through company‑wide measures to prevent gacha system issues, including strengthened evaluation protocols and employee training. The REALITY livestreaming platform for VTubers is in an exploratory phase, with ongoing data collection on technology, planning, and marketing to build know‑how for future content expansion. Overall, GREE’s FY2019 strategy balances domestic stability with aggressive international diversification and platform innovation.
The briefing clarified GREE’s strategic focus on its Metaverse platform, REALITY, and financial outlook for the coming year. The company defined the Metaverse as a digital universe where users inhabit avatars to work and play, emphasizing its rapid growth driven by technology advances and heightened online interaction during the COVID‑19 pandemic. REALITY, launched globally six months prior to the briefing, is now available in 63 countries and territories, with strong reception in North America, Southeast Asia, Central and South America, and Russia. GREE highlighted the platform’s unique ability to livestream content with virtual avatars, a feature not offered by competitors, and outlined plans for further expansion through localized events, multilingual support, and extensive promotional activities.
Investment plans for REALITY are set at approximately ¥10 billion over the next two to three years, covering advertising, labor, and outsourcing costs. The company views this as a high‑potential business and aims to balance growth with cost efficiency. In its investment and incubation segment, GREE anticipates venture capital activities to provide consistent medium‑to‑long‑term income, targeting a return of at least 10 % despite short‑term volatility. For the first quarter of FY2022, GREE foresees a potential operating loss in the hundreds of millions of yen, attributed to increased development costs for new app games and upfront investments. The overall narrative positions REALITY as a central growth engine while acknowledging the financial risks associated with early‑stage expansion.
The briefing clarifies GREE’s strategic focus and financial outlook for the second quarter of FY2022. The company announces that “Heaven Burns Red” will launch on February 10, noting strong pre‑registration figures and fan enthusiasm. For the “REALITY” platform, GREE reports accelerated promotional efforts that have boosted North American sales per user; future plans emphasize continued marketing and feature development to position REALITY as a daily communication service. In the Investment and Incubation Business, unrealized gains on listed shares have fallen due to broader market declines, yet the firm maintains sizable gains and expects long‑term profitability despite short‑term exit timing effects.
Capital strategy is highlighted through a substantial share repurchase program aimed at sustaining an ROE above 10 % and maintaining listing status in the Tokyo Stock Exchange’s prime section, even as share‑outstanding ratios approach regulatory thresholds. The “Money held in trust” line item is explained as short‑term, low‑risk investments treated similarly to cash. Finally, the company projects third‑quarter operating income for its Internet and Entertainment segment between ¥1.5 billion and just under ¥2.0 billion, driven by contributions from new titles.
Overall, the presentation outlines GREE’s product rollout plans, market expansion tactics, investment portfolio resilience, capital allocation priorities, and near‑term earnings expectations within the broader context of a recovering market environment.
The briefing outlines GREE’s performance and strategic outlook for the second quarter of FY2023, focusing on its Internet and Entertainment Business. Sales in the Game and Anime segment remained steady for “Heaven Burns Red,” though revenue tapered after the half‑year anniversary promotion; growth continued in Metaverse and Commerce & DX divisions. The company anticipates a one‑year anniversary event for the Japanese version of Heaven Burns Red and imminent releases in Korean and traditional Chinese, with pre‑registrations already generating significant buzz at local game shows. The Anime Business is positioned to secure and diversify intellectual property, enabling in‑house development of game‑to‑anime adaptations that can enhance user engagement and revenue.
Metaverse operations, branded as REALITY, have surpassed the break‑even point and achieved profitability. Over the past six months, overseas sales grew markedly, with North America leading after Japan, followed by Indonesia and Thailand. User demographics skew female and Generation Z, with a strong preference for private communication features. Monetization streams—live‑stream gifting, avatar sales, and in‑game purchases—are expanding consistently across regions.
Advertising spend is expected to rise in the third quarter, driven by anniversary events and new language releases for Heaven Burns Red, as well as intensified promotion of REALITY. Operating income projections for the Internet and Entertainment Business in Q3 FY2023 range from ¥1.0 billion to ¥1.5 billion, contingent on the performance of the Korean and Chinese versions.
The Investment and Incubation Business remains cautious, with potential short‑term losses anticipated due to market conditions. However, diversified investment timing and targets are projected to stabilize contributions over the medium‑to‑long term.
The briefing clarifies GREE’s financial outlook and strategic positioning for FY2023, focusing on the third quarter results. It reports that overseas releases of “Heaven Burns Red” have begun to generate sales consistent with market size, though a precise forecast remains unavailable due to the short time frame. In the Internet and Entertainment segment, operating income for Q4 is projected at approximately ¥1.5 billion, reflecting a decline from the Japanese version’s anniversary event contributions but offset by overseas expansion.
The company highlights its metaverse platform, REALITY, as a key growth driver. REALITY boasts over 10 million global users, with daily engagement rates that surpass many competitors, and has achieved steady monetization through avatar sales and livestreaming. GREE plans to enhance the platform with generative AI, enabling user‑generated 3D content such as avatars and world elements, mirroring approaches seen in other metaverse services.
For the Investment and Incubation Business, Q4 operating income is expected to reach roughly ¥0.5 billion, largely supported by dividend receipts from corporate venture capital funds. Overall, the briefing underscores GREE’s focus on expanding overseas markets, monetizing its metaverse ecosystem, and leveraging AI to sustain growth across its entertainment and investment portfolios.
The briefing clarified GREE’s strategic focus for FY2025 first‑quarter results, emphasizing both gaming and investment operations. In the gaming segment, the company confirmed that advance registrations for the English version of “Heaven Burns Red” are strong and that distribution will be handled by Yostar Games, whose track record in expanding English‑speaking fan communities is expected to generate significant buzz. GREE highlighted ongoing community building efforts prior to launch, underscoring a proactive marketing approach.
Regarding the investment business, management acknowledged that valuation‑loss risk remains comparable to Q1 FY2025 levels. The primary driver of past losses was large investments in funds nearing the end of their operating periods; however, diversification and limited exposure to such funds mitigate long‑term impact. GREE maintains that while short‑term volatility may persist, medium‑to‑long‑term earnings should remain stable as funds mature and yield dividends or asset sales. The company reiterated its commitment to investing in GREE‑Group managed funds, including GREE Ventures, and expects related risks to surface only after several years.
Overall, the briefing presented a balanced outlook: aggressive growth in the gaming arm through strategic partnerships and community engagement, coupled with cautious yet steady investment practices aimed at preserving earnings stability amid inherent valuation risks.
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ANNUAL YEARENDED 31DECEMBER2022 REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2022 Highlights of the year 5 Business model 11 Chief Executive’s review 16 Chief Financial Officer’s review 19 Environmental, Social and Governance (ESG) 21 Principal risks and uncertainties 22 Corporate Governance ...
ANNUAL REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2021 Strategic Report 3 Highlights of the year 5 Chairman’s statement 6 History and background 7 Strategy 9 Business model 11 Chief Executive’s review 16 Chief ...