Game-industry reports — read the key insights or open the source.
The Q4 2023 Gaming Industry Report presents a global market that expanded to $212 billion, with the MENAP region contributing $2.8 billion and experiencing a 30% quarter‑over‑quarter rise in both gamers and investment activity. Mobile gaming remains the dominant platform, accounting for 46% of the global player base, while indie PC titles capture a growing share of revenue at roughly 30%. The report also highlights the continued diversification of the industry, noting that game‑to‑movie adaptations generated over $1.4 billion in 2023, underscoring cross‑media opportunities.
Regulatory scrutiny intensified across the sector, with a 15% increase in litigation and high‑profile antitrust cases against major platform holders such as Google and Apple. Significant fines were imposed for deceptive practices, reflecting a tightening legal environment that could reshape market dynamics.
M&A activity rebounded sharply in Q4, with transactions totaling $68.7 billion—a 769% jump largely driven by the Activision‑Blizzard deal—while global venture capital funding fell. In contrast, MENAP venture activity rose 30%, indicating a strategic pivot toward emerging markets including Asia, Africa, and MENAP for future consolidation. This trend presents both challenges and opportunities for indie studios, potentially enabling higher‑quality titles through increased resources.
Shorooq Partners focuses on early‑stage gaming investments within MENAP, targeting pre‑seed to Series A deals with ticket sizes of $1–8 million. The firm prioritizes studios that possess strong intellectual property, robust monetization models, and software solutions that enhance processing efficiency and scalable user connectivity. By engaging through conferences such as the WN Conference Abu Dhabi and LEAP 2024, newsletters, and partnership initiatives, Shorooq aims to nurture the growing MENAP gaming ecosystem.
The report establishes that Africa’s video‑game industry has entered a phase of rapid maturation, driven largely by mobile play in urban centres such as South Africa, Nigeria and Kenya. Mobile accounts for roughly 90 % of the $1.8 billion market in 2024, with a 10 % year‑over‑year rise in players to 349 million. PC and console remain niche but critical for studio visibility, with Steam dominating distribution (≈70 % of PC use) and local platforms like Gara and Jiwe capturing the remainder. Funding for studios is overwhelmingly sourced from international incubators and grants—Pro Helvetia, the French Agence Française de Développement, the British Council’s Ignite Culture and Digital Lab Africa—yet local infrastructure gaps (low internet penetration, limited payment systems, unreliable electricity) continue to constrain broader market development.
Key findings show that the fastest‑growing economies—Eritrea, Niger, Egypt, Ethiopia, Nigeria and South Africa—host studios such as Maliyo Games, Kayfc and Legends of Orisha that are producing mobile‑first IP while experimenting with higher‑production PC/console titles. Female representation and gender inclusivity are addressed through programmes like Pro Helvetia’s “She Got Game”, yet overall skill development remains uneven, with many studios still operating at the indie level and lacking robust business training.
The esports sector mirrors this mobile dominance, with titles like PUBG Mobile and Free Fire generating substantial prize pools and viewership across hubs such as Morocco, Egypt and Kenya. However, talent development is concentrated in a handful of urban centres, leaving Francophone and non‑English speaking regions underrepresented.
The analysis concludes that sustainable growth hinges on three pillars: deeper, studio‑level talent development; reliable data infrastructure for market intelligence; and evolved payment systems that reduce friction. Strengthening African‑European partnerships, expanding local incubation pathways, and ensuring annual data updates are essential to unlock the continent’s commercial potential while preserving African leadership in game creation.
The study evaluates the German games industry in 2025, building on earlier reports to assess economic performance, employment, and the influence of federal funding. It surveys 343 companies—28 % of a population of 1,205—and integrates primary data with secondary sources such as gamesmap and DLR. The sector has expanded rapidly, doubling core‑market firms from 619 in 2018 to roughly 1,200 by mid‑2025 and nearly doubling the extended core market. Revenue rose from €3.06 bn in 2018 to €3.73 bn in 2024, a 22 % increase, with development‑sector sales growing 148 %. Despite this growth, the market remains highly fragmented: three‑quarters of firms employ fewer than ten people and only 19 % belong to foreign conglomerates. Export earnings dominate, accounting for 76 % of revenue, largely within the EU and North America/Asia.
Employment data reveal a clear link between company size and workforce composition. Larger firms (>€25 M revenue) employ 85 % full‑time staff, whereas micro‑enterprises rely heavily on owners and freelancers. Female representation has risen to nearly one‑third of the workforce, and international talent now constitutes 35 % of employees. Technical and creative roles dominate, while commercial positions have declined. Salaries average €62 k annually, with lead‑level pay ranging from €50–80 k and a strong correlation between company size and remuneration.
Federal funding has been pivotal, with 71 % of developers receiving or planning to receive support. In 2023, €70 million in subsidies generated €277 million of investment and €453 million of total value‑creation, yielding a multiplier of 6.5 for output and 2.5 for fiscal impact. However, high personnel costs remain a significant challenge, with 57 % of respondents rating them as “very bad.” The industry also serves as a talent magnet and innovation catalyst, with 70 % of spill‑overs stemming from game engines, gamification, and AR/VR technologies adopted across automotive, architecture, film, training, AI, and other sectors.
Hybrid monetization can increase revenue without eroding player retention by treating advertisements as an integral part of the game’s design system. Three core ad formats—interstitials, rewarded video (RV), and banners—are positioned strategically through careful gating on level progression, playtime, or cooldown periods. Optimal triggers and placement reduce player frustration while maximizing eCPM, ensuring that monetization flows naturally with gameplay.
Rewarded video is most effective when offered during high‑stakes moments such as revives, boosters, or time‑limited rewards. Leveraging scarcity and urgency in these contexts drives conversions while preserving the core experience. Consistent visual cues, a clear distinction between coin rewards and RV value, and optional “No Ads” bundles further balance monetization with player comfort.
Selling “No Ads” bundles requires thoughtful presentation. Bundles should appear side‑by‑side with regular items, use distinct visual cues and anchoring to convey high value, and be gated behind a minimum purchase tier to protect payer retention. Segmenting ad exposure—capping impressions, applying cooldowns, and filtering out disruptive creatives—maintains a positive user experience while sustaining revenue.
Overall, the strategy blends ad formats with gameplay mechanics, employs scarcity and urgency for rewarded video, and offers high‑value “No Ads” options. This approach delivers robust monetization across diverse segments while safeguarding long‑term player engagement and retention.
The report argues that non‑gaming mobile applications are experiencing accelerated growth driven by AI integration, short‑form content, and intensified user acquisition competition. Key findings show that Android dominates download volume—particularly in Utilities (79 % of installs) and Life Services (58 %)—while iOS generates a higher share of revenue, especially in Finance & Business (56 % of iOS revenue) and Life Services (57 %). In 2025, AI‑focused apps such as ChatGPT (+1,340 %) and Perplexity (+3,613 %) achieved the highest year‑over‑year download growth, and Short Drama titles like Kuku TV (+45 % k) and RapidTV (+498 %) recorded explosive revenue increases, with AI Social apps (e.g., Character AI +918 %) also driving significant monetization.
User acquisition activity expanded across all major categories, with Life Services (+42 %) and Finance & Business (+43.5 %) leading the rise in app counts. Smart bidding adoption surged, with Target ROAS spend increasing by 50 % and Target CPE spending up 57 %, particularly in Utilities and Entertainment. Cost‑per‑install (CPI) analysis revealed that E‑Commerce on Android commands a 3× premium, while Finance & Business on iOS reaches 4.6×, underscoring high competition for transactional users.
Monetization patterns shift toward in‑app advertising (IAA), dominating across Education, Utilities, and Entertainment. Video formats—rewarded and interstitial—outperform banner ads by 128–165× eCPM, with North America delivering the highest rewarded video eCPMs (up to 11.8× in Short Drama). The report covers global markets excluding Mainland China from January to December 2025, drawing on anonymized data from Mintegral and Insightrackr across 100+ key app categories.
The 2026 State of Mobile report demonstrates that the global mobile ecosystem remains mature yet increasingly monetized, with 2025 in‑app purchase (IAP) revenue reaching $85.6 billion—a 21 % year‑over‑year rise that now places non‑game apps ahead of games for the first time. Generative AI and short‑form drama have become the fastest‑growing subgenres, driving double‑digit IAP growth; AI assistants such as ChatGPT alone generated $3.4 billion in 2025, while short‑drama apps captured more than ten percent of global video‑entertainment time. These categories also show a shift from acquisition to retention, with session volumes outpacing downloads and time spent tripling in AI apps.
Hybrid‑casual and hyper‑casual games continue to lead revenue growth, especially in Tier 2 markets where downloads are falling but engagement is surging. Publishers targeting these segments can capture higher revenue per user, though they face tighter ad‑spend competition and a move toward high‑attention formats. In the gaming web arena, Roblox dominates with 74 % of game‑publisher site visits in 2025, underscoring the importance of product‑centric web design.
Beyond entertainment, general‑shopping apps such as Temu and Amazon maintain massive download volumes, with grocery and buy‑and‑sell subgenres growing 5 % and 4 % YoY, respectively. Food & drink apps hit a record 2.4 billion downloads in 2025, driven largely by emerging markets like India and the Middle East. Mobility and sports apps also show notable shifts: Waymo’s standalone app captured 15 % of rideshare MAUs in key U.S. metros, while DFS‑style sports betting apps now command 80 % of the betting‑app MAU share, reflecting regulatory impacts and new market entrants.
Overall, the report covers a global geographic scope with particular emphasis on the U.S., India, Western Europe, and emerging Tier 2 markets. It spans 2025 data with forward‑looking insights for 2026, highlighting AI’s transformative role across monetization, user engagement, and competitive dynamics in the mobile industry.
The white paper establishes that the mobile‑gaming advertising ecosystem expanded rapidly in 2025, with more than 90 000 active advertisers and an influx of roughly 8 000 new entrants each month, a 22 % year‑over‑year rise. Advertisers increasingly deploy fresh creatives, with video accounting for 74 % of all ads—up 14 % YoY—and Android remains the dominant acquisition platform, though iOS shares grow for mid‑core and hard‑core titles.
Top mobile games in 2025 show a clear split between volume‑driven casual installs and value‑focused premium titles. Casual hits such as Block Blast! and Subway Surfers dominate downloads, while mid‑core and premium games generate the bulk of revenue. Leading spenders—FunPlus, Yotta Games, Hungry Studio—continue to favor Android for lower cost‑per‑install acquisition, whereas iOS delivers higher monetization per install.
The industry is moving from a linear funnel to an “Infinity Loop” model that integrates acquisition, retargeting, and lifecycle actions. Aarki’s supervised‑AI engine demonstrates the potential to boost lifetime value by up to 30 % and reduce campaign volatility, underscoring the importance of a unified, data‑driven full‑funnel strategy that prioritizes LTV over instant installs.
Early‑stage mobile games must achieve rapid habit formation, with 60‑minute daily play by week 2 and high alliance join rates. Paid‑traffic validation is critical; a Day‑1 acquisition rate below 35 % signals readiness issues. Creative trends vary by genre: lightweight socializing and parkour mini‑games dominate SLG spend, RPGs favor narrative IP‑linked content, while simulation and casual titles rely on realistic or viral short‑video formats that capture 70–80 % of impressions.
Regional insights reveal puzzle and casino titles lead creative trends in 2026, with Japan/Korea driving new creative volume and Southeast Asia showing higher local IP acceptance. Mobile‑gaming ad spend rises modestly in Oceania and South America, with Android dominating creative output. A strategic pivot toward “authenticity‑utility‑impact” stacks—solving real problems and building defensible communities—drives higher retention, while AI‑powered creatives accelerate rapid testing. Finally, marketers increasingly adopt AI and programmatic DSPs beyond walled gardens; performance gaps and trust issues persist, yet data show significant install uplifts when CTV campaigns complement mobile ads, indicating a shift toward transparent, scalable programmatic solutions.
The industry snapshot reveals a workforce that remains predominantly male and White, yet shows growing diversity in gender identity, sexual orientation, and geographic mobility. Two‑thirds of respondents are male, 24 % female, and 8 % non‑binary, with 28 % identifying as LGBTQ+. The U.S. dominates the sample (54 %), and California remains the top state of residence, while Washington has experienced the largest influx. Most workers are under 35 (64 %) and concentrated in design, programming, and visual arts roles.
Layoffs continue to be a significant concern, especially within AAA studios where two‑thirds of respondents report company layoffs and nearly one in five have been personally let go. Indie studios experience fewer corporate cuts, yet a higher proportion of individuals report personal layoffs. Roughly half of all respondents anticipate no layoffs in the next year, but those with prior layoff experience express greater uncertainty.
Generative AI elicits polarized views: 42 % see it as a productivity catalyst, while 38 % view it as ethically problematic and potentially job‑threatening. The debate centers on balancing efficiency gains against concerns over originality, labor displacement, and environmental impact.
VR/AR/MR remains a niche segment, with only 8 % of respondents engaged in such projects. Meta Quest/Horizon dominates the market, and accessibility features are widely adopted, though advanced options lag behind. Monetization trends show premium titles favor digital downloads and physical copies, whereas free‑to‑play games rely heavily on in‑app purchases for currency and cosmetics.
Crunch culture persists, with 87 % of workers clocking overtime in the past year and over half citing essential work or self‑pressure as drivers. Union support is strong in the U.S., with 82 % backing unionization and a majority expressing interest, though leadership opinions are slightly more divided.
1. Market trajectory What direction is the PC and console market heading in 2026? 8 What direction is the PC and console market heading in 2026? 2. Attention & value allocation Where do players spend time and money on PC and console? 17 3. Market concentration What happens if you are not a top-20 game? 45 4.
The analysis establishes that consumer applications are entering a “Game‑Design 2.0” era, driven by AI‑native personalization, real‑time feedback and progression systems that elevate engagement and monetization across education, fintech, e‑commerce, health, social media and emerging verticals. 2025 data reveal that spending on non‑gaming apps has already eclipsed gaming, with AI emerging as the primary revenue catalyst and consumer demand for instant, tailored experiences rising sharply. Founders are advised to secure durable competitive advantages by harvesting proprietary data from launch, embedding culturally resonant narratives, and deploying AI to deliver seamless, game‑like value rather than merely branding an app as “AI‑powered.”
In high‑friction sectors, AI‑augmented game mechanics transform user behavior. Fintech platforms such as StockGro employ practice portfolios, leaderboards and AI‑personalized tutorials to convert financial discipline into instant gratification. E‑commerce brands like Temu and Bins use algorithmic discovery feeds, mystery boxes and streak rewards to boost retention beyond price. Health apps leverage voice‑first AI coaches with progression loops, while social networks such as TikTok demonstrate that behavioral AI coupled with variable rewards can drive record‑setting daily engagement. These examples underscore how immersive, AI‑enhanced game design unlocks higher user engagement and monetization in traditionally low‑engagement sectors.
BITKRAFT Ventures positions itself as a top‑decile investor in consumer apps, employing equity, crypto and non‑dilutive user acquisition financing to accelerate growth. The firm projects that by 2025 non‑gaming mobile apps will surpass gaming revenue, reaching $150 B by 2030, and that AI‑driven gamification will create rapid, defensible moats. By 2035, BITKRAFT forecasts that at least five consumer non‑gaming companies could exceed $10 B in valuation, highlighting the strategic importance of AI and game design for future digital experiences.
UBISOFT REPORTS FIRST-HALF 2025-26 EARNINGS FIGURES Tencent transaction on track to close in the coming days all conditions precedent have been satisfied Q2 Net Bookings above expectations First half 2025-26: Net bookings of €772.4 million, up +20.3% YoY Reported change In % of total net In €m vs.
Ubisoft announced that net bookings for the first nine months of fiscal 2025‑26 reached €1.11 billion, an 18 % year‑on‑year increase driven by strong performance from Assassin’s Creed, The Division, Anno 117: Pax Romana and Avatar. Digital net bookings rose 20 % to €941.7 million, while back‑catalog sales grew 36 % to €1.04 billion, reflecting sustained demand for legacy titles and new releases such as Assassin’s Creed Shadows on Switch 2 and the Avatar: Frontiers of Pandora expansion. The third‑quarter figure of €338 million exceeded guidance by 12 %, with partnerships and franchise sales contributing most to the lift. Player activity metrics remained robust, with 130 million unique active users in 2025 and December MAUs at 38 million, up 3 % YoY.
The Group’s transformation continues, with the new Creative House operating model taking shape through studio reallocation and senior leadership appointments. Headcount reductions of 200 positions at Ubisoft HQ France are underway to streamline operations. Financially, consolidated cash stands between €1.25 billion and €1.35 billion, sufficient to cover near‑term debt maturities while the Group explores extensions of its debt profile.
Outlook for 2025‑26 confirms net bookings near €1.5 billion, non‑IFRS EBIT around –€1 billion, and free cash flow between –€400 million and –€500 million. Q4 launches include Rainbow Six Mobile, scheduled for February 23, and The Division Resurgence, with additional content planned across the franchise portfolio. Geographic revenue shares show Europe at 40 %, Northern America 46 %, and the rest of the world 14 %. Platform distribution remains dominated by consoles (55 %) and PCs (28 %), with mobile contributing 7 %.
Ubisoft announces a comprehensive reset aimed at restoring creative leadership and sustainable growth amid a more selective AAA market. The strategy centers on three pillars: a new operating model, a refocused portfolio with an updated three‑year roadmap, and organizational rightsizing. The operating model introduces five Creative Houses—each genre‑focused, fully responsible for development, publishing, and financial performance—supported by a Creative Network of studios and shared Core Services. This structure is intended to accelerate decision‑making, deepen specialization in Open World Adventures and GaaS‑native experiences, and embed generative AI initiatives.
Portfolio adjustments include discontinuing six titles that fail new quality thresholds, extending development timelines for seven games to meet higher standards, and reallocating resources toward high‑potential IPs such as “March of Giants.” These changes are expected to reduce net bookings for FY26 by roughly €330 million and push non‑IFRS EBIT into the negative, reflecting one‑off depreciation costs. Free cash flow is projected between –€400 million and –€500 million, with net debt rising to €150–250 million.
Cost‑reduction efforts target a total fixed‑cost savings of approximately €500 million since FY22, with an accelerated €100 million cut already achieved by March 2026 and a further €200 million planned over the next two years, bringing fixed costs to about €1.25 billion by March 2028. The reset is set to take effect in early April, with a revised FY26–27 financial outlook to be released in May.
NEXON Co., Ltd. announced the Board’s selection of candidates for its 24th Annual General Meeting on March 25, 2026. The slate includes six directors, among them two new outside directors and three individuals who will serve concurrently on the Audit and Supervisory Committee. Current executives Junghun Lee, Shiro Uemura, Patrick Söderlund and Daehyun Kang are retained. New appointments comprise Alexander Iosilevich, a seasoned investment‑banking executive with no shareholding in NEXON, and Kaoru Hattori, a Japanese lawyer and partner at Nagashima Ohno & Tsunematsu who also holds trustee and board roles in Toyo Seikan Group Holdings. The Audit and Supervisory Committee will be strengthened by Shiro Kuniya, Naoya Tsurumi—an experienced Sega executive with extensive leadership roles across SEGA subsidiaries—and Hanmin Cho, a private‑equity professional who has led investment divisions at NXC Corporation and holds directorships in NXMH B.V. and Bitstamp Limited.
The announcement details each candidate’s career trajectory, concurrent positions, and share ownership (all new candidates hold zero shares). The selection aligns with Korean Companies Act provisions for outside directors and reflects NEXON’s strategy to blend internal leadership continuity with external expertise in finance, gaming operations, and regulatory oversight. The candidates’ diverse backgrounds—spanning global investment banking, legal practice, gaming industry leadership, and private‑equity management—are intended to enhance governance, strategic direction, and risk oversight for the company’s operations in South Korea and its international markets.
Note: This document has been translated from a part of the Japanese original for reference purposes only. In the event of any discrepancy between this translated document and the Japanese original, the original shall prevail. (Start of electronic provision) June 3, 2025 Tetsuro Koda, President and CEO 2-13-30 Kamiosaki, Shinagawa-ku, Tokyo NOTICE OF THE 15TH ANNUAL GENERAL MEETING OF SHAREHOLDERS You are hereby notified that the 15th Annual General Meeting of Shareholders of Akatsuki Inc.
Akatsuki Inc. reported consolidated financial results for the fiscal year ending March 31, 2025 (April 1 2024–March 31 2025). Net sales fell by 1.3 % to ¥23,652 million from ¥23,972 million in FY2023, reflecting a decline in the Games segment despite a new title launch. Operating ordinary profit rose by ¥1,239 million (46.3 %) to ¥3,915 million, driven largely by gains in the Comics and IP Solutions businesses; the former benefited from contracted services for an overseas manga platform, while the latter saw growth in its online lottery service “Slash Gift.” Ordinary profit attributable to parent shareholders increased by ¥1,399 million (49.4 %) to ¥4,233 million, and net income attributable to owners of the parent grew by ¥358 million (27.8 %) to ¥1,646 million, aided by gains on share sales from IPOs of investee companies. A conservative write‑down of deferred tax assets reduced the profit attributable to owners, yet overall net income still improved.
An extraordinary loss of ¥593 million was recorded on the valuation of investment securities held by the group, reflecting a conservative assessment of recoverable value amid market uncertainty. On a non‑consolidated basis, the company recorded a ¥5,776 million provision for doubtful accounts and a ¥2,454 million loss on valuation of shares in affiliated companies; these items are largely confined to consolidated subsidiaries and have a minor impact on the consolidated results. The report covers Japan‑based operations for FY2025, with data derived from internal financial statements and market assessments.
Akatsuki Inc. reports a first‑quarter fiscal 2025 performance that reflects a sharp contraction in its core gaming and comics businesses amid a challenging macro‑environment. Net sales fell 44 % YoY to ¥2,313 million, while operating loss widened to ¥1,698 million from a prior‑year loss of ¥775 million. The company’s consolidated equity ratio improved to 78.7 % from 75.3 %, but total assets declined by ¥3,656 million to ¥50,976 million. Net loss attributable to parent shareholders reached ¥1,167 million, a significant increase from the prior‑year loss of ¥271 million. Comprehensive income deteriorated to ¥312 million in losses versus ¥159 million previously.
Segment analysis shows the Games unit suffered a 52.3 % sales decline and an operating loss of ¥1,643 million; the Comics unit posted a modest profit of ¥20 million after an 18.3 % sales drop; the newly standalone IP Solutions unit grew sales by 167 % and generated a ¥122 million profit, largely driven by the inclusion of subsidiary CRAYON, Inc. The Others segment recorded a small profit after an 80.9 % sales increase.
Geographically, the report focuses on Japan with no disclosed overseas revenue breakdown. Methodologically, figures are based on Japanese GAAP quarterly consolidation; no full‑year forecasts are provided due to market uncertainty. The company maintains a policy of timely quarterly disclosure while withholding FY2026 forecasts, citing volatile gaming and investment conditions.
Akatsuki Inc. reported consolidated financial results for fiscal year ended March 2025, showing a modest 5 % increase in sales to ¥23.652 billion compared with the prior year, driven primarily by strong performance of existing games such as Dragon Ball Z Dokkan Battle. Games sales rose 2 % to ¥21.237 billion, while comics and IP Solutions segments returned to profitability with 10 % and 121 % year‑over‑year sales gains, respectively. Operating profit surged 124 % to ¥3.915 billion, largely due to a sharp rise in operating profit from games (68 % increase) and significant gains on the sale of investment securities, which contributed ¥1.154 billion to profit before tax.
Net income increased 48 % to ¥1.646 billion, supported by a 28 % rise in adjusted EBITDA (¥5.661 billion). The company’s balance sheet remained solid, with total assets of ¥54.632 billion and net assets of ¥41.455 billion, while total liabilities decreased to ¥13.177 billion. Cash balances were maintained at ¥33.300 billion, reflecting disciplined working‑capital management.
The results cover the Japanese market and global operations for games, comics, and IP solutions. Methodology includes consolidated financial statements with adjustments for investment and incubation business personnel expenses, and gains on crypto asset sales are classified as non‑operating. Overall, Akatsuki’s selective focus on high‑performing titles and profitable IP solutions has driven a sharp improvement in operating profitability despite the withdrawal of some titles.
Akatsuki Inc. reports consolidated financial results for the first half of fiscal year ending March 31, 2026 (April 1–September 30, 2025). Net sales fell 20.6 % YoY to ¥9,915 million, while operating profit declined 42.4 % to ¥1,724 million; ordinary profit dropped 42.7 % to ¥1,676 million, yet net income attributable to parent rose 31.4 % to ¥1,853 million, driven by a higher comprehensive income of ¥2,269 million versus ¥1,499 million the prior year. Profit per share diluted increased from ¥97.85 to ¥128.56. Total assets grew to ¥59,400 million, with net assets rising to ¥42,995 million and equity ratio improving to 71.9 %. Cash flows from operating activities were modest at ¥369 million, while investing cash outflows of ¥5,433 million reflected significant purchases of investment securities and intangible assets. Financing activities generated net inflows of ¥1,775 million, offset by dividends paid of ¥795 million.
Segment analysis shows the Games and Comics business experienced a 23.2 % sales decline to ¥9,257 million and a 41.2 % profit drop, whereas the Entertainment and Lifestyle segment grew sales by 76.1 % to ¥649 million, achieving a 90.7 % profit increase. The Others segment recorded a sharp sales decline and continued losses.
The report notes significant consolidation changes: six new subsidiaries, including CRAYON Inc., were added; Akatsuki Fukuoka was liquidated. Goodwill increased by ¥4,316 million due to acquisitions of Natee and PAPABUBBLE JAPAN. No full‑year forecasts are provided, reflecting uncertainty in the Games and Comics market and ongoing investment plans.
Akatsuki Inc. reported a sharp decline in consolidated sales and operating results for Q1 of the fiscal year ending March 2026, with total group sales falling 44% YoY to ¥2,313 million. The Games segment suffered the largest hit, dropping 52% to ¥1,782 million and recording an operating loss of ¥1,643 million, largely due to a post‑Q4 portfolio review withdrawal and the absence of high‑profile releases. R&D spending for the Games business fell from the previous year as development on “TRIBE NINE” concluded, but costs for the upcoming title “Kaiju No. 8 The Game” increased personnel and outsourcing expenses.
In contrast, the Comics division saw a modest 18% sales decline to ¥226 million but improved profitability, with operating profit rising from a loss of ¥2 million to ¥20 million. The division’s focus on original works and continued service provision to the overseas platform MANGA MIRAI contributed to this turnaround. The IP Solutions unit experienced explosive growth, with sales up 167% to ¥298 million and operating profit soaring 2,592% to ¥122 million, driven by the successful online lottery “Slash Gift” and the inclusion of CRAYON, Inc. in consolidation.
Other income sources shifted, with gains on investment securities decreasing by ¥107 million to ¥580 million. Net income swung from a loss of ¥271 million in FY3/25 to a larger loss of ¥1,167 million in FY3/26, reflecting the combined impact of segment downturns and higher operating losses. Adjusted EBITDA also deteriorated from ¥153 million to a loss of ¥416 million.
The financial data cover the Japanese market, covering all core segments—Games, Comics, IP Solutions, and ancillary services—from Q1 FY3/24 through Q1 FY3/26. The analysis relies on consolidated financial statements, trend tables, and explanatory notes detailing segment performance, expense composition, and investment activity.