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Report
32 pages
Bandai Namco Group Fact Book 2020
Bandai Namco Group operates across five diversified business segments: Toys and Hobby, Network Entertainment, Real Entertainment, Visual and Music Production, and IP Creation.
The Network Entertainment Unit serves as a primary revenue driver, encompassing the company's global home video game and mobile app publishing operations.
The Toys and Hobby Unit maintains a broad market presence across multiple physical categories, including plastic models, figures, capsule toys, card products, and candy toys.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2021
Bandai Namco operates through a diversified structure encompassing four primary segments: the Entertainment Unit (Digital and Toys/Hobby), the IP Production Unit (Visual, Music, and Creation), and the Amusement Unit.
The Digital Business segment is a core pillar of the Entertainment Unit, focusing on the development and distribution of game applications and home video game software.
The company tracks its competitive positioning by analyzing its standing among top publishers within the global mobile application market.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
55 pages
Integrated Report 2023
Bandai Namco defines its core corporate mission as sharing dreams, fun, and inspiration with a global audience.
The company focuses on connecting people and societies through the development of uniquely entertaining products and services.
The organization is committed to creating a brighter future for all stakeholders through its business activities.
Global
Japan
Market Analysis
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2022
The Bandai Namco Group operates through three primary pillars: the Entertainment Unit, which covers Digital Business and Toys and Hobby, and the IP Production Unit, which manages Visual and Music business.
The Digital Business segment serves as a core driver for the Entertainment Unit, focusing on the development and distribution of interactive gaming content.
The Toys and Hobby Business segment maintains a diverse portfolio including plastic models, figures, capsule toys, and card products.
Market Analysis
Game Publishing
Japan
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2023
Bandai Namco operates across four primary business segments: Entertainment (Digital and Toys/Hobby), IP Production, and Amusement.
The Entertainment Unit's Digital Business segment focuses on both the mobile game app market and the home video game console market.
The Toys and Hobby Business segment encompasses a diverse portfolio including plastic models, figures, capsule toys, candy toys, and children’s lifestyle sundries.
Market Analysis
Game Publishing
Mobile
+3
Bandai Namco
Report
47 pages
Presentation Material: Year Ended March 31, 2023
Free cash flow increased from 1,321 to 3,173 between the fiscal years ending March 31, 2022, and March 31, 2023.
Net cash provided by operating activities grew from 2,505 to 2,927 over the 12-month period ending March 31, 2023.
Net cash used in investing activities increased from 1,183 in 2022 to 1,417 in 2023.
Investment
Market Analysis
Japan
ARTNATURE
Report
6 pages
Supplementary Information: FY Ended March 31, 2025
Meidensha Corporation reported significant profit growth for the fiscal year ended March 31, 2025, with operating income rising 169% to 21.5 billion yen and net income increasing 165% to 18.5 billion yen.
Consolidated net sales reached 301.1 billion yen, a 4.6% year-over-year increase, while total orders received grew by 16.5% to 383.6 billion yen.
The company projects continued expansion for the fiscal year ending March 2026, forecasting net sales of 335 billion yen.
Market Analysis
Investment
Japan
Meidensha Corporation
Report
104 pages
Corporate Responsibility Report 2024
The provided text for the 'Corporate Responsibility Report 2024' contains only introductory headers and visual descriptions, lacking specific performance metrics, financial data, or operational outcomes.
The document identifies Alnylam as the subject company, focusing on corporate responsibility themes including patients, science, employees, communities, planet, and governance.
No concrete figures, growth rates, or specific 2024 performance data are present in the provided content to summarize.
Diversity & Inclusion
Global
Japan
+1
Alnylam Pharmaceuticals
Report
14 pages
Consolidated Financial Summary: First Half Fiscal Year Ending March 2016 (Japan)
Kanematsu Corporation reported its consolidated financial results for the first half of the fiscal year ending March 2016 in accordance with Japanese Accounting Standards.
The company is publicly traded on the Tokyo Stock Exchange under the stock code 8020.
Masayuki Shimojima serves as the President and CEO of the organization.
Investment
Japan
Market Analysis
Kanematsu Corporation
Report
21 pages
Interview with Game Expert at Line Studio: Japan Market Insights
Japanese mobile gaming is shifting toward lighter genres, with puzzle, strategy, and simulation titles now accounting for approximately 30% of all downloads.
Cross-platform functionality is a critical market requirement, as 39% of Japanese gamers now actively play across two or more platforms, including mobile, console, and PC.
Korean 'sub-culture' titles like Blue Archive, Goddess of Victory: NIKKE, and Lineage W have successfully penetrated the market by combining moe-style character designs with high-polish visuals and short-session playability.
Market Analysis
Player Demographics
Monetization
+1
KOCCA – Korea Creative Content Agency
Report
3 pages
職員募集(契約職員・業務委託パートナー):人材育成
The Computer Entertainment Society (CESA) is hiring contract personnel and outsourced partners to lead human-resource development and creator training programs within the Japanese video-game industry.
Core responsibilities include facilitating game-based curricula in schools, managing government relations, conducting industry research, and overseeing communications for commissioned projects.
Candidates must have at least five years of professional experience, with preference given to those with backgrounds in government liaison work, project management, or educational certification.
Employment
Salary
Game Development
+2
CESA – Computer Entertainment Supplier's Association
Feb 2026
Presentation
24 pages
Financial Results Briefing FY2025
GungHo is executing a strategic pivot from the domestic Japanese mobile market to a global, multi-platform model, with overseas net sales projected to reach 66% of total revenue in FY2025, up from 11.4% in 2016.
Consolidated net sales and operating profit are in a four-year decline, with quarterly performance metrics dropping from a peak of over 16,000 to approximately 7,750.
The company is addressing the softening sales of legacy mobile titles and decreased revenue from its subsidiary Gravity by leveraging high-profile collaborations with brands like Sanrio and Digimon.
Market Analysis
Game Development
Japan
GungHo Online Entertainment
Feb 2026
Presentation
53 pages
Q3 for the Fiscal Year Ending March 2026 Results Presentation
Sega Sammy projects a 13.0 billion yen net loss for the fiscal year ending March 2026, driven by 46.3 billion yen in impairment losses from the acquisitions of Rovio and Stakelogic.
The Pachislot and Pachinko division is the company's primary financial driver, significantly exceeding expectations through high-volume sales of titles like Smart Pachislot Tokyo Revengers.
Management has shifted from aggressive M&A to a consolidation strategy, marked by the suspension of large-scale acquisitions and the initiation of a 20.0 billion yen share buyback program.
Market Analysis
Game Publishing
Japan
Sega Sammy Holdings
Feb 2026
Presentation
20 pages
Results Briefing Materials: Fiscal Year Ending March 2026, Third Quarter
Marvelous Inc. reported a 40.5% year-on-year increase in net sales to 29,121 million yen and a 28.6% rise in ordinary profit to 2,129 million yen for the first nine months of the fiscal year ending March 2026.
The Digital Contents segment saw a 69.2% revenue surge driven by the releases of 'Rune Factory: Guardians of Azuma', 'STORY OF SEASONS: Grand Bazaar', and 'DAEMON X MACHINA TITANIC SCION', which helped offset initial high development costs.
The Amusement business grew revenue by 25.1%, fueled by the sustained popularity of 'Pokémon FRIENDA' and the international expansion of 'Pokémon MEZASTAR'.
Market Analysis
Game Publishing
Japan
Marvelous
Jan 2026
Report
112 pages
Square Enix Next: That Excitement Once Again
Square Enix has experienced a significant financial decline over the past three years, marked by a 32% drop in operating income and a 61% decrease in return on equity (ROE).
Core gaming segments are underperforming, with HD and SD game revenues falling 4% and 5% respectively, while MMO licensing remains the only growth driver at +11%.
Operating margins for HD and SD segments remain inefficient at 35–40%, and SG&A costs exceed industry norms by 5–6 percentage points due to an oversized sales force.
Market Analysis
Game Development
Investment
+2
InvestGame
Dec 2025
Report
104 pages
Integrated Report: Value Creation Story
DeNA achieved 164.0 billion yen in revenue and 32.9 billion yen in Non-GAAP operating profit in FY2024, largely fueled by the global performance of Pokémon Trading Card Game Pocket.
The company is executing an 'AI-ALL-IN' strategy targeting a 100% increase in productivity and the launch of approximately 10 AI-native products.
The Sports segment has become a major revenue pillar, generating 40 billion yen in the last fiscal year, helping to diversify the company away from hit-driven game cycles.
Market Analysis
AI
Investment
+1
DeNA Co.
Oct 2025
Report
80 pages
Sega Sammy Holdings Integrated Report 2025
Sega Sammy is restructuring into a three-pillar business model comprising Entertainment Contents, Pachislot & Pachinko, and a new Gaming Business to reduce reliance on volatile domestic markets.
The Entertainment Contents segment generated ¥321.5 billion of the Group's ¥428.9 billion total FY2025 net sales, driven by a transmedia strategy utilizing IPs like Sonic, Persona, and Like a Dragon.
The company is aggressively entering the North American iGaming and B2B casino markets through over ¥130 billion in acquisitions, including Rovio, GAN, and Stakelogic.
Market Analysis
Investment
Japan
Sega Sammy Holdings
Oct 2025
Presentation
21 pages
Results Briefing Materials: Fiscal Year Ending March 2026, First Half (Semi-annual Period)
Marvelous Inc. reported a 157.5% year-on-year revenue increase to 20,281 million yen for the first half of FY2026, though operating profit dropped 61.8% to 226 million yen due to high development costs.
The Digital Contents segment saw sales nearly double to 12,414 million yen, driven by 'Rune Factory: Guardians of Azuma' and 'Story of Seasons: Grand Bazaar' each surpassing 500,000 units sold.
The Amusement business remains the company's primary profit driver, achieving a 36.3% revenue increase and 41.2% profit growth, largely due to the success of 'Pokémon Frienda' and 'Pokémon Mezastar'.
Market Analysis
Game Publishing
Japan
Marvelous
Oct 2025
Report
2 pages
Square Enix Special Feature: Erdrick Trilogy Reimagined
The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Market Analysis
Global
Console
+3
Square Enix
Sept 2025
Presentation
37 pages
Consolidated Financial Results Briefing Materials: FY3/26 Q1
Akatsuki Inc. reported a 44% year-over-year decline in consolidated sales to ¥2,313 million and an operating loss of ¥1,698 million for Q1 FY3/26.
The core Games business revenue contracted by 52% due to title withdrawals, a reactionary decline from the previous quarter, and high development costs for the upcoming 'Kaiju No. 8 The Game'.
IP Solutions revenue grew 168% to ¥298 million, driven by the consolidation of CRAYON, Inc. and the expansion of the Slash Gift online lottery service.
Market Analysis
Mergers & Acquisitions
Investment
+1
Akatsuki
Aug 2025
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