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Q4 2023 Gaming Industry Report: Global & MENAP Outlook
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 global gaming market reached $212 billion in Q4 2023, with M&A activity surging to $68.7 billion, a 769% increase primarily driven by the Activision-Blizzard acquisition.
- Mobile gaming remains the industry's primary platform, capturing 46% of the global player base, while indie PC titles have grown to represent approximately 30% of total revenue.
- The MENAP region is a key growth area, contributing $2.8 billion to the market and recording a 30% quarter-over-quarter increase in both gamer population and venture capital investment.
- Regulatory pressure is intensifying, marked by a 15% rise in litigation and significant antitrust actions against major platform holders like Google and Apple regarding deceptive practices.
- Cross-media expansion is a proven revenue driver, with game-to-movie adaptations generating over $1.4 billion in 2023.
Ubisoft First-Half 2025-26 Earnings Figures
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's H1 2025-26 net bookings reached €772.4 million, a 20.3% year-over-year increase, with Q2 net bookings exceeding expectations at €490.8 million (versus guidance of €450 million) due to strong partnerships and back-catalog performance.
- The transaction with Tencent, involving a €1.16 billion investment, is on track to close soon, with all conditions precedent satisfied, which will deleverage Ubisoft by enabling early repayment of approximately €286 million in loans.
- Ubisoft confirmed its FY2025-26 targets, expecting stable net bookings year-on-year, approximately break-even non-IFRS operating income, and negative free cash flow, but anticipates returning to positive non-IFRS operating income and free cash flow in FY27.
- Digital net bookings grew by 30.2% year-over-year to €685.8 million, representing 88.8% of total net bookings, while back-catalog net bookings increased by 50.0% to €741.4 million.
- Ubisoft's headcount decreased by approximately 1,500 employees over the past 12 months to 17,097, with a targeted Voluntary Leave Program and restructuring introduced at Nordic studios in October.
Ubisoft announces a major organizational, operational and portfolio reset to reclaim creative leadership and restore sustainable growth
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.
- Ubisoft is restructuring into five genre-focused 'Creative Houses' to accelerate decision-making and specialize in Open World Adventures and GaaS-native experiences.
- The company is discontinuing six titles and extending development timelines for seven others to meet new quality thresholds, resulting in a projected €330 million reduction in FY26 net bookings.
- Financial projections for FY26 include negative non-IFRS EBIT, free cash flow between –€400 million and –€500 million, and a net debt increase to €150–250 million.
- Fixed-cost reduction targets aim to bring total costs to approximately €1.25 billion by March 2028, with an additional €200 million in cuts planned over the next two years.
- The organizational reset includes the integration of generative AI initiatives and a strategic resource reallocation toward high-potential IPs such as 'March of Giants.'
Notice of the 15th Annual General Meeting of Shareholders: Akatsuki Inc.
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. will hold its 15th Annual General Meeting of Shareholders virtually, with electronic provision of information starting June 3, 2025, and the meeting scheduled for June 25, 2025, at 10:00 a.m. JST.
- Shareholders are encouraged to exercise voting rights in advance either in writing or via the Internet by 6:00 p.m. on Tuesday, June 24, 2025.
- The company proposes the election of four Directors, as the terms of all five current Directors expire at the conclusion of this meeting. The Nomination Committee, comprising a majority of independent Outside Directors, provided a report on candidate selection.
- Tetsuro Koda, President and CEO, and Kazuhiro Ishikura, CFO, are nominated for re-election as Directors, recognized for their leadership, business development, and expertise in corporate finance and investment, respectively.
- Hisashi Katsuya and Tetsuya Mizuguchi are nominated as Outside Directors, with Mizuguchi expected to contribute to the game business and provide objective oversight on officer selection and remuneration.
Announcement of Consolidated Results for Fiscal Year Ended March 31, 2025, a Comparison with Prior Year Results, Extraordinary Loss, and Non-operating Expense
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. reported a 49.4% increase in ordinary profit to ¥4,233 million for the fiscal year ending March 31, 2025, despite a 1.3% decline in net sales to ¥23,652 million.
- Operating ordinary profit grew by 46.3% to ¥3,915 million, driven by strong performance in the Comics segment and the 'Slash Gift' online lottery service within the IP Solutions business.
- Net income attributable to owners of the parent rose 27.8% to ¥1,646 million, bolstered by gains from share sales related to the IPOs of investee companies.
- The Games segment experienced a decline in revenue during FY2025, failing to offset the overall sales decrease despite the launch of a new title.
- The company recorded an extraordinary loss of ¥593 million due to a conservative valuation of investment securities held by the group.
Consolidated Financial Statements: Q1 Fiscal Year 2026 (Japan)
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. experienced a sharp financial downturn in Q1 FY2025, with net sales falling 44% year-over-year to ¥2,313 million and operating losses widening to ¥1,698 million.
- The core Games unit was the primary driver of the deficit, suffering a 52.3% decline in sales and recording an operating loss of ¥1,643 million.
- Net loss attributable to parent shareholders increased significantly to ¥1,167 million, compared to a ¥271 million loss in the same period last year.
- The IP Solutions unit emerged as a growth driver, increasing sales by 167% and generating a ¥122 million profit, largely due to the inclusion of subsidiary CRAYON, Inc.
- The Comics unit remained marginally profitable at ¥20 million, despite an 18.3% decline in segment sales.
Consolidated Results Supplementary Information: Fiscal Year Ended March 2025
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. reported a 124% surge in operating profit to ¥3.915 billion for the fiscal year ended March 2025, driven by a 68% increase in gaming segment profit and ¥1.154 billion in gains from the sale of investment securities.
- Total sales grew 5% year-over-year to ¥23.652 billion, supported by the continued strong performance of existing titles like Dragon Ball Z Dokkan Battle.
- Net income rose 48% to ¥1.646 billion, while adjusted EBITDA increased 28% to ¥5.661 billion.
- The comics and IP Solutions segments returned to profitability, recording year-over-year sales gains of 10% and 121%, respectively.
- The company maintained a strong financial position with ¥33.300 billion in cash and a reduction in total liabilities to ¥13.177 billion.
Consolidated Financial Statements: Second Quarter and First Half-Year Period of Fiscal Year Ending March 31, 2026
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 20.6% YoY decline in net sales to ¥9,915 million and a 42.4% drop in operating profit to ¥1,724 million for the first half of the fiscal year ending March 31, 2026.
- Net income attributable to the parent rose 31.4% to ¥1,853 million, with diluted earnings per share increasing from ¥97.85 to ¥128.56.
- The core Games and Comics segment, which accounts for the majority of revenue, saw a 23.2% sales decline and a 41.2% drop in profit.
- The Entertainment and Lifestyle segment showed strong growth, with sales increasing 76.1% to ¥649 million and profit rising 90.7%.
- The company increased goodwill by ¥4,316 million following the acquisitions of Natee and PAPABUBBLE JAPAN, while investing cash outflows reached ¥5,433 million.
Consolidated Results Supplementary Information: Q1 FYE March 2026
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.
- Akatsuki Inc. reported a 44% year-over-year decline in total consolidated sales to ¥2,313 million for Q1 FYE March 2026, resulting in a net loss of ¥1,167 million.
- The Games segment experienced a 52% sales drop to ¥1,782 million and an operating loss of ¥1,643 million, driven by a portfolio review withdrawal and a lack of major new releases.
- The IP Solutions unit achieved significant growth, with sales increasing 167% to ¥298 million and operating profit rising 2,592% to ¥122 million, bolstered by the 'Slash Gift' online lottery and the consolidation of CRAYON, Inc.
- The Comics division improved profitability, turning a ¥2 million loss into a ¥20 million operating profit despite an 18% decline in sales to ¥226 million.
- Adjusted EBITDA for the group deteriorated from a profit of ¥153 million in the previous year to a loss of ¥416 million in Q1 FY3/26.
Consolidated Results Supplementary Information: Q2 of FYE March 2026
Akatsuki Inc. reported consolidated financial results for the second quarter of fiscal year ending March 2026, noting a 9 % decline in sales to ¥7,602 million and a 21 % drop in cumulative year‑to‑date sales of ¥9,915 million versus the prior year. The Games & Comics segment led the decline with a 10 % YoY fall to ¥7,248 million, while Entertainment & Lifestyle grew 36 % to ¥350 million, and the Others segment contracted sharply by 94 %. Operating profit fell 9 % to ¥3,422 million, largely due to weaker performance in the core Games & Comics unit; however, net income rose 80 % to ¥3,020 million, driven by gains from investee exits and reduced valuation losses on investment securities. Adjusted EBITDA increased modestly by 4 % to ¥4,015 million, reflecting a recovery in operating profitability after the release of new titles.
Key drivers include the launch of “Kaiju No. 8 The Game” on 31 August 2025, which generated over ¥2 billion in first‑month sales with a 40 % overseas share, partially offsetting declines from legacy titles. Two M&A transactions in Q2 added PAPABUBBLE and WOWs to the consolidated segment from Q3, while Natee and AI Talent Force will join the AI/DX Solutions segment. The company’s balance sheet shows a net asset base of ¥42,995 million and cash equivalents of ¥33,272 million, with current liabilities at ¥6,954 million.
Methodologically, the report aggregates data from all operating subsidiaries, restating prior figures to align with revised definitions effective Q2 FY3/26. The analysis covers Japan and international markets, focusing on the Games & Comics, Entertainment & Lifestyle, and AI/DX Solutions segments over a two‑quarter period.
- Akatsuki Inc. reported a 9% decline in quarterly sales to ¥7,602 million, primarily driven by a 10% YoY contraction in the core Games & Comics segment.
- Net income surged 80% to ¥3,020 million, bolstered by gains from investee exits and a reduction in valuation losses on investment securities despite lower operating profit.
- The launch of 'Kaiju No. 8 The Game' on 31 August 2025 generated over ¥2 billion in first-month sales, with 40% of revenue originating from overseas markets.
- Adjusted EBITDA increased by 4% to ¥4,015 million, signaling a recovery in operating profitability following the release of new titles.
- The company expanded its portfolio through Q2 M&A activity, acquiring PAPABUBBLE and WOWs for the Entertainment & Lifestyle segment, and Natee and AI Talent Force for the AI/DX Solutions segment.
Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reports consolidated financial results for the first nine months of fiscal year 2025, ending December 31 2025. Net sales rose modestly by 2.1 % to ¥16,497 million, while operating profit surged 115.7 % to ¥3,063 million and ordinary profit increased 48.6 % to ¥3,318 million. Net profit attributable to parent shareholders climbed 287.6 % to ¥2,856 million, yielding diluted earnings per share of ¥198.11 versus ¥51.12 in the prior year. Total assets reached ¥57,687 million, up ¥3,054 million from March 31 2025, with net assets at ¥43,092 million and an equity ratio of 74.2 %. The company’s liquidity remained solid, with cash and deposits at ¥28,377 million and current liabilities down to ¥4,462 million.
Segment performance varied: the Games and Comics business posted a 5.3 % decline in sales but doubled operating profit through cost reductions; Entertainment and Lifestyle achieved a 76.1 % sales increase to ¥1,400 million but saw a modest profit decline; the newly reported AI/DX Solutions segment generated ¥600 million in sales and incurred a ¥112 million loss. The Others segment recorded a sharp 83.1 % sales drop and a ¥51 million loss.
The company added five subsidiaries to its consolidation scope, including CRAYON Inc. and PAPABUBBLE, while excluding Akatsuki Fukuoka after liquidation. No changes to accounting policies were noted. Forecasts for FY 2026 are withheld due to market uncertainties, and the company maintains a policy of not providing full‑year guidance.
- Akatsuki Inc. reported a significant surge in profitability for the first nine months of FY2025, with operating profit rising 115.7% to ¥3,063 million and net profit attributable to parent shareholders climbing 287.6% to ¥2,856 million.
- Net sales grew modestly by 2.1% to ¥16,497 million, while diluted earnings per share increased substantially to ¥198.11 compared to ¥51.12 in the prior year.
- The core Games and Comics business experienced a 5.3% decline in sales but successfully doubled its operating profit through effective cost-reduction measures.
- The Entertainment and Lifestyle segment achieved strong growth with a 76.1% sales increase to ¥1,400 million, though this was accompanied by a modest decline in profit.
- The company launched a new AI/DX Solutions segment, which generated ¥600 million in sales but incurred an operating loss of ¥112 million.
Notice Concerning Non-Operating Income and Extraordinary Loss: Japan
KLab Inc. disclosed a net non‑operating income of 288 million yen for the consolidated fourth quarter of its December 2014 fiscal year, driven largely by a 231 million yen foreign‑exchange gain from currency valuation at quarter‑end. The company also reported an extraordinary loss of 670 million yen, primarily attributable to a 607 million yen impairment charge on software assets related to its gaming operations. These figures represent the company’s first quarterly disclosure of such items for the year, indicating a significant impact on its overall profitability.
The announcement clarifies that the non‑operating income and extraordinary loss will affect the company’s full‑year earnings forecasts for the 2014 fiscal period. KLab commits to providing any additional information required under Tokyo Stock Exchange disclosure standards promptly, ensuring transparency for investors and regulators. The notice is limited to the Japanese market, covering a single fiscal year (January 1–December 31, 2014) and focusing on the gaming segment of KLab’s operations. No survey or external data sources are cited; the figures derive from internal financial statements and accounting adjustments made during the reporting period.
- KLab Inc. recorded an extraordinary loss of 670 million yen for the fourth quarter of the 2014 fiscal year, primarily driven by a 607 million yen impairment charge on gaming software assets.
- The company reported a net non-operating income of 288 million yen for the same period, bolstered by a 231 million yen foreign-exchange gain.
- These financial adjustments represent the first quarterly disclosure of such items for KLab in 2014 and will impact the company's full-year earnings forecast.
- The reported figures are derived from internal financial statements covering the fiscal period of January 1, 2014, to December 31, 2014.
- KLab has committed to ongoing transparency regarding these financial impacts in accordance with Tokyo Stock Exchange disclosure standards.