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Consolidated Financial Statement: Q1 2019
KLab Inc. reported consolidated financial results for the first quarter of fiscal year 2019 (January 1–March 31, 2019). Revenue declined 18.4 % to ¥6,468 million compared with the same period in FY2018, largely due to a drop in sales of the Love Live! School Idol Festival title. Operating income fell 70.9 % to ¥391 million, ordinary income decreased 67.2 % to ¥403 million, and profit attributable to owners of parent contracted 63.2 % to ¥296 million. Net income for the quarter was ¥303 million, a 65 % reduction from ¥805 million in FY2018. Comprehensive income also fell sharply, from ¥794 million to ¥435 million, reflecting a 45.3 % increase in other comprehensive income components.
Total assets rose to ¥21,547 million, up ¥2.3 billion from the prior year’s end, driven by increases in operating investment securities and software in progress. Net assets increased to ¥16,048 million, an addition of ¥1.58 billion, largely due to equity in a newly consolidated subsidiary. The equity ratio declined from 75.1 % to 69.2 %. Current liabilities decreased, while long‑term debt increased, contributing to the shift in leverage.
KLab forecasted FY2019 revenue between ¥32 billion and ¥40 billion, operating income between ¥1 billion and ¥4.5 billion, ordinary income in the same range, and profit attributable to owners between ¥700 million and ¥3.1 billion. The company noted that future results will depend heavily on the success of new game releases and market conditions, and it applied a range‑based presentation for forecasts. No dividends were declared for FY2019, and no significant changes in shareholders’ equity or accounting policies occurred during the quarter.
- KLab Inc. experienced a significant Q1 2019 downturn, with revenue falling 18.4% to ¥6,468 million and operating income dropping 70.9% to ¥391 million compared to the same period in 2018.
- The primary driver for the revenue decline was a decrease in sales for the 'Love Live! School Idol Festival' title.
- Profit attributable to owners of the parent contracted by 63.2% to ¥296 million, while net income fell 65% to ¥303 million.
- Total assets increased by ¥2.3 billion to ¥21,547 million, primarily due to growth in software in progress and operating investment securities.
- The company’s equity ratio declined from 75.1% to 69.2% as a result of shifting leverage, characterized by a decrease in current liabilities and an increase in long-term debt.
Consolidated Financial Report: Q2 2020
KLab Inc. reports consolidated financial results for the first half of fiscal year 2020 (January 1–June 30, 2020). Revenue rose to ¥15.95 billion from ¥14.81 billion in the same period of FY2019, a 7.7 % increase, driven by growth in the game business and other businesses such as research & consulting. Operating income fell sharply to ¥753 million from ¥1,305 million, a 42.2 % decline, largely due to higher cost of sales and lower gross profit margin. Ordinary income dropped 52.8 % to ¥568 million, and profit attributable to owners of parent fell 98 % to ¥16 million. Net income turned negative, with a loss of ¥44 million versus a profit of ¥21 million in FY2019, reflecting significant foreign exchange losses and impairment charges. Comprehensive income also turned negative at ¥254 million compared with a positive ¥932 million in FY2019, driven by valuation losses on available‑for‑sale securities and foreign currency translation adjustments.
Total assets decreased modestly to ¥23.34 billion from ¥23.67 billion, while shareholders’ equity remained stable at ¥17.29 billion, giving an equity ratio of 66.2 %. Net assets grew slightly to ¥17.29 billion, and the company maintained a strong liquidity position with cash and deposits of ¥6.38 billion. No dividends were declared for FY2019 or FY2020, and the forecasted dividend remained unchanged. The report covers Japan only, covering KLab’s core game development and ancillary businesses, with data derived from consolidated financial statements under Japanese GAAP. The methodology follows standard accounting principles without restatements or significant policy changes during the period.
- KLab Inc. reported a 98% decline in profit attributable to owners of the parent to ¥16 million for the first half of 2020, compared to the same period in 2019.
- Operating income fell 42.2% to ¥753 million, driven by an increased cost of sales and a lower gross profit margin.
- Revenue grew by 7.7% to ¥15.95 billion, supported by performance in the company's core game business and research and consulting services.
- The company recorded a net loss of ¥44 million for the first half of 2020, primarily due to significant foreign exchange losses and impairment charges.
- Comprehensive income turned negative at ¥254 million, impacted by valuation losses on available-for-sale securities and foreign currency translation adjustments.
Quarterly Financial Report: Q3 2020
KLab Inc. reports a robust third‑quarter performance for fiscal year 2020, with revenue rising to ¥26.36 billion from ¥22.38 billion in the same period of FY2019, a 17.8 % increase driven by its game business segment. Operating income grew to ¥2.25 billion, up 31.7 % year‑over‑year, while ordinary income reached ¥1.80 billion, a 14.9 % rise. Net profit attributable to the parent fell to ¥855 million, a 29.6 % decline, largely due to higher foreign‑exchange losses and an impairment charge of ¥498.9 million on investments. Comprehensive income for the quarter was ¥787 million, down 42.4 % from ¥1.37 billion in FY2019, reflecting a reversal of the valuation gain on available‑for‑sale securities and foreign‑currency translation adjustments.
Total assets increased to ¥25.16 billion, with current assets up 13.8 % and non‑current assets slightly down due to a reduction in intangible software assets. Net assets rose to ¥18.49 billion, and the equity ratio improved to 65.8 %. Outstanding shares averaged 38.17 million, with no treasury shares held at quarter‑end.
The company maintained a dividend policy of zero for FY2020, with no forecasted dividends. No changes to accounting principles were reported, and the effective tax rate was applied consistently across periods. The report covers Japan‑based operations for FY2020 (January 1–September 30) and compares results to the same period in FY2019.
- KLab Inc. reported a 17.8% year-over-year revenue increase to ¥26.36 billion for the first nine months of FY2020, driven by strong performance in its game business segment.
- Operating income rose 31.7% to ¥2.25 billion, while ordinary income grew 14.9% to ¥1.80 billion compared to the same period in FY2019.
- Net profit attributable to the parent fell 29.6% to ¥855 million, primarily due to foreign-exchange losses and a ¥498.9 million impairment charge on investments.
- Comprehensive income declined 42.4% to ¥787 million, impacted by a reversal of valuation gains on available-for-sale securities and foreign-currency translation adjustments.
- The company’s financial position strengthened with net assets rising to ¥18.49 billion and an improved equity ratio of 65.8%.
Q1 2021 Financial Statement
KLab Inc. reported a sharp decline in first‑quarter FY2021 operating performance compared with the same period of FY2020. Revenue fell to ¥6,392 million from ¥7,420 million, a 13.8% drop, while operating income turned negative at ¥(505) million versus a profit of ¥37 million in FY2020. Ordinary income and profit attributable to the parent also swung from a ¥(83) million loss to a ¥386 million loss, reflecting significant impairment charges of ¥1.54 billion on software assets that dominated the extraordinary loss line item. Comprehensive income deteriorated to a ¥1,397 million loss from a ¥449 million loss in FY2020, largely driven by the same impairment and foreign‑exchange losses.
Total assets decreased to ¥21.16 billion from ¥23.49 billion, with net assets falling to ¥15.24 billion and the equity ratio contracting from 70.5% to 72.0%. Cash and deposits were ¥6.38 billion, while current liabilities stood at ¥5.10 billion, leaving a modest working‑capital cushion. No dividends were declared for FY2021, and the company maintained its share‑repurchase program capped at ¥500 million.
The quarter’s financials were prepared under Japanese GAAP, with no changes to accounting principles or estimates. The company’s segment analysis shows the game business as the sole revenue generator, with a reported impairment loss of ¥1.54 billion recorded in this segment. A subsequent acquisition of GlobalGear Co., Ltd. was announced, aimed at expanding KLab’s casual‑game portfolio and global reach.
- KLab Inc. reported a 13.8% year-over-year revenue decline in Q1 2021, falling to ¥6,392 million from ¥7,420 million.
- Operating income swung to a ¥505 million loss compared to a ¥37 million profit in the same period of 2020.
- The company recorded a significant ¥1.54 billion impairment charge on software assets, which was the primary driver of a ¥386 million loss attributable to the parent company.
- Comprehensive income deteriorated significantly to a ¥1,397 million loss, exacerbated by the software impairment and foreign-exchange losses.
- Total assets decreased to ¥21.16 billion from ¥23.49 billion, though the company maintains a working-capital cushion with ¥6.38 billion in cash against ¥5.10 billion in current liabilities.
Financial Report: Q2 2021
KLab Inc. reports a sharp contraction in operating performance for the first half of fiscal 2021 (January 1–June 30). Total revenue fell to ¥12.34 billion, a 22.6 % decline from the ¥15.95 billion recorded in the same period of FY2020, while operating income turned into a loss of ¥842 million versus an operating profit of ¥753 million in FY2020. Ordinary income and profit attributable to owners of the parent both swung into negative territory, with a loss of ¥818 million and ¥1.71 billion respectively, compared to profits of ¥568 million and ¥16 million in FY2020. Net income for the period was a loss of ¥44.3 million per share, contrasting with a modest profit of ¥0.42 per share in FY2020.
The comprehensive loss widened to ¥1.74 billion, driven largely by a ¥1.54 billion impairment loss on goodwill and other extraordinary losses. Asset‑side, total assets declined to ¥21.01 billion from ¥23.49 billion, while equity fell to ¥14.74 billion, maintaining an equity ratio of 70.1 %. Treasury stock increased to ¥200.985 million after a February acquisition of 286,600 shares.
Revenue concentration remained in the game business segment (≈¥12.13 billion), with a secondary “Other” segment contributing ¥209 million. The company disclosed no dividend for FY2021 and maintained a forecast of zero dividends for the year.
Methodologically, figures are presented under Japanese GAAP, with a consolidated view of all subsidiaries. No changes to accounting principles or restatements were reported for the period.
- KLab Inc. experienced a significant financial downturn in H1 2021, with total revenue falling 22.6% year-over-year to ¥12.34 billion.
- Operating performance swung from a ¥753 million profit in H1 2020 to an operating loss of ¥842 million in H1 2021.
- The company reported a net loss of ¥1.71 billion attributable to owners of the parent, resulting in a loss of ¥44.3 per share compared to a profit of ¥0.42 per share in the prior year.
- A ¥1.54 billion impairment loss on goodwill and other extraordinary losses contributed to a comprehensive loss of ¥1.74 billion for the period.
- Total assets declined to ¥21.01 billion from ¥23.49 billion, though the company maintained a solid equity ratio of 70.1%.
Supplementary Explanatory Materials Regarding the Opinion of the Company’s Board of Directors on Shareholder Proposals: GungHo Online Entertainment
GungHo Online Entertainment’s board opposes all shareholder proposals presented by Strategic Capital and LIM Japan Event Master Fund at the 2026 Annual General Meeting. The board’s stance centers on preserving corporate value through prudent financial management and robust governance structures.
For shareholder‑return proposals, the board cites that two proposals would divert roughly 57 % of cash and deposits to dividends or treasury‑share buybacks, deemed excessive relative to the company’s operating environment. GungHo maintains a balanced return policy: a 4 % dividend‑on‑equity (DOE) target alongside a consolidated payout ratio of at least 50 %, with an ordinary dividend of ¥90.00 per share for FY 2025 and a planned treasury‑share acquisition up to ¥5 billion (≈3.9 % of issued shares). The board argues that these measures align with capital efficiency and long‑term value creation.
Governance proposals were rejected on the basis that GungHo already has a strong independent director framework—currently 40 % outside directors, rising to 50 % after the AGM—and that appointing an outside chair or chairman would undermine operational leadership. The board also defends its current dividend determination process, which allows flexibility between shareholder and board resolutions.
Other proposals, including changes to remuneration disclosure, sales‑by‑title reporting, and investigations into alleged misconduct, were dismissed because GungHo’s existing internal controls, external audit procedures, and disclosure practices already meet regulatory standards. The board concluded that none of the proposals would enhance corporate value, justifying its unanimous opposition.
- GungHo Online Entertainment’s board has unanimously rejected all shareholder proposals from Strategic Capital and LIM Japan Event Master Fund for the 2026 Annual General Meeting.
- The board rejected shareholder-return proposals that would have distributed approximately 57% of the company's cash and deposits, labeling the demand as excessive.
- GungHo maintains a capital return policy targeting a 4% dividend-on-equity (DOE) and a minimum 50% consolidated payout ratio, including a ¥90.00 per share dividend for FY 2025.
- The company plans to execute a treasury-share acquisition of up to ¥5 billion, representing approximately 3.9% of issued shares, to support long-term value creation.
- GungHo is increasing its board independence, with the proportion of outside directors set to rise from 40% to 50% following the 2026 AGM.
1Q FY2022 Presentation Material
1Q FY2022 Presentation Material The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various 1. Quarterly Results <sub>(October </sub>- December 2021) 3. Internet Advertisement Business 6. Medium to long-term strategy FY2022 Sales and OP were off to a strong start.
- Q1 FY2022 saw strong overall performance with sales of 171.0 billion yen (up 30.6% YoY) and operating profit (OP) of 19.8 billion yen (up 2.8X YoY).
- Game sales and OP significantly grew, driven by "Uma Musume Pretty Derby," reaching 58.3 billion yen (up 94.7% YoY) and 17.1 billion yen (up 15.1X YoY) respectively.
- Media revenue from ABEMA and related businesses increased to 24.9 billion yen (up 22.4% YoY), though it recorded an operating loss of 3.8 billion yen (an improvement of 80 million yen YoY).
- Advertising sales reached a new record of 87.8 billion yen (up 14.7% YoY), with an OP of 5.7 billion yen (up 0.7% YoY).
- ABEMA has exceeded 76 million downloads in five years and nine months since its launch, with its paid online live entertainment feature "ABEMA PPV ONLINE LIVE" and online sports betting "WINTICKET" contributing to its growth.
1Q FY2023 Presentation Material
The presentation outlines CyberAgent’s strategic focus for FY2023, emphasizing a dual‑stream business model that blends advertising revenue with game development while expanding into media and digital content. Core financial highlights show a modest increase in operating profit margin to 6.7 % from 5.9 % the previous year, driven by higher ad spend and a growing subscription base on ABEMA. Operating profit rose to ¥6.4 billion, with revenue growth of 8.3 % year‑over‑year, largely attributed to the successful launch of new streaming channels and premium content packages. Gross margin improved from 55 % to 57 %, reflecting cost efficiencies in content acquisition and cloud infrastructure.
Geographically, the company maintains a strong domestic presence in Japan while pursuing international expansion through partnerships with global streaming platforms such as Netflix and Disney+. The FY2023 data indicate a 12 % increase in overseas subscriber acquisition, with the United States and Southeast Asia emerging as key growth markets. The presentation also highlights a 15 % rise in mobile ad revenue, underscoring the shift toward on‑the‑go consumption.
Methodologically, figures are derived from consolidated financial statements and internal analytics dashboards. The report references quarterly performance metrics (Q1‑Q4 FY2023) and compares them to the same periods in FY2022, providing a clear trend analysis. Key operational initiatives include investment in AI‑driven content recommendation engines, expansion of the ABEMA Live platform during major sporting events (e.g., FIFA World Cup 2022), and the launch of a new “Game Business” division focused on mobile titles. Overall, CyberAgent projects continued profitability through diversified revenue streams and sustained investment in digital media infrastructure.
- CyberAgent achieved an 8.3% year-over-year revenue increase and an operating profit of ¥6.4 billion in 1Q FY2023.
- Operating profit margins improved to 6.7% from 5.9% the previous year, supported by a gross margin increase from 55% to 57%.
- Overseas subscriber acquisition grew by 12%, with the United States and Southeast Asia identified as the primary growth markets.
- Mobile advertising revenue rose by 15%, reflecting a strategic shift toward mobile-first content consumption.
- The company is leveraging partnerships with global platforms like Netflix and Disney+ to support its international expansion strategy.
3Q FY2023 Presentation Material: Japan
3Q FY2023 Presentation Material The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various 1. Financial Summary<sub>(April-June 2023)</sub> 3. Internet Advertisement Business 6. Medium to long-term strategy FY2023 Media and Ads increased the sales.
- Overall Q3 FY2023 performance saw a significant drop in operating profit (down 86.2% YoY to 1.4 billion yen) despite sales remaining flat (down 0.2% YoY to 171.7 billion yen).
- The Game business experienced lower-than-expected earnings, with sales down 27.0% YoY to 33.7 billion yen and an operating loss of 0.1 billion yen, primarily due to a slowdown after major game anniversaries in Q2.
- The Media business, specifically ABEMA, saw improved performance, with sales up 13.1% YoY to 33.3 billion yen and a reduced operating loss of 1.5 billion yen (a 2.4 billion yen improvement YoY).
- The Ads business achieved record-high sales of 105.4 billion yen (up 9.1% YoY), but operating profit decreased by 37.4% YoY to 3.8 billion yen due to continued upfront investment.
- SG&A expenses increased by 5.2% YoY to 39.8 billion yen in Q3 FY2023.
1Q FY2024 Presentation Material
The presentation outlines CyberAgent’s fiscal‑year 2024 first‑quarter performance, emphasizing a robust rebound across its three core businesses—Internet advertising, media (ABEMA), and game development. Consolidated sales reached ¥193 billion, up 15.2 % year‑over‑year, while operating profit climbed to ¥6.28 billion, a 7.5‑point increase from the prior year’s loss. The advertising arm delivered ¥105.3 billion in revenue, up 10.1 % YoY, and an operating profit of ¥5.6 billion, reflecting a 13.3 % YoY gain and sustained improvement in operating‑margin efficiency (OPM). Media operations posted ¥42.7 billion, a 27.8 % YoY rise, though operating loss narrowed to ¥0.9 billion, driven by reduced losses in ABEMA‑related activities. Game sales hit ¥45.0 billion, up 10.1 % YoY and 6.5 % QoQ; operating loss fell to ¥3.4 billion, a 32.9 % YoY decline and 42.4 % QoQ improvement, thanks to a new hit title.
Financial statements show total assets of ¥468.7 billion and shareholders’ equity of ¥129.0 billion, with cash deposits at ¥184.8 billion. SG&A expenses rose 8.1 % YoY to ¥43.7 billion, while headcount increased to 7,336 employees.
Strategically, the company targets a “growth phase” with new digital ad platforms (e.g., ANA Moment Ads), continued investment in ABEMA, and a pipeline of high‑quality games such as “Jujutsu Kaisen Phantom Parade.” Forecasts indicate that FY2024 operating profit will reach ¥30 billion, with sales projected at ¥750 billion. The presentation stresses a commitment to enhancing monetization, AI‑driven advertising efficiency, and extending game lifecycles to secure long‑term profitability.
- CyberAgent returned to profitability in 1Q FY2024 with ¥6.28 billion in operating profit, a significant recovery from the prior year's loss, on consolidated sales of ¥193 billion.
- The company projects full-year FY2024 performance to reach ¥750 billion in sales and ¥30 billion in operating profit.
- The game development segment saw sales rise 10.1% YoY to ¥45.0 billion, with operating losses narrowing by 32.9% YoY to ¥3.4 billion, largely driven by the success of the new title 'Jujutsu Kaisen Phantom Parade.'
- The internet advertising business remains the primary revenue driver, contributing ¥105.3 billion in revenue—a 10.1% YoY increase—and ¥5.6 billion in operating profit.
- Media operations, anchored by ABEMA, grew revenue by 27.8% YoY to ¥42.7 billion, successfully narrowing the segment's operating loss to ¥0.9 billion.
FY2024 Presentation Material: October 2023 to September 2024
October 2023 to September 2024 The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and uncertainties. 1. FY2024 Full Year Results (October 2023 -September 2024) 2. FY2025 Forecast (October 2024 -September 2025) 3. Internet Advertisement Business 6. Medium to Long-Term Strategy 7.
- Consolidated sales for FY2024 reached 802.9 billion yen, an 11.5% increase year-over-year, marking the 27th consecutive year of sales growth driven by strong performance in three key businesses.
- The company's full-year sales were 436.3 billion yen, up 7.6% year-over-year, indicating market share growth by outpacing overall market expansion.
- The dividend forecast has been raised to 16 yen from 15 yen, with a Dividend on Equity (DOE) guidance of 5%, and the company's ROE, dividend payout ratio, and DOE all exceed the TSE average.
- Operating loss significantly improved year-over-year, with FY2024 showing a 9.5 billion yen increase in operating income compared to the previous year.
- Sales from ABEMA and related businesses grew by 22.4% year-over-year to 107.5 billion yen in FY2024, primarily driven by ABEMA-related businesses and advertising.
2Q FY2025 Financial Presentation Material
2Q FY2025 Presentation Material We corrected past annual securities reports and others due to the discovery of an inappropriate accounting treatment at the consolidated subsidiary. Please refer to the “Notice on Submission of Correction Reports of Past Annual Securities Reports and Amendments of Financial Statements for Past Fiscal Years” released on May 15, 2025, for details.
- The company achieved record-high sales of 217.3 billion yen in FY2025 Q2, up 1.2% YoY, with operating profit increasing by 0.7% YoY to 20.8 billion yen, primarily driven by Media & IP and Ad businesses.
- An inappropriate accounting treatment at a consolidated subsidiary led to corrections of past annual securities reports and amendments of financial statements, with details released on May 15, 2025.
- The Media & IP business saw significant growth, with sales up 14.4% YoY to 57.0 billion yen and operating profit increasing 6.5x YoY to 3.3 billion yen, through building a multi-layered revenue stream and investing in anime production.
- The Ad business maintained a high sales increase rate, up 9.9% YoY to 117.5 billion yen, and operating profit increased by 8.7% YoY to 6.0 billion yen, with an operating profit margin of 5.1%.
- Sales and profit in the game console game sector declined 23.4% YoY to 51.4 billion yen and 15.7% YoY to 15.3 billion yen respectively, despite a significant QoQ increase (34.6% in sales, 4.6x in OP) due to a game release in February 2024.