Japan
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1Q FY2021 Presentation Material: October to December 2020
CyberAgent achieved record-high consolidated sales of 131 billion yen during the first quarter of fiscal year 2021, representing a 13.3% year-over-year increase. This growth was primarily propelled by the Media and Advertising segments, offsetting a temporary downturn in the Game business. While the Game segment saw revenue decline 15% to 29.9 billion yen and operating profit drop 77.8% due to seasonal factors and elevated marketing expenditures, the company maintained a strong financial foundation with 252 billion yen in total assets. This performance establishes a solid trajectory toward meeting full-year targets despite the mixed results across different business units.
The Media segment emerged as a significant growth engine, with ABEMA driving a 67% surge in revenue to 20.4 billion yen. This expansion was supported by a premium subscriber base exceeding 921,000 users and an elevenfold increase in transaction volume for the WINTICKET platform. To capitalize on this momentum, the company restructured ABEMA into distinct Free and Premium business units. Simultaneously, the Game business prepared for a recovery through the high-profile launches of titles such as Uma Musume Pretty Derby and NieR Re[in]carnation, signaling a strategic focus on high-quality content to stabilize future earnings.
Corporate strategy remains centered on governance and technological adaptation within the Japanese market. The organizational structure utilizes a clear distinction between supervision and execution, supported by a board of eight directors that includes significant outside representation. By emphasizing environmental data disclosure and the integration of artificial intelligence within advertising and media functionality, the company aims to align with modern ESG standards. These initiatives, framed within the context of the New Normal, reflect a commitment to long-term sustainability and operational agility in a rapidly evolving digital landscape.
- CyberAgent achieved record-high consolidated sales of 131 billion yen in 1Q FY2021, a 13.3% year-over-year increase driven by strong performance in the Media and Advertising segments.
- The Media segment grew revenue by 67% to 20.4 billion yen, bolstered by ABEMA’s premium subscriber base exceeding 921,000 users and an elevenfold increase in WINTICKET transaction volume.
- The Game business experienced a 15% revenue decline to 29.9 billion yen and a 77.8% drop in operating profit, attributed to seasonal factors and increased marketing spend.
- To drive future earnings recovery, the company is focusing on high-quality content launches, specifically Uma Musume Pretty Derby and NieR Re[in]carnation.
- Management restructured ABEMA into separate Free and Premium business units to better capitalize on current growth momentum.
Survey on Games and Daily Life: Japan
The survey was launched to deepen understanding of how gaming activities intersect with everyday life in Japan and to inform strategies for mitigating “gaming disorder,” a condition recently classified by the World Health Organization. Its overarching aim is to promote healthier gaming habits across a broad spectrum of participants, ranging from casual players to professional gamers and students enrolled in specialized esports training programs.
Fieldwork took place in February 2021 and targeted three distinct groups: active professional gamers, individuals attending dedicated esports academies, and the general gaming public. Data were collected through an online questionnaire distributed via email by the research team and Cross‑Marketing, with respondents directed to a secure response site. To encourage participation, incentives varied from ¥500 to ¥2,000 Quo‑card vouchers, supplemented by point awards for panel members of the survey firm.
The investigation was coordinated by the Social Psychology Laboratory at Ochanomizu University, under the leadership of Professor Akira Sakamoto, with operational support from Cross‑Marketing and endorsement from the Japan eSports Union (JeSU). Although specific results are not disclosed in the excerpt, the study’s design reflects a comprehensive, mixed‑audience approach intended to generate actionable insights for policy makers, health professionals, and the esports industry regarding responsible gaming practices in Japan.
- The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
- Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
- The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
- Data collection was facilitated through an online questionnaire managed in partnership with the research firm Cross-Marketing.
- Participation was incentivized through a combination of point awards and Quo-card vouchers ranging in value from ¥500 to ¥2,000.
FY2020 Presentation Material
CyberAgent achieved record-high financial performance in fiscal year 2020, reporting consolidated sales of 478.5 billion yen and an operating profit of 33.8 billion yen. These results represent year-over-year increases of 5.5% and 9.9% respectively, surpassing initial forecasts despite the operational challenges posed by the global pandemic. Growth was primarily catalyzed by the Game business, which generated 155.8 billion yen in sales. This segment benefited from the sustained performance of legacy titles and the successful launch of Project SEKAI, which acquired over two million users within its first three weeks.
The Media business, centered on the ABEMA streaming platform, remains a critical pillar for long-term expansion. ABEMA experienced a 22.6% increase in annual sales to 57 billion yen, supported by a cumulative download base exceeding 59 million. While the segment continues to operate at a loss of 18.5 billion yen due to aggressive up-front investments, these losses are narrowing as new monetization streams mature. Specifically, the rapid adoption of Pay-Per-View services and a seventeen-fold increase in transaction volume for the WINTICKET cycling betting service have diversified the platform's revenue model beyond traditional advertising.
Looking toward fiscal year 2021, the strategic focus shifts toward scaling consolidated sales to 500 billion yen while maintaining a robust financial position. To manage this growth, a new governance structure has been implemented to separate management oversight from execution. Although increased selling, general, and administrative expenses led to a quarterly dip in operating profit during the final months of 2020, the overall trajectory remains positive. The combination of a highly profitable gaming portfolio and the accelerating monetization of digital media assets positions the organization for sustained domestic leadership in the Japanese internet services market.
- CyberAgent achieved record FY2020 performance with 478.5 billion yen in sales and 33.8 billion yen in operating profit, marking year-over-year growth of 5.5% and 9.9% respectively.
- The Game business served as the primary growth engine, generating 155.8 billion yen in sales driven by legacy titles and the successful launch of Project SEKAI, which reached two million users in three weeks.
- The Media segment, anchored by ABEMA, grew annual sales by 22.6% to 57 billion yen, supported by a cumulative base of over 59 million downloads.
- Despite an 18.5 billion yen operating loss in the Media segment due to aggressive investment, monetization is diversifying through Pay-Per-View services and a seventeen-fold increase in transaction volume for the WINTICKET cycling betting service.
- CyberAgent has set a consolidated sales target of 500 billion yen for FY2021 and implemented a new governance structure to separate management oversight from operational execution.
3Q FY2020 Presentation Material
CyberAgent’s performance during the third quarter of fiscal year 2020 remained resilient despite the economic disruptions caused by the COVID-19 pandemic. Consolidated sales reached 112.8 billion yen, a marginal year-over-year decrease of 0.7%, while operating profit stood at 8.2 billion yen. By the end of this period, the company had already achieved between 89% and 102% of its full-year operating profit forecasts. This stability was largely driven by the Internet Advertisement segment, which successfully offset declining demand in certain sectors by pivoting toward advertisers benefiting from stay-at-home trends, and the Game business, which generated 36.7 billion yen in quarterly revenue following major title anniversaries.
The media segment, centered on the streaming platform ABEMA, demonstrated significant growth with a 19.2% year-over-year increase in sales to 13.3 billion yen. This expansion was supported by a record 56 million downloads and a surge in the WINTICKET gambling transaction business, which doubled its volume to 7.2 billion yen. Strategic priorities for this segment include reaching one million ABEMA Premium subscribers by late 2020 and leveraging new virtual production technologies, such as Pay-Per-View systems, to enhance monetization.
Looking forward, the corporate strategy focuses on establishing ABEMA as a long-term financial pillar while maintaining market share in the advertising sector through AI-driven efficiency. In the gaming division, the emphasis remains on the dual approach of developing new intellectual properties and extending the lifecycle of existing titles through robust operational management. These efforts are underpinned by a broader commitment to ESG initiatives and information security, ensuring sustainable value creation across the company’s diverse digital portfolio.
- CyberAgent reported 112.8 billion yen in consolidated sales for 3Q FY2020, achieving 89% to 102% of its full-year operating profit forecast despite a marginal 0.7% year-over-year revenue decline.
- The Game business generated 36.7 billion yen in quarterly revenue, bolstered by major title anniversaries and a strategy focused on both new IP development and lifecycle extension for existing games.
- The media segment, anchored by the ABEMA streaming platform, grew sales by 19.2% year-over-year to 13.3 billion yen, supported by 56 million total downloads.
- WINTICKET gambling transactions doubled in volume to 7.2 billion yen, contributing significantly to the media segment's growth.
- The Internet Advertisement segment maintained stability by pivoting toward advertisers benefiting from stay-at-home trends to offset sector-specific demand declines.
2Q FY2020 Presentation Material: January to March 2020
CyberAgent achieved record-high financial performance during the second quarter of fiscal year 2020, with consolidated sales reaching 129.1 billion yen and operating profit surging 45.3% year-over-year to 12.4 billion yen. This growth was primarily anchored by the Game Business, which generated 44.8 billion yen in revenue. Success in this segment was driven by high-profile anniversary events for established titles like Granblue Fantasy and the strong market debut of KonoSuba: Fantastic Days. By the end of the first half, the company had already secured between 63% and 72% of its full-year profit targets, though projections for the remainder of the year remain cautious due to anticipated declines in advertising demand stemming from the COVID-19 pandemic.
The media segment, centered on the ABEMA streaming platform, demonstrated significant momentum as stay-at-home orders accelerated user adoption. ABEMA reached 52 million downloads and grew its premium subscriber base to 676,000, with a clear trajectory toward one million subscribers by the end of the calendar year. While the segment still operates at a loss, these losses narrowed to 4.2 billion yen as sales rose nearly 19%. Monetization efforts are diversifying beyond traditional advertising into subscriptions and related services, such as the WinTicket betting platform, which saw transaction volumes double quarter-on-quarter to 3.5 billion yen.
Strategic priorities for the future focus on balancing short-term gains with long-term operational stability. In the gaming sector, the emphasis remains on high-quality development and extending the lifecycle of existing intellectual properties. Simultaneously, the media division is pivoting toward a multi-faceted revenue model to ensure the sustainability of its expanding digital ecosystem. Despite the broader economic uncertainty introduced by global health trends, the current fiscal trajectory suggests a robust foundation built on digital entertainment and diversified media services.
- CyberAgent achieved record-high Q2 FY2020 consolidated sales of 129.1 billion yen and a 45.3% year-over-year increase in operating profit to 12.4 billion yen.
- The Game Business drove performance with 44.8 billion yen in revenue, bolstered by anniversary events for Granblue Fantasy and the successful launch of KonoSuba: Fantastic Days.
- By the end of the first half of FY2020, CyberAgent had already achieved 63% to 72% of its full-year profit targets.
- The ABEMA streaming platform reached 52 million downloads and 676,000 premium subscribers, with management targeting one million subscribers by the end of the calendar year.
- The media segment narrowed its operating loss to 4.2 billion yen as sales grew nearly 19%, supported by a doubling of WinTicket betting transaction volumes to 3.5 billion yen.
1Q FY2020 Presentation Material: October to December 2019
Financial performance for the first quarter of fiscal year 2020, covering October to December 2019, reflects a period of strategic investment and steady growth across core digital segments. Net sales reached 115.6 billion yen, representing approximately 25% of the full-year forecast of 465 billion yen. Operating income and ordinary income both stood at 7.7 billion yen, tracking toward an annual target range of 28 billion to 32 billion yen. Profit attributable to owners of the parent was 1.4 billion yen, fulfilling roughly 15% to 18% of the projected 8 billion to 10 billion yen annual goal.
The gaming segment maintained momentum through the performance of established titles and new releases. Key contributors included the third anniversary of Princess Connect! Re:Dive and the ongoing success of Granblue Fantasy and BanG Dream! Girls Band Party. New market entries such as Kick-Flight and the global expansion of Monster Strike further diversified the portfolio. In the media sector, the Abema platform demonstrated significant scaling, reaching 48 million downloads by the end of the quarter. Weekly active users showed consistent upward trends, supported by diverse programming including news, sports, and original reality content like Weekend Homestay.
Strategic focus remains on the medium- and long-term monetization of the media business. The revenue model is evolving to balance advertising and subscription income with expanding peripheral businesses, such as the WinTicket betting service. This diversification aims to accelerate the path to profitability for the streaming segment. Geographically centered in Shibuya, Japan, the organizational strategy emphasizes integrated reporting and a unified corporate culture to drive innovation across advertising, gaming, and digital media services.
- The company generated 115.6 billion yen in net sales for 1Q FY2020, meeting approximately 25% of its 465 billion yen full-year revenue target.
- Operating and ordinary income both reached 7.7 billion yen, tracking toward the annual target range of 28 billion to 32 billion yen.
- Profit attributable to owners of the parent was 1.4 billion yen, representing 15% to 18% of the projected 8 billion to 10 billion yen annual goal.
- The Abema media platform reached 48 million total downloads by the end of December 2019, supported by growth in weekly active users across news, sports, and original reality programming.
- Gaming segment momentum was driven by established titles including Granblue Fantasy, BanG Dream! Girls Band Party, and the third anniversary of Princess Connect! Re:Dive.