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Report3 pages

Summary of Questions and Answers: FY2017 2Q GREE Results Briefing

The briefing clarified GREE’s strategic focus for FY2017 and beyond. The company confirmed that a smartphone adaptation of Wild Arms, developed with ForwardWorks Corporation, remains in the FY18‑later pipeline. To stabilize coin‑consumption revenue from its game operation segment, GREE plans to shift operations of select titles to Vietnam and enhance marketing efficiency as its portfolio expands. New ventures in video advertising and virtual reality are expected to reach profitability by FY2019, while the acquisition of 3Minute is positioned as an investment in video‑content capabilities to support broader growth.

Regarding intellectual property, GREE indicated that its development pipeline includes both partner‑owned IP and its own assets, aiming for a balanced mix. The company highlighted Rara‑MAGI’s strong launch performance and noted that coin consumption for other overseas native titles has declined quarter‑over‑quarter, though a new title is slated for late second half release. Seven titles scheduled for the latter half of the year will see roughly half released in Q3 and the remainder in Q4, with Rara‑MAGI already live.

Operating income is projected to dip in Q3 due to increased fixed costs from new releases. GREE will evaluate ongoing titles, closing those unlikely to grow while reallocating resources to high‑potential games. Poor performance is attributed mainly to insufficient content depth or breadth at launch, and lessons learned will inform future development.

  • GREE expects Q3 operating income to decline due to increased fixed costs associated with a pipeline of seven new game releases scheduled for the second half of the fiscal year.
  • The company is shifting operations for select titles to Vietnam and improving marketing efficiency to stabilize coin-consumption revenue within its game segment.
  • New business ventures in virtual reality and video advertising are targeted to reach profitability by FY2019.
  • GREE acquired 3Minute to bolster its video-content capabilities as part of a broader growth strategy.
  • The smartphone adaptation of Wild Arms, developed in partnership with ForwardWorks Corporation, is confirmed for release in FY2018 or later.
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Report3 pages

Summary of Main Questions and Answers at the FY2018 First Quarter GREE Results Briefing

The briefing, held on October 27 2017, focused on GREE’s first‑quarter FY2018 performance and future strategy. Commission fees rose quarter‑on‑quarter, driven by overall sales growth and a higher proportion of revenue from partner titles with strong intellectual property. Advertising spend outlook for the second quarter varies by segment: the game and entertainment arm will tighten costs while continuing to invest in advertising for its expanding user base, expecting a return on investment. Coin consumption is projected to dip temporarily after the strong start of Q4 FY2017 releases, yet titles such as Another Eden: The Cat Who Goes Beyond Time, SINoALICE, Senki Zesshou SYMPHOGEAR XD Unlimited, and Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze drove robust coin usage in Q1.

GREE’s overseas native‑game development pipeline is expected to take a minimum of three months from announcement to launch, averaging six months. The company emphasizes delivering versions faithful to the original Japanese product and local operation for success in China, noting that Chinese users prefer authenticity and require localized fine‑tuning with strong local partners. In the VR arena, GREE is expanding its development knowledge base and partnering to provide access points for users lacking personal VR hardware, anticipating market growth.

Regarding the domestic native‑game environment, GREE acknowledges rising user expectations and a challenging acquisition landscape. Leveraging its financial strength and industry relationships, the company plans large‑scale development and mixed‑media initiatives to deliver hit titles. Sales of native games are expected to experience a temporary decline before operations are strengthened—through larger support teams, content enhancement, overseas launches, and tailored promotional activities—to drive subsequent growth.

  • GREE’s Q1 FY2018 revenue growth was driven by increased commission fees from partner titles that leverage strong intellectual property.
  • Key titles driving robust coin consumption in Q1 included 'Another Eden: The Cat Who Goes Beyond Time', 'SINoALICE', 'Senki Zesshou SYMPHOGEAR XD Unlimited', and 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze'.
  • The company expects a temporary decline in native game sales as it transitions to larger support teams, enhanced content, and more aggressive promotional activities to drive future growth.
  • GREE’s overseas native-game development pipeline requires a minimum of three months from announcement to launch, with an average lead time of six months.
  • Success in the Chinese market is predicated on delivering versions faithful to original Japanese products while utilizing strong local partners for necessary fine-tuning.
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Report5 pages

FY2018 2Q Result Presentation

GREE, Inc. reported FY2018 second‑quarter results on February 2, 2018, with net sales of ¥19.5 billion and operating income of ¥2.3 billion, exceeding targets for both metrics. EBITDA reached ¥2.7 billion. Year‑on‑year growth was achieved, though quarter‑over‑quarter sales moderated by roughly 10 percentage points; operating margin remained at 12 %. The company attributed the sales dip to reduced advertising spend and lower commission fees, while cost controls on labor and outsourcing mitigated profit erosion. A strategic shift toward console gaming was announced, with the first title “The Fishing Star” slated for Nintendo Switch and a global release in development. Mobile game performance was bolstered by the launch of “Library Cross Infinite” and ongoing content updates for titles such as Another Eden, Danmachi, SINoALICE, SYMPHOGEAR, and Puchiguru Love Live. Five new mobile titles are approved for development, with three slated for release this fiscal year.

The FY2018 Q3 forecast projects flat net sales at ¥19.5 billion and operating income of ¥2.5 billion, aiming for a year‑to‑date total of ¥60.6 billion. GREE plans to sustain growth through aggressive title reinforcement, overseas expansion, and cost discipline across mobile, console, VR, advertising, and media segments. The presentation covered financial performance, cost structure adjustments following overseas operation closures, and a pipeline of upcoming releases across multiple platforms.

  • GREE reported FY2018 Q2 net sales of ¥19.5 billion and operating income of ¥2.3 billion, both exceeding internal targets.
  • The company is pivoting toward console gaming, with 'The Fishing Star' confirmed for Nintendo Switch and a global release currently in development.
  • While year-on-year growth was positive, quarterly sales moderated by approximately 10 percentage points due to reduced advertising spend and lower commission fees.
  • Operating margin held steady at 12%, supported by strict cost controls on labor and outsourcing that offset the impact of lower sales.
  • Mobile performance was driven by the launch of 'Library Cross Infinite' and ongoing updates to key titles including 'Another Eden,' 'Danmachi,' 'SINoALICE,' 'SYMPHOGEAR,' and 'Puchiguru Love Live.'
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Summary of main questions and answers at the FY2019 First Quarter GREE results briefing held on October 26, 2018

The briefing clarified GREE’s strategic outlook for FY2019, emphasizing a steady domestic game portfolio while pursuing growth overseas. In Japan, the company expects no major shift in performance for existing titles but plans to broaden multiplatform distribution and launch new releases in the second half of FY2019, projecting an earnings uptrend. Internationally, GREE is developing and self‑distributing overseas versions of current titles, targeting markets with high profitability potential. Human resource allocation reflects this focus: sufficient staff are dedicated to overseas distribution and new title development, while existing titles receive concentrated support for top performers and operational stability for less successful ones.

China is identified as a priority market, with preparations underway to initiate operations and marketing. The company also highlights the Facebook Messenger platform as a high‑potential channel for new titles, indicating an expansion into social media gaming. Advertising strategy will be selective; overseas launches of self‑distributed titles will receive targeted, efficient campaigns rather than broad mass media spend.

Regulatory compliance and consumer protection are addressed through company‑wide measures to prevent gacha system issues, including strengthened evaluation protocols and employee training. The REALITY livestreaming platform for VTubers is in an exploratory phase, with ongoing data collection on technology, planning, and marketing to build know‑how for future content expansion. Overall, GREE’s FY2019 strategy balances domestic stability with aggressive international diversification and platform innovation.

  • GREE is prioritizing international expansion by self-distributing existing titles in high-profitability markets, with China identified as a key target for upcoming operations and marketing.
  • The company plans to drive an earnings uptrend in the second half of FY2019 through new title releases and expanded multiplatform distribution in Japan.
  • GREE is diversifying its distribution channels by targeting social media gaming, specifically highlighting Facebook Messenger as a high-potential platform for new releases.
  • Advertising strategy for overseas launches will shift away from mass media spend in favor of targeted, efficient campaigns for self-distributed titles.
  • Human resource allocation is being restructured to concentrate support on top-performing domestic titles while maintaining operational stability for lower-performing ones.
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Summary of main supplementary explanations questions and answers at the FY2020 First Quarter GREE results briefing held on October 30, 2019

The briefing addressed key financial and operational questions for GREE’s first quarter of FY2020. A decline in sales was attributed to a reactive drop following anniversary events for major titles in the previous quarter and strategic title transfers aimed at improving profitability. Management projected operating income of roughly ¥0.5 billion for the second quarter, with strong expectations for core titles but a continued decline in browser game revenue; advertising spend was to increase on high‑potential games. Overseas distribution of SINoALICE remains uncertain in China due to regulatory approval, while other regions rely on local partners and progress is ongoing. Global release strategy now allows simultaneous launches in Japan and abroad, with timing set on a case‑by‑case basis after partner consultation. Challenges for AFTERLOST – Shoumetsu Toshi include attracting new fans while retaining existing ones, despite extensive fan‑targeted measures. Cost‑cutting through title transfers is viewed as a means to improve profitability, with plans to broaden the title lineup. Earnings contribution from REALITY depends on internal factors such as lifetime value enhancement and external 5G infrastructure development; the focus is on steady content portfolio expansion and platform functionality rather than rapid growth before full infrastructure deployment.

  • GREE projects an operating income of approximately ¥0.5 billion for the second quarter of FY2020.
  • First-quarter sales declined due to the conclusion of major title anniversary events and the strategic transfer of titles to improve overall profitability.
  • Management expects browser game revenue to continue its decline while increasing advertising spend on high-potential mobile titles.
  • The global release strategy has shifted to allow for simultaneous launches in Japan and international markets, contingent on partner consultation.
  • The release of SINoALICE in China remains stalled due to pending regulatory approval, while other international markets rely on local distribution partners.
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Summary of main supplementary explanations questions and answers at the FY 2020 Second Quarter GREE results briefing held on February 3, 2020

The briefing focused on GREE’s financial outlook, investment performance, and strategic initiatives across its entertainment and advertising segments. Management projected operating income for the third quarter of FY2020 to range between ¥0.5 billion and just under ¥1.0 billion, reflecting confidence in continued strong results. The rise in ordinary and net income during the second quarter was attributed to gains from listed companies and venture‑capital investments, with expectations of further upside in portfolio securities.

Marketing efforts for the game “Another Eden” were highlighted, noting a doubling of overseas users through an IP collaboration with Persona 5 and enhanced digital advertising operations. In the Advertising and Media business, earnings trends were described as solid, with a target of achieving profitability within FY2020. The Live Entertainment division emphasized ongoing enhancements to the REALITY virtual live‑distribution platform, with monthly investments in development and an undecided schedule for large‑scale promotions.

Regarding the broader VTuber market, management characterized it as both a talent‑based business and a live‑streaming distribution service, observing growth from both angles. The anticipated impact of 5G technology was cited as a catalyst for further expansion in the sector. Overall, the briefing underscored GREE’s focus on diversified revenue streams, strategic investment in emerging platforms, and a proactive marketing approach to sustain growth across its core business segments.

  • GREE projects Q3 FY2020 operating income to range between ¥0.5 billion and just under ¥1.0 billion.
  • Q2 FY2020 net and ordinary income growth was driven by gains from venture capital investments and listed company holdings.
  • The game 'Another Eden' doubled its overseas user base following an IP collaboration with Persona 5 and optimized digital advertising.
  • The Advertising and Media segment is performing steadily with a firm target to reach profitability within the 2020 fiscal year.
  • The Live Entertainment division is prioritizing ongoing development of the REALITY virtual live-distribution platform, with large-scale promotional spending currently on hold.
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Summary of Main Supplementary Explanations Questions and Answers: FY2020 Fourth Quarter Results Briefing

The briefing clarified the reasons behind the quarter‑over‑quarter decline in sales and operating income for the fourth quarter of fiscal 2020. Core revenue streams from Game and Live Entertainment remained robust, while the Advertising and Media segment suffered sales drops linked to COVID‑19 disruptions. Operating income fell further due to lower sales and increased fixed costs, notably one‑time expenses such as divestitures of unprofitable units, office consolidation and relocation costs, and remote‑office support to curb virus spread. The Game business itself experienced only limited impact despite delays in anime broadcasts featuring third‑party intellectual property.

Looking ahead, the company projects full‑year fiscal 2021 operating income to stay within a range of approximately ¥0.5 billion to just under ¥1.0 billion per quarter, with a stronger first‑quarter outlook of over ¥1 billion driven by the successful global launch of SINoALICE. For the Advertising and Media division, profitability is expected to improve through restructuring initiatives and a revised business plan tailored to the pandemic context, with an aim to achieve profitability within fiscal 2021. The analysis covers Japan‑based operations across gaming, live entertainment, and advertising/media segments during the 2020–2021 fiscal period.

  • The company projects fiscal 2021 quarterly operating income to range between ¥0.5 billion and just under ¥1.0 billion, with a Q1 forecast exceeding ¥1 billion.
  • The Q1 2021 earnings surge is driven by the successful global launch of the game title SINoALICE.
  • Fiscal 2020 Q4 operating income declined due to decreased sales and one-time costs, including unit divestitures, office consolidation, and remote-work support.
  • The Advertising and Media segment is undergoing restructuring to reach profitability within fiscal 2021, following pandemic-related sales declines in 2020.
  • Core revenue streams from Game and Live Entertainment remained robust throughout fiscal 2020 despite COVID-19 disruptions.
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Summary of Main Supplementary Explanations Questions and Answers: FY2021 Third Quarter GREE Results Briefing

The briefing outlines GREE’s strategic outlook for the remainder of FY2021 and beyond, focusing on its core Game business, profitability trajectory, investment income sustainability, and short‑term financial expectations. GREE anticipates a medium‑to‑long‑term sales uptrend driven by the release of new game titles in FY2022 and subsequent years, while simultaneously strengthening operational capabilities for existing titles. Profitability is expected to broaden through the creation of more profitable business structures and favorable contractual terms, aligned with a strategy centered on Game engine development, intellectual property acquisition, and global expansion.

Investment income derives primarily from gains on venture‑capital partnerships in Japan and overseas, as well as the consolidation of previously unconsolidated subsidiary STRIVE Inc. The company notes that short‑term returns may fluctuate due to diversified investment portfolios, but medium‑to‑long‑term sustainability is projected. Planned allocation of these gains targets reinvestment in core businesses and shareholder returns.

Financially, GREE projects operating income for the fourth quarter of FY2021 at approximately ¥1.0 billion, reflecting confidence in its current revenue streams and cost management. The briefing covers Japan’s domestic market with implications for global expansion, covering the period up to FY2021 and projecting into FY2022. Methodological details are limited, but the focus remains on strategic investment, operational efficiency, and incremental revenue growth.

  • GREE projects operating income for the fourth quarter of FY2021 to reach approximately ¥1.0 billion.
  • The company anticipates a medium-to-long-term sales uptrend driven by a pipeline of new game titles scheduled for release in FY2022 and beyond.
  • Strategic growth initiatives focus on game engine development, intellectual property acquisition, and global market expansion.
  • Investment income is bolstered by gains from venture-capital partnerships and the consolidation of the subsidiary STRIVE Inc.
  • Profitability improvements are being pursued through the restructuring of business models and the negotiation of more favorable contractual terms.
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Summary of main supplementary explanations questions and answers at the FY2021 Second Quarter GREE results briefing held on February 12, 2021

The briefing clarified that the quarter‑over‑quarter drop in sales and operating income for FY2021 Q2 stemmed mainly from a slowdown in coin consumption of the mobile title SINoALICE after its strong global launch, coupled with seasonal weakness in other flagship games. Management projected operating income for Q3 FY2021 at approximately ¥1.0 billion, driven largely by a new app‑game launch.

The impact of the COVID‑19 stay‑at‑home trend was deemed limited; while overall playtime rose in some segments, companywide earnings were not materially affected. Distribution of app games in China was described as meeting expectations, though profit sharing with local partners reduces the net contribution relative to in‑house titles, leaving no significant effect on consolidated earnings.

Real‑time communication services under the REALITY brand have experienced sustained growth since the spring state of emergency, and management anticipates continued expansion comparable to that seen in social networking platforms offering real‑time interactions.

Capital allocation plans emphasize reinvestment into business growth and maintaining adequate liquidity. Dividend policy targets a consolidated payout ratio of at least 20 % with a dividend‑on‑equity (DOE) ratio around 2 %. Share repurchases may be undertaken as circumstances allow. The briefing covered domestic and international markets, focusing on mobile gaming and online communication services over the 2021 fiscal year.

  • GREE projects Q3 FY2021 operating income at approximately ¥1.0 billion, primarily supported by the launch of a new app game.
  • The quarter-over-quarter decline in FY2021 Q2 sales and operating income was driven by a slowdown in SINoALICE coin consumption and seasonal weakness in flagship titles.
  • The REALITY brand for real-time communication services has seen sustained growth since the spring 2020 state of emergency, with management expecting continued expansion.
  • COVID-19 stay-at-home trends had a limited impact on companywide earnings, despite increased playtime in specific segments.
  • App game distribution in China is meeting expectations, though profit-sharing agreements with local partners limit the net contribution to consolidated earnings.
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Summary of Main Supplementary Explanations Questions and Answers: FY2021 Fourth Quarter

The briefing clarified GREE’s strategic focus on its Metaverse platform, REALITY, and financial outlook for the coming year. The company defined the Metaverse as a digital universe where users inhabit avatars to work and play, emphasizing its rapid growth driven by technology advances and heightened online interaction during the COVID‑19 pandemic. REALITY, launched globally six months prior to the briefing, is now available in 63 countries and territories, with strong reception in North America, Southeast Asia, Central and South America, and Russia. GREE highlighted the platform’s unique ability to livestream content with virtual avatars, a feature not offered by competitors, and outlined plans for further expansion through localized events, multilingual support, and extensive promotional activities.

Investment plans for REALITY are set at approximately ¥10 billion over the next two to three years, covering advertising, labor, and outsourcing costs. The company views this as a high‑potential business and aims to balance growth with cost efficiency. In its investment and incubation segment, GREE anticipates venture capital activities to provide consistent medium‑to‑long‑term income, targeting a return of at least 10 % despite short‑term volatility. For the first quarter of FY2022, GREE foresees a potential operating loss in the hundreds of millions of yen, attributed to increased development costs for new app games and upfront investments. The overall narrative positions REALITY as a central growth engine while acknowledging the financial risks associated with early‑stage expansion.

  • GREE is committing approximately ¥10 billion over the next two to three years to scale its Metaverse platform, REALITY, focusing on advertising, labor, and outsourcing costs.
  • REALITY has expanded to 63 countries and territories globally, with particularly strong market reception in North America, Southeast Asia, Central and South America, and Russia.
  • GREE anticipates an operating loss in the hundreds of millions of yen for the first quarter of FY2022, driven by upfront investments and increased development costs for new app games.
  • The company’s investment and incubation segment targets a minimum return of 10% on venture capital activities to ensure consistent medium-to-long-term income.
  • REALITY differentiates itself from competitors through a unique livestreaming feature that allows users to broadcast content using virtual avatars.
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Summary of Main Supplementary Explanations Questions and Answers: GREE FY2022 Second Quarter Results

The briefing clarifies GREE’s strategic focus and financial outlook for the second quarter of FY2022. The company announces that “Heaven Burns Red” will launch on February 10, noting strong pre‑registration figures and fan enthusiasm. For the “REALITY” platform, GREE reports accelerated promotional efforts that have boosted North American sales per user; future plans emphasize continued marketing and feature development to position REALITY as a daily communication service. In the Investment and Incubation Business, unrealized gains on listed shares have fallen due to broader market declines, yet the firm maintains sizable gains and expects long‑term profitability despite short‑term exit timing effects.

Capital strategy is highlighted through a substantial share repurchase program aimed at sustaining an ROE above 10 % and maintaining listing status in the Tokyo Stock Exchange’s prime section, even as share‑outstanding ratios approach regulatory thresholds. The “Money held in trust” line item is explained as short‑term, low‑risk investments treated similarly to cash. Finally, the company projects third‑quarter operating income for its Internet and Entertainment segment between ¥1.5 billion and just under ¥2.0 billion, driven by contributions from new titles.

Overall, the presentation outlines GREE’s product rollout plans, market expansion tactics, investment portfolio resilience, capital allocation priorities, and near‑term earnings expectations within the broader context of a recovering market environment.

  • GREE is launching the new title 'Heaven Burns Red' on February 10, 2022, supported by strong pre-registration figures.
  • The company projects third-quarter operating income for its Internet and Entertainment segment to be between ¥1.5 billion and just under ¥2.0 billion, driven by new title contributions.
  • GREE has initiated a substantial share repurchase program to maintain an ROE above 10% and ensure compliance with Tokyo Stock Exchange Prime section listing requirements.
  • The 'REALITY' platform is undergoing accelerated promotional efforts in North America, resulting in increased sales per user as the company pivots toward a daily communication service model.
  • Unrealized gains on listed shares within the Investment and Incubation Business have declined due to broader market conditions, though the firm maintains significant overall gains.
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Summary of Main Supplementary Explanations Questions and Answers: FY2022 Third Quarter GREE Results Briefing

The briefing clarifies GREE’s operational status and financial outlook for FY2022 third quarter, focusing on game releases, overseas distribution, user acquisition, and investment performance. Heaven Burns Red is positioned as a long‑term growth engine; the company plans to add content and implement creative training cycles, leveraging experience from titles like Another Eden. Echoes of Mana, launched April 27, 2022, has already met key performance indicators and will receive ongoing promotional support. Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana have performed strongly overseas, prompting consideration of further international launches for other titles.

User acquisition and engagement for the mobile title REALITY have improved through sustained promotional activities in Japan and abroad, with notable success in North America via targeted events and functional enhancements. Financially, the company experienced a cumulative loss for the third quarter; this is attributed to a decline in the Investment and Incubation Business relative to FY2021, despite steady growth in Internet and Entertainment operations driven by new hit titles. The Investment segment’s volatility over short periods is noted as a contributing factor.

Looking ahead to the fourth quarter, GREE projects operating income in the Internet and Entertainment Business between ¥2.5 billion and just under ¥3.0 billion, assuming continued strong sales of Heaven Burns Red and stable market trends for new releases. The outlook remains contingent on title performance dynamics.

  • GREE projects Q4 operating income for its Internet and Entertainment Business to reach between ¥2.5 billion and just under ¥3.0 billion, driven by the performance of new titles.
  • The company reported a cumulative loss for Q3 FY2022, primarily due to volatility and a year-over-year decline in the Investment and Incubation Business.
  • Heaven Burns Red is being managed as a long-term growth engine, with the company applying operational experience from Another Eden to implement new content and training cycles.
  • Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana (launched April 27, 2022) have performed strongly, prompting plans for further international title launches.
  • The mobile platform REALITY has seen improved user acquisition and engagement, particularly in North America, following targeted events and functional enhancements.
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