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Market Analysis

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Page 1
Report80 pages

PC & Console Gaming Report 2026

1. Market trajectory What direction is the PC and console market heading in 2026? 8 What direction is the PC and console market heading in 2026? 2. Attention & value allocation Where do players spend time and money on PC and console? 17 3. Market concentration What happens if you are not a top-20 game? 45 4.

  • PC player base is projected to exceed one billion by 2028, with a CAGR of 2.9% from 2025-2028, while console player growth moderates with a 2.2% CAGR in the same period.
  • Almost two-thirds of console revenues (PlayStation and Xbox) go to the top 20 games, whereas on PC, over half of revenue comes from games ranked 21+.
  • PC is the only platform effectively monetizing Free-to-Play (F2P) games, with revenue holding stable despite falling playtime in the west; on console, F2P revenue is dropping faster than engagement.
  • Games ranked 21+ are capturing a growing share of playtime across platforms, with PC showing the strongest shift since 2022, indicating market disaggregation and growth from outside the top 20 titles.
  • Premium game revenue is growing on PC and PlayStation, but Xbox's more modest growth cannot offset declines in F2P and Call of Duty.
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NewzooApr 2026
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Report33 pages

The Future of Consumer Apps: How AI and Game Design Principles Are Reshaping Every Category

The analysis establishes that consumer applications are entering a “Game‑Design 2.0” era, driven by AI‑native personalization, real‑time feedback and progression systems that elevate engagement and monetization across education, fintech, e‑commerce, health, social media and emerging verticals. 2025 data reveal that spending on non‑gaming apps has already eclipsed gaming, with AI emerging as the primary revenue catalyst and consumer demand for instant, tailored experiences rising sharply. Founders are advised to secure durable competitive advantages by harvesting proprietary data from launch, embedding culturally resonant narratives, and deploying AI to deliver seamless, game‑like value rather than merely branding an app as “AI‑powered.”

In high‑friction sectors, AI‑augmented game mechanics transform user behavior. Fintech platforms such as StockGro employ practice portfolios, leaderboards and AI‑personalized tutorials to convert financial discipline into instant gratification. E‑commerce brands like Temu and Bins use algorithmic discovery feeds, mystery boxes and streak rewards to boost retention beyond price. Health apps leverage voice‑first AI coaches with progression loops, while social networks such as TikTok demonstrate that behavioral AI coupled with variable rewards can drive record‑setting daily engagement. These examples underscore how immersive, AI‑enhanced game design unlocks higher user engagement and monetization in traditionally low‑engagement sectors.

BITKRAFT Ventures positions itself as a top‑decile investor in consumer apps, employing equity, crypto and non‑dilutive user acquisition financing to accelerate growth. The firm projects that by 2025 non‑gaming mobile apps will surpass gaming revenue, reaching $150 B by 2030, and that AI‑driven gamification will create rapid, defensible moats. By 2035, BITKRAFT forecasts that at least five consumer non‑gaming companies could exceed $10 B in valuation, highlighting the strategic importance of AI and game design for future digital experiences.

  • Non-gaming mobile app revenue is projected to reach $150 billion by 2030, with spending in this sector already surpassing traditional gaming apps as of 2025.
  • AI-driven gamification is the primary catalyst for revenue and engagement, with BITKRAFT forecasting at least five non-gaming consumer companies will exceed $10 billion valuations by 2035.
  • High-friction sectors are successfully using game mechanics to drive retention; for example, fintech platforms like StockGro use leaderboards and AI-personalized tutorials to convert financial discipline into instant gratification.
  • E-commerce brands such as Temu and Bins are leveraging algorithmic discovery feeds, mystery boxes, and streak rewards to boost user retention beyond simple price competition.
  • Behavioral AI combined with variable rewards, as demonstrated by TikTok, is the current industry standard for driving record-setting daily engagement across social platforms.
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BITKRAFT VenturesMar 2026
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Report19 pages

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.
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Ubisoft
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Report9 pages

Ubisoft Reports Third-Quarter 2025-26 Sales

Ubisoft announced that net bookings for the first nine months of fiscal 2025‑26 reached €1.11 billion, an 18 % year‑on‑year increase driven by strong performance from Assassin’s Creed, The Division, Anno 117: Pax Romana and Avatar. Digital net bookings rose 20 % to €941.7 million, while back‑catalog sales grew 36 % to €1.04 billion, reflecting sustained demand for legacy titles and new releases such as Assassin’s Creed Shadows on Switch 2 and the Avatar: Frontiers of Pandora expansion. The third‑quarter figure of €338 million exceeded guidance by 12 %, with partnerships and franchise sales contributing most to the lift. Player activity metrics remained robust, with 130 million unique active users in 2025 and December MAUs at 38 million, up 3 % YoY.

The Group’s transformation continues, with the new Creative House operating model taking shape through studio reallocation and senior leadership appointments. Headcount reductions of 200 positions at Ubisoft HQ France are underway to streamline operations. Financially, consolidated cash stands between €1.25 billion and €1.35 billion, sufficient to cover near‑term debt maturities while the Group explores extensions of its debt profile.

Outlook for 2025‑26 confirms net bookings near €1.5 billion, non‑IFRS EBIT around –€1 billion, and free cash flow between –€400 million and –€500 million. Q4 launches include Rainbow Six Mobile, scheduled for February 23, and The Division Resurgence, with additional content planned across the franchise portfolio. Geographic revenue shares show Europe at 40 %, Northern America 46 %, and the rest of the world 14 %. Platform distribution remains dominated by consoles (55 %) and PCs (28 %), with mobile contributing 7 %.

  • Ubisoft reported nine-month net bookings of €1.11 billion, an 18% year-on-year increase, with third-quarter results of €338 million exceeding guidance by 12%.
  • Back-catalog sales grew 36% to €1.04 billion, driven by sustained demand for legacy titles and new releases like the Avatar: Frontiers of Pandora expansion and Assassin’s Creed Shadows.
  • The company maintains a consolidated cash position between €1.25 billion and €1.35 billion while undergoing a restructuring that includes 200 headcount reductions at its French headquarters.
  • Full-year 2025-26 outlook projects net bookings near €1.5 billion, with non-IFRS EBIT expected at –€1 billion and free cash flow between –€400 million and –€500 million.
  • Player engagement remains strong with 130 million unique active users in 2025 and December monthly active users (MAUs) reaching 38 million, a 3% year-on-year increase.
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Ubisoft
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Report2 pages

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.
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Akatsuki
Page 1
Report3 pages

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.
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Akatsuki
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Report4 pages

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.
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Akatsuki
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Report3 pages

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.
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Akatsuki
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Report11 pages

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.
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Akatsuki
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Report4 pages

Consolidated Results Supplementary Information: Q3 FY3/26

Akatsuki Inc. reported a dramatic turnaround in Q3 FY3/26, with group‑wide sales surging 79 % YoY to ¥6,581 million and operating profit turning from a loss of ¥1,571 million to a gain of ¥1,338 million. The rebound is largely attributed to the Q2 release of “Kaiju No. 8 The Game,” which contributed three months’ worth of revenue, and the consolidation of two acquired entities that broadened the Games & Comics portfolio. Within this segment, sales climbed 62 % to ¥5,225 million and operating profit rose 113 % to ¥1,545 million. The Entertainment & Lifestyle segment also grew 77 % in sales to ¥750 million, driven by the inclusion of PAPABUBBLE and WOWs following Q2 acquisitions. AI/DX Solutions, newly integrated through Natee and Akatsuki AI Technologies, generated ¥600 million in sales but recorded a loss of ¥112 million.

Net income for the quarter reached ¥1,003 million, a 288 % increase from the prior year’s loss of ¥673 million. Adjusted EBITDA expanded 82 % to ¥1,906 million, reflecting strong operating performance and effective cost management. Cash balances rose to ¥33,266 million, while total assets stood at ¥57,687 million. The company’s balance sheet remained solid with net assets of ¥43,092 million and total liabilities of ¥14,595 million.

Methodologically, figures are presented in Japanese yen (millions) and include retroactive restatements from Q2 FY3/26 due to prior period errors. The report covers the entire Japanese market and global operations, focusing on Q3 FY3/26 with cumulative data for FY3/26 versus FY3/25.

  • Akatsuki Inc. achieved a significant financial turnaround in Q3 FY3/26, reporting ¥6,581 million in group-wide sales (up 79% YoY) and an operating profit of ¥1,338 million, reversing a prior-year loss of ¥1,571 million.
  • The primary growth driver was the Q2 release of 'Kaiju No. 8 The Game,' which contributed three months of revenue and helped boost Games & Comics segment sales by 62% to ¥5,225 million.
  • Net income reached ¥1,003 million, a 288% increase compared to the ¥673 million loss recorded in the same period last year.
  • The Entertainment & Lifestyle segment grew 77% to ¥750 million in sales, bolstered by the integration of newly acquired entities PAPABUBBLE and WOWs.
  • The newly integrated AI/DX Solutions segment, comprising Natee and Akatsuki AI Technologies, generated ¥600 million in sales but incurred an operating loss of ¥112 million.
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Akatsuki
Page 1
Report8 pages

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.
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KLab
Page 1
Report8 pages

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.
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KLab

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