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Page 1
Report2 pages

Mixi Report: FY2013 Business Results

The FY2014 business results demonstrate a strategic pivot toward new growth areas after a period of declining sales and income. Net sales fell 3 % from ¥12,632 million in FY2013 to ¥12,155 million in FY2014, while operating income contracted sharply from ¥2,574 million to ¥480 million, resulting in a net loss of ¥227 million. The decline is largely attributed to reduced performance in the traditional “mixi” social networking segment, which has been restructured toward network advertising and staff redeployment to higher‑margin initiatives. In contrast, the Content Group’s flagship mobile game Monster Strike delivered a robust recovery: fourth‑quarter sales rose 143.8 % to ¥5,798 million, operating income reached ¥990 million, and net profit stood at ¥1,345 million. Monster Strike’s success is linked to aggressive marketing, including nationwide TV commercials and a focus on multiplayer features that encourage daily play among friends. The company plans to expand the game overseas, targeting China, Hong Kong, Macau, and Taiwan, with a partnership with Tencent to localize the service.

Other segments—Media and Life Events—continue to grow. The “nohana” photobook business achieved a 16 % increase in paid purchase rates, while the “Find Job!” job‑advertising service maintained a stable user base of 700 k members. Mixi’s equity ratio improved to 84.5 % after a ¥6.5 billion public offering, and a five‑for‑one stock split is scheduled for July 1 2014. Overall, the report highlights a shift from legacy social networking to diversified content and advertising services, with Monster Strike as the primary catalyst for returning profitability.

  • Monster Strike drove a major recovery in Q4 FY2014, generating ¥5,798 million in sales—a 143.8% increase—and contributing ¥990 million in operating income.
  • Mixi experienced an overall net loss of ¥227 million in FY2014, with net sales declining 3% to ¥12,155 million and operating income dropping to ¥480 million due to the decline of the legacy social networking segment.
  • The company is aggressively expanding Monster Strike internationally through a partnership with Tencent to localize the game for markets in China, Hong Kong, Macau, and Taiwan.
  • Mixi’s financial position was bolstered by a ¥6.5 billion public offering, improving the equity ratio to 84.5%, with a five-for-one stock split scheduled for July 1, 2014.
  • The 'nohana' photobook business saw a 16% increase in paid purchase rates, while the 'Find Job!' service maintained a stable user base of 700,000 members.
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mixi
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Report2 pages

FY2015 Annual Business Report: MIXI

The FY2015 annual report demonstrates that mixi, Inc.’s core revenue engine remains the mobile game Monster Strike, which generated ¥112.9 billion in net sales and ¥52.7 billion of operating income, a 30‑plus percent increase over FY2014. Net profit rose to ¥32.9 billion, reversing the prior year’s loss, and dividends were raised to ¥59 per share (¥82 total). The company attributes the surge to Monster Strike’s rapid download growth—over 30 million cumulative unique device downloads—and its expansion into new markets, including China, South Korea, North America, and Hong Kong/Macau. Strategic media‑mix initiatives such as TV commercials, outdoor advertising, and in‑game tie‑ups with movies and anime have reinforced user acquisition and retention.

Beyond Monster Strike, mixi diversified its portfolio through acquisitions of Hunza, Inc. (TicketCamp) and MUSE & Co., Ltd. (fashion e‑commerce), strengthening its B2C and C2C services segment. The company also launched several new mobile titles in FY2015, including “nohana” photo‑sharing and “Kimidake LIVE,” a live‑streaming platform for artists, targeting family and children audiences. A planned annual release of one new game each year signals a sustained focus on in‑house development.

Financially, total assets stood at ¥104.2 billion with an equity ratio of 51.4 %. The report outlines a forward‑looking strategy that leverages mixi’s social networking foundation, media‑mix expertise, and newly acquired IPs to broaden its entertainment and platform businesses while continuing to deliver shareholder value through dividends.

  • Monster Strike served as the primary revenue driver, generating ¥112.9 billion in net sales and ¥52.7 billion in operating income, representing a growth of over 30% compared to FY2014.
  • The company returned to profitability with a net profit of ¥32.9 billion, leading to an increased dividend payout of ¥59 per share.
  • Monster Strike achieved over 30 million cumulative unique device downloads and expanded its international footprint into China, South Korea, North America, and Hong Kong/Macau.
  • Strategic diversification efforts included the acquisitions of Hunza, Inc. (TicketCamp) and MUSE & Co., Ltd. to bolster the company's B2C and C2C service segments.
  • The company maintained a strong financial position with total assets of ¥104.2 billion and an equity ratio of 51.4%.
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Page 1
Report104 pages

2024 Integrated Report: Value Creation Story

BRA NOERSA KAWASAKI PoReMoN 7U= KOTAN BRAVE THUNDERS EMEI2M63ORMER 2023/04/08 4,000##3 FBX=1-0RN a Head of the Live Co 3 PBREBRiTBUERE RES 8 ©AS90RN Head of the New Bus 37 Development Division Join Representative Director, y to delight people everywhere. We seek to entertain and enrich lives, and to serve and make the world a better place.

  • DeNA aims for a non-GAAP operating profit of 15.0 billion yen by FY2026, with additional goals of 5.0 billion yen for Healthcare & Medical and 3.0 billion yen for Sports & the Community over the next three years.
  • DeNA has significantly shifted its business portfolio since FY2021, reducing reliance on the volatile Game Business and growing Live Streaming to over 40.0 billion yen (more than 30% of total revenue) and Sports to 20% of total revenue.
  • The Live Streaming Business, driven by Pococha (5.77 million downloads as of March 31, 2024) and IRIAM, has grown to over 40.0 billion yen in revenue, with a segment profit of 5.2 billion yen in FY2023.
  • In Healthcare & Medical, DeNA acquired DATA HORIZON CO., LTD. and Allm Inc. to strengthen its portfolio, focusing on health big data and medical digital transformation.
  • DeNA has downsized its China Game Business and is developing new approaches to reduce volatility and strengthen its Game Business structure.
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DeNA Co.
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Report95 pages

2023 Integrated Report: Value Creation Story

O VISION ENTERTAIN We will be the world's premier provider of internet and Al technology to delight people We seek to entertain and enrich lives, and to serve and make the world a better place SERVE C Each of us harnesses our individual strengths to make our unique business succeed.

  • DeNA aims to strengthen competitiveness and achieve sustainable growth by leveraging non-financial capital, despite the capital market often viewing them solely as a game company whose growth is dependent on hit titles.
  • DeNA's core competencies include a combination of technical skills and experience, with a focus on absorbing cutting-edge trends like Web3 and generative AI, and their ability to combine real and virtual services.
  • The Sports Business segment, through the DeNA SPORTS GROUP, has grown from 14.7 billion yen in FY2019 to 21.0 billion yen in FY2022, with an expected market size of around 100.0 billion yen.
  • DeNA's Data Health Business (for insured) and Data Use Business (for industry/public) leverage health and medical data from 18.2 million people, enhancing data quality through partnerships with entities like MDV.
  • DeNA's corporate governance structure includes a Board of Directors with seven directors (three independent) and a Board of Corporate Auditors with four independent outside corporate auditors, ensuring a double system of oversight.
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DeNA Co.
Page 1
Report104 pages

2025 Integrated Report: Value Creation Story

KAWASAKI BUNKA KOEN BHTSHFUE We will be the world premier provider of internet and technology to delight people everywhere. We seek to entertain and enrich lives and to serve and make the world a better place. Each of us harnesses our individual strengths to make our unique business succeed.

  • The company aims for 15.0 billion yen in non-GAAP operating profit by FY2026, with annual profit increases for the next three years. This target considers potential major game hits as upside.
  • Healthcare & Medical and Sports & the Community are expected to grow, with specific profit goals of 5.0 billion yen and 3.0 billion yen respectively over the next three years.
  • The Healthcare & Medical business, reorganized in FY2022, saw increased revenue in FY2024 but experienced a decrease in the healthcare area due to the data health plan formulation cycle, leading to an impairment loss. The medical area, however, saw continued growth in the adoption of the Join communication app.
  • DeNA is implementing an "AI-All-IN" strategy, leveraging its technology infrastructure, diverse data assets (games, sports, healthcare), and talented engineers. They are also improving AI literacy across all employees using the DARS (DeNA AI Readiness Score) system.
  • The company is shifting its game development approach from large-scale, conventional methods to a new system incorporating live operations capabilities, aiming for quicker market entry, iterative improvement, and sustained growth.
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DeNA Co.
Page 1
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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GREE
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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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GREE
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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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Report2 pages

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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GREE
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Report2 pages

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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Report1 pages

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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Report1 pages

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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GREE

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