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The FY2019 third‑quarter results demonstrate a solid operating performance driven largely by overseas distribution of first‑party IP and cost efficiencies in existing titles. Net sales reached ¥17.6 billion, slightly below the forecasted ¥18 billion range but up 0.23 % YoY, while operating income rose to ¥1.6 billion, surpassing the forecasted ¥1.5 billion and marking a 0.59 % QoQ increase. EBITDA stood at ¥1.8 billion, reflecting a 0.60 % QoQ gain and a 1.35 % YoY decline, largely attributable to one‑off events that added ¥390 million in sales and ¥460 million in income. Adjusted figures, excluding these events, show net sales of ¥17.25 billion and operating income of ¥1.09 billion, underscoring the underlying strength. Key drivers include a successful launch of “Another Eden” in eight overseas markets, which contributed significantly to paid‑service sales (¥13.65 billion), and a global simultaneous collaboration event for “DanMachi” that boosted user engagement. The company also advanced its mobile pipeline, with five titles in development and pre‑registrations for “AFTERLOST” underway. Cost management improved markedly, with total costs falling ¥700 million QoQ to ¥16.1 billion, driven by reduced outsourcing and streamlined operations. Geographically, the focus remains on Japan with expanding presence in North America, Europe, and Asia‑Pacific through self‑distribution and partner agreements. The 4Q forecast projects net sales of ¥17–18 billion and operating income of ¥1.0–1.5 billion, anticipating continued momentum from anniversary events and new title releases. The company’s workforce totals 1,693 employees across game‑entertainment, advertising, and other businesses.
FY2023 second‑quarter results for GREE, Inc. show net sales of ¥16.6 billion and operating income of ¥1.7 billion, with EBITDA at ¥1.8 billion. The Internet and Entertainment Business generated ¥1.5 billion of operating income, exceeding forecasts largely due to the strong performance of the mobile title Heaven Burns Red. The company highlighted continued global rollout of this IP, including Korean and traditional Chinese releases scheduled for February 10, and noted its inclusion on Google Play’s “Best Games of 2022” list. Overseas sales for the metaverse platform REALITY doubled between June and December 2022, with expanding monetization and new content features such as an avatar shop and collaborative stickers. Financially, ordinary income fell quarter‑on‑quarter because of foreign‑exchange losses on assets denominated in foreign currencies, and net income turned a ¥0.9 billion loss after a valuation loss on investment securities. Operating costs declined by ¥0.2 billion to ¥14.8 billion, with no significant structural changes. The Investment and Incubation Business moved into profitability in Q2 after a loss in Q1, driven by distribution from investees. Asset‑under‑management figures remained stable, while new investments were made in six venture funds and eleven startups. The company maintains its FY23 outlook, projecting third‑quarter Internet and Entertainment operating income between ¥1.0 billion and ¥1.5 billion, with potential upside from global distribution gains. Scope covers Japan‑based operations with significant overseas revenue streams; the period is FY2023 Q2, and segments include Internet & Entertainment, Metaverse, Commerce & DX, Game & Anime, and Investment & Incubation. Data derive from internal financial statements and operational metrics presented in the briefing.