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The briefing focused on FY2019 fourth‑quarter performance, highlighting that revenue remained solid largely due to anniversary events for flagship titles. Despite a year‑over‑year drop in coin consumption during the third and fourth quarters, the company noted that 4Q FY2019 anniversary events were more effective than those in 4Q FY2018, aided by the launch of new titles such as *In Love with NEWS* and the North American release of *DanMachi*. Looking ahead to Q1 FY2020, management projected a reactive decline in operating income because of the waning impact of those anniversary events. Forecasted operating income was expected to fall between ¥0.5 billion and just under ¥1.0 billion, with plans to introduce new titles from Q2 onward. The company also emphasized its newly developed simultaneous release system, enabling coordinated launches in Japan and overseas based on each title’s characteristics. Regarding resource allocation, the company confirmed it would continue to develop new titles while maintaining a substantial workforce on existing games, preserving its current balance. The briefing explained that the roughly 40% year‑over‑year decline in operating income was largely attributable to a downturn in browser game revenue, which constitutes over 90% of the company’s overall income. The discussion underscored that while segment‑level details were not disclosed, the decline in browser game earnings was the primary driver behind the overall income contraction.
The briefing focused on GREE’s financial performance and strategic initiatives for FY2022, highlighting the strong contribution of new titles such as *Heaven Burns Red* and anniversary events to quarter‑over‑quarter earnings growth. The company attributed this success to a “release blitz” strategy launched in FY2017, which has since strengthened marketing, game quality through an engine‑centric approach, and content volume at launch. These measures have enabled the company to exceed fan expectations, generate significant social media buzz, and deliver high‑quality 3D rendering. Investment in the Metaverse Business is progressing as planned, with a ¥10 billion allocation over two to three years and the business reaching breakeven. GREE intends to continue expanding its global user base and sales through further investment. The DX Business is being restructured to integrate marketing support services, creating a data‑driven platform that offers comprehensive digital transformation solutions to corporate clients. Meanwhile, the Manga Business is introduced as part of a broader media diversification strategy aimed at leveraging first‑party IP across games, anime, and manga to broaden user engagement channels. The Investment and Incubation Business is expected to provide stable medium‑to‑long‑term earnings, with a target return on investment of 10 % or higher. For FY2023 Q1, operating income in the Internet and Entertainment segment is projected at ¥1.0–¥1.5 billion, reflecting a decline from the strong performance of new titles and anniversary events in FY2022 while anticipating continued system‑strengthening investments.