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GREE | Game Industry Library
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GREE
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GREE
Game Co.
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Report
1 pages
Summary of main supplementary explanations questions and answers at the FY 2020 Second Quarter GREE results briefing held on February 3, 2020
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.
Market Analysis
Investment
Japan
+1
GREE
Report
1 pages
Supplementary Explanation: FY 2020 Third Quarter GREE Results
GREE reported a quarter-over-quarter sales decline in Q3 FY 2020, driven by a strategic shutdown of underperforming game titles and weak performance in the Advertising and Media segment.
Operating income increased during Q3 despite lower sales, primarily due to the strong performance of high-margin first-party IP titles and reduced promotional spending.
The COVID-19 pandemic negatively impacted the Advertising and Media business and caused indirect disruptions to the Game Business, including the postponement of anime broadcasts.
Market Analysis
Monetization
Marketing
+2
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2020 Fourth Quarter Results Briefing
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.
Market Analysis
Monetization
Mobile
+1
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2021 First Quarter GREE Results Briefing
GREE achieved Q1 FY2021 growth in sales and operating income driven by the July 1 global launch of SINoALICE and a reduction in fixed costs.
Operating income for Q2 FY2021 is projected to remain stable between ¥0.5 billion and just under ¥1.0 billion as SINoALICE momentum slows and development spending increases.
Annual game development expenses are forecasted to range between ¥7.5 billion and ¥8.5 billion, with total fixed costs expected to fluctuate by a few hundred million yen.
Market Analysis
Monetization
Mobile
+2
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2021 Third Quarter GREE Results Briefing
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.
Market Analysis
Game Development
Live Ops
+3
GREE
Report
1 pages
Summary of main supplementary explanations questions and answers at the FY2021 Second Quarter GREE results briefing held on February 12, 2021
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.
Market Analysis
Monetization
Mobile
+1
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2021 Fourth Quarter
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.
Metaverse
Mobile
Global
+1
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: GREE FY2022 Second Quarter Results
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.
Market Analysis
Game Development
Marketing
+3
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2022 Third Quarter GREE Results Briefing
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.
Market Analysis
Live Ops
Mobile
+2
GREE
Report
3 pages
Summary of main supplementary explanations questions and answers at the FY2022 Fourth Quarter GREE results briefing held on August 4, 2022
GREE’s FY2022 Q4 earnings growth was driven by the successful launch of *Heaven Burns Red* and high-performing anniversary events, validating a 'release blitz' strategy focused on high-quality 3D rendering and marketing.
The company has allocated ¥10 billion over two to three years to its Metaverse business, which has currently reached a breakeven point as it seeks to expand its global user base.
Operating income for the Internet and Entertainment segment is projected to decline to ¥1.0–¥1.5 billion in FY2023 Q1, reflecting a normalization after the peak performance of new titles in FY2022 and ongoing system investments.
Market Analysis
Mobile
JRPG
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 First Quarter GREE Results Briefing
GREE projects operating income for the Internet and Entertainment Business to reach between ¥1.0 billion and ¥1.5 billion in Q2 FY2023.
The flagship title 'Heaven Burns Red' maintains a stable user base, with the company leveraging its development and marketing lessons from this game to inform future title releases.
The metaverse segment, anchored by the platform REALITY, has reached a breakeven point and is currently reinvesting profits into promotional activities to scale its user base.
Market Analysis
Live Ops
Mobile
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 Second Quarter
GREE projects Q3 FY2023 operating income for its Internet and Entertainment Business to range between ¥1.0 billion and ¥1.5 billion, heavily dependent on the performance of new Korean and traditional Chinese releases of 'Heaven Burns Red'.
The 'REALITY' metaverse platform has achieved profitability, with significant overseas growth led by North America, followed by Indonesia and Thailand.
GREE is scaling marketing spend in Q3 to support the one-year anniversary of 'Heaven Burns Red' and the international expansion of the 'REALITY' platform.
Market Analysis
Metaverse
Mobile
+4
GREE
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