36 documents
The briefing summarized GREE’s strategic focus for FY2019 and addressed investor inquiries about recent performance. The company reaffirmed its commitment to expanding the overall live entertainment market, emphasizing growth in both domestic and overseas game titles. In FY2019, GREE plans to roll out existing games internationally while pursuing new development projects, positioning itself to capture emerging markets. A key point of discussion was the goodwill impairment in the advertising and media segment, attributed to underperformance of the 3 Minutes unit. Despite this setback, management highlighted sustained growth across the advertising and media business, noting that it remains a sizable contributor to revenue. The company intends to continue investing in this area to accelerate expansion. The briefing also addressed the anticipated impact of 5G technology, with executives predicting that widespread adoption will drive demand for more creative gaming experiences. Consequently, GREE plans to enhance its development and creative capabilities to capitalize on the opportunities presented by faster connectivity. Investor interest in marketing tactics was reflected in questions about the television advertisement for SINoALICE. Management reported a positive outcome, citing record-high daily active users and strong retention rates following the campaign. Finally, the potential use of VTubers in future corporate promotion activities was acknowledged; GREE will evaluate audience response and consider incorporating VTubers again in upcoming events.
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.