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GREE | Game Industry Library
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GREE
Game Co.
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Report
2 pages
FY2023 Third Quarter GREE Results Briefing: Summary of Supplementary Explanations
GREE’s metaverse platform, REALITY, has surpassed 10 million global users and maintains high daily engagement rates through avatar sales and livestreaming.
The Internet and Entertainment segment projects Q4 operating income of approximately ¥1.5 billion, balancing the decline of domestic anniversary event revenue with new overseas expansion.
GREE is integrating generative AI into the REALITY platform to facilitate user-generated 3D content, including avatars and world elements.
Market Analysis
Monetization
Metaverse
+3
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2023 Fourth Quarter
GREE is pivoting away from the declining profitability of the smartphone game market toward a diversified portfolio, aiming for half of non-investment earnings to come from non-game, non-anime sources by FY2026.
The company projects a consolidated operating income of ¥4.0–5.0 billion for FY2024, excluding contributions from new game releases, anime, or investment income.
Within the Metaverse Business segment, the Platform and B2B sub-segments are currently profitable, with a group-wide goal for all four sub-segments to reach profitability by FY2026.
Game Development
Game Publishing
Market Analysis
+1
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 First Quarter GREE Results Briefing
GREE maintains its FY2024 consolidated operating income guidance of ¥4.0 billion to ¥5.0 billion, as originally announced on August 3, 2023.
The company projects consolidated operating income for the second quarter at approximately ¥0.5 billion, excluding the impact of investment activities.
The REALITY metaverse platform achieved robust growth in Q1, driven by strong performance in the Japanese and North American markets through avatar and gifting monetization.
Market Analysis
Game Development
Metaverse
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 Second Quarter
GREE forecasts consolidated operating income of approximately ¥1.5 billion for Q3 and ¥5.0 billion for the full fiscal year FY2024, excluding the Investment Business.
The company is shifting its Game and Anime Business strategy by discontinuing support for SINoALICE to prioritize more promising development projects.
Heaven Burns Red remains a core performance driver, with its two-year anniversary events contributing to strong financial results.
Market Analysis
Game Development
Mobile
+3
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 Third Quarter Results Briefing
GREE projects a full-year FY2024 consolidated operating income between ¥5 billion and ¥6 billion.
The company forecasts a consolidated operating income of approximately ¥1.5 billion for the fourth quarter of FY2024.
Earnings growth in the Game and Anime Business was driven by optimized promotional spending for 'Heaven Burns Red' and the reallocation of staff to higher-margin projects.
Market Analysis
Game Development
Monetization
+2
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2024 Fourth Quarter GREE Results Briefing
GREE targets a break-even point for its VTuber business by the middle of FY2026, with monthly operating losses expected to be eliminated by that time.
The VTuber segment is currently experiencing rising operating losses due to aggressive investments in talent acquisition and merchandise production, though these costs remain within the company's planned budget.
GREE’s console game development remains in the early planning stages, with no confirmed release dates, platforms, or resource commitments disclosed.
Market Analysis
Monetization
Investment
+2
GREE
Report
1 pages
Summary of main supplementary explanations questions and answers at the FY2025 First Quarter GREE results briefing held on November 5, 2024
GREE is launching the English version of 'Heaven Burns Red' in partnership with Yostar Games, leveraging the publisher's expertise in growing English-speaking fan communities.
The company is prioritizing proactive community building and marketing efforts ahead of the 'Heaven Burns Red' English launch to drive engagement.
Management expects valuation-loss risks in the investment segment to remain consistent with Q1 FY2025 levels in the near term.
Market Analysis
Game Publishing
Investment
+3
GREE
Report
1 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Third Quarter Results Briefing
GREE is accelerating its game development pipeline to reduce the three-year release gap previously observed between major titles like Heaven Burns Red and Puella Magi Madoka Magica: Magia Exedra.
The company is shifting toward a more frequent, disciplined game release cadence to optimize development resources and prevent internal product cannibalization.
GREE has expanded its anime business by joining more than 20 production committees, including high-profile series such as Is It Wrong to Try to Pick Up Girls in a Dungeon? V and Mushoku Tensei II: Jobless Reincarnation (Season 2).
Market Analysis
Game Development
Mobile
+1
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Second Quarter GREE Results Briefing
GREE targets monthly profitability for its VTuber segment in FY2026, with annual sales projected to reach approximately ¥3.0 billion.
Pre-registration for the upcoming title 'Puella Magi Madoka Magica Magia Exedra' exceeded 500,000 by January 31, signaling strong market interest.
Flagship games 'Heaven Burns Red' and 'That Time I Got Reincarnated as a Slime: ISEKAI Memories' have stabilized, showing a deceleration in decline rates after three years of operation.
Market Analysis
Game Publishing
User Acquisition
+2
GREE
Report
3 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Full-Year Results
GREE is shifting its game division strategy to balance post-launch live-service volatility by investing in console titles built on proprietary IP.
The VTuber business has doubled sales per talent since FY2024, supported by a roster of approximately 90 talents and expanded merchandise and advertising channels.
The DX business is transitioning from a one-time project sales model to a recurring revenue structure, with modest growth expected through FY2026.
Market Analysis
Live Ops
Investment
+4
GREE
Report
3 pages
Summary of main supplementary explanations questions and answers at the FY2026 First Quarter GREE Holdings, Inc. results briefing held on November 6, 2025
GREE is transitioning to an in-house development model for console titles, utilizing external contractors to address current expertise gaps while focusing on long-term IP cultivation.
Outside-app payment methods have been fully implemented across all major mobile titles and the VTuber platform, directly contributing to improved operating margins.
The VTuber production arm is projected to reach full-year profitability by FY2027 as high-margin merchandise and live events offset initial talent acquisition costs.
Market Analysis
Game Development
Monetization
+3
GREE
Report
2 pages
Summary of main supplementary explanations questions and answers at the FY2026 Second Quarter GREE Holdings, Inc. results briefing held on February 5, 2026
GREE Holdings revised its FY26 earnings downward due to recent performance softness in existing game titles.
The company is shifting its long-term strategy toward continuous growth businesses to reduce reliance on volatile game revenue, maintaining its medium-term targets for FY28.
GREE plans to acquire anime production capabilities through in-house development and M&A within the next 2–3 years to secure control over output quality and timing.
Monetization
Investment
Mobile
+1
GREE
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