Significant contribution to earnings from native games
First written in FY2017-Q1. 5 of 31 entries say "Advanced", first in FY2023-Q1. Latest entry: FY2026.
No other company in this theme has enough history to compare yet.
- FY2026AchievedAnnual report
「From the current fiscal year, Studio Z株式会社 was excluded from the scope of consolidation following a transfer of its shares, while CROOZ Blockchain Lab株式会社 was excluded following its liquidation.」
The company confirmed that the restructuring of its business structure following the withdrawal from the game and GameFi businesses was completed through the transfer of all shares in Studio Z and the liquidation of CROOZ Blockchain Lab. - FY2025Full-year decline in GameFi business sales, return to the red and withdrawalAnnual report
「For the GameFi business, net sales for the fiscal year were ¥1,723.934 million, down 46.0% year on year, and the operating loss was ¥872.433 million, compared with operating profit of ¥56.809 million in the previous fiscal year.」
The GameFi business reported a 46.0% year-on-year decline in full-year net sales and swung from operating profit to a loss of ¥872.433 million. The company also stated that its withdrawal from the business was completed on 2 June 2025. - FY2025-H1GameFi business: lower sales and a return to the redAnnual report
「④ GameFi business: Net sales were ¥963.724 million, down 46.4% year on year, and the segment loss was ¥638.547 million, compared with segment profit of ¥507.596 million in the same period of the previous fiscal year.」
The GameFi business reported a 46.4% year-on-year decline in net sales for the interim period and swung from profit in the same period of the previous fiscal year to a segment loss of ¥638.547 million. - FY2024AdvancedAnnual report
「② GameFi business: Net sales for the fiscal year were ¥3,193.543 million, up 21.9% from the previous fiscal year, and segment profit was ¥56.809 million, compared with a segment loss of ¥61.275 million in the previous fiscal year.」
The GameFi business reported a 21.9% year-on-year increase in full-year net sales, and swung from a segment loss in the previous fiscal year to a profit of ¥56.809 million. - FY2024-Q3AdvancedAnnual report
「② GameFi business Revenue was ¥2,463.107 million, up 22.8% year on year, and segment profit was ¥94.909 million, compared with a segment loss of ¥71.773 million in the same quarter of the previous year.」
Cumulative third-quarter revenue in the GameFi business increased 22.8% year on year, and the business turned from a segment loss in the same period of the previous year to profit of ¥94.909 million. - FY2024-Q2AdvancedAnnual report
「② GameFi business Revenue was ¥1,796.553 million, up 26.2% year on year, and segment profit was ¥507.596 million, compared with a segment loss of ¥31.637 million in the same quarter of the previous year.」
Cumulative second-quarter revenue in the GameFi business was ¥1,796.553 million, up 26.2% year on year, and the business turned from a segment loss in the same period of the previous year to profit of ¥507.596 million. - FY2024-Q1ReframedAnnual report
「From the first quarter of the current consolidated fiscal year, the Company added the GameFi field to its existing games business and changed the name of the segment previously called the “Games business” to the “GameFi business.”」
The former games business was reorganized into the “GameFi business,” including the GameFi field, changing the positioning of the games business to cover blockchain games as well. - FY2023AdvancedAnnual report
「② Games business Revenue for the fiscal year was ¥2,298.524 million, down 14.3% from the previous fiscal year, and segment profit was ¥72.695 million, compared with a segment loss of ¥379.133 million in the previous fiscal year.」
Revenue in the games business declined 14.3% year on year, while the business turned from a loss of ¥379.133 million to profit of ¥72.695 million because the burden of game development costs was eliminated. The disclosure also refers to Elemental Story reaching its eighth anniversary and the acquisition of new commissioned projects. - FY2023-Q1AdvancedAnnual report
「② Games business Revenue was ¥836.084 million, up 73.5% year on year, and segment profit was ¥81.215 million, compared with a segment loss of ¥99.442 million in the same quarter of the previous year.」
Cumulative first-quarter revenue in the games business increased 73.5% year on year, and it turned from a segment loss of ¥99.442 million in the same period of the previous year to profit of ¥81.215 million. - FY2022-Q3Widening loss in the games businessAnnual report
「② Games business Revenue was ¥1,691.062 million, and segment loss was ¥472.883 million, compared with segment profit of ¥171.168 million in the same quarter of the previous year.」
Cumulative third-quarter revenue in the games business was ¥1,691.062 million and segment loss was ¥472.883 million, turning from profit in the same period of the previous year to a loss. The loss also widened from ¥314.795 million at the cumulative second-quarter stage. - FY2022-Q2The games business turns loss-making and its loss widensAnnual report
「② Games business Revenue was ¥1,074.447 million, and segment loss was ¥314.795 million, compared with segment profit of ¥166.871 million in the same quarter of the previous year.」
Cumulative second-quarter revenue in the games business was ¥1,074.447 million and segment loss was ¥314.795 million, widening from segment profit of ¥166.871 million in the same period of the previous year. - FY2022-Q1The games business turns loss-makingAnnual report
「② Games business Revenue was ¥482.025 million, and segment loss was ¥99.442 million, compared with segment profit of ¥99.041 million in the same quarter of the previous year.」
The games business shifted from segment profit of ¥99.041 million in the same period of the previous year to a segment loss of ¥99.442 million in the current quarter. The reporting segment name also changed from “Internet content business” to “Games business.” - FY2021Higher revenue, lower profit and new game developmentAnnual report
「In the internet content business, or games business, operating profit was ¥149.743 million, equivalent to 81.9% of the previous year's level. This was because costs increased due to the development of the first smartphone game based on SHAMAN KING ふんばりクロニクル, a completely new game based on the currently airing TV anime SHAMAN KING (scheduled for release in 2021). The Company explained that this did not reflect deterioration in the business's profit structure or any particular problems with business progress.」
The Company explained that full-year revenue in the games business increased, while profit declined because of development costs for the new SHAMAN KING title. - FY2021-Q3Continued higher revenue and higher profit in the games businessAnnual report
「② Internet content business Revenue was ¥1,699.898 million, up 7.3% year on year, and segment profit was ¥171.168 million, up 17.0% year on year.」
Cumulative third-quarter revenue in the internet content business increased 7.3% year on year and segment profit increased 17.0%, marking a second consecutive period of higher revenue and higher profit. - FY2021-Q2Continued higher revenue and higher profit in the games businessAnnual report
「② Internet content business Revenue was ¥1,140.214 million, up 6.5% year on year, and segment profit was ¥166.871 million, up 67.6% year on year.」
Cumulative second-quarter revenue in the internet content business increased 6.5% year on year and segment profit increased 67.6%, marking a second consecutive period of higher revenue and higher profit. - FY2021-Q1Higher revenue and higher profit in the games businessAnnual report
「② Internet content business Revenue was ¥584.635 million, up 2.3% year on year, and segment profit was ¥99.041 million, up 30.7% year on year.」
Cumulative first-quarter revenue in the internet content business increased 2.3% year on year and segment profit increased 30.7%, marking higher revenue and higher profit after the previous contractionary trend. - FY2020Lower revenue and profit continuedAnnual report
「② Internet content business Revenue for the fiscal year was ¥2,142.558 million, down 3.1% from the previous fiscal year, and segment profit was ¥182.551 million, down 46.7%.」
The internet content business, centered on games, recorded a 3.1% decline in full-year revenue and a 46.7% decline in segment profit. - FY2020-Q3Continued contraction of the games businessAnnual report
「② Internet content business Revenue was ¥1,584.933 million, down 3.0% year on year, and segment profit was ¥146.311 million, down 52.4% year on year.」
Cumulative third-quarter revenue in the internet content business declined 3.0% year on year and segment profit declined 52.4%, with the contraction continuing. - FY2020-Q2Continued contraction of the games businessAnnual report
「② Internet content business Revenue was ¥1,070.397 million, down 2.9% year on year, and segment profit was ¥99.557 million, down 59.3% year on year.」
Cumulative second-quarter revenue in the internet content business declined 2.9% year on year and segment profit declined 59.3%, with the contraction continuing. - FY2019Continued contraction of the games businessAnnual report
「② Internet content business Revenue for the fiscal year was ¥2,211.881 million, down 18.1% from the previous fiscal year, and segment profit was ¥342.602 million, down 34.9%.」
Following the separation and transfer of the games business other than Elemental Story, full-year revenue declined 18.1% year on year and segment profit declined 34.9%, with the contraction continuing. - FY2019-Q3Continued contraction of the games businessAnnual report
「② Internet content business Revenue was ¥1,634.057 million, down 23.9% year on year, and segment profit was ¥307.292 million, down 28.3% year on year.」
Cumulative third-quarter revenue in the games business declined 23.9% year on year and segment profit declined 28.3%, with the downward trend continuing after the games business was scaled back. - FY2019-Q2Cumulative second-quarter results showing a contraction in the games business and improved profitabilityAnnual report
「② Internet content business Revenue was ¥1,102.919 million , down 25.6% year on year, and segment profit was ¥244.615 million , down 10.4% year on year.」
Cumulative second-quarter revenue in the games business declined 25.6% year on year and segment profit declined 10.4%, with the contraction continuing. - FY2019-Q1Quarterly results showing a contraction in the games business and improved profitabilityAnnual report
「② Internet content business Revenue was ¥648.271 million, down 20.7% year on year, and segment profit was ¥208.377 million, up 29.9% year on year.」
Revenue in the games business declined 20.7% year on year, while segment profit increased 29.9%. - FY2018Full-year results reflecting the contraction of the games businessAnnual report
「Revenue for the fiscal year was ¥2,701.934 million, down 70.4% from the previous fiscal year, and segment profit was ¥526.508 million, down 67.2%. The primary reason was the decline in revenue and segment profit following the company split and share transfer carried out in November 2016 involving the business and personnel related to all game titles other than Elemental Story.」
Following the separation and transfer of the games business other than Elemental Story, full-year revenue and segment profit in the games business declined substantially year on year. - FY2018-Q3Continued track record of scaling back the games businessAnnual report
「② Internet content business Revenue for the cumulative third quarter of the consolidated fiscal year was ¥2,147.491 million, down 73.9% year on year, and segment profit was ¥428.400 million, down 68.8% year on year. Revenue and segment profit declined mainly because, in November 2016, the Company carried out a company split and share transfer involving the business and personnel related to all game titles other than Elemental Story.」
Revenue and segment profit in the games business declined substantially year on year, and the contraction has continued following the separation and transfer of the game titles. - FY2018-Q2Continued track record of scaling back the games businessAnnual report
「② Internet content business Revenue was ¥1,483.176 million, down 77.4% year on year, and segment profit was ¥273.155 million, down 75.9% year on year.」
After the sale of most of the games business, cumulative second-quarter revenue and segment profit in the internet content business declined substantially year on year. - FY2018-Q1Track record of scaling back the games businessAnnual report
「② Internet content business Revenue was ¥817.040 million, down 74.9% year on year, and segment profit was ¥160.408 million, down 74.8% year on year.」
Following the separation and transfer of the games business other than Elemental Story, revenue and segment profit in the internet content business declined substantially year on year. - FY2017RestatedAnnual report
「Going forward, in the internet content business, or games business, strategic subsidiary Studio Z Co., Ltd. will continue to pursue the creation of hit titles generating high returns by dedicating a small, highly focused team to the development of a single new title and improving the efficiency of management and communication costs through low investment and a small organizational structure, thereby transforming a high-risk development model into a lower-risk one. Elemental Story will continue to be operated by the newly established company.」
The Company has reaffirmed its policy of continuing the games business through the development of a single title by a small, highly focused team, even after continuing to operate Elemental Story through Studio Z and transferring the other game titles. - FY2017-Q3ReframedAnnual report
「In the internet content business, all game titles other than Elemental Story, which was transferred to Studio Z in November 2016, were transferred to C&M Games, and the shares of C&M Games were transferred to the Mynet Group. As a result, revenue from the business for the third quarter of the consolidated fiscal year was ¥1,690.107 million, down 58.6% year on year.」
Following the separation and transfer of the games business, Elemental Story continued under Studio Z while the other titles were transferred to C&M Games, resulting in a 58.6% year-on-year decline in quarterly revenue from the internet content business. - FY2017-Q2ReframedAnnual report
「Going forward, in the games business, strategic subsidiary Studio Z Co., Ltd. will continue to pursue the creation of hit titles generating high returns by dedicating a small, highly focused team to the development of a single new title and improving the efficiency of management and communication costs through low investment and a small organizational structure, thereby transforming a high-risk development model into a lower-risk one. Koji Obuchi (小渕 宏二), the Company's Representative Director and President, who himself led the planning, development and operation of Elemental Story as its producer, has become Representative Director and CEO of Studio Z Co., Ltd., and Elemental Story will continue to be operated by Studio Z Co., Ltd.」
In addition to the previously established fact that native games make a full-scale contribution to results, the games business was reorganized around the continued operation of Elemental Story by Studio Z and the development of a single title by a small, highly focused team. - FY2017-Q1First statedAnnual report
「In the internet content business, native games for the App Store and Google Play began making a full-scale contribution to results from the previous fiscal year.」
It states that native games began making a full-scale contribution to results from the previous fiscal year.