Attracting customers through collaborations with anime, games and other content
First written in FY2016. 13 of 20 entries say "Advanced", first in FY2017-Q2. Latest entry: 2026-10-15.
2 other companies' latest entry also says "Advanced".
- FY2026-H1AdvancedAnnual report
「The Group is actively expanding “Karaoke no Tetsujin Collaboration Mix,” which specialises in collaborations with anime, games and other content, and opened 3 new stores during the interim consolidated accounting period.」
The Company advanced its collaboration initiatives by expanding collaboration-focused stores, including 3 new openings. - FY2025AdvancedAnnual report
「Collaboration-room sales 641,140 8.0%」
Collaboration-room sales increased from ¥387.656 million, or 5.5%, in the previous year to ¥641.140 million, or 8.0%, as the scale of sales from collaboration initiatives expanded. - FY2025-H1AdvancedAnnual report
「Meanwhile, “Karaoke no Tetsujin Collaboration Mix,” a fully collaboration-focused karaoke store specialising in collaboration projects with anime, games and other content operated by this business, performed relatively well, and the Company opened 2 new stores during the interim consolidated accounting period.」
The Company opened 2 additional collaboration-focused karaoke stores. Collaboration-room sales increased from ¥158.8 million in the same period of the previous year to ¥325.5 million, while their share of sales rose from 4.5% to 8.0%. - FY2024-Q3AdvancedAnnual report
「Stores based on collaboration projects with anime, games and other content continued to perform strongly, and the Company is actively opening collaboration-focused stores in major cities across Japan.」
The Company confirmed the continued strong performance of collaboration projects and expanded their reach by opening collaboration-focused stores in major cities across Japan. - FY2024-Q2AdvancedAnnual report
「Collaboration projects with anime, games and other content, a niche service in this business that had been curtailed during the COVID-19 pandemic, continued to perform strongly.」
The Company continued to report strong performance from collaboration projects with anime, games and other content. Collaboration-room sales rose to ¥158.814 million, accounting for 4.5%, from ¥59.300 million, or 1.9%, in the same period of the previous year. - FY2024-Q1AdvancedAnnual report
「Collaboration projects with anime, games and other content, a niche service in this business that had been curtailed during the COVID-19 pandemic, continued to perform strongly from the second half of the previous fiscal year.」
The Company stated that collaboration projects with anime, games and other content had continued to perform strongly since the second half of the previous fiscal year, with collaboration-room sales increasing from ¥19.761 million in the same period of the previous year to ¥75.896 million. - FY2023-Q3AdvancedAnnual report
「The Company is promoting its esports business, having opened “TZ GAME Labs GINZA” as a physical venue in the game communications field, and is actively participating in game tournaments with its gaming team, formed mainly of active streamers along with voice actors, idols and cosplayers, as well as holding game tournaments and events.」
The Company gave concrete form to its game communications business through the opening of the physical venue “TZ GAME Labs GINZA,” participation by its gaming team in tournaments, and the holding of game tournaments and events. - FY2022AdvancedAnnual report
「In March 2022, the Company launched its game communications business, also known as its esports business, as a new business initiative, and undertook the planning and operation of game events under the name “TZ Game Labs.” It also formed its own women's professional gaming team and began activities including participation in tournaments.」
The Company gave concrete form to its collaboration and content initiatives through the launch of its game communications business, operation of events by “TZ Game Labs,” and formation of a women's professional gaming team. - FY2020AdvancedAnnual report
「The Company also provided new room services, including collaboration projects with professional baseball teams and esports organisations and the sale of telework passes.」
As content- and event-based customer-attraction measures, the Company implemented collaboration projects with professional baseball teams and esports organisations and offered telework passes. - FY2018AdvancedAnnual report
「As an event initiative, the “2018 FIFA World Cup Russia Public Viewing” was well received, with a large party room accommodating 100 people and packages allowing customers to watch all matches in private rooms.」
The Company implemented content- and event-based customer-attraction measures, and stated that the party room accommodating 100 people and the packages covering all matches were well received. - FY2018-Q3RestatedAnnual report
「The Company is advancing differentiation through content collaboration projects, a distinctive feature of the Group.」
The Company continues to use content collaboration projects as differentiation and customer-attraction measures that capitalise on its unique characteristics. - FY2018-Q2RestatedAnnual report
「The Company is also advancing differentiation through collaboration projects that leverage the Group's distinctive features.」
The Company continues to use collaboration projects as differentiation and customer-attraction measures that capitalise on its unique characteristics. - FY2018-Q1RestatedAnnual report
「The Company plans to further expand collaboration projects, which it considers a unique strength of the Group.」
The Company continues to use collaborations with anime and other content as a strength for differentiation and customer attraction. - FY2017RestatedAnnual report
「Collaboration projects with anime and games performed steadily and produced a certain level of results.」
The Company continues to use collaborations with anime, games and other content as customer-attraction and sales-promotion measures, and stated that they produced a certain level of results. - FY2017-Q3RestatedAnnual report
「The Company held virtual-reality handshake events with anime characters and autograph sessions with popular manga artists, achieving a strong start.」
The Company reaffirmed its customer-attraction initiatives using anime-related events and the strong start achieved by the new venue. - FY2017-Q2AdvancedAnnual report
「The Company held virtual-reality handshake events with anime characters and autograph sessions with popular manga artists, achieving a strong start.」
For anime-related collaborations, the Company held a VR handshake event and autograph sessions with popular manga artists, helping the new venue get off to a strong start. - FY2017-Q1RestatedAnnual report
「The Company has actively promoted collaboration projects with popular anime, one of its strengths, among other initiatives.」
The Company continues to actively promote collaboration projects with popular anime as a customer-attraction and sales-promotion measure. - FY2016First statedAnnual report
「The Company sought to increase sales by actively implementing content collaboration projects with anime, games and other content that have a strong customer-attraction effect and represent one of its strengths.」
The Company uses collaboration projects with popular anime, games and other content to attract customers and increase sales.