Expansion of coin spending centered on domestic apps
First written in FY2017-Q1. 21 of 29 entries say "Restated". Latest entry: FY2025-H1.
The whole theme swung hardest in 2018: 1 of 6 companies on the "Worse" side.
0 other companies' latest entry also says "Restated".
- FY2025-H1RestatedAnnual report
「Operations focused on existing titles, and user spending decreased year on year, but costs declined as a result of measures including the substantial downsizing of the China operations undertaken since the previous fiscal year, resulting in higher profit year on year.」
In the gaming business, the year-on-year decline in user spending continues under operations focused on existing titles. - FY2024-Q3RestatedAnnual report
「Although a new title was released, operations focused on existing titles. User spending decreased year on year, and amortization and related costs, including marketing expenses, associated with the new-title release contributed to lower revenue and profit year on year.」
With operations focused on existing titles, the year-on-year decline in user spending continues. - FY2024-Q2RestatedAnnual report
「User spending declined year on year, and revenue and profit also declined year on year.」
The year-on-year decline in user spending and the decline in revenue and profit in the gaming business continue. - FY2024-Q1RestatedAnnual report
「User spending declined year on year, and revenue and profit also declined year on year.」
With operations focused on existing titles, the year-on-year decline in user spending and the decline in revenue and profit in the gaming business continue. - FY2023RestatedAnnual report
「During the current consolidated fiscal year, operations focused on existing titles, user spending declined from the previous consolidated fiscal year, and revenue and profit also declined from the previous consolidated fiscal year.」
The full-year decline in user spending and the decline in revenue and profit in the gaming business have been confirmed, with the downturn from the previous period of growth continuing. - FY2023-Q3RestatedAnnual report
「During the nine-month period ended with the third quarter of the current fiscal year, operations focused on existing titles, user spending declined year on year, and revenue and profit also declined year on year.」
With operations focused on existing titles, the year-on-year decline in user spending and the decline in revenue and profit in the gaming business continue. - FY2023-Q2RestatedAnnual report
「During the six-month period ended with the second quarter of the current fiscal year, operations focused on existing titles, user spending declined year on year, and revenue and profit also declined year on year.」
With operations focused on existing titles, the year-on-year decline in user spending continues. - FY2023-Q1RestatedAnnual report
「During the three-month period ended with the first quarter of the current fiscal year, operations focused on existing titles, user spending declined year on year, and revenue and profit also declined year on year.」
The year-on-year decline in user spending continues, as does the decline in revenue and profit in the gaming business. - FY2022WorsenedAnnual report
「During the current consolidated fiscal year, operations focused on existing titles, user spending declined from the previous consolidated fiscal year, and revenue and profit also declined from the previous consolidated fiscal year.」
Although user spending increased for the full previous fiscal year, it declined in the current fiscal year, with lower full-year revenue and profit in the gaming business confirmed. - FY2022-Q3RestatedAnnual report
「During the nine-month period ended with the third quarter of the current fiscal year, operations focused on existing titles, user spending declined year on year, and revenue and profit also declined year on year.」
The decline in user spending has continued after the increase through the previous year-on-year period, with operations focused on existing titles and lower revenue and profit continuing. - FY2022-Q2RestatedAnnual report
「During the first six months of the fiscal year, operations focused on existing titles. User spending decreased year on year, resulting in lower revenue and profit, but releases of new titles progressed during the second quarter as the company worked to strengthen its earnings base.」
The decline in user spending has continued after the increase through the previous year-on-year period, with operations focused on existing titles and lower revenue and profit continuing. - FY2022-Q1WorsenedAnnual report
「During the first quarter of the fiscal year under review, preparations for new titles progressed as the company sought to strengthen its earnings foundation, but operations remained centered on existing titles. User spending declined year on year, resulting in lower revenue and profit year on year.」
Although user spending increased for the full previous fiscal year, it declined year on year in the current quarter, and the gaming business also reported lower revenue and profit. - FY2021AdvancedAnnual report
「User spending increased from the previous consolidated fiscal year, as many existing titles performed solidly and titles launched in Japan and overseas since the previous consolidated fiscal year also contributed.」
The full-year increase in user spending after the decline through the previous year-on-year period has been confirmed, with contributions from both existing titles and newly released titles reported. - FY2021-Q3RestatedAnnual report
「During the first nine months of the fiscal year under review, many existing titles performed steadily, while titles launched for distribution in Japan and overseas since the previous fiscal year also contributed. User spending increased year on year, resulting in higher revenue and profit year on year.」
User spending continues to increase year on year, supported by contributions from existing titles and newly released titles. - FY2021-Q2RestatedAnnual report
「During the first six months of the fiscal year under review, existing titles performed steadily, while titles launched for distribution in Japan and overseas since the previous fiscal year also contributed. User spending increased year on year, resulting in higher revenue and profit year on year.」
The increase in user spending has continued after the decline through the previous year-on-year period, with contributions from both existing titles and newly released titles reported. - FY2021-Q1AdvancedAnnual report
「During the first quarter of the fiscal year under review, existing titles performed steadily, while titles launched for distribution in Japan and overseas since the previous fiscal year also contributed. User spending increased year on year, resulting in higher revenue and profit year on year.」
User spending, which had continued to decline through the previous year-on-year period, increased year on year, supported by the solid performance of existing titles and contributions from newly released titles. - FY2020-Q3RestatedAnnual report
「During the first nine months of the fiscal year under review, newly released titles began to contribute, but the business continued to be operated primarily around existing titles. User spending declined year on year, resulting in lower revenue and profit year on year.」
With game operations focused on existing titles, the year-on-year decline in user spending continues, resulting in lower revenue and profit. - FY2020-Q2RestatedAnnual report
「During the first six months of the fiscal year under review, newly released titles began to contribute, but the business continued to be operated primarily around existing titles. User spending declined year on year, resulting in lower revenue and profit year on year.」
With game operations focused on existing titles, the year-on-year decline in user spending continues. - FY2020-Q1RestatedAnnual report
「During the first quarter of the fiscal year under review, the business was operated primarily around existing titles. User spending declined year on year, resulting in lower revenue and profit year on year.」
The year-on-year decline in user spending continues, as does the decline in revenue and profit in the gaming business. - FY2019RestatedAnnual report
「Although user spending decreased from the previous fiscal year, on the cost side the company streamlined costs, mainly selling promotion and advertising expenses and outsourcing expenses, while continuing to optimize fixed costs and pursue initiatives to secure sound profitability.」
The company continues to optimize costs while user spending declines, following the past period of growth in user spending across apps and browsers. - FY2019-Q3RestatedAnnual report
「Although user spending decreased year on year, on the cost side we streamlined costs, mainly selling promotion and advertising expenses and outsourcing expenses, while continuing to optimize fixed costs and pursue initiatives to secure sound profitability.」
While the year-on-year decline in user spending continues, the company is continuing to optimize sales promotion and advertising expenses, outsourcing costs, and fixed costs. - FY2019-Q2RestatedAnnual report
「Although user spending decreased year on year, on the cost side we streamlined costs, mainly selling promotion and advertising expenses and outsourcing expenses, while continuing to optimize fixed costs and pursue initiatives to secure sound profitability.」
While the year-on-year decline in user spending continues, the company is pursuing cost optimization to secure profitability. - FY2019-Q1WorsenedAnnual report
「Although user spending decreased year on year, on the cost side we began streamlining costs, mainly selling promotion and advertising expenses and outsourcing expenses, while continuing to optimize fixed costs and pursue initiatives to secure sound profitability.」
The description has changed from increased user spending on apps, including existing domestic titles and titles developed in collaboration with Nintendo Co.,Ltd., to a year-on-year decline in user spending in the current quarter. - FY2018-Q3RestatedAnnual report
「Although user spending on domestic browser titles declined year on year, user spending on global app titles increased year on year, supported by the solid performance of existing domestic titles and contributions from titles developed in collaboration with Nintendo Co.,Ltd.」
The mix continues to shift toward higher user spending on global app titles, including existing domestic titles and titles developed in collaboration with Nintendo Co.,Ltd., offsetting the decline in browser titles. - FY2018-Q2RestatedAnnual report
「Although user spending on domestic browser titles declined year on year, user spending on global app titles increased year on year, supported by the solid performance of existing domestic titles and contributions from titles developed in collaboration with Nintendo Co.,Ltd. released during the fiscal year ended March 2017.」
The mix continues to shift toward higher user spending on global app titles, including existing domestic titles and titles developed in collaboration with Nintendo Co.,Ltd., offsetting the decline in browser titles. - FY2018-Q1RestatedAnnual report
「Although user spending on domestic browser titles declined year on year, user spending on global app titles increased year on year, supported by the solid performance of existing domestic titles and contributions from titles developed in collaboration with Nintendo Co.,Ltd. released during the fiscal year ended March 2017.」
The mix continues to shift toward higher user spending on global app titles, including existing domestic titles and titles developed in collaboration with Nintendo Co.,Ltd., offsetting the decline in browser titles. - FY2017-Q3App-led development continues despite a decline in domestic coin spendingAnnual report
「In addition, global app coin spending, excluding spending under the collaboration with the company, remained solid at ¥59.2 billion, up 22.3% year on year, including ¥47.0 billion in Japan and ¥12.2 billion overseas. Domestic-market coin spending was ¥105.3 billion, down 4.8% year on year. While app spending remained solid, spending on browser-based coins, which generate higher margins, declined.」
Global app spending increased 22.3% year on year, while total domestic-market coin spending declined 4.8%, with the mix of solid app spending and declining browser spending continuing. - FY2017-Q2Domestic app spending increased despite an overall decline in domestic spendingAnnual report
「Spending on the company's core domestic in-game virtual currency (coins) was ¥71.3 billion, down 1.3% year on year. While app coin spending remained solid, spending on browser-based coins, which generate higher margins, declined. During the six-month period ended with the second quarter of the current fiscal year, app coin spending was ¥31.3 billion in Japan, up 48.1% year on year, and ¥8.5 billion overseas, down 16.1%.」
Total domestic coin spending turned to a 1.3% year-on-year decline, while domestic app coin spending increased 48.1%. Browser spending declined, and overseas app spending also fell 16.1%. - FY2017-Q1First statedAnnual report
「Spending on the company's core domestic in-game virtual currency (coins) increased 7.0% year on year to ¥37.0 billion. Although spending on browser-based coins, which generate higher margins, declined, app coin spending remained solid.」
Domestic coin spending increased 7.0% year on year to ¥37.0 billion, with solid app spending offsetting the decline in browser spending.