Commoditization of the Gaming and Manga App Markets and Contraction in Advertising Demand
First written in FY2024-Q2. 2 of 4 entries say "Materialised", first in FY2024-Q2. Latest entry: FY2027-H1.
No other company in this theme has enough history to compare yet.
- FY2027-H1RestatedAnnual report
「No new business or other risks arose during the six months ended 30 June. There were also no material changes to the business and other risks described in the securities report for the previous fiscal year.」
ゲーム・マンガアプリ市場のコモディティ化と広告需要縮小リスクについて、重要な変更はないと記載している。 - FY2026-H1RestatedAnnual report
「No new business or other risks arose during the six months ended 30 June. There were also no material changes to the business and other risks described in the securities report for the previous fiscal year.」
ゲーム・マンガアプリ市場のコモディティ化と広告需要縮小について、重要な変更はないと記載している。 - FY2023MaterialisedAnnual report
「ゲーム及びマンガアプリ市場のコモディティ化等によって広告需要が縮小したため、売上高が減少いたしました。」
ゲーム・マンガアプリ市場のコモディティ化等を背景に、国内エージェンシー事業で広告需要と売上高が減少した。 - FY2024-Q2MaterialisedAnnual report
「Revenue declined because the commoditization of the game and manga app markets and the loss of novelty among users as popular apps aged reduced advertisers' earnings and consequently contracted advertising demand.」
The company newly identifies the homogenization of functionality and quality in the game and manga app markets and the obsolescence of popular apps as factors that have actually reduced advertiser earnings and advertising demand.