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United (2497) · InitiativeSharp full-year profit decline following transfer of co-operation rights

Increasing investment in services such as Crash Fever

First written in FY2016. 8 of 20 entries say "Advanced", first in FY2017-Q1. Latest entry: FY2023.

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ProgressHeldSoftenedWorseAdvancedFY2017-Q1 – FY2018-Q1OtherFY2019 – FY2020-Q2AdvancedFY2020OtherFY2022 – FY20232016: 320162017: 320172018: 420182019: 420192020: 120202021: 020212022: 320222023: 22023
Same theme, other companies
Active Investment in Specific Game TitlesA theme 2 companies write about · 1 as a headwind · 1 as a tailwind

0 other companies' latest entry also says "Other".

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Full recordFilings, disclosures and news, newest first
  1. FY2023Sharp full-year profit decline following transfer of co-operation rightsAnnual report

    「During the fiscal year, the transfer of the joint-operation rights in “Crash Fever” resulted in revenue of ¥2,816.521 million, down 2.4% year on year, and segment profit of ¥41.693 million, down 90.0% year on year, resulting in lower revenue and profit.」

    Following the transfer of Crash Fever’s joint-operation rights, the content business generated lower full-year revenue, while segment profit fell 90.0% year on year to ¥41.693 million.
  2. FY2023-Q3Sharp profit decline after transfer of joint-operation rightsAnnual report

    「During the nine months ended December 31, the transfer of the joint-operation rights in “Crash Fever” and increased promotional expenses at Fog resulted in revenue of ¥2,098.759 million, down 1.1% year on year, and segment profit of ¥2.242 million, down 99.3% year on year.」

    After the transfer of Crash Fever’s joint-operation rights, higher promotional expenses at Fog also weighed on results, reducing content-business segment profit from ¥334.029 million in the prior-year period to ¥2.242 million.
  3. FY2023-Q2Segment loss continued after transfer of joint-operation rightsAnnual report

    「During the six months ended September 30, the transfer of the joint-operation rights in “Crash Fever” and increased promotional expenses at Fog resulted in revenue of ¥1,394.245 million, down 1.9% year on year, and a segment loss of ¥4.626 million, compared with segment profit of ¥251.314 million in the same period of the previous year.」

    The transfer of Crash Fever’s joint-operation rights and higher promotional expenses at Fog turned the content business from prior-year segment profit into a segment loss of ¥4.626 million.
  4. FY2023-Q1Change in earnings mix after transfer of joint-operation rightsAnnual report

    「During the three months ended June 30, the decline resulting from the transfer of the joint-operation rights in “Crash Fever” was offset by growth at Fog Co., Ltd., resulting in revenue of ¥661.113 million, up 0.1% year on year. However, the impact of the transfer and increased promotional expenses at Fog resulted in a segment loss of ¥22.539 million, compared with segment profit of ¥76.920 million in the same period of the previous year.」

    After the transfer of the Crash Fever joint-operation rights, growth at Fog offset the revenue decline, but the transfer and higher promotional expenses turned the content business from profit to a loss.
  5. FY2022End of joint operation of Crash Fever and transfer of rightsAnnual report

    「The two companies agreed to terminate the business alliance because they concluded that operating the title independently through WonderPlanet Inc. would contribute to its longer-term, more stable operation and enhance both companies’ corporate value.」

    The business alliance for the jointly operated Crash Fever was terminated effective 1 May 2022, and the joint-operation rights were transferred for ¥350 million.
  6. FY2020AdvancedAnnual report

    「The game business is centered on in-app purchases from games offered through smartphone apps. In addition to existing titles such as “Crash Fever” and “CocoPPa Play,” we continued developing the new title “CocoPPa Dolls,” which began service in January 2020.」

    The Company launched the new title CocoPPa Dolls in January 2020 and continued game development alongside existing titles. The game business nevertheless posted a full-year segment loss of ¥630.284 million.
  7. FY2020-Q2Transfer of Tokyo Conception and continued game-business lossAnnual report

    「During the six months ended September 30, revenue increased to ¥1,196.044 million, up 49.6% year on year, due to the impact of consolidating TriFort, the poor performance of “Tokyo Conception,” released in the previous fiscal year, and increased development investment in new titles. The business nevertheless posted a segment loss of ¥622.533 million, compared with segment profit of ¥78.996 million in the same period of the previous year. Tokyo Conception was transferred to a third party on 30 September 2019 because no path to improved profitability was foreseeable.」

    The consolidation of TriFort increased revenue, but poor performance by Tokyo Conception and development investment in new titles resulted in a segment loss of ¥622.533 million. Tokyo Conception was transferred to a third party because profitability was not expected to improve.
  8. FY2020-Q1Higher revenue but game-business loss and impairmentAnnual report

    「The game business is centered on in-app purchases from games offered through smartphone apps. In addition to “Crash Fever,” “CocoPPa Play” and “Tokyo Conception,” we are developing new titles targeted for release during the fiscal year.」

    Development of new titles continued with the aim of releasing them during the fiscal year, but the effects of consolidating TriFort and underperformance by new titles resulted in a segment loss of ¥437.444 million. An impairment loss of ¥99.166 million was also recorded because the profitability of some services declined.
  9. FY2019Underperformance of new games and segment lossAnnual report

    「The business generated higher revenue but lower profit because the consolidation of TriFort Co., Ltd. and the release of “Tokyo Conception” increased revenue, while continued development investment in new titles and the underperformance of new games weighed on results.」

    The game business advanced the consolidation of TriFort, the release of Tokyo Conception and development investment in new titles, but underperformance by new games resulted in higher revenue and lower profit and a segment loss of ¥629.271 million.
  10. FY2019-Q3AdvancedAnnual report

    「The business generated higher revenue but lower profit because the consolidation of TriFort Co., Ltd. and the release of “Tokyo Conception” increased revenue, while development investment in new titles continued.」

    The consolidation of TriFort and the release of Tokyo Conception contributed to higher game-business revenue, while continued development investment in new titles resulted in lower profit.
  11. FY2019-Q2AdvancedAnnual report

    「The game business is centered on in-app purchases from games offered through smartphone apps. In addition to existing titles such as “Crash Fever” and “CocoPPa Play,” we continued developing new titles including “Tokyo Conception,” which began service on 23 October.」

    “Tokyo Conception,” previously targeted for release during the first half, began service on 23 October, marking concrete progress from development to launch.
  12. FY2019-Q1AdvancedAnnual report

    「The game business is centered on in-app purchases from games offered through smartphone apps. In addition to existing titles such as “Crash Fever” and “CocoPPa Play,” we are developing new titles including “Tokyo Conception,” which we aimed to release during the first half of the fiscal year.」

    The Company specifically stated that it was developing the new title “Tokyo Conception” for release during the first half, alongside existing titles.
  13. FY2018RestatedAnnual report

    「In this business, the native social game “Crash Fever,” which had grown steadily from the previous fiscal year, entered the profit-recovery phase and became a stable earnings base. In addition, subsidiaries including ㈱アラン・プロダクツ and キラメックス㈱ continued to grow, resulting in higher revenue and profit.」

    The company reported that Crash Fever had become a stable earnings base and that subsidiaries including ㈱アラン・プロダクツ and キラメックス㈱ continued to grow.
  14. FY2018-Q3RestatedAnnual report

    「In this business, the native social game “Crash Fever,” which had grown steadily from the previous fiscal year, entered the profit-recovery phase and became a stable earnings base. In addition, affiliate advertising revenue at ㈱アラン・プロダクツ, which became a consolidated subsidiary at the end of the second quarter of the previous fiscal year through M&A, grew steadily, resulting in higher revenue and profit.」

    The company continued to report that Crash Fever had become a stable earnings base and that affiliate advertising revenue at ㈱アラン・プロダクツ was growing after the M&A.
  15. FY2018-Q2RestatedAnnual report

    「In this business, the native social game “Crash Fever,” which had grown steadily from the previous fiscal year, entered the profit-recovery phase and became a stable earnings base. In addition, affiliate advertising revenue at ㈱アラン・プロダクツ, which became a consolidated subsidiary at the end of the second quarter of the previous fiscal year through M&A, grew steadily, resulting in higher revenue and profit.」

    The company continued to report that Crash Fever had become a stable earnings base and that affiliate advertising revenue at ㈱アラン・プロダクツ was growing after the M&A.
  16. FY2018-Q1AdvancedAnnual report

    「In this business, the native social game “Crash Fever,” which had grown steadily from the previous fiscal year, entered the profit-recovery phase and became a stable earnings base. In addition, GORO㈱ became a consolidated subsidiary at the end of the second quarter of the previous fiscal year through M&A, resulting in higher revenue and profit.」

    The company states that Crash Fever entered the profit-recovery phase and became a stable earnings base.
  17. FY2017-Q3AdvancedAnnual report

    「During the nine months ended 31 December of the current fiscal year, the smartphone content business increased revenue, led by the native social game “Crash Fever,” for which significant advertising investment, centered on television commercials, was made in the first half, and the affiliate service “SMART GAME” operated by Smarprise, which became a consolidated subsidiary through M&A at the end of the previous fiscal year. Profit also increased as recovery of the advertising investment, primarily in Crash Fever, progressed. As a result, revenue in the content business was ¥4,123 million, up 106.8% year on year, and segment profit was ¥240 million, compared with a segment loss of ¥311 million in the same period of the previous year.」

    Crash Fever and SMART GAME led growth, and progress in recovering advertising investment helped the content business turn from a segment loss in the same period of the previous year to segment profit of ¥240 million.
  18. FY2017-Q2AdvancedAnnual report

    「During the current consolidated fiscal year, the native social game “Crash Fever” and the affiliate service “SMART GAME” operated by consolidated subsidiary Smarprise led growth, while the avatar app “CocoPPa Play” also contributed to higher revenue. However, primarily because of significant advertising investment of approximately ¥1,100 million, centered on television commercials for Crash Fever, and higher amortization of goodwill, the content business posted an operating loss.」

    Crash Fever and SMART GAME led growth, while significant advertising investment of approximately ¥1,100 million, including television commercials, was made. The content business nevertheless posted an operating loss.
  19. FY2017-Q1AdvancedAnnual report

    「During the three months ended 30 June of the current fiscal year, growth in the native social game “Crash Fever” accelerated, while the affiliate service “SMART GAME” operated by consolidated subsidiary Smarprise, which became a consolidated subsidiary in the previous fiscal year, and the avatar app “CocoPPa Play” also contributed to higher revenue.」

    Accelerating growth in Crash Fever and revenue contributions from SMART GAME and CocoPPa Play were cited as specific progress. The content business nevertheless posted a loss because of significant advertising investment centered on Crash Fever.
  20. FY2016First statedAnnual report

    「We designated the native social games “Crash Fever” and “Monster Beat” and the idol-support app “CHEERZ” as priority investment services and increased investment in them, which reduced profit, but “Crash Fever” led growth and the business model transformation progressed.」

    The company designated specific services as investment priorities and stated that Crash Fever led growth.
Moved together

"Optimize the Group's business composition through new business development and M&A" moved the same way as this thread, in the same document, in 6 of its 20 moves.

644222★123456
  1. ★This thread
  2. 1Optimize the Group's business composition through new business development and M&A6×
  3. 2Improve the efficiency of resource utilization and review the Group's business composition4×
  4. 3Transforming the smartphone app business model4×
  5. 4Expand advertising inventory and distribution channels through broader DSP and SSP partnerships2×
  6. 5Establish and stabilize a recurring earnings base2×
  7. 6Expand the business portfolio through the acquisition of a programming education business2×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

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Increasing investment in services such as Crash Fever | UNITED,Inc. (2497) | Komori