Decline in sales in the PC and gaming business
First written in FY2019-Q1. 24 of 29 entries say "Mitigated", first in FY2019-Q2. Latest entry: FY2026.
No other company in this theme has enough history to compare yet.
- FY2026MitigatedAnnual report
「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Against a backdrop of rising replacement demand following the end of Windows 10 support in October 2025, it increased production capacity for original products through the operation of its Nagoya production facility and expanded its sales channels in the Tohoku region by opening a new Applied Sendai store, resulting in revenue of ¥37,392 million, up 8.2% year on year.」
Revenue from the PC and Game business increased 8.2% year on year, and the theme of declining revenue is improving. - 2026-05-14MitigatedResults
「売上高は373億92百万円(前年同期比8.2%増)となりました。」
パソコン・ゲーム事業の増収が継続した。 - FY2026-H1MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business focused on selling high-quality original products and providing high-value-added services amid pronounced rush demand ahead of the end of Windows 10 support in October 2025. Revenue was ¥17.190 billion, up 13.6% year on year.」
Revenue from the PC and Game business increased 13.6% year on year, and the theme of declining revenue is improving. - FY2025MitigatedAnnual report
「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Amid rising replacement demand following the end of Windows 10 support in October 2025, it expanded and increased sales of its proprietary product lineup, including the “High-Performance & High-Quality CERVO Workstation Series” and “High-Durability Path Finder Series,” resulting in revenue of ¥34,572 million, up 9.0% year on year.」
Revenue from the PC and Game business increased 9.0% year on year, and the theme of declining revenue is improving. - FY2025-H1MitigatedAnnual report
「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Against a backdrop of rising replacement demand ahead of the end of Windows 10 support, it increased contact points for B2B solution proposals through business fairs for corporations and sole proprietors, online seminars for universities and research institutions, and demonstrations of cutting-edge computers. It strengthened sales of high-priced, high-value-added models leveraging its proprietary technology, including the “High-Performance & High-Quality CERVO Workstation Series” and “High-Durability Path Finder Series,” while focusing on providing high-value-added services, resulting in revenue of ¥15,133 million, up 3.9% year on year.」
Revenue from the PC and Game business increased 3.9% year on year, and the theme of continued year-on-year declines improved. - FY2024MitigatedAnnual report
「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” expanded its original product lineup by industry and application, broadened its range of solution proposals, and focused on acquiring new corporate customers through seminars for corporations, government agencies, research institutions and universities, resulting in revenue of ¥31,720 million, up 3.9% year on year.」
Revenue from the PC and Game business increased 3.9% year on year, and the theme of continued year-on-year declines improved. - FY2024-Q3MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business held online seminars, business fairs and the OPEN Grand Appreciation Festival, among other events, and pursued differentiation in products, merchandise and services through its strategy of becoming the leading store in each region. Revenue was ¥22.225 billion, up 5.4% year on year.」
Revenue from the PC and Game business increased 5.4% year on year, maintaining the improvement in the theme of continued year-on-year declines. - FY2024-Q2MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business expanded its differentiated lineup of corporate products tailored to specific industries and uses, including the “PC Series That Keeps Operations Running,” equipped with highly durable and reliable industrial motherboards, thereby increasing the number of new corporate customers. Revenue was ¥14.561 billion, up 8.8% year on year.」
Revenue from the PC and Game business increased 8.8% year on year, and the theme of continued year-on-year declines is improving. - FY2024-Q1MitigatedAnnual report
「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” promoted product and solution sales specialised by application, and increased service revenue through various promotional initiatives, resulting in revenue of ¥6,936 million, up 3.2% year on year.」
Revenue from the PC and Game business increased 3.2% year on year, maintaining the improvement in the theme of continued year-on-year declines. - FY2023MitigatedAnnual report
「Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation through proposals for various solutions centered on original products. Revenue was ¥30.521 billion, up 13.7% year on year.」
Revenue from the PC and Game business increased 13.7% year on year, and the theme of continued year-on-year declines improved. - FY2023-Q3MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business strengthened web-based sales promotion and focused on selling product solutions to individual and corporate customers. Revenue was ¥21.091 billion, up 13.6% year on year.」
Revenue from the PC and Game business increased 13.6% year on year, and the theme of continued year-on-year declines improved. - FY2023-Q2MitigatedAnnual report
「① In the PC and gaming business, the Group aims to become a direct-sales manufacturer that “takes on the challenge of making AI part of everyday life.” By strengthening its lineup of high-value-added products tailored to individual customer needs and focusing on product-solution sales, revenue amounted to ¥13,378 million, up 12.5% year on year.」
Revenue from the PC and Game business increased 12.5% year on year, and the theme of continued year-on-year declines improved. - FY2023-Q1MitigatedAnnual report
「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” promoted product and solution sales using online seminars, and benefited from steady corporate sales, resulting in revenue of ¥6,718 million, up 14.1% year on year.」
Revenue from the PC and Game business increased 14.1% year on year, and the theme of continued year-on-year declines improved. - FY2022MitigatedAnnual report
「By strongly promoting product-solution sales leveraging the expansion of its HPC & BTO production facility, the PC and Game business, which seeks to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” recorded revenue of ¥26.841 billion, compared with ¥26.048 billion in the same period of the previous year.」
Revenue from the PC and Game business increased from ¥26.048 billion in the same period of the previous year to ¥26.841 billion, and the theme of continued year-on-year declines improved for the full year. - FY2022-Q3WorsenedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business focused on selling product solutions that leveraged increased production capacity and a short-lead-time production system resulting from the expansion of its HPC & BTO production facility. Revenue was ¥18.568 billion, compared with ¥18.829 billion in the same period of the previous year.」
Revenue from the PC and Game business declined from ¥18.829 billion in the same period of the previous year to ¥18.568 billion, returning to a year-on-year decline. - FY2022-Q2WorsenedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business increased production capacity and established a short-lead-time production system by expanding its HPC & BTO production facility, deepened its expertise by enhancing online services, and recorded revenue of ¥11.892 billion, compared with ¥12.050 billion in the same period of the previous year.」
Revenue from the PC and Game business declined from ¥12.050 billion in the same period of the previous year to ¥11.892 billion, returning to a year-on-year decline. - FY2022-Q1WorsenedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation as a specialist retailer and focused on providing proprietary products and services. Revenue was ¥5.890 billion, compared with ¥6.180 billion in the same period of the previous year.」
Revenue from the PC and Game business declined from ¥6.180 billion in the same period of the previous year to ¥5.890 billion, returning to a year-on-year decline. - FY2021MitigatedAnnual report
「Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued the development of new customer segments by providing original products and systems and services centered on HPC (high-performance computing). Revenue was ¥26.048 billion, up 7.1% year on year.」
Revenue from the PC and Game business increased 7.1% year on year, maintaining the improvement from previous year-on-year declines. - FY2021-Q3MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation from competitors by providing proprietary products, systems and services, including solutions. Revenue was ¥18.829 billion, up 7.6% year on year.」
Revenue from the PC and Game business increased 7.6% year on year, maintaining the improvement from previous year-on-year declines. - FY2021-Q2MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation from competitors by providing proprietary products, systems and services, including solutions. Revenue was ¥12.050 billion, up 2.0% year on year.」
Revenue from the PC and Game business increased 2.0% year on year, maintaining the improvement from previous year-on-year declines. However, the growth rate decreased from 6.1% in the first quarter. - FY2021-Q1MitigatedAnnual report
「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business actively promoted proposals to improve customers’ IT environments by supporting the introduction of telework and online learning and holding free consultation sessions for corporate customers and sole proprietors. Revenue was ¥6.180 billion, up 6.1% year on year.」
Revenue from the PC and Game business increased 6.1% year on year, indicating an improvement from the previous year-on-year decline. - FY2020MitigatedAnnual report
「By providing proprietary products, systems and services, including solutions, the PC and Game business pursued differentiation from competitors. Revenue was ¥24.306 billion, down 3.7% year on year.」
Although revenue from the PC and Game business continued to decline year on year, the rate of decline narrowed from 6.0% in the previous fiscal year to 3.7%. - FY2020-Q3WorsenedAnnual report
「① By providing proprietary products, systems and services, including solutions, the PC and Game business sought to differentiate itself from competitors. Revenue was ¥17.5 billion, down 3.4% year on year.」
Revenue from the PC and Game business fell 3.4% year on year, turning down from a 0.1% year-on-year increase in the cumulative period through the previous quarter. - FY2020-Q2MitigatedAnnual report
「By providing proprietary products, systems and services, the PC and Game business sought to differentiate itself from competitors. Revenue was ¥11.811 billion, up 0.1% year on year.」
Revenue from the PC and Game business increased 0.1% year on year, maintaining its return to growth after previous year-on-year declines, although the growth rate was modest. - FY2020-Q1MitigatedAnnual report
「By providing proprietary products, systems and services, the PC and Game business sought to differentiate itself from competitors. Revenue was ¥5.825 billion, up 4.2% year on year.」
Revenue from the PC and Game business increased 4.2% year on year, turning to growth after declining year on year through FY2019-Q1. - FY2019MitigatedAnnual report
「By providing proprietary products, systems and services as a specialist retailer, the PC and Game business pursued differentiation from competitors. Revenue was ¥25.230 billion, down 6.0% year on year.」
Revenue from the PC and Game business continued to decline, but the rate of decline narrowed from 9.4% in the third quarter to 6.0%. - FY2019-Q3MitigatedAnnual report
「As a specialist retailer, the PC and Game business focused on providing proprietary products, systems and services and pursued differentiation from competitors. Revenue was ¥18.113 billion, down 9.4% year on year.」
Revenue from the PC and Game business continued to decline, but the year-on-year rate of decline narrowed from 9.7% in the previous quarter to 9.4%. - FY2019-Q2MitigatedAnnual report
「The PC and Game business opened Applied Ichinomiya, a large-format specialist PC store, on 30 June. By providing products, systems and services as a specialist retailer, the company pursued differentiation from competitors, and revenue was ¥11.803 billion, down 9.7% year on year.」
Revenue from the PC and Game business continued to decline, but the year-on-year rate of decline narrowed from 11.8% in the first quarter to 9.7%. - FY2019-Q1First statedAnnual report
「The PC and Game business opened Applied Ichinomiya, a large-format specialist PC store, on 30 June. By providing proprietary products, systems and services, the company sought to differentiate itself from competitors, and revenue was ¥5.589 billion, down 11.8% year on year.」
Although the company opened a large-format specialist store and differentiated itself through proprietary products, systems and services, revenue from the PC and Game business fell 11.8% year on year.