Impairment losses due to discontinued game title development or deteriorating prospects for revenue recovery
First written in FY2019-Q2. 3 of 3 entries say "Materialised", first in FY2019-Q2. Latest entry: FY2020.
Axel Mark moved to the "Worse" side of this theme in 2019, 1 year before the typical company in this theme (2020).
The whole theme swung hardest in 2019: 9 of 13 companies on the "Worse" side.
2 other companies' latest entry also says "Materialised".
- FY2020MaterialisedAnnual report
「In the game business, because revenue from games in operation was no longer expected to be generated within the originally anticipated period, the carrying amount of the asset group related to the business was reduced to its recoverable amount, and the reduction was recorded as an impairment loss.」
The company recorded an impairment loss of ¥129.665 million on software due to lower expected revenue recovery from games in operation. - FY2020-Q1MaterialisedAnnual report
「In the game business, revenue from games in operation was no longer expected to be recovered within the originally anticipated period, so the resulting impairment loss was recorded as an extraordinary loss. The impairment loss recorded for the first quarter of the current consolidated cumulative period was as follows: Game business, ¥129.665 million.」
The company recorded an impairment loss of ¥129.665 million in the game business due to lower expected revenue recovery from games in operation. - FY2019-Q2MaterialisedAnnual report
「Because development of a game title in progress was discontinued and earnings from game titles in operation were no longer expected to be recovered within the originally anticipated period, an impairment loss was recorded as an extraordinary loss. The impairment loss recorded during the six-month period of the second quarter of the current fiscal year was ¥482.872 million.」
The company discontinued development of a game in development and no longer expected to recover revenue from a game in operation, recording an impairment loss of ¥482.872 million in the game business.