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Axel Mark (3624) · FactDropped

Mobile Game Business Posts Higher Revenue and Profit

First written in FY2017-Q1. 13 of 17 entries say "Worsened", first in FY2017-Q3. Latest entry: FY2021.

17entries
5years
0from disclosures
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How it moved
ProgressHeldSoftenedWorseWorsenedFY2018-Q1 – FY20202017: 420172018: 420182019: 420192020: 420202021: 12021
Same theme, other companies
Mobile Game Sales TrendsA theme 6 companies write about · 1 as a headwind · 4 as a tailwind

Axel Mark moved to the "Worse" side of this theme in 2018.

The whole theme swung hardest in 2018: 1 of 6 companies on the "Worse" side.

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

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Full recordFilings, disclosures and news, newest first
  1. FY2021DroppedAnnual report
    The game business was transferred in the previous fiscal year, and the current fiscal year is reported in 2 segments, the advertising business and other businesses. As a result, the game business’s trends in revenue, profit and loss no longer appear in the current-year segment information.
  2. FY2020WorsenedAnnual report

    「Revenue in the game business was ¥461.716 million, down 37.1% year on year, while the segment posted a loss of ¥518.789 million, compared with a segment loss of ¥506.633 million in the same period of the previous year.」

    Revenue in the game business fell 37.1%, and the segment loss widened from ¥506.633 million to ¥518.789 million. The business segment was exited through a transfer on 1 September.
  3. FY2020-Q3WorsenedAnnual report

    「Revenue in the game business was ¥388.882 million, down 32.6% year on year, while the segment posted a loss of ¥475.782 million, compared with a segment loss of ¥314.923 million in the same period of the previous year.」

    Revenue in the game business fell 32.6% year on year, and the segment loss widened from ¥314.923 million to ¥475.782 million.
  4. FY2020-Q2WorsenedAnnual report

    「Revenue in the game business was ¥301.997 million, down 33.1% year on year, while the segment posted a loss of ¥351.701 million, compared with a segment loss of ¥180.910 million in the same period of the previous year.」

    The game business generated lower revenue year on year, and the segment loss widened from ¥180.910 million to ¥351.701 million.
  5. FY2020-Q1WorsenedAnnual report

    「Revenue in the game business was ¥167.618 million, down 37.6% year on year, while the segment posted a loss of ¥195.952 million, compared with a segment loss of ¥84.325 million in the same period of the previous year.」

    The game business suffered a substantial year-on-year decline in revenue, and the segment loss widened from ¥84.325 million to ¥195.952 million.
  6. FY2019WorsenedAnnual report

    「As a result, segment revenue was ¥734.553 million, down 6.0% year on year, while the segment posted a loss of ¥506.633 million, compared with a segment loss of ¥215.828 million in the same period of the previous year.」

    The game business generated lower revenue, and the segment loss widened from ¥215.828 million in the same period of the previous year to ¥506.633 million.
  7. FY2019-Q3WorsenedAnnual report

    「As a result, segment revenue was ¥577.369 million, up 26.3% year on year, while the segment posted a loss of ¥314.923 million, compared with a segment loss of ¥137.120 million in the same period of the previous year.」

    The game business generated higher revenue year on year, but the segment loss widened from ¥137.120 million to ¥314.923 million.
  8. FY2019-Q2WorsenedAnnual report

    「As a result, segment revenue was ¥451.428 million, up 27.5% year on year, while the segment posted a loss of ¥180.910 million, compared with a segment loss of ¥85.852 million in the same period of the previous year.」

    The game business generated higher revenue, but the segment loss widened from ¥85.852 million in the same period of the previous year to ¥180.910 million.
  9. FY2019-Q1WorsenedAnnual report

    「As a result, segment revenue was ¥268.462 million, up 28.1% year on year, while the segment posted a loss of ¥84.325 million, compared with a segment loss of ¥29.411 million in the same period of the previous year.」

    The game business generated higher revenue year on year, but the segment loss widened from ¥29.411 million to ¥84.325 million.
  10. FY2018WorsenedAnnual report

    「Segment revenue was ¥781.266 million, down 55.4% year on year, while the segment posted a loss of ¥215.828 million, compared with a segment loss of ¥117.067 million in the same period of the previous year.」

    Revenue in the game business fell 55.4% year on year, and the segment loss widened from ¥117.067 million to ¥215.828 million.
  11. FY2018-Q3WorsenedAnnual report

    「As a result, segment revenue was ¥457.183 million, down 67.9% year on year, while the segment posted a loss of ¥137.120 million, compared with a segment loss of ¥99.863 million in the same period of the previous year.」

    The game business suffered a substantial year-on-year decline in revenue, and the segment loss also widened from the same period of the previous year.
  12. FY2018-Q2WorsenedAnnual report

    「As a result, segment revenue was ¥354.035 million, down 69.6% year on year, while the segment posted a loss of ¥85.852 million, compared with segment profit of ¥43.096 million in the same period of the previous year.」

    The game business suffered a substantial year-on-year decline in revenue, and segment results turned from profit in the same period of the previous year to a loss of ¥85.852 million.
  13. FY2018-Q1WorsenedAnnual report

    「Segment revenue was ¥209.580 million, down 67.2% year on year, while the segment posted a loss of ¥29.411 million, compared with segment profit of ¥78.464 million in the same period of the previous year.」

    The game business suffered a substantial year-on-year decline in revenue, and segment results turned from profit in the same period of the previous year to a loss of ¥29.411 million.
  14. FY2017Higher revenue and a narrower loss, but losses continueAnnual report

    「Segment revenue was ¥1,753.527 million, up 14.3% year on year, while the segment posted a loss of ¥53.837 million, compared with a segment loss of ¥199.659 million in the same period of the previous year.」

    The mobile game business generated higher revenue, and the segment loss narrowed from the same period of the previous year, but it continued to report a loss.
  15. FY2017-Q3WorsenedAnnual report

    「Segment revenue was ¥1,422.192 million, up 37.6% year on year, while the segment posted a loss of ¥50.669 million, compared with segment profit of ¥115.833 million in the same period of the previous year.」

    The mobile game business generated higher revenue year on year, but segment results turned from profit in the same period of the previous year to a loss of ¥50.669 million.
  16. FY2017-Q2RestatedAnnual report

    「Segment revenue was ¥1,165.838 million, up 143.8% year on year, and segment profit was ¥77.226 million, compared with a segment loss of ¥10.756 million in the same period of the previous year.」

    The mobile game business maintained year-on-year increases in revenue and profit, while the text also states that revenue and profit declined from the previous quarter.
  17. FY2017-Q1First statedAnnual report

    「Segment revenue was ¥639.656 million, up 148.6% year on year, and segment profit was ¥96.388 million, up 292.2% year on year.」

    The mobile game business posted substantial year-on-year increases in both revenue and profit.
Moved together

"Return to Operating Profitability" moved the same way as this thread, in the same document, in 10 of its 17 moves.

1097433★123456
  1. ★This thread
  2. 1Return to Operating Profitability10×
  3. 2Operating Loss and Negative Operating Cash Flow as Investment Continues9×
  4. 3Material doubt regarding the going-concern assumption due to an operating loss and negative operating cash flow7×
  5. 4Share Value Dilution from the Exercise of Subscription Rights to Shares4×
  6. 5Creating New Core Services for the Next Generation3×
  7. 6Stabilizing the Financial Base and Strengthening Capital3×

★ 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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Mobile Game Business Posts Higher Revenue and Profit | AXEL MARK INC. (3624) | Komori