Establishing an agile decision-making structure through the transfer of the game business subsidiary
First written in FY2021. 1 of 2 entries say "Achieved", first in FY2022. Latest entry: FY2022.
3 other companies' latest entry also says "Achieved".
- FY2022AchievedAnnual report
「Effective 1 July 2021, the Company changed the app game business and licensing business within its game business from the Company to its wholly owned subsidiary ファンプレックス株式会社 through an absorption-type company split.」
The annual disclosure on business combinations and related matters confirms that, effective 1 July 2021, the app game and licensing businesses changed to ファンプレックス株式会社. The stated purpose was also to integrate expertise in the game business with operational expertise and establish a more agile decision-making structure. - FY2021First statedAnnual report
「Effective 1 July 2020, the Company changed the Wright Flyer Studios business within its game business from the Company to its wholly owned subsidiary 株式会社WFS through an absorption-type company split (the “Company Split”). Based on a resolution adopted at a meeting of the Board of Directors held on 27 October 2020, effective 1 July 2021, the Company changed the app game business and licensing business within its game business from the Company to its wholly owned subsidiary ファンプレックス株式会社 through an absorption-type company split (the “Company Split”).」
An organizational restructuring was disclosed under which the Wright Flyer Studios business changed to 株式会社WFS, and the app game and licensing businesses changed to ファンプレックス株式会社. The Company stated that the company splits would integrate expertise in the game business with operational expertise, establish a more agile decision-making structure and accelerate business expansion.