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GREE Holdings (3632) · TargetRestated

Stabilizing the revenue base of GREE's existing services

First written in FY2016. 20 of 36 entries say "Restated". Latest entry: FY2026.

36entries
11years
2from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2016 – FY2018-Q1RestatedFY2024-Q1 – FY2026-H12016: 22017: 220172018: 420182019: 420192020: 320202021: 420212022: 420222023: 420232024: 320242025: 220252026: 42026
Same theme, other companies
Building a Stable Earnings Base Through the Introduction of New Game TitlesA theme 8 companies write about · 0 as a headwind · 8 as a tailwind

GREE Holdings moved to the "Worse" side of this theme in 2026.

The whole theme swung hardest in 2020: 1 of 6 companies on the "Worse" side.

2 other companies' latest entry also says "Restated".

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. FY2026RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing titles while advancing the development of new titles. During the current consolidated fiscal year, operations centered on existing titles and performance was sluggish.」

    The company continued the long-term operation of existing titles and the development of new titles. However, operations during the current fiscal year centered on existing titles, and the gaming business reported revenue of ¥29,439 million, down 20.3% from the previous fiscal year.
  2. FY2026-H1RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing titles while advancing the development of new titles. During the current interim consolidated accounting period, operations centered on existing titles and performance was sluggish.」

    The company continues its policy of stabilizing revenue through the long-term operation of existing titles and the development of new titles. However, during the current interim consolidated accounting period, operations centered on existing titles, and the gaming business reported a 19.3% decline in revenue and a 23.2% decline in operating profit.
  3. FY2025RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles, and released a new smartphone game during the current consolidated fiscal year. Although the new smartphone game made a certain contribution, operations during the current consolidated fiscal year centered on existing titles and performance was sluggish.」

    The company continued the long-term operation and overseas expansion of existing titles and the development of new titles, and released a new smartphone game. However, operations centered on existing titles, and the gaming business reported a 14.2% decline in revenue and a 29.8% decline in operating profit.
  4. FY2025-H1RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles. However, no new titles were released during the current interim consolidated accounting period, and operations centered on existing titles, resulting in sluggish performance. As a result, revenue for the current interim consolidated accounting period was ¥18,997 million, down 14.2% year on year, and operating profit was ¥1,979 million, down 32.0%.」

    The company continues its existing initiatives of long-term operation and overseas expansion of existing titles and development of new titles. However, no new titles were released during the current interim consolidated accounting period, and the gaming and anime business reported declines in both revenue and profit. No change in the initiatives themselves was disclosed.
  5. FY2024RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles. However, performance was sluggish during the current consolidated fiscal year because no new titles were released.」

    The company continues the long-term operation and overseas expansion of existing games and the development of new titles. However, no new titles were released during the current fiscal year, and the gaming and anime business reported declines in both revenue and profit.
  6. FY2024-Q3RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles. Although anniversary initiatives for “Heaven Burns Red” were beginning to prove effective, revenue declined year on year. As a result, revenue for the cumulative third quarter of the current consolidated fiscal period was ¥35,102 million, down 14.2% year on year, and operating profit was ¥5,507 million, down 1.4%.」

    The company continues the long-term operation and overseas expansion of existing titles and the development of new titles. Although the anniversary initiatives for Heaven Burns Red were beginning to prove effective, revenue in the gaming and anime business decreased 14.2% year on year and operating profit decreased 1.4%.
  7. FY2024-Q2RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles. However, performance was sluggish due in part to the reaction following the initial surge in popularity after the release of “Heaven Burns Red.” As a result, revenue for the cumulative second quarter of the current consolidated fiscal period was ¥22,151 million, down 11.6% year on year, and operating profit was ¥2,910 million, down 17.5%.」

    The company continues the long-term operation and overseas expansion of existing titles and the development of new titles. The gaming and anime business reported declines of 11.6% in revenue and 17.5% in operating profit, partly due to the reaction following the initial surge in popularity after the release of Heaven Burns Red, but no change in the initiatives themselves was disclosed.
  8. FY2024-Q1RestatedAnnual report

    「The company worked to stabilize revenue through the long-term operation of existing smartphone games and to improve earnings power through overseas expansion, while advancing the development of new titles. However, performance was sluggish due in part to the reaction following the initial surge in popularity after the release of “Heaven Burns Red.”」

    The company continues initiatives to stabilize revenue through the long-term operation and overseas expansion of existing games and the development of new titles. However, partly due to the reaction following the initial surge in popularity after the release of Heaven Burns Red, the gaming and anime business reported revenue of ¥11,715 million and operating profit of ¥1,564 million, representing year-on-year declines in both revenue and profit.
  9. FY2023ReframedAnnual report

    「The gaming and anime business is the earnings base of the group. To achieve sustained growth, the group will continue its “Engine × IP × Global” strategy and proceed with restructuring its multilayered business structure. With the aim of improving profitability over the medium to long term, it will work to strengthen its ability to create and develop IP and seek to increase the proportion of overseas sales through active international expansion. In addition, to build a robust earnings base, it will actively pursue projects based not only on in-house development but also on licensing and contract development, with the aim of establishing a multilayered business structure.」

    The revenue stabilization strategy centered on the long-term operation and new development of existing smartphone games is being restructured into a multilayered business model encompassing IP creation, overseas sales, licensing, and contract development.
  10. FY2023-Q3RestatedAnnual report

    「In its core gaming and anime business, the company worked to stabilize revenue through the long-term operation of existing smartphone app games, hereinafter referred to as “app games,” and to improve earnings power through overseas expansion, while advancing the development of new app games. As a result of these initiatives, revenue for the cumulative third quarter of the current consolidated fiscal period was ¥50,705 million, down 1.6% year on year, and operating profit was ¥5,072 million, down 16.9%.」

    The company continues the long-term operation and overseas expansion of existing app games and the development of new games. Revenue in the Internet and Entertainment business decreased 1.6% year on year and operating profit decreased 16.9%, but no change in the measures aimed at stabilizing the earnings base was disclosed.
  11. FY2023-Q2AdvancedAnnual report

    「In its core gaming and anime business, the company worked to stabilize revenue through the long-term operation of existing smartphone app games, hereinafter referred to as “app games,” and to improve earnings power through overseas expansion, while advancing the development of new app games. In the metaverse business, it expanded the content and communication features of the virtual live-streaming app “REALITY” and advanced its global rollout. In the commerce and DX businesses, it worked to strengthen media capabilities and SaaS functions and to support companies with digital transformation. As app games in the gaming and anime business performed steadily, revenue for the cumulative second quarter of the current consolidated fiscal period was ¥31,663 million, up 0.6% year on year, and operating profit was ¥3,267 million, up 10.4%.」

    The company continued the long-term operation and overseas expansion of existing app games and the development of new games. Revenue in the gaming and anime business increased 0.6% year on year and operating profit increased 10.4%.
  12. FY2023-Q1AdvancedAnnual report

    「In its core gaming and anime business, the company worked to stabilize revenue through the long-term operation of existing smartphone app games, hereinafter referred to as “app games,” and to improve earnings power through overseas expansion, while advancing the development of new app games. As app games in the gaming and anime business performed steadily, revenue for the cumulative first quarter of the current consolidated fiscal period was ¥16,131 million, up 30.8% year on year, and operating profit was ¥1,777 million, up 263.5%.」

    The company continued the long-term operation and overseas expansion of existing app games and the development of new games. As app games performed steadily, revenue in the Internet and Entertainment business increased 30.8% year on year and operating profit increased 263.5%, demonstrating tangible progress in results toward stabilizing the earnings base.
  13. FY2022AdvancedAnnual report

    「In its core gaming business, the company worked to stabilize revenue through the long-term operation of existing smartphone app games, hereinafter referred to as “app games,” and to improve earnings power through overseas expansion. It also released new app games and produced multiple hits. As new app games in the gaming business contributed to results, revenue for the current consolidated fiscal year was ¥71,877 million, up 26.6% from the previous consolidated fiscal year, and operating profit was ¥9,734 million, up 81.0%.」

    The company continued the long-term operation and overseas expansion of existing app games and the release of new app games, producing multiple hits. Revenue in the gaming business increased 26.6% and operating profit increased 81.0%, demonstrating tangible progress in results toward stabilizing the earnings base.
  14. FY2022-Q3AdvancedAnnual report

    「As new app games in the gaming business contributed to results, revenue for the cumulative third quarter of the current consolidated fiscal period was ¥51,550 million, up 20.4% year on year, and operating profit was ¥6,106 million, up 57.4%.」

    Driven by contributions from new app games, revenue in the Internet and Entertainment business increased 20.4% year on year and operating profit increased 57.4%. The results demonstrate tangible progress toward stabilizing the earnings base through the long-term operation and overseas expansion of existing app games and the development of new games.
  15. FY2022-Q2AdvancedAnnual report

    「As new app games in the gaming business contributed to results, revenue for the cumulative second quarter of the current consolidated fiscal period was ¥31,472 million, up 8.8% year on year, and operating profit was ¥2,960 million, up 37.3%.」

    Driven by contributions from new app games, revenue in the Internet and Entertainment business increased 8.8% year on year and operating profit increased 37.3%, demonstrating tangible progress toward stabilizing the earnings base.
  16. FY2022-Q1RestatedAnnual report

    「In our core gaming business, coin consumption for browser games continued to decline, but we continued working to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games.」

    While recognizing the decline in coin consumption in browser games, the company continues to pursue revenue stabilization through the long-term operation of existing app games, overseas expansion, and the development of new app games.
  17. FY2021RestatedAnnual report

    「For app games, we will create new sources of revenue by releasing new titles, strengthen the earnings power of existing titles by reinforcing our global operating structure, and expand and invigorate IP fan communities through long-term operation. For browser games, we will work to generate profits continuously while maintaining high profit margins.」

    The policy of stabilizing the revenue base through new titles, global operation of existing titles, long-term operation and continued profit generation from browser games was reiterated.
  18. FY2021-Q3RestatedAnnual report

    「In our core gaming business, coin consumption for browser games continued to decline, but we continued working to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games.」

    While acknowledging the continued decline in browser-game coin consumption, the Group continued its policy of stabilizing revenue through long-term operation of existing app games, overseas expansion and new app-game development. No new release or improvement in revenue metrics was reported.
  19. FY2021-Q2RestatedAnnual report

    「In our core gaming business, we continued working to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games.」

    The policy of stabilizing revenue through long-term operation of existing app games, overseas expansion and new app-game development continued. No material change or new milestone was reported.
  20. FY2021-Q1RestatedAnnual report

    「Against this backdrop, our Group invested in gaming, live entertainment, and advertising and media. In our core gaming business, we continued working to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games.」

    The Group continued long-term operation of existing app games, overseas expansion and new app-game development. No additional milestone, such as new releases or improved revenue metrics, was reported.
  21. FY2020-Q3AdvancedAnnual report

    「Against this backdrop, during the first 3 quarters of the current fiscal year, our Group continued working in its core gaming and entertainment business to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games. As a result, we achieved the global release of 1 new app game and expanded the regions of deployment for 3 existing app games.」

    The Group continued long-term operation of existing app games, overseas expansion and new development, achieving the global release of 1 new app game and regional expansion for 3 existing app games. The number of existing app games with expanded regions increased from 1 in the previous quarter.
  22. FY2020-Q2AdvancedAnnual report

    「Against this backdrop, during the first 2 quarters of the current fiscal year, our Group continued working in its core gaming and entertainment business to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games. As a result, we achieved the global release of 1 new app game and expanded the regions of deployment for 1 existing app game.」

    The Group continued long-term operation of existing app games, overseas expansion and new development, achieving the global release of 1 new app game and regional expansion for 1 existing app game. This represents concrete progress toward stabilizing the revenue base.
  23. FY2020-Q1RestatedAnnual report

    「Against this backdrop, in our core gaming and entertainment business, we continued working to stabilize revenue through the long-term operation of existing smartphone app games and improve earning power through overseas expansion, while developing new app games.」

    The Group continued long-term operation of existing app games, overseas expansion and development of new app games. No additional milestone, such as a new revenue metric or release achievement, was reported.
  24. FY2019AdvancedAnnual report

    「As a result, we maintained our existing app games near the top of the sales rankings on app distribution platforms, achieved overseas rollout and regional expansion for 4 titles, and released 2 new app games.」

    Concrete progress was reported through maintaining high sales rankings for existing app games, expanding 4 titles overseas and into additional regions, and releasing 2 new app games.
  25. FY2019-Q3RestatedAnnual report

    「Against this backdrop, during the first 3 quarters of the current fiscal year, our core gaming and entertainment business continued operating existing smartphone game applications and preparing for overseas expansion while developing new titles, and achieved the overseas rollout of 3 existing titles and expanded their regions of deployment.」

    The Group continued operating existing smartphone games, developing new titles and preparing for overseas expansion. It achieved overseas rollout of 3 existing titles and expanded their regions of deployment, although no improvement in revenue metrics indicating stabilization of the revenue base was reported.
  26. FY2019-Q2RestatedAnnual report

    「Against this backdrop, during the first 2 quarters of the current fiscal year, our core gaming and entertainment business continued operating existing smartphone game applications and preparing for overseas expansion while developing new titles, and achieved the overseas rollout of 2 existing titles and expanded their regions of deployment.」

    The Group continued operating existing smartphone games, developing new titles and preparing for overseas expansion. It achieved overseas rollout of 2 existing titles and expanded their regions of deployment, but no improvement in revenue metrics indicating stabilization of the revenue base was reported.
  27. FY2019-Q1AdvancedAnnual report

    「Against this backdrop, during the first quarter of the current fiscal year, our core gaming and entertainment business continued operating existing smartphone game applications and preparing for overseas expansion while developing new titles, and released 1 new title.」

    The Group continued operating existing smartphone games, preparing for overseas expansion and developing new titles, and released 1 new title. This represents concrete progress toward stabilizing the revenue base.
  28. FY2018AdvancedAnnual report

    「As a result of stronger operations for existing mobile games, overseas expansion in collaboration with leading partners and the release of multiple new mobile games, overall coin consumption increased during the current fiscal year, despite a decline in web-game coin consumption compared with the previous fiscal year, because the increase in mobile games more than offset it.」

    Stronger operations for existing mobile games, overseas expansion and the release of multiple new titles were reported as achievements. Overall coin consumption increased, exceeding the decline in web games.
  29. FY2018-Q3AdvancedAnnual report

    「During the first 3 quarters of the current fiscal year, our core gaming and entertainment business focused on strengthening the operation of smartphone game applications and expanding overseas. We also made steady progress in developing and releasing new titles. As a result, although coin consumption for web games declined, the increase in mobile games more than offset it, and overall coin consumption increased year on year.」

    The Group continued strengthening mobile-game operations, expanding overseas, and developing and releasing new titles. Overall coin consumption increased year on year, exceeding the decline in web games, indicating measurable progress toward stabilizing the revenue base.
  30. FY2018-Q2AdvancedAnnual report

    「While developing new smartphone game applications, we also strengthened the operation of existing titles. As a result, coin consumption for mobile games increased year on year. Although web-game coin consumption declined, the increase in mobile games more than offset it, resulting in higher overall coin consumption year on year.」

    The Group continued developing new titles and strengthening the operation of existing titles. Mobile-game growth exceeded the decline in web games, resulting in higher overall coin consumption year on year, indicating measurable progress toward stabilizing the revenue base.
  31. FY2018-Q1RestatedAnnual report

    「Against this backdrop, during the first quarter of the current fiscal year, we continued developing new smartphone game applications while strengthening the operation of titles released in the previous fiscal year. As a result, coin consumption remained solid. In contrast, coin consumption for higher-margin web games declined year on year.」

    The Group continued developing new titles and strengthening the operation of existing titles. Overall coin consumption remained solid, while web-game coin consumption declined year on year. No substantive change was reported in the measures aimed at stabilizing the revenue base.
  32. FY2017RestatedAnnual report

    「For our existing services centered on “GREE,” we will further improve operating efficiency and implement various initiatives to stimulate user activity. We will also pursue outsourced operation of third-party titles by leveraging our Group's operating expertise in the gaming business.」

    The policy of stabilizing existing services was reiterated, with operating efficiency, user engagement and outsourced operation of third-party titles identified as the means.
  33. FY2017-Q1RestatedAnnual report

    「To restore business performance, our Group has expanded mobile content and services and worked to increase usage among users in Japan and overseas.」

    The existing challenge related to the revenue base of established services continued to be described in quarterly reporting as “business recovery.” No specific numerical target, deadline or new achievement milestone was provided.
  34. FY2016First statedAnnual report

    「For our existing services centered on “GREE,” we will continue expanding our content lineup and pursuing new business opportunities to stimulate user activity and maintain and sustain medium-term profit levels, while further improving the efficiency of our operating structure.」

    In response to the contraction of existing revenue sources, the Group aims to maintain profit levels through a combination of content expansion, new business development and greater operating efficiency.
Moved together

"Creating Hit Smartphone Game Titles" moved the same way as this thread, in the same document, in 8 of its 36 moves.

863333★123456
  1. ★This thread
  2. 1Creating Hit Smartphone Game Titles8×
  3. 2The gaming business strategy of “engine × IP × global”6×
  4. 3Capital Policy Through Treasury Stock Acquisitions3×
  5. 4Establishing the Investment and Incubation Business as a Dedicated Division and Expanding Investment Scale3×
  6. 5Global No. 1 position in social gaming3×
  7. 6Sharing Game Development and Operations Know-How Among Bases in Various Countries3×

★ 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.

When this could move next
No upcoming earnings preview for GREE Holdings yet. It last moved in the Revision of earnings forecasts of 2026-08-07: "Worsened".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Stabilizing the revenue base of GREE's existing services | GREE Holdings,Inc. (3632) | Komori