Komori
GREE Holdings (3632) · TargetRestated

Global No. 1 position in social gaming

First written in FY2016. 17 of 27 entries say "Restated". Latest entry: FY2026-H1.

27entries
11years
0from disclosures
Share on X
How it moved
ProgressHeldSoftenedWorseRestatedFY2021-Q1 – FY2026-H12016: 22017: 220172018: 120182019: 420192020: 320202021: 420212022: 320222023: 220232024: 320242025: 220252026: 1
Same theme, other companies
Overseas and global expansion of mobile online gamesA theme 9 companies write about · 0 as a headwind · 9 as a tailwind

The whole theme swung hardest in 2023: 1 of 7 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. FY2026-H1RestatedAnnual report

    「In the platform business, we have been expanding the content and functionality of “REALITY” while also advancing its global rollout.」

    The expansion of “REALITY” functionality and content, as well as its global rollout, is continuing. No mention is made of achieving global No. 1 status for social games.
  2. FY2025RestatedAnnual report

    「WFS develops and operates various smartphone games and distributes numerous popular titles in Japan and globally.」

    The domestic and global rollout of game titles is continuing. No mention is made of achieving the goal of becoming the “global No. 1 in social games.”
  3. FY2025-H1RestatedAnnual report

    「We have worked to stabilize earnings through the long-term operation of existing smartphone games and improve earnings power through overseas expansion, while also proceeding with the development of new titles.」

    The company continues to pursue higher earnings power in the game business through overseas expansion. Neither achievement of becoming No.1 social games company globally nor the number of new overseas rollouts is reported.
  4. FY2024RestatedAnnual report

    「The smartphone metaverse service "REALITY" aims to expand its share of Japan's live-streaming market and strengthen its earnings power globally,」

    The company continues to pursue global growth through the overseas expansion of its games and REALITY. No achievement of becoming No.1 globally is reported.
  5. FY2024-Q3RestatedAnnual report

    「We have worked to stabilize earnings through the long-term operation of existing smartphone games and improve earnings power through overseas expansion, while also proceeding with the development of new titles.」

    The company continues to pursue higher earnings power in the game business through overseas expansion and to develop new titles. Neither achievement of becoming No.1 social games company globally nor the number of new overseas rollouts is reported.
  6. 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.”」

    The company continues to pursue higher earnings power through overseas expansion of its games. No specific results, such as the number of new overseas rollouts or achievement of becoming No.1 globally, are reported.
  7. FY2023RestatedAnnual report

    「We will seek to increase the proportion of overseas sales through active overseas expansion.」

    The company continues its policy of growing the game business through global expansion. No achievement of becoming No.1 globally is reported.
  8. FY2023-Q3RestatedAnnual report

    「In the metaverse business, we have been expanding the content and communication features of the virtual live-streaming app "REALITY" while also pursuing global expansion.」

    The company continues to expand the content and features of "REALITY" and pursue global expansion. No specific results, such as achievement of becoming No.1 globally or the number of new rollouts, are reported.
  9. FY2023-Q1RestatedAnnual report

    「In the metaverse business, we have been expanding the content and communication features of the virtual live-streaming app "REALITY" while also pursuing global expansion.」

    The company continues to pursue higher earnings power by expanding the features and content of "REALITY" and through global expansion. Neither achievement of becoming No.1 globally nor the number of new rollouts is reported.
  10. FY2022-Q3RestatedAnnual report

    「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.」

    The company continues to pursue higher earnings power through overseas expansion of app games, but no specific milestones, such as the number of new rollouts or achievement of becoming No.1 globally, are reported.
  11. FY2022-Q2RestatedAnnual report

    「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.」

    The company continues its global expansion strategy through long-term operation, overseas expansion and new development of app games. Neither achievement of becoming No.1 globally nor the number of new overseas rollouts is reported.
  12. 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.」

    The company continues to pursue higher earnings power through overseas expansion of its games. No specific results, such as the number of new overseas rollouts or achievement of becoming No.1 globally, are reported.
  13. FY2021Cited as achievedAnnual report

    「As a result, the company successfully strengthened earnings power by creating multiple hit titles, including its proprietary IPs “Shoumetsu Toshi” and “Another Eden,” and through active global expansion.」

    Although achievement of becoming No.1 globally is not reported, the company cites multiple hit titles and active global expansion as results that have strengthened its earnings power.
  14. FY2021-Q3RestatedAnnual report

    「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.」

    The company continues to pursue higher earnings power through overseas expansion. No specific milestones, such as the number of new overseas rollouts or additional regional expansion, are reported.
  15. 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 company continues to pursue higher earnings power through overseas expansion. No specific milestones, such as the number of new overseas rollouts or additional regional expansion, are presented.
  16. FY2021-Q1RestatedAnnual 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 company continues to pursue higher earnings power through overseas expansion. No specific milestones, such as the number of new titles rolled out or additional regional expansion, are presented.
  17. 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 global release of 1 new app game and expansion into additional regions for 3 existing app games were achieved. Although no achievement of becoming No.1 globally is reported, specific progress in overseas expansion is shown.
  18. 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 global release of 1 new app game and expansion into additional regions for 1 existing app game were achieved, demonstrating specific progress in global expansion. No achievement of becoming No.1 social games company globally is reported.
  19. 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 company continues to pursue higher earnings power through overseas expansion, but no new specific milestones, such as the number of titles rolled out or additional regional expansion, are reported.
  20. FY2019AdvancedAnnual report

    「The overseas rollout of 4 titles and expansion into additional regions were achieved.」

    The overseas rollout and regional expansion of 4 existing app games were achieved.
  21. FY2019-Q3AdvancedAnnual report

    「During the nine-month period of the third quarter, in the core game and entertainment business, we 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 expansion into additional regions.」

    The overseas rollout of 3 existing titles and expansion into additional regions were achieved, demonstrating specific progress in global expansion.
  22. FY2019-Q2AdvancedAnnual report

    「The overseas rollout of 2 existing titles and expansion into additional regions were achieved.」

    The overseas rollout of 2 existing titles and expansion into additional regions were achieved, demonstrating specific progress in global expansion.
  23. FY2018RestatedAnnual report

    「We will step up investment to develop our proprietary IP over the long term, expand fan communities, and accelerate our overseas expansion.」

    The direction of global expansion remains unchanged, but the expression "No.1 social games company globally" has not returned; instead, the focus is on developing proprietary IP, expanding fan communities, and investing in overseas expansion.
  24. FY2017SoftenedAnnual report

    「Going forward, we will focus on a Japan-based development model and actively pursue growth in the overseas business by expanding the overseas rollout of titles with a proven track record in Japan.」

    The expression "No.1 social games company globally" was not reiterated, and the stated goal was narrowed to growing the overseas business through the overseas rollout of titles with a track record in Japan.
  25. FY2017-Q3AdvancedAnnual report

    「During the nine-month period of the third quarter, 4 new titles were released in Japan, 1 of which was launched overseas.」

    1 of the 4 new titles was launched overseas, demonstrating specific execution of the company's global game expansion.
  26. FY2017-Q1AdvancedAnnual report

    「By leveraging the expertise GIE has developed in mid-core product operation and marketing, further user growth and sales growth are expected in the European and North American markets.」

    On 6 October 2016, a business combination was carried out under which PerBlue became a wholly owned subsidiary of GIE, with the aim of expanding the user base and growing sales in the European and North American markets. Specific measures for global expansion advanced further.
  27. FY2016First statedAnnual report

    「Our group is expanding its business globally with the aim of establishing the No.1 position worldwide in social games.」

    The company has presented the relative goal of becoming No.1 globally, along with knowledge sharing among bases in each country and the development and operation of games for each region as the means to achieve it.
Moved together

"Sharing game development and operations expertise among overseas offices" moved the same way as this thread, in the same document, in 6 of its 27 moves.

654332★123456
  1. ★This thread
  2. 1Sharing game development and operations expertise among overseas offices6×
  3. 2Game business strategy: “Engine × IP × Global”5×
  4. 3Creation of hit titles for smartphone games4×
  5. 4Stabilizing the revenue base of GREE's existing services3×
  6. 5Transfer of GREE International and optimization of overseas operations3×
  7. 6Diversification into new revenue sources outside gaming2×

★ 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.
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.