Komori
GREE Holdings (3632) · RiskRestated

Reliance on Growth in the Internet-Related Market

First written in FY2016. 19 of 24 entries say "Restated". Latest entry: FY2026.

24entries
11years
0from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2016 – FY2018-Q1RestatedFY2018 – FY2022-Q3WorsenedFY2022 – FY20242016: 12017: 320172018: 220182019: 420192020: 320202021: 420212022: 320222023: 120232024: 120242025: 120252026: 12026
Same theme, other companies
Slower Growth in the Internet and E-Commerce Markets and Sluggish Advertising MarketA theme 45 companies write about · 45 as a headwind · 0 as a tailwind

GREE Holdings moved to the "Worse" side of this theme in 2023, 1 year after the typical company in this theme (2022).

The whole theme swung hardest in 2020: 8 of 25 companies on the "Worse" side.

23 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.
Showing 14 of the 45 companies compared. The sentences above are computed from all 45.
Full recordFilings, disclosures and news, newest first
  1. FY2026RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan was 78.9% (Source: Ministry of Internal Affairs and Communications, “Results of the 2025 Communications Usage Trend Survey”), while the domestic game content market grew 8.0% year on year to ¥2.5885 trillion in 2025 (Source: Kadokawa ASCII Research Laboratories, Inc., “Famitsu Game White Paper 2026”).」

    The smartphone ownership rate of 78.9% and the 8.0% year-on-year growth of the domestic game content market in 2025 are being incorporated into the business environment.
  2. FY2025RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan rose 1.6 percentage points year on year to 80.5%, while the domestic game content market also grew 3.4% year on year to ¥2.3961 trillion in 2024.」

    The expansion of smartphone ownership and the domestic game content market is being incorporated into the business environment.
  3. FY2024WorsenedAnnual report

    「The smartphone ownership rate among individuals in Japan rose 1.6 percentage points year on year to 78.9%, while the domestic game app market declined 2.0% year on year to ¥1.1886 trillion in 2023.」

    While smartphone penetration rose, the domestic game app market declined 2.0% year on year, indicating a contraction in the business environment premised on market growth.
  4. FY2023WorsenedAnnual report

    「The smartphone ownership rate among individuals in Japan rose 3.0 percentage points year on year to 77.3%, while the domestic game app market declined 4.4% year on year to ¥1.2433 trillion in 2022.」

    While smartphone penetration rose, the domestic game app market declined 4.4% year on year, indicating that the business environment premised on market growth has entered a contraction phase.
  5. FY2022WorsenedAnnual report

    「The smartphone ownership rate among individuals in Japan rose 5.0 percentage points year on year to 74.3% (Source: Ministry of Internal Affairs and Communications, “Results of the 2021 Communications Usage Trend Survey”), while the domestic game app market remained steady in 2021 at ¥1.3001 trillion, broadly unchanged year on year (Source: Kadokawa ASCII Research Laboratories, Inc., “Famitsu Game White Paper 2022”).」

    The smartphone ownership rate rose to 74.3%, while the domestic game app market remained flat year on year at ¥1.3001 trillion. Historical market growth data indicate a business environment in which growth has slowed.
  6. FY2022-Q3RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 1.7 percentage points year on year to 69.3% (source: Ministry of Internal Affairs and Communications, “Results of the 2020 Communications Usage Trend Survey”), while the domestic game app market grew 8.4% year on year in 2020 to ¥1,316.4 billion (source: Kadokawa ASCII Research Laboratories, “Famitsu Game White Paper 2021”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    The smartphone ownership rate and domestic game app market growth data, together with concerns about economic deterioration and a prolonged slowdown due to the spread of the novel coronavirus, are stated in the same terms as in the prior quarter.
  7. FY2022-Q2RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 1.7 percentage points year on year to 69.3% (source: Ministry of Internal Affairs and Communications, “Results of the 2020 Communications Usage Trend Survey”), while the domestic game app market grew 8.4% year on year in 2020 to ¥1,316.4 billion (source: Kadokawa ASCII Research Laboratories, “Famitsu Game White Paper 2021”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    The growth data for the smartphone penetration rate and domestic game app market, together with concerns about economic deterioration and a prolonged slowdown due to the spread of the novel coronavirus, is reiterated.
  8. FY2022-Q1RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 1.7 percentage points year on year to 69.3% (source: Ministry of Internal Affairs and Communications, “Results of the 2020 Communications Usage Trend Survey”), while the domestic game app market grew 8.4% year on year in 2020 to ¥1,316.4 billion (source: Kadokawa ASCII Research Laboratories, “Famitsu Game White Paper 2021”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    Market growth data has been updated to a smartphone ownership rate of 69.3% and a domestic game app market size of ¥1,316.4 billion, while concerns about economic deterioration and a prolonged slowdown due to the spread of the novel coronavirus continue.
  9. FY2021RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 1.7 percentage points year on year to 69.3% (source: Ministry of Internal Affairs and Communications, “Results of the 2020 Communications Usage Trend Survey”), while the domestic game app market grew 8.4% year on year in 2020 to ¥1,316.4 billion (source: Kadokawa ASCII Research Laboratories, “Famitsu Game White Paper 2021”).」

    New market data is presented: a smartphone ownership rate of 69.3% and a domestic game app market size of ¥1,316.4 billion. The view that market growth is a premise of the business environment continues.
  10. FY2021-Q3RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 2.9 percentage points year on year to 67.6% (source: Ministry of Internal Affairs and Communications, “Results of the 2019 Communications Usage Trend Survey”), while the domestic online platform market grew 4.9% year on year in 2019 to ¥1,296.2 billion (source: KADOKAWA Game Linkage, “Famitsu Game White Paper 2020”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    The smartphone ownership rate and domestic online platform market growth data, together with concerns about economic deterioration due to the spread of the novel coronavirus, are stated in the same terms as in the prior quarter.
  11. FY2021-Q2RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 2.9 percentage points year on year to 67.6% (source: Ministry of Internal Affairs and Communications, “Results of the 2019 Communications Usage Trend Survey”), while the domestic online platform market grew 4.9% year on year in 2019 to ¥1,296.2 billion (source: KADOKAWA Game Linkage, “Famitsu Game White Paper 2020”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    The smartphone penetration rate and domestic online platform market growth data have been updated, while concerns about economic deterioration and a prolonged slowdown due to the spread of the novel coronavirus continue to be stated.
  12. FY2021-Q1RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 2.9 percentage points year on year to 67.6% (source: Ministry of Internal Affairs and Communications, “Results of the 2019 Communications Usage Trend Survey”), while the domestic online platform market grew 4.9% year on year in 2019 to ¥1,296.2 billion (source: KADOKAWA Game Linkage, “Famitsu Game White Paper 2020”). However, the domestic and overseas economies have deteriorated rapidly due to the spread of the novel coronavirus, and concerns remain about a prolonged slowdown in economic activity.」

    While the smartphone ownership rate and domestic online platform market growth data have been updated, the deterioration of the economy and concerns about a prolonged slowdown due to the spread of the novel coronavirus are also noted. No change is indicated in the view that market growth is a premise of business development.
  13. FY2020-Q3RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 3.8 percentage points year on year to 64.7% (source: Ministry of Internal Affairs and Communications, “Results of the 2018 Communications Usage Trend Survey”), while the domestic game app market grew 10.2% year on year in 2018 to ¥1,166.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2019”). However, the domestic and overseas economies have recently deteriorated rapidly due to the spread of the novel coronavirus, creating a situation that remains difficult to predict.」

    The growth in the smartphone penetration rate and the domestic game app market size is reiterated as a premise of the business environment. The deterioration of the domestic and overseas economies due to the spread of the novel coronavirus is also noted, and this new reference was recorded in a separate thread.
  14. FY2020-Q2RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 3.8 percentage points year on year to 64.7% (source: Ministry of Internal Affairs and Communications, “Results of the 2018 Communications Usage Trend Survey”), while the domestic game app market grew 10.2% year on year in 2018 to ¥1,166.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2019”).」

    The market data of a 64.7% smartphone penetration rate and a ¥1,166.0 billion domestic game app market size is reiterated, and the view that growth in the Internet and game markets is a premise of the business environment continues.
  15. FY2020-Q1RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 3.8 percentage points year on year to 64.7% (source: Ministry of Internal Affairs and Communications, “Results of the 2018 Communications Usage Trend Survey”), while the domestic game app market grew 10.2% year on year in 2018 to ¥1,166.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2019”).」

    The growth in the smartphone penetration rate and the domestic game app market size is reiterated as part of the business environment, with no material change indicated in the view that market expansion is a premise.
  16. FY2019RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 3.8 percentage points year on year to 64.7% (source: Ministry of Internal Affairs and Communications, “Results of the 2018 Communications Usage Trend Survey”), while the domestic game app market grew 10.2% year on year in 2018 to ¥1,166.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2019”).」

    The latest penetration and market growth data are presented: a smartphone ownership rate of 64.7% and a domestic game app market size of ¥1,166.0 billion. The view that market expansion is a premise of the business environment continues.
  17. FY2019-Q3RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 4.1 percentage points year on year to 60.9% (source: Ministry of Internal Affairs and Communications, “Results of the 2017 Communications Usage Trend Survey”), while the domestic game app market grew 9.2% year on year in 2017 to ¥1,058.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2018”).」

    The growth in the smartphone ownership rate and the domestic game app market size is reiterated as part of the business environment. No material change is indicated in the view that market growth is a premise of business development.
  18. FY2019-Q2RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 4.1 percentage points year on year to 60.9% (source: Ministry of Internal Affairs and Communications, “Results of the 2017 Communications Usage Trend Survey”), while the domestic game app market grew 9.2% year on year in 2017 to ¥1,058.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2018”).」

    The growth in the smartphone ownership rate and the domestic game app market size is reiterated as part of the business environment.
  19. FY2018RestatedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 4.1 percentage points year on year to 60.9% (source: Ministry of Internal Affairs and Communications, “Results of the 2017 Communications Usage Trend Survey”), while the domestic game app market grew 9.2% year on year in 2017 to ¥1,058.0 billion (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2018”).」

    Growth in the smartphone ownership rate and the domestic game app market size is presented in figures, and the view that market expansion is a premise of business development continues.
  20. FY2018-Q3WorsenedAnnual report

    「The smartphone ownership rate among individuals in Japan increased 3.7 percentage points year on year to 56.8% (source: Ministry of Internal Affairs and Communications, “Results of the 2016 Communications Usage Trend Survey”), while the domestic smartphone game market also continued to grow, increasing 4.4% year on year to ¥969.0 billion in 2016 (source: 株式会社Gzブレイン, Marketing Section, “Famitsu Game White Paper 2017”). However, the pace of growth has moderated.」

    Although the smartphone ownership rate and game market size continued to expand, the pace of market growth moderated, indicating a change in the business environment premised on market growth.
  21. FY2018-Q1RestatedAnnual report

    「As of the end of September 2016, the number of individual Internet users in Japan reached 100.84 million, and the Internet usage rate rose to 83.5%. In terms of ownership of mobile devices, the smartphone ownership rate among individuals increased 3.7 percentage points year on year to 56.8%.」

    Penetration data for the number and rate of Internet users and the smartphone ownership rate are presented, continuing to premise business development on expansion of the Internet-related market.
  22. FY2017RestatedAnnual report

    「Our group considers the continued expansion of the Internet-related market, driven by the spread of broadband access and smart devices such as smartphones and tablets, to be a fundamental condition for business development.」

    The view that expansion of the Internet-related market is a fundamental condition for business development is reiterated.
  23. FY2017-Q3RestatedAnnual report

    「The business environment surrounding our group is expected to benefit from further expansion of the smartphone market in Japan and overseas. In Japan, the penetration rate of information and communications equipment among households showed a mobile phone ownership rate of 95.8%, of which the smartphone ownership rate increased 7.8 percentage points year on year to 72.0%. Tablet ownership also continued to spread, increasing 7.0 percentage points year on year to 33.3% (Ministry of Internal Affairs and Communications, “Results of the 2015 Communications Usage Trend Survey”).」

    The previous view that smartphone market expansion is a premise of the business environment is reiterated, with penetration rates for mobile phones, smartphones and tablets presented.
  24. FY2016First statedAnnual report

    「Our group considers the continued expansion of the Internet-related market, driven by the spread of broadband access and smart devices such as smartphones and tablets, to be a fundamental condition for business development.」

    The risk that disruption to market expansion could affect business development and operating performance is described.
Moved together

"Failure to achieve an investee’s plans, failure to realize synergies, and inability to recover the investment" moved the same way as this thread, in the same document, in 3 of its 24 moves.

33222★12345
  1. ★This thread
  2. 1Failure to achieve an investee’s plans, failure to realize synergies, and inability to recover the investment3×
  3. 2Dilution of Share Value from Stock Options3×
  4. 3Decrease in GREE revenue from paid charges2×
  5. 4Response to Internet, Consumer Protection and Overseas Legal and Regulatory Requirements2×
  6. 5Revenue concentration in the gaming business and paid content income2×

★ 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
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