Expansion of the Smartphone Market
First written in FY2016-Q3. 14 of 21 entries say "Restated". Latest entry: FY2025.
5 other companies' latest entry also says "Restated".
- FY2025RestatedAnnual report
「The Group expects the mobile-related market to continue growing sustainably as high-performance devices such as smartphones become more widely adopted.」
The outlook for sustained growth in the mobile-related market is reiterated. - FY2022RestatedAnnual report
「The smartphone market is expected to continue expanding.」
The outlook for expansion of the smartphone market is reiterated. - FY2021-Q1RestatedAnnual report
「The domestic game app market was expected to continue growing steadily. According to the “Famitsu Game White Paper 2020,” the market, which grew to ¥1.214 trillion in 2019, was forecast to reach ¥1.272 trillion in 2021.」
The 2019 actual results and 2021 forecast for the domestic game app market are reiterated. - FY2020RestatedAnnual report
「The domestic game app market was expected to continue growing steadily. According to the “Famitsu Game White Paper 2020,” the market, which grew to ¥1.214 trillion in 2019, was forecast to reach ¥1.272 trillion in 2021.」
The actual results and forecast for the domestic game app market are reiterated using the same research report and figures. - FY2020-Q3ReframedAnnual report
「The domestic game app market was expected to continue growing steadily in 2020. According to the “Famitsu Game White Paper 2020,” the market, which grew to ¥1.214 trillion in 2019, was forecast to reach ¥1.272 trillion in 2021.」
The source of the market research has been updated to the “Famitsu Game White Paper 2020,” with 2019 as the actual-results year and 2021 as the forecast year, and the market size figures have also been revised. - FY2020-Q2RestatedAnnual report
「The domestic game app market was expected to continue growing steadily in 2020. According to the “Famitsu Game White Paper 2019,” the market, which grew to ¥1.166 trillion in 2018, was forecast to reach ¥1.3 trillion in 2020.」
The 2018 actual results and 2020 forecast for the domestic game app market are reiterated. - FY2020-Q1RestatedAnnual report
「The domestic game app market was expected to continue growing steadily in 2020. According to the “Famitsu Game White Paper 2019,” the market, which grew to ¥1.166 trillion in 2018, was forecast to reach ¥1.3 trillion in 2020.」
The 2018 actual results and 2020 forecast for the domestic game app market are reiterated with the same content. - FY2019RestatedAnnual report
「The domestic game app market grew 10.2% year on year to ¥1.166 trillion in 2018. It was also expected to reach ¥1.3 trillion in 2020 and continue growing steadily.」
The actual results and growth forecast for the domestic game app market are reiterated. - FY2019-Q3ReframedAnnual report
「According to the “Famitsu Game White Paper 2019,” the domestic game app market grew 10.2% year on year to ¥1.166 trillion in 2018. It was also expected to reach ¥1.3 trillion in 2020 and continue growing steadily.」
The source of the market research has been updated, with 2018 as the actual-results year and 2020 as the forecast year, and the market size and growth rate figures have also been revised. - FY2019-Q2RestatedAnnual report
「According to the “Famitsu Game White Paper 2018,” the domestic game app market grew 9.2% year on year to ¥1.058 trillion in 2017. It was also expected to reach ¥1.1397 trillion in 2019 and continue growing steadily.」
The 2017 actual results and 2019 growth forecast for the domestic game app market are reiterated. - FY2019-Q1RestatedAnnual report
「According to the “Famitsu Game White Paper 2018,” the domestic game app market grew 9.2% year on year to ¥1.058 trillion in 2017. It was also expected to reach ¥1.1397 trillion in 2019 and continue growing steadily.」
The 2017 actual results and 2019 growth forecast for the domestic game app market are reiterated. - FY2018RestatedAnnual report
「According to the “Famitsu Game White Paper 2018,” the domestic game app market grew 9.2% year on year to ¥1.058 trillion in 2017. It was also expected to reach ¥1.1397 trillion in 2019 and continue growing steadily.」
The actual results and growth forecast for the domestic game app market are reiterated with the same content as disclosed in the previous quarter. - FY2018-Q3ReframedAnnual report
「According to the “Famitsu Game White Paper 2018,” the domestic game app market grew 9.2% year on year to ¥1.058 trillion in 2017. It was also expected to reach ¥1.1397 trillion in 2019 and continue growing steadily.」
The market description has been updated to the “Famitsu Game White Paper 2018,” with the market size and growth rate figures revised for 2017 actual results and the 2019 forecast. - FY2018-Q2RestatedAnnual report
「According to the “Famitsu Game White Paper 2017,” the domestic game app market grew 4.4% year on year to ¥969 billion in 2016. It was also expected to reach ¥985.6 billion in 2018 and continue growing steadily.」
The 2016 actual results and 2018 growth forecast for the domestic game app market are reiterated. - FY2018-Q1ReframedAnnual report
「According to the “Famitsu Game White Paper 2017,” the domestic game app market grew 4.4% year on year to ¥969 billion in 2016. It was also expected to reach ¥985.6 billion in 2018 and continue growing steadily.」
The focus of the market description has changed from the domestic smartphone game market to the domestic game app market, with actual results for 2016 and a forecast for 2018 presented. - FY2017RestatedAnnual report
「The domestic smartphone game market was expected to reach ¥960 billion in fiscal 2017, or 101.6% of the previous fiscal year’s level, and continue growing steadily.」
The growth outlook for the domestic smartphone game market is reiterated using the same survey and figures. - FY2017-Q3RestatedAnnual report
「According to Yano Research Institute Ltd.’s “2016 Survey of the Japanese Smartphone Game Market,” the domestic smartphone game market was expected to reach ¥960 billion in fiscal 2017, or 101.6% of the previous fiscal year’s level, and continue growing steadily.」
The forecast that the domestic smartphone game market would reach ¥960 billion in fiscal 2017, or 101.6% of the previous fiscal year’s level, is reiterated. - FY2017-Q2ReframedAnnual report
「According to Yano Research Institute Ltd.’s “2016 Survey of the Japanese Smartphone Game Market,” the domestic smartphone game market was expected to reach ¥960 billion in fiscal 2017, or 101.6% of the previous fiscal year’s level, and continue growing steadily.」
The focus of the market description has changed from smartphone penetration to the size and growth outlook of the domestic smartphone game market. - FY2017-Q1RestatedAnnual report
「According to the Ministry of Internal Affairs and Communications’ “Results of the 2015 Communications Usage Trend Survey,” as of the end of December 2015, the individual smartphone ownership rate in Japan was 53.1%, up 8.4 percentage points year on year, exceeding half for the first time as adoption continued to advance.」
The market penetration rate of smartphones, at 53.1% individual ownership, is reiterated with the same content as previously disclosed. - FY2016ReframedAnnual report
「As of the end of December 2015, the individual smartphone ownership rate in Japan was 53.1%, up 8.4 percentage points year on year, exceeding half for the first time as adoption continued to advance.」
The market description has changed from being based on the number of contracts to being based on the individual ownership rate. - FY2016-Q3First statedAnnual report
「As of the end of September 2015, the number of smartphone contracts in Japan was 72.37 million, representing 56.9% of all mobile phone contracts, and smartphone contracts were expected to exceed 100 million in fiscal 2018.」
Market data and forecasts based on a study by MM Research Institute, Ltd. are presented.