Segment loss due to upfront investment in new media businesses
First written in FY2017-Q2. 6 of 20 entries say "Advanced", first in FY2019. Latest entry: FY2022.
0 other companies' latest entry also says "Advanced".
- FY2022AdvancedAnnual report
「During the consolidated fiscal year, the company achieved double-digit revenue growth in all Global, Creative and Media services.」
All services in Global, Creative and Media recorded double-digit revenue growth after the revenue decline caused by the pandemic in the previous fiscal year. - FY2022-Q3Double-digit growth continued across Global, Creative and MediaAnnual report
「During the nine months ended December 31, all services in Global, Creative and Media achieved double-digit revenue growth.」
All services in Global, Creative and Media, including media, recorded double-digit revenue growth in the nine months ended December 31. - FY2022-Q2Media and other services recovered and revenue increasedAnnual report
「During the second quarter cumulative consolidated period, the company achieved double-digit revenue growth in all Global, Creative and Media services.」
In media and other services, which had experienced lower revenue in the previous fiscal year due to the impact of COVID-19, all services, including media, recorded double-digit revenue growth. - FY2021-Q2Media and other revenue declinedAnnual report
「During the six months ended September 30, the spread of COVID-19 reduced orders for domestic event-related projects and new advertising placements on 4Gamer.net. Meanwhile, the customer support service continued to win projects steadily. As a result, revenue from media and other services was ¥529.364 million (down 2.8% year on year).」
The impact of the pandemic reduced domestic event-related projects and new advertising placements on 4Gamer.net, resulting in a 2.8% year-on-year decline in revenue from media and other services. Meanwhile, customer support continued to win projects steadily. - FY2021-Q1Media-related revenue declined due to COVID-19Annual report
「During the three months ended June 30, the spread of COVID-19 reduced orders for domestic event-related projects and advertising placements on 4Gamer.net by overseas companies, particularly those in China. Meanwhile, the customer support service continued to win projects steadily. As a result, revenue from media and other services was ¥234.988 million (down 1.5% year on year).」
COVID-19 reduced domestic event-related projects and overseas advertising placements, particularly from China, resulting in a 1.5% year-on-year decline in revenue from media and other services. Meanwhile, customer support continued to win projects steadily. - FY2020AdvancedAnnual report
「As a result, full-year revenue from media and other services was ¥1,066.485 million (up 11.5% year on year).」
Higher information value at 4Gamer.net and customer support project wins drove an 11.5% year-on-year increase in full-year revenue from media and other services. - FY2020-Q3AdvancedAnnual report
「During the nine months ended December 31, the company worked mainly through 4Gamer.net to enhance its value as a media outlet by rapidly delivering high-value-added information based on its own reporting. The customer support service also steadily won projects and performed well, resulting in higher revenue. As a result, revenue from media and other services was ¥853.699 million (up 23.3% year on year).」
Higher information value at 4Gamer.net and customer support project wins drove a 23.3% year-on-year increase in revenue from media and other services. - FY2020-Q2AdvancedAnnual report
「During the six months ended September 30, the company worked mainly through 4Gamer.net to enhance its value as a media outlet by rapidly delivering high-value-added information based on its own reporting. The customer support service also steadily won projects and performed well. As a result, revenue from media and other services was ¥544.857 million (up 33.5% year on year).」
Higher information value at 4Gamer.net and customer support project wins drove a 33.5% year-on-year increase in revenue from media and other services. - FY2020-Q1AdvancedAnnual report
「During the three months ended June 30, the company worked mainly through 4Gamer.net to enhance its value as a media outlet by rapidly delivering high-value-added information based on its own reporting. The customer support service also steadily won projects and performed well. As a result, revenue from media and other services was ¥238.456 million (up 35.4% year on year).」
Original reporting and rapid information delivery by 4Gamer.net, together with customer support project wins, drove a 35.4% year-on-year increase in revenue from media and other services. - FY2019AdvancedAnnual report
「The customer support service, which was newly launched in the previous fiscal year, steadily won projects and performed well. As a result, full-year revenue from media and other services was ¥956.838 million (up 49.8% year on year).」
Customer support project wins increased, driving a 49.8% year-on-year increase in full-year revenue from media and other services. - FY2019-Q3Media and other revenue continued to increase; customer support performed wellAnnual report
「The customer support service, which was newly launched in the previous fiscal year, steadily won projects and performed well. As a result, revenue from media and other services for the nine months ended December 31 was ¥692.151 million (up 59.1% year on year).」
Steady customer support project wins drove a 59.1% year-on-year increase in revenue from media and other services. - FY2019-Q2Media and other revenue continued to increaseAnnual report
「The customer support service, which was newly launched in the previous fiscal year, steadily won projects and performed well. As a result, revenue from media and other services for the six months ended September 30 was ¥408.081 million (up 50.1% year on year).」
Steady customer support project wins drove a 50.1% year-on-year increase in revenue from media and other services. - FY2019-Q1Media and other revenue increased; customer support performed wellAnnual report
「The customer support service, which was newly launched in the previous fiscal year, steadily won projects and performed well. As a result, revenue from media and other services for the three months ended June 30 was ¥176.172 million (up 39.1% year on year).」
Following the reorganisation of the former media segment, which had disclosed losses from EVO Japan, media and other services benefited from steady customer support project wins, with revenue increasing 39.1% year on year. - FY2018First EVO Japan held; loss widenedAnnual report
「As a result, full-year media revenue was ¥638.658 million (up 15.2% year on year), and the segment loss was ¥179.405 million.」
Although EVO Japan was held for the first time, media operations recorded a segment loss of ¥179.405 million because sponsorship revenue fell short of expectations and operating costs exceeded expectations. - FY2018-Q3Loss from upfront investment in EVO Japan continued, but narrowedAnnual report
「As a result, media revenue for the nine months ended December 31 was ¥435.141 million (up 12.0% year on year), while higher costs related to holding EVO Japan resulted in a segment loss of ¥67.548 million.」
Media revenue increased, but the loss continued due to the costs of holding EVO Japan. The loss narrowed from ¥80.395 million for the six months ended September 30 to ¥67.548 million. - FY2018-Q2Loss from upfront investment in EVO Japan continued to widenAnnual report
「As a result, media revenue for the six months ended September 30 was ¥271.862 million (up 0.9% year on year), while upfront investment related to holding EVO Japan resulted in a segment loss of ¥80.395 million.」
Media revenue increased, but the segment loss widened to ¥80.395 million due to upfront investment related to holding EVO Japan, from the previous cumulative quarter's loss of ¥68.319 million. - FY2018-Q1Wider loss from upfront investment in EVO JapanAnnual report
「As a result, media revenue for the three months ended June 30 was ¥126.685 million (up 1.8% year on year), while upfront investment related to holding EVO Japan resulted in a segment loss of ¥68.319 million.」
Media revenue increased, but upfront investment related to holding EVO Japan resulted in a segment loss of ¥68.319 million in the first quarter. - FY2017Smaller full-year segment lossAnnual report
「For the fiscal year, media revenue was ¥554.203 million (up 8.1% year on year), while upfront investment in new business development resulted in a segment loss of ¥24.789 million.」
The full-year loss was ¥24.789 million, down from the nine-month loss of ¥44.689 million. However, upfront investment continued to result in a segment loss. - FY2017-Q3Wider segment lossAnnual report
「For the nine months ended December 31, media revenue was ¥388.457 million (down 0.2% year on year), and the segment loss was ¥44.689 million.」
Media revenue fell 0.2% year on year, while the segment loss widened from ¥17.574 million for the six months ended September 30 to ¥44.689 million. - FY2017-Q2First statedAnnual report
「As a result, revenue from the media segment for the cumulative second-quarter period was ¥269.550 million, up 5.0% year on year, while the segment loss was ¥17.574 million due to upfront investment in new businesses.」
Media revenue increased, but upfront investment in new businesses resulted in a segment loss of ¥17.574 million.