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Digital Hearts Holdings (3676) · RiskRestated

Dependence on the Entertainment Market

First written in FY2016. 7 of 23 entries say "Materialised", first in FY2018. Latest entry: FY2026.

23entries
11years
0from disclosures
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How it moved
ProgressHeldSoftenedWorseOtherFY2021 – FY2024-Q1OtherFY2024-Q32016: 120162017: 320172018: 420182019: 420192020: 320202021: 220212022: 120222023: 220232024: 120242025: 120252026: 12026
Same theme, other companies
Sensitivity to Market Changes Due to a Single Business or SegmentA theme 87 companies write about · 86 as a headwind · 0 as a tailwind

Digital Hearts Holdings moved to the "Worse" side of this theme in 2018, 5 years before the typical company in this theme (2023).

The whole theme swung hardest in 2025: 22 of 55 companies on the "Worse" side.

46 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 87 companies compared. The sentences above are computed from all 87.
Full recordFilings, disclosures and news, newest first
  1. FY2026RestatedAnnual report

    「Although the AGEST group business is currently expanding, the DH group business, which provides services to the gaming industry, still accounts for a high proportion of profit.」

    While the AGEST group business is expanding, we reconfirmed that profit remains dependent on the DH group business serving the gaming industry.
  2. FY2025ReframedAnnual report

    「Although the AGEST group business is currently expanding, the DH group business, which provides services to the gaming industry, still accounts for a high proportion of profit.」

    The previous description of dependence on entertainment-market revenue has been reframed as recognition that, although the AGEST business is expanding, profit remains highly dependent on the DH group business.
  3. FY2024-Q3Continued declines in revenue and profit, but narrower decreasesAnnual report

    「As a result, revenue from the entertainment business for the nine-month consolidated period was ¥14,336.733 million, down 4.0% year on year, mainly due to the decline following strong domestic debugging performance in the previous fiscal year. Segment profit was ¥2,550.391 million, down 20.5%.」

    The entertainment business continued to post lower revenue and profit due to the reversal in domestic debugging, but the year-on-year rates of decline in revenue and profit narrowed from the previous nine-month period.
  4. FY2024-Q2WorsenedAnnual report

    「Revenue from the entertainment business for the six-month consolidated period was ¥9,299.376 million, down 7.2% year on year, mainly due to the decline following exceptionally strong domestic debugging in the previous fiscal year. Segment profit was ¥1,618.416 million, down 26.2%.」

    In the entertainment business, including games, the declines in revenue and segment profit widened due to the reversal following strong domestic debugging performance in the previous fiscal year.
  5. FY2024-Q1Lower revenue and profit due to the reversal of strong domestic debugging demandAnnual report

    「Revenue from the entertainment business for the three-month consolidated period was ¥4,661.369 million, down 3.3% year on year, mainly due to the decline following exceptionally strong domestic debugging in the previous fiscal year. Segment profit was ¥844.149 million, down 18.5%.」

    While dependence on the entertainment business remains, revenue and segment profit declined due to the reversal following strong domestic debugging performance in the previous fiscal year.
  6. FY2022RestatedAnnual report

    「Although we are currently focusing on expanding the enterprise business, revenue from the entertainment business, which provides services to the gaming industry, still accounts for a high proportion of total revenue.」

    While the enterprise business is expanding, we reconfirmed that dependence on entertainment business revenue, including revenue from the gaming industry, remains.
  7. FY2021Lower revenue, higher profitAnnual report

    「As a result, revenue from the entertainment business for the consolidated fiscal year was ¥15,647.967 million, down 2.9% year on year and largely in line with the previous fiscal year, despite some impact from the spread of COVID-19. Segment profit, however, increased 3.8% to ¥3,077.109 million, as profitability improved in creative services, media and other services.」

    While revenue from the entertainment business, including games, decreased 2.9% year on year, segment profit increased 3.8% due to improved profitability.
  8. FY2021-Q3MaterialisedAnnual report

    「As a result, revenue from the entertainment business for the nine-month consolidated period was ¥11,538.793 million, down 7.3% year on year, due to lower revenue from the debugging business. Segment profit was ¥2,153.544 million, down 9.5%.」

    Both revenue and segment profit in the entertainment business fell below the previous-year period, and the impact of dependence on that business, including the amusement market, continued.
  9. FY2021-Q2MaterialisedAnnual report

    「During the six-month consolidated period, the performance of the entertainment business temporarily contracted due to the spread of COVID-19. In the enterprise business, however, we achieved a significant increase in revenue and improved profitability by steadily securing projects for system testing and security services, where demand is expanding.」

    While the performance of the entertainment business, including the amusement market, temporarily contracted due to the impact of the pandemic, the enterprise business grew as a complement. Revenue from the entertainment business decreased 8.1% year on year, while segment profit decreased 18.2%.
  10. FY2021-Q1MaterialisedAnnual report

    「Profit was ¥158.588 million, down 16.4% year on year, mainly because the highly profitable entertainment business recorded lower revenue due to the spread of COVID-19.」

    Lower revenue in the entertainment business, including the amusement market, was a factor behind the decline in operating profit, and the impact of dependence on that business emerged during the COVID-19 pandemic.
  11. FY2020-Q3Continued recovery in amusement demandAnnual report

    「In the amusement equipment industry, which had been facing a difficult market environment, new-machine development by client companies has gradually become more active. By steadily capturing debugging demand related to this development, we achieved a significant increase in revenue.」

    New-machine development in the amusement equipment industry, which had been sluggish after tighter regulations, gradually became more active, and the recovery in debugging demand continued.
  12. FY2020-Q2Continued recovery in amusement demandAnnual report

    「In the amusement equipment industry, which had been facing a difficult market environment, new-machine development by client companies has gradually become more active. By steadily capturing debugging demand related to this development, we achieved a significant increase in revenue.」

    New-machine development in the amusement equipment industry, which had been sluggish after tighter regulations, gradually became more active, and the recovery in debugging demand continued through the six-month period. However, the disclosure does not state that dependence on the entertainment market itself has been eliminated.
  13. FY2020-Q1Signs of a recovery in the amusement marketAnnual report

    「There are also signs of a recovery in the amusement equipment industry, which had been facing a difficult market environment. New-machine development by client companies has gradually become more active, and by steadily capturing debugging demand related to this development, we achieved a significant increase in revenue.」

    The disclosure describes signs of recovery and more active new-machine development in the amusement equipment industry, which had been sluggish after tighter regulations. However, it does not state that dependence on the entertainment market itself has been eliminated.
  14. FY2019ReframedAnnual report

    「Although the Group is currently focusing on expanding its enterprise business as part of its “second founding phase,” revenue from its Entertainment business, which provides services to the game industry, still accounts for a high proportion of total revenue. Accordingly, if the game industry experiences a major downturn before the Group can sufficiently expand revenue outside the game industry, this could affect the Group’s business and financial results.」

    The previous description of dependence on the entertainment market has been reframed as dependence on sales to the gaming industry and transition risk before the expansion of the enterprise business.
  15. FY2019-Q3MaterialisedAnnual report

    「Meanwhile, services for amusement equipment declined significantly as the difficult order environment caused by the stricter regulations that took effect in February 2018 continued.」

    The difficult order environment following the stricter amusement machine regulations and the significant decline in debugging demand for amusement equipment continued through the nine months ended the third quarter.
  16. FY2019-Q2MaterialisedAnnual report

    「For services for amusement equipment, the overall market remained sluggish because of the stricter regulations that took effect in February 2018. Although manufacturers gradually advanced development of amusement machines compliant with the new rules, debugging demand declined significantly during the gap between new machine development cycles.」

    The sluggish market following the stricter amusement machine regulations and the significant decline in debugging demand caused by the gap between new machine development cycles continued into the second quarter.
  17. FY2019-Q1MaterialisedAnnual report

    「Meanwhile, services for amusement equipment remained sluggish as the decline following the rush demand ahead of the stricter regulations that took effect in February 2018 continued.」

    The decline following rush demand ahead of the stricter amusement machine regulations continued into the first quarter, and debugging services for amusement equipment remained sluggish.
  18. FY2018MaterialisedAnnual report

    「Accordingly, demand for debugging services from the Group rose sharply before the regulatory changes, but declined significantly from the third quarter onward as that demand subsided. As a result, revenue from Amusement Relations, part of the debugging business, decreased 9.3% from the previous fiscal year to ¥1,612.671 million for the fiscal year.」

    The decline in new machine development and the resulting drop in debugging demand following the stricter amusement machine regulations actually occurred, and revenue from Amusement Relations decreased 9.3% from the previous fiscal year.
  19. FY2018-Q3RestatedAnnual report

    「During the nine months ended the third quarter, amendments to parts of the Ordinance for Enforcement of the Act on Control and Improvement of Amusement Business and the Regulations on the Certification and Type Testing of Amusement Machines took effect in February 2018. In anticipation of these changes, customers accelerated development of new machines to have them pass type testing under the pre-amendment rules, resulting in increased rush demand for debugging.」

    Although the stricter regulatory environment for amusement machines continued, rush demand increased during the quarter as development of new machines accelerated ahead of the regulatory changes.
  20. FY2018-Q2RestatedAnnual report

    「In the amusement machine market, the industry environment is changing significantly as the industry seeks further soundness through measures to address gambling addiction and tighter regulations aimed at curbing excessive gambling incentives. Accordingly, customers’ development schedules remain fluid.」

    It continues to describe changes in the regulatory environment surrounding the amusement machine market and the fluidity of customers’ development schedules.
  21. FY2018-Q1WorsenedAnnual report

    「The industry environment is changing significantly as the amusement machine industry seeks further soundness through measures to address gambling addiction and tighter regulations aimed at curbing excessive gambling incentives. As a result, the overall market is trending downward, while customers’ development schedules remain fluid.」

    Within the entertainment market, it states that the amusement machine market as a whole is contracting, while revenue from Amusement Relations declined 20.3% year on year.
  22. FY2017RestatedAnnual report

    「A substantial portion of the Group’s current revenue and profit depends on user debugging services for entertainment markets, such as console games, mobile content, and pachinko and pachislot. To avoid excessive dependence on these specific markets, the Group intends to expand into markets outside the entertainment sector.」

    It continues to state both the Group’s dependence on the entertainment market and its policy of avoiding that dependence by expanding into non-entertainment markets.
  23. FY2016First statedAnnual report

    「A substantial portion of the Group’s current revenue and profit depends on user debugging services for entertainment markets, such as console games, mobile content, and pachinko and pachislot.」

    It also states that the Group intends to avoid excessive dependence by expanding into markets outside the entertainment sector.
Moved together

"Stagnation in Outsourcing Debugging Services" moved the same way as this thread, in the same document, in 5 of its 23 moves.

554432★123456
  1. ★This thread
  2. 1Stagnation in Outsourcing Debugging Services5×
  3. 2Investment Recovery Risk from New Businesses and Acquisitions5×
  4. 3Performance Fluctuations Driven by Customer Development Plans and Individual Projects4×
  5. 4Decline in Demand and Deterioration in Financial Condition Caused by COVID-194×
  6. 5Overseas Expansion of Debugging Services3×
  7. 6Expansion of Business Areas and Creation of Diverse Revenue Streams2×

★ 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
Digital Hearts Holdings's next results are scheduled for 2026-11-05. Read the earnings preview
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Dependence on the Entertainment Market | DIGITAL HEARTS HOLDINGS Co.,Ltd. (3676) | Komori