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Digital Hearts Holdings (3676) · InitiativeContinued Higher Orders and Lower Backlog

Rebuilding and Integration of the Creative Business

First written in FY2016. 16 of 30 entries say "Advanced", first in FY2017-Q1. Latest entry: FY2025.

30entries
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ProgressHeldSoftenedWorseAdvancedFY2018-Q1 – FY2019AdvancedFY2021-Q3 – FY2022OtherFY2023-Q2 – FY20252016: 220162017: 420172018: 420182019: 420192020: 420202021: 420212022: 320222023: 220232024: 220242025: 12025
Same theme, other companies
Turnaround through the integration of subsidiaries in the creative businessA theme 1 companies write about · 0 as a headwind · 1 as a tailwind

No other company in this theme has enough history to compare yet.

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  1. FY2025Continued Higher Orders and Lower BacklogAnnual report

    「DH Group business Creative 1,488,643 113.5 146,693 75.8」

    Orders received in the Creative business were ¥1,488.643 million, or 113.5% of the previous fiscal year, while order backlog was ¥146.693 million, or 75.8% of the previous fiscal year.
  2. FY2025-H1Continued Higher Orders and Lower BacklogAnnual report

    「DH Group business Creative 665,276 109.9 145,190 67.8」

    Mid-year orders received in the Creative business were ¥665.276 million, or 109.9% of the year-earlier level, while order backlog was ¥145.190 million, or 67.8% of the year-earlier level. Orders received continued to increase while order backlog continued to decline.
  3. FY2024-Q3Continued Higher Orders and Lower BacklogAnnual report

    「Creative 1,305,899 129.1 516,512 63.5」

    Cumulative orders received in the Creative business through the third quarter were ¥1,305.899 million, or 129.1% of the year-earlier level, while order backlog was ¥516.512 million, or 63.5% of the year-earlier level.
  4. FY2023Decline in orders received and order backlogAnnual report

    「Creative 1,240,124 87.4 484,753 36.4」

    In FY2023, orders received in the Creative business were ¥1,240.124 million, or 87.4% of the previous fiscal year, while order backlog was ¥484.753 million, or 36.4%, with both below the previous fiscal year.
  5. FY2023-Q3Higher Orders and Lower BacklogAnnual report

    「Creative 1,011,268 132.2 813,122 73.2」

    Cumulative orders received in the Creative business through the third quarter were ¥1,011.268 million, or 132.2% of the year-earlier level, while order backlog was ¥813.122 million, or 73.2% of the year-earlier level.
  6. FY2023-Q2Higher Orders and Lower BacklogAnnual report

    「Creative 538,851 109.0 913,175 71.8」

    Orders received in the Creative business were ¥538.851 million, or 109.0% of the year-earlier level, while order backlog was ¥913.175 million, or 71.8% of the year-earlier level.
  7. FY2022AdvancedAnnual report

    「During the consolidated fiscal year, the company achieved double-digit revenue growth in all Global, Creative and Media services.」

    Each of the Global, Creative and Media services, including Creative, recorded double-digit revenue growth, confirming continued improvement in the earnings base following business recovery.
  8. FY2022-Q3AdvancedAnnual report

    「Creative 764,859 57.4 1,110,791 260.8」

    Creative business order backlog was ¥1,110.791 million, or 260.8% of the year-earlier level, indicating progress in accumulating orders toward business recovery and a stronger earnings base.
  9. FY2022-Q2AdvancedAnnual report

    「During the second quarter cumulative consolidated period, the company achieved double-digit revenue growth in all Global, Creative and Media services.」

    Each of the Global, Creative and Media services, including Creative, recorded double-digit revenue growth, and the earnings base of the Creative business continued to improve.
  10. FY2022-Q1AdvancedAnnual report

    「Creative 295,806 65.0 1,502,406 521.1」

    Creative business order backlog was ¥1,502.406 million, or 521.1% of the year-earlier level, indicating an accumulation of orders toward business recovery and a stronger earnings base.
  11. FY2021AdvancedAnnual report

    「During the consolidated fiscal year, the company worked to improve its sales and proposal capabilities and won a major new game development project for console games. It also achieved a substantial improvement in profitability by enforcing project-by-project profitability management. As a result, revenue from Creative Services for the consolidated fiscal year was ¥1,449.679 million, up 18.2% year on year, achieving double-digit growth.」

    Winning a major new project for console games and managing profitability resulted in 18.2% year-on-year revenue growth in Creative Services and an improvement in profitability.
  12. FY2021-Q3AdvancedAnnual report

    「During the third quarter cumulative consolidated period, the company worked to improve its sales and proposal capabilities and won a major new project amid an ongoing challenging order environment caused by changes in the mobile game market. It also achieved a substantial improvement in profitability by enforcing project-by-project profitability management. As a result, revenue from Creative Services for the third quarter cumulative consolidated period was ¥1,051.668 million, up 11.8% year on year.」

    Despite the challenging order environment, the company won a major new project and enforced profitability management, resulting in 11.8% year-on-year revenue growth in Creative Services and an improvement in profitability.
  13. FY2021-Q2Shift from declining revenue to modest revenue growthAnnual report

    「During the second quarter cumulative consolidated period, the company worked to maintain a profitable business structure by improving its sales and proposal capabilities, winning new projects and enforcing project-by-project profitability management, amid an ongoing challenging order environment caused by changes in the mobile game market. As a result, revenue from Creative Services for the second quarter cumulative consolidated period was ¥679.017 million, up 3.2% year on year.」

    Despite the continuing challenging order environment, the company improved its sales and proposal capabilities, won new projects and advanced profitability management, resulting in 3.2% year-on-year growth in Creative Services revenue.
  14. FY2021-Q1WorsenedAnnual report

    「During the first quarter cumulative consolidated period, the company worked to maintain a profitable business structure by improving its sales and proposal capabilities, winning new projects and enforcing project-by-project profitability management, amid an ongoing challenging order environment caused by changes in the mobile game market. As a result, revenue from Creative Services for the first quarter cumulative consolidated period was ¥311.550 million, down 11.2% year on year.」

    Although the company improved its sales and proposal capabilities and advanced profitability management, the challenging order environment caused by changes in the mobile game market continued, and Creative Services revenue fell 11.2% year on year.
  15. FY2020WorsenedAnnual report

    「As a result, revenue from Creative Services for the consolidated fiscal year was ¥1,226.232 million, down 35.2% year on year.」

    While demand for 2D/3D graphics production remained firm, the sharp decline in the number of new mobile game titles widened the decline in Creative Services revenue.
  16. FY2020-Q3WorsenedAnnual report

    「During the third quarter cumulative consolidated period, demand for 2D/3D graphics production remained firm, while game development projects declined substantially as the number of new mobile game titles at customer companies fell sharply. As a result, revenue from Creative Services for the third quarter cumulative consolidated period was ¥940.348 million, down 37.1% year on year.」

    The sharp decline in the number of new mobile game titles caused Creative Services revenue to fall 37.1% year on year.
  17. FY2020-Q2WorsenedAnnual report

    「During the second quarter cumulative consolidated period, the company focused on active sales activities to win new projects. However, a substantial decline in the number of new mobile game titles developed by customer companies led to a decrease in the Group’s outsourced development projects. As a result, revenue from Creative Services for the second quarter cumulative consolidated period was ¥657.934 million, down 38.7% year on year.」

    Although sales activities continued, a substantial decline in the number of new mobile game titles reduced outsourced development projects, and revenue fell 38.7% year on year.
  18. FY2020-Q1Decline in demand for outsourced development in Creative ServicesAnnual report

    「During the first quarter cumulative consolidated period, the company focused on active sales activities to win new projects. However, changes in customer companies’ mobile game development trends reduced demand for outsourced development. As a result, revenue from Creative Services for the first quarter cumulative consolidated period was ¥350.718 million, down 31.4% year on year.」

    Although the company pursued sales activities to win new projects, changes in mobile game development trends reduced demand for outsourced development, and Creative Services revenue fell 31.4% year on year.
  19. FY2019AdvancedAnnual report

    「During the consolidated fiscal year, the company focused on securing and developing highly skilled technical personnel and worked to improve service quality. As a result, in addition to ongoing game development projects, the acquisition of new projects progressed smoothly. Consequently, revenue from Creative Services for the consolidated fiscal year was ¥1,891.091 million, up 8.4% year on year.」

    Securing and developing technical personnel expanded both ongoing and new projects, and Creative Services revenue rose 8.4% year on year.
  20. FY2019-Q3AdvancedAnnual report

    「During the third quarter cumulative consolidated period, the company focused on securing and developing highly skilled technical personnel and worked to improve service quality. As a result, in addition to ongoing game development projects, the acquisition of new projects progressed smoothly. Consequently, revenue from Creative Services for the third quarter cumulative consolidated period was ¥1,495.397 million, up 21.3% year on year.」

    Securing and developing technical personnel drove progress in winning both ongoing and new projects, and Creative Services revenue rose 21.3% year on year.
  21. FY2019-Q2AdvancedAnnual report

    「During the second quarter cumulative consolidated period, the company focused on securing and developing highly skilled technical personnel and worked to improve service quality. As a result, in addition to ongoing game development projects, the acquisition of new projects progressed smoothly, and performance remained strong. Consequently, revenue from Creative Services for the second quarter cumulative consolidated period was ¥1,073.291 million, up 45.9% year on year.」

    Securing and developing technical personnel drove progress in winning both ongoing and new projects, and Creative Services revenue rose 45.9% year on year.
  22. FY2019-Q1AdvancedAnnual report

    「During the first quarter cumulative consolidated period, the company worked to improve service quality by focusing on securing and developing personnel and strengthening its order acceptance structure. As a result, in addition to ongoing game development projects, it expanded its acquisition of new projects. Consequently, revenue from Creative Services for the first quarter cumulative consolidated period was ¥511.453 million, up 50.4% year on year.」

    Securing and developing personnel and strengthening the order acceptance structure expanded the acquisition of new game development projects in addition to ongoing projects, and Creative Services revenue rose 50.4% year on year.
  23. FY2018AdvancedAnnual report

    「During the consolidated fiscal year, the company focused on winning new projects centred on 2D/3D graphics production, an area in which the Group excels, while continuing to enforce rigorous quality and project management, thereby achieving substantial profit growth.」

    Through winning new projects and managing quality and projects, the Creative business generated revenue of ¥1,750.294 million and segment profit of ¥219.310 million, returning to profitability from a segment loss in the previous fiscal year.
  24. FY2018-Q3AdvancedAnnual report

    「During the third quarter cumulative consolidated period, the company conducted active sales activities, leveraging the technical capabilities and know-how it had developed, focused on winning new projects, and ensured rigorous project management, thereby achieving continuous and stable profit generation. As a result, revenue from the Creative business for the third quarter cumulative consolidated period was ¥1,239.510 million, up 17.7% year on year, and segment profit was ¥171.555 million.」

    Through winning new projects and rigorous project management, the Creative business recorded revenue growth of 17.7% year on year and segment profit of ¥171.555 million, continuing to generate stable profits.
  25. FY2018-Q2AdvancedAnnual report

    「During the second quarter cumulative consolidated period, the company conducted active sales activities, leveraging the technical capabilities and know-how it had developed, focused on winning new projects, and ensured rigorous project management, thereby securing stable profits. As a result, revenue from the Creative business for the second quarter cumulative consolidated period was ¥739.815 million, up 16.4% year on year, and segment profit was ¥81.998 million.」

    Through winning new projects and rigorous project management, the Creative business recorded revenue growth of 16.4% year on year and segment profit of ¥81.998 million, continuing to secure profits.
  26. FY2018-Q1AdvancedAnnual report

    「During the first quarter cumulative consolidated period, the company conducted active sales activities, leveraging the technical capabilities and know-how it had developed, focused on winning new projects, and ensured rigorous project management, thereby securing stable profits. As a result, revenue from the Creative business for the first quarter cumulative consolidated period was ¥340.227 million, up 18.9% year on year, and segment profit was ¥23.951 million.」

    Through winning new projects and rigorous project management, the Creative business improved from a segment loss in the same period of the previous year to a profit of ¥23.951 million.
  27. FY2017RestatedAnnual report

    「At a meeting of the Board of Directors held on 16 December 2016, the company resolved to merge its two consolidated subsidiaries, 株式会社フレイムハーツ and 株式会社PGユニバース, and completed the merger on 1 February 2017.」

    The inter-subsidiary merger with Flame Hearts following the acquisition of PG Universe is being reconfirmed as an completed organisational integration.
  28. FY2017-Q3AdvancedAnnual report

    「At a meeting of the Board of Directors held on 16 December 2016, the company resolved to merge its two consolidated subsidiaries, 株式会社フレイムハーツ and 株式会社PGユニバース, and completed the merger on 1 February 2017.」

    After acquiring PG Universe, the company carried out an inter-subsidiary merger with Flame Hearts, making concrete progress on integrating the Creative business.
  29. FY2017-Q1AdvancedAnnual report

    「To bring into the Group the personnel and technical capabilities of the acquired company, which excels in game planning, development and operations, in order to improve service quality in the Creative business, expand revenue from development projects and strengthen the business foundation.」

    On 29 July 2016, the company acquired 100% of 株式会社PGユニバース and proceeded with measures to bring in game development personnel and technical capabilities. Meanwhile, revenue fell 41.0% year on year in the quarter, and the company posted an operating loss of ¥85.753 million.
  30. FY2016First statedAnnual report

    「In January 2016, the Company integrated the management of all subsidiaries operating the creative business. By working to strengthen and improve the business foundation across the entire segment, it achieved steady results, including a substantial reduction in losses.」

    The Company integrated its subsidiaries, strengthening the foundation of the creative business and reducing losses.
Moved together

"Developing the System Verification and Automotive Fields" moved the same way as this thread, in the same document, in 16 of its 30 moves.

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  1. ★This thread
  2. 1Developing the System Verification and Automotive Fields16×
  3. 2Expansion of Business Areas and Creation of Diverse Revenue Streams14×
  4. 3Expansion of Services into Processes Adjacent to Debugging14×
  5. 4Securing and Developing Personnel, Including Testers13×
  6. 5Group Synergies and Selection and Concentration12×
  7. 6Growth of the Debugging Business in Japan, Overseas and New Fields11×

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Rebuilding and Integration of the Creative Business | DIGITAL HEARTS HOLDINGS Co.,Ltd. (3676) | Komori