Komori
Digital Hearts Holdings (3676) · InitiativeAdvanced

Growth of the Debugging Business in Japan, Overseas and New Fields

First written in FY2016. 27 of 36 entries say "Advanced", first in FY2017-Q2. Latest entry: 2026-08-06.

36entries
11years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2017-Q2 – FY2018AdvancedFY2022-Q1 – FY2023-Q3AdvancedFY2024-Q3 – 2026-08-062016: 320162017: 420172018: 420182019: 420192020: 420202021: 420212022: 320222023: 220232024: 120242025: 220252026: 52026
Same theme, other companies
Developing New Domestic and Overseas Markets and Expanding Business with Existing CustomersA theme 32 companies write about · 0 as a headwind · 33 as a tailwind

The whole theme swung hardest in 2020: 4 of 26 companies on the "Worse" side.

14 other companies' latest entry also says "Advanced".

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 32 companies compared. The sentences above are computed from all 32.
Full recordFilings, disclosures and news, newest first
  1. FY2026AdvancedAnnual report

    「During the fiscal year, against a backdrop of strong demand associated with the launch of Nintendo Switch 2, the company conducted proactive sales activities leveraging its extensive inventory of testing equipment dedicated to new hardware. It also promoted flexible and agile operations tailored to customer needs, including resource sharing across locations, through a company-wide effort. As a result, it steadily won new projects and achieved double-digit revenue growth in domestic debugging services.」

    The company won new domestic debugging projects through testing equipment dedicated to new hardware, resource sharing across locations, and proactive sales activities, achieving double-digit revenue growth.
  2. FY2026-H1AdvancedAnnual report

    「Domestic debugging services performed well as proactive sales activities, supported by a large pool of testing personnel and more than 600 units of dedicated testing equipment for new hardware procured ahead of schedule at the end of the previous fiscal year, led to the acquisition of numerous new console-game projects.」

    The company used more than 600 units of testing equipment dedicated to new hardware and its pool of testing personnel to win numerous new console-game projects.
  3. FY2025AdvancedAnnual report

    「During the fiscal year, domestic debugging services achieved revenue growth by steadily winning new large-scale projects through effective strategic sales activities, including concentrating management resources on clients actively developing new titles, while the domestic game market remained weak. In anticipation of increased debugging demand following the launch of new hardware, the company also worked early to maintain and expand its high market share by expanding the Kyoto Lab. and Nagoya Lab. and preparing testing equipment dedicated to the new hardware.」

    The company won new large-scale projects through strategic customer selection and sales activities, while expanding the Kyoto Lab. and Nagoya Lab. and preparing equipment dedicated to the new hardware.
  4. FY2024-Q3AdvancedAnnual report

    「During the nine months ended 31 December, although domestic debugging services faced a pullback from the strong performance of console-game debugging, particularly in the first half of the previous fiscal year, the company worked to maintain and expand its overwhelming market share by promoting DHQ (Digital Hearts Quality), its proprietary quality-management method for achieving optimal QCD (Quality/Cost/Delivery) for client companies, and by working to enhance the value of its services. It also worked to secure talented personnel and improve employee satisfaction by establishing a new Lab. testing center in Kumamoto and raising testers' hourly wages above previous levels.」

    Domestic debugging continued to enhance value through DHQ and maintain and expand market share despite the pullback, while the new Kumamoto Lab. expanded the order-taking structure.
  5. FY2024-Q1RestatedAnnual report

    「During the three months ended 30 June, although domestic debugging services faced a pullback from the exceptionally strong performance of console-game debugging in the previous fiscal year, the company worked to maintain and expand its overwhelming market share by promoting DHQ (Digital Hearts Quality), its proprietary quality-management method for achieving optimal QCD (Quality/Cost/Delivery) for client companies, and by working to enhance the value of its services.」

    Despite the pullback from the previous fiscal year's strong performance, domestic debugging continued to enhance value through DHQ and maintain and expand its overwhelming market share.
  6. FY2023-Q3AdvancedAnnual report

    「During the nine months ended 31 December, domestic debugging services benefited from expanding demand in the strong console-game market and progressed in winning new projects, achieving double-digit revenue growth.」

    The company won new domestic debugging projects against a backdrop of expanding demand in the console-game market, achieving double-digit revenue growth.
  7. FY2023-Q2AdvancedAnnual report

    「During the six months ended 30 September, domestic debugging services benefited from expanding demand in the strong console-game market and progressed in winning new projects, achieving double-digit revenue growth.」

    The company won new projects against a backdrop of expanding demand in the console-game market, resulting in double-digit growth in domestic debugging-services revenue.
  8. FY2022AdvancedAnnual report

    「The company won numerous new large-scale title projects by providing high-quality services that responded flexibly to fluid development schedules.」

    Domestic debugging won numerous new large-scale title projects, with revenue of ¥12,123.492 million, up 5.1% year on year.
  9. FY2022-Q3AdvancedAnnual report

    「During the nine months ended 31 December, development of new titles became more active, particularly in the console-game market, against a backdrop of increased stay-at-home demand and other factors. Under these market conditions, the Group pursued proactive sales activities and continued efforts to improve service quality, winning numerous new large-scale title projects scheduled for release during the fiscal year.」

    As new-title development became more active in the console-game market, proactive sales activities and service-quality improvements enabled the company to win numerous new large-scale title projects scheduled for release.
  10. FY2022-Q2AdvancedAnnual report

    「During the six months ended 30 September, development of new titles became more active, particularly in the console-game market, against a backdrop of increased stay-at-home demand and other factors. Under these market conditions, the Group pursued proactive sales activities and continued efforts to improve service quality, winning numerous new large-scale title projects scheduled for release during the fiscal year. It also sought to improve profitability by strengthening operational reforms at Lab. testing centers and reviewing its cost structure. As a result, revenue from domestic debugging services for the six months ended 30 September was ¥5,961.729 million, up 7.8% year on year.」

    The company won numerous new large-scale console-game projects and advanced operational reforms and a review of Lab.'s cost structure, resulting in a 7.8% year-on-year increase in domestic debugging revenue.
  11. FY2022-Q1AdvancedAnnual report

    「Against this backdrop, the Group focused on proposal-based sales activities that accurately captured customer needs and continued efforts to improve service quality, winning numerous new large-scale title projects scheduled for release during the fiscal year. As a result, revenue from domestic debugging services for the three months ended 30 June was ¥2,931.279 million, up 9.3% year on year.」

    Proposal-based sales and service-quality improvements helped the company win numerous new large-scale titles scheduled for release during the fiscal year, resulting in a 9.3% year-on-year increase in domestic debugging revenue.
  12. FY2021Recovery in the second half; narrower full-year revenue declineAnnual report

    「Although the fiscal year was affected mainly in the first half by the spread of COVID-19, debugging demand recovered from the second half onward, particularly for console games, including new titles for the new PlayStation®5 hardware launched in November 2020.」

    Debugging demand was affected by the pandemic in the first half, but recovered from the second half onward, mainly through new PlayStation 5 titles and others. The full-year revenue decline narrowed from 12.2% to 5.5% year on year.
  13. FY2021-Q3AdvancedAnnual report

    「During the nine months ended 31 December, the Group maintained stable service delivery by launching remote debugging, which enabled testers to perform part of their debugging work from home in response to the spread of COVID-19. It also established an order-taking structure to win new titles for the new PlayStation® 5 hardware launched in November 2020, and strengthened collaboration among its domestic and overseas group companies to capture rising demand for translation and localization. In addition, it worked to improve profitability by consolidating and reorganizing its testing centers, known as Lab., and reducing expenses.」

    The company continued remote debugging, established an order-taking structure for new PlayStation® 5 titles, addressed demand for translation and localization, strengthened collaboration among its domestic and overseas group companies, and consolidated and reorganized Lab. testing centers while reducing expenses. Meanwhile, revenue from debugging services fell 9.6% year on year.
  14. FY2021-Q2Demand continued to decline, but the revenue decline narrowedAnnual report

    「However, as the spread of COVID-19 affected client companies, some title development was delayed or postponed. As a result, revenue from debugging services for the six months ended 30 September was ¥6,258.283 million, down 9.6% year on year.」

    The decline in debugging demand continued due to delays and postponements in title development. However, the year-on-year revenue decline narrowed from 12.2% in the first quarter to 9.6%.
  15. FY2021-Q1Temporary decline in debugging demand due to COVID-19Annual report

    「However, some client companies experienced delays or postponements in title development, and demand for debugging, translation and localization temporarily declined due to the impact of lockdowns overseas and other factors. As a result, revenue from debugging services for the three months ended 30 June was ¥3,023.103 million, down 12.2% year on year.」

    Demand in the debugging business temporarily declined due to delays and postponements in clients' title development and the impact of lockdowns overseas, resulting in a 12.2% year-on-year decline in revenue.
  16. FY2020AdvancedAnnual report

    「Revenue from debugging services for the fiscal year rose to ¥13,823.219 million, up 5.5% year on year.」

    The company captured large-scale console-game projects and demand for new amusement-machine development, while strengthening its translation and localization delivery capabilities by establishing a joint venture in Taiwan.
  17. FY2020-Q3AdvancedAnnual report

    「During the nine months ended 31 December, the company conducted proactive sales activities for console-game services and responded flexibly to fluid development schedules, winning numerous large-scale title projects and achieving double-digit revenue growth. In the amusement-machine industry, where difficult market conditions had continued, client companies gradually became more active in developing new machines. By successfully capturing debugging demand related to this development, the company achieved substantial revenue growth. As a result, revenue from debugging services for the nine months ended 31 December rose substantially to ¥10,655.404 million, up 7.8% year on year.」

    The company won numerous large-scale console-game projects and also captured demand for new amusement-machine development, resulting in a 7.8% year-on-year increase in debugging-services revenue.
  18. FY2020-Q2AdvancedAnnual report

    「During the six months ended 30 September, services for console games performed well as proactive sales activities and ongoing efforts to improve service quality paid off, resulting in the acquisition of numerous popular titles scheduled for release during the year-end sales season. In the amusement-machine industry, where difficult market conditions had continued, client companies gradually became more active in developing new machines. By successfully capturing debugging demand related to this development, the company achieved substantial revenue growth. As a result, revenue from debugging services for the six months ended 30 September rose substantially to ¥6,925.015 million, up 8.3% year on year.」

    The company won numerous popular console-game titles scheduled for the year-end sales season and also captured demand for new amusement-machine development, resulting in an 8.3% year-on-year increase in debugging revenue.
  19. FY2020-Q1AdvancedAnnual report

    「During the three months ended 30 June, services for console games performed well as proposal-based sales activities accurately addressing customer needs and ongoing efforts to improve service quality paid off, leading to progress in winning multiple large-scale title projects. As a result, revenue from debugging services for the three months ended 30 June rose substantially to ¥3,444.729 million, up 10.7% year on year.」

    The company won multiple large-scale title projects for console games, driving a 10.7% year-on-year increase in debugging-services revenue. Signs of recovery also began to emerge in the amusement-machine market, and the company captured demand related to new-machine development.
  20. FY2019AdvancedAnnual report

    「During the fiscal year, services for amusement machines fell sharply under the impact of the regulatory tightening. Meanwhile, services for mobile games achieved substantial revenue growth by continuing to capture rising debugging demand, particularly during the live-operations phase.」

    Despite the decline in amusement-related services, the company captured demand during the live-operations phase of mobile games, broadening the demand mix within its debugging services.
  21. FY2019-Q3RestatedAnnual report

    「During the nine months ended 31 December, services for mobile games achieved substantial revenue growth by focusing on providing high-value-added services tailored closely to customer needs and continuing to capture rising debugging demand, particularly during the live-operations phase. In contrast, services for amusement machines fell sharply because the difficult order environment continued under the impact of the regulatory tightening implemented in February 2018.」

    The company continued to pursue demand during the live-operations phase of mobile games through high-value-added services, while the difficult order environment for amusement-machine services continued under the impact of the regulatory tightening.
  22. FY2019-Q2RestatedAnnual report

    「During the six months ended 30 September, services for mobile games achieved substantial revenue growth by building strong relationships with client companies and continuing to capture rising debugging demand, particularly during the live-operations phase. In contrast, the amusement-machine market as a whole remained sluggish following the regulatory tightening implemented in February 2018. Although manufacturers were gradually progressing with the development of gaming machines compliant with the new regulations, debugging demand fell sharply during the gap between development cycles for these new machines.」

    The company continued to pursue demand during the live-operations phase of mobile games, while demand for amusement-machine services fell sharply during the gap between development cycles for new machines following the regulatory tightening.
  23. FY2019-Q1RestatedAnnual report

    「During the nine months ended 30 June, services for mobile games achieved substantial revenue growth by continuing to capture rising debugging demand, particularly during the live-operations phase. In contrast, services for amusement machines remained sluggish as the pullback from front-loaded demand ahead of the regulatory tightening implemented in February 2018 continued.」

    The company said it would continue to capture demand during the live-operations phase of mobile games, while the pullback in services for amusement machines ahead of the regulatory tightening continued.
  24. FY2018AdvancedAnnual report

    「Revenue from the debugging business for the fiscal year was ¥14,283.702 million, up 16.3% year on year, driven mainly by strong performance in services for console games and mobile content.」

    Full-year revenue from the debugging business was ¥14,283.702 million, up 16.3% year on year. Revenue from system testing also increased by more than 150% year on year, and the company said the business had entered a full-scale growth phase.
  25. FY2018-Q3AdvancedAnnual report

    「Against this backdrop, the Group continued to focus on recruiting and training testers, strengthening its order-taking capabilities, while continuously improving service quality. As a result, it successfully converted growing demand for debugging services into orders. Revenue from the debugging business for the nine months ended 31 December was ¥10,848.774 million, up 17.3% year on year, as revenue increased across all client relationships. Segment profit was ¥2,325.356 million, up 10.9%.」

    The Group continued to recruit and train testers and improve service quality. The debugging business recorded higher revenue across all client relationships, with revenue up 17.3% year on year.
  26. FY2018-Q2AdvancedAnnual report

    「Against this backdrop, our group has continued to strengthen its order fulfillment capacity by focusing on recruiting and developing testing personnel, while continuously working to improve and enhance service quality, thereby reliably converting growing demand for debugging into orders.」

    The group continued to recruit and develop testing personnel and improve service quality. Debugging business sales reached ¥6,945 million, up 15.7% year on year, while segment profit increased 17.1%. All relationships—consumer games, digital solutions and amusement—achieved higher sales.
  27. FY2018-Q1AdvancedAnnual report

    「In the VR field, where demand is expected to increase, we steadily built a track record by focusing on active sales activities and winning multiple large-scale projects. As a result, sales from the consumer game relationship within the debugging business for the first 3 months of the current fiscal year rose significantly to ¥1,100 million, up 26.3% year on year.」

    The group won multiple large-scale projects in the VR field, and sales from the consumer game relationship increased 26.3% year on year.
  28. FY2017AdvancedAnnual report

    「To this end, our group promoted the overseas expansion of its debugging business by continuing to focus on securing and developing tester personnel and strengthening our order fulfillment capacity through measures including expanding domestic debugging sites and using the permanent employment conversion system introduced in the previous fiscal year. We also established a new subsidiary in China in July 2016 and focused on active sales activities in China's game market, where game development is vigorous.」

    As a result of expanding domestic sites, personnel initiatives, and sales activities through the Chinese subsidiary, debugging business sales reached ¥12,283 million, up 10.3% year on year.
  29. FY2017-Q3AdvancedAnnual report

    「To improve service quality and build stronger relationships with customer companies through the provision of high-value-added services, our group has continued to focus on developing personnel from a medium- to long-term perspective by using measures including the permanent employment conversion system introduced in the previous fiscal year. This has enabled us to reliably convert growing demand for debugging into orders. As a result, sales in the debugging business for the first 9 months of the current fiscal year were ¥9,246 million, up 12.5% year on year.」

    The group continued personnel development using measures including the permanent employment conversion system, and debugging business sales rose 12.5% year on year. Digital Solution Relations also grew 28.2% year on year and was described as a core relationship driving growth.
  30. FY2017-Q2AdvancedAnnual report

    「To this end, our group has actively pursued initiatives to enhance the added value of its services. These include continuing to secure and develop tester personnel and further strengthening our order fulfillment capacity, including by expanding Osaka Lab., our domestic debugging site, as well as developing new services specializing in VR (virtual reality) content and conducting research toward the practical application of artificial intelligence-based debugging services, drawing on the testers' knowledge and expertise.」

    In addition to expanding Osaka Lab., the group is proceeding with specific service development in the new field of services specializing in VR content.
  31. FY2017-Q1RestatedAnnual report

    「As part of our strategy to capture overseas demand for debugging, we decided to enter China's rapidly growing game market. With the cooperation of 株式会社ウィズ・パートナーズ, which has strong networks with leading Chinese companies and extensive experience and a track record in supporting business expansion in Asia, we have promoted initiatives to establish quality standards and develop the business in China's game market.」

    The policy of capturing domestic and overseas demand and developing new fields continues through specific activities, including entering China's game market and establishing quality standards.
  32. FY2016First statedAnnual report

    「We will continue to pursue growth in the debugging business across regions and fields by focusing on capturing domestic and overseas demand and developing potential needs in new fields, where demand is expected to continue expanding.」

    Policy of expanding the core debugging business by capturing domestic and overseas demand and developing new fields.
Moved together

"Overseas Expansion of Debugging Services" moved the same way as this thread, in the same document, in 21 of its 36 moves.

212121201816★123456
  1. ★This thread
  2. 1Overseas Expansion of Debugging Services21×
  3. 2Expansion of Business Areas and Creation of Diverse Revenue Streams21×
  4. 3Expansion of Services into Processes Adjacent to Debugging21×
  5. 4Securing and Developing Personnel, Including Testers20×
  6. 5Developing the System Verification and Automotive Fields18×
  7. 6Strengthening the earnings base and further growth16×

★ 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 Digital Hearts Holdings yet. It last moved in the Other Disclosures of 2026-08-06: "Advanced".
News
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Growth of the Debugging Business in Japan, Overseas and New Fields | DIGITAL HEARTS HOLDINGS Co.,Ltd. (3676) | Komori