Intensifying Competition in the Social Gaming Market
First written in FY2017-Q1. 2 of 4 entries say "Restated". Latest entry: FY2017.
The whole theme swung hardest in 2022: 5 of 14 companies on the "Worse" side.
9 other companies' latest entry also says "Restated".
- FY2017RestatedAnnual report
「In the game business, both sales and segment profit declined due to intensifying competition in the social gaming market. As a result, net sales were ¥35.002 million, down 34.3% year on year, and segment profit was ¥3.456 million, down 39.7%.」
The decline in revenue and profit caused by intensifying competition in the social gaming market continued for the full year. - FY2017-Q3RestatedAnnual report
「In the game business, both sales and segment profit declined due to intensifying competition in the social gaming market. As a result, net sales were ¥22.874 million, down 43.8% year on year, and segment profit was ¥2.501 million, down 40.7%.」
The decline in net sales and segment profit caused by intensifying competition in the social gaming market has continued. - FY2017-Q2WorsenedAnnual report
「In the game business, sales have declined due to intensifying competition in the social gaming market. As a result, net sales were ¥15.793 million, down 47.2% year on year, and segment profit was ¥1.990 million, down 30.8%.」
The impact of intensifying competition in the social gaming market has continued, with net sales down 47.2% year on year and segment profit down 30.8%. - FY2017-Q1MaterialisedAnnual report
「In the gaming business, revenue has declined as competition in the social gaming market has intensified. As a result, revenue was ¥9,611 thousand, down 46.7% year on year, and segment profit was ¥1,183 thousand, down 14.0%.」
Intensifying competition resulted in lower revenue and segment profit in the gaming business.