Komori
Dle (3686) · FactChanges in revenue composition by category

Disclosure of Disaggregated Revenue Information

First written in FY2022-Q1. 3 of 13 entries say "Restated". Latest entry: FY2026-H1.

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ProgressHeldSoftenedWorseOtherFY2022-Q1 – FY2024ReframedFY2025-H12021: 220212022: 320222023: 420232024: 320242025: 12025
Same theme, other companies
Disaggregated revenue disclosure under the revenue recognition standardA theme 94 companies write about · 0 as a headwind · 3 as a tailwind

47 other companies' latest entry also says "Other".

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Showing 14 of the 94 companies compared. The sentences above are computed from all 94.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1Changes in revenue composition by categoryAnnual report

    「IP and content-related ¥135.684 million Sales promotion-related ¥120.664 million Game and app-related ¥160.761 million Sports and branding-related ¥125.962 million E-commerce and crowdfunding-related ¥130.617 million KPOP-related ¥16.748 million Other ¥1.194 million Revenue from contracts with customers ¥691.633 million」

    Revenue disaggregation across 6 categories continues to be disclosed. While e-commerce and crowdfunding-related revenue decreased substantially from the same period of the previous year, revenue from game and app-related and sports and branding-related activities is now disclosed.
  2. FY2025-H1ReframedAnnual report

    「Information on revenue from contracts with customers was previously classified into “IP, content and brand-related,” “sales promotion-related,” “game and app-related,” and “other.” From the current interim consolidated accounting period, the classification has been changed, from the perspective of business trends, to “IP and content-related,” “sales promotion-related,” “game and app-related,” “sports and branding-related,” “e-commerce and crowdfunding-related,” and “KPOP-related.”」

    The revenue disaggregation has been changed from the previous 4 categories to 6 categories, including sports and branding, e-commerce and crowdfunding, and KPOP, reorganizing the disclosure format to reflect business trends.
  3. FY2024Annual changes in revenue compositionAnnual report

    「IP, content and brand-related ¥531.446 million Sales promotion-related ¥531.150 million Game and app-related ¥285.207 million Other ¥357.706 million Revenue from contracts with customers ¥1,705.511 million」

    The composition of revenue for the year was disclosed, showing decreases from the previous year in IP, content and brand-related revenue, sales promotion-related revenue, and game and app-related revenue, while other revenue increased.
  4. FY2024-Q3Changes in Revenue CompositionAnnual report

    「Fast Entertainment business IP, content and brand-related ¥361.380 million Sales promotion-related ¥338.821 million Game and app-related ¥284.519 million Other ¥180.653 million Revenue from contracts with customers ¥1,165.375 million Other revenue - Revenue from external customers ¥1,165.375 million」

    Revenue of ¥1,165.375 million for the cumulative third quarter was disaggregated and disclosed. Compared with the same period of the previous year, IP, content and brand-related revenue, sales promotion-related revenue, and game and app-related revenue decreased, while other revenue increased.
  5. FY2024-Q2Changes in Revenue CompositionAnnual report

    「Fast Entertainment Business IP, content and brand-related 226,492 Sales promotion-related 177,402 Game and app-related 253,607 Other 107,502 Revenue from contracts with customers 765,005 Other revenue — Revenue from external customers 765,005」

    The Company disclosed the breakdown of ¥765.005 million in revenue for the cumulative second quarter. Compared with the same quarter of the previous year, IP, content and brand-related, sales promotion-related and game and app-related revenue decreased, while other revenue increased.
  6. FY2024-Q1Change in first-quarter revenue compositionAnnual report

    「Fast Entertainment Business IP, content and brand-related 107,789 Sales promotion-related 96,594 Game and app-related 128,354 Other 48,149 Revenue from contracts with customers 380,887 Other revenue — Revenue from external customers 380,887」

    The Company disclosed the breakdown of ¥380.887 million in revenue for the first quarter. Compared with the same quarter of the previous year, IP, content and brand-related and game and app-related revenue decreased, while sales promotion-related and other revenue increased.
  7. FY2023Annual increase in IP- and game-related revenueAnnual report

    「IP, content and brand-related 730,899; sales promotion-related 643,655; game and app-related 545,347; other 100,888; revenue from contracts with customers 2,020,801」

    The Company disclosed the annual revenue composition for the current period. IP, content and brand-related and game and app-related revenue increased from the previous period, while sales promotion-related and other revenue decreased.
  8. FY2023-Q3Increase in IP- and game-related revenueAnnual report

    「Fast Entertainment Business IP, content and brand-related 433,364 Sales promotion-related 413,561 Game and app-related 419,937 Other 63,872 Revenue from contracts with customers 1,330,736 Other revenue — Revenue from external customers 1,330,736」

    The Company disclosed the breakdown of revenue for the cumulative third quarter. Compared with the same quarter of the previous year, IP, content and brand-related and game and app-related revenue increased, while sales promotion-related revenue decreased.
  9. FY2023-Q2RestatedAnnual report

    「Fast Entertainment Business IP, content and brand-related 265,466 Sales promotion-related 284,365 Game and app-related 264,405 Other 49,798 Revenue from contracts with customers 864,036 Other revenue — Revenue from external customers 864,036」

    The Company disclosed the breakdown of ¥864.036 million in revenue for the cumulative second quarter into IP, content and brand-related, sales promotion-related, game and app-related, and other revenue.
  10. FY2023-Q1Changes in Revenue CompositionAnnual report

    「Fast Entertainment Business IP, content and brand-related 151,303 Sales promotion-related 72,504 Game and app-related 136,938 Other 5,910 Revenue from contracts with customers 366,656 Other revenue — Revenue from external customers 366,656」

    The Company disclosed the breakdown of ¥366.656 million in revenue for the first quarter. Compared with the same quarter of the previous year, IP, content and brand-related revenue increased to ¥151.303 million and game and app-related revenue increased to ¥136.938 million, while sales promotion-related revenue was ¥72.504 million.
  11. FY2022-Q3RestatedAnnual report

    「Fast Entertainment Business IP, content and brand-related 299,627 Sales promotion-related 438,551 Game and app-related 283,864 Other 65,622 Revenue from contracts with customers 1,087,666 Other revenue — Revenue from external customers 1,087,666」

    The Company disclosed the breakdown of ¥1,087.666 million in revenue for the cumulative third quarter into IP, content and brand-related, sales promotion-related, game and app-related, and other revenue.
  12. FY2022-Q2RestatedAnnual report

    「Fast Entertainment Business: IP, content and brand-related 185,600; sales promotion-related 270,107; game and app-related 173,570; other 29,473; revenue from contracts with customers 658,751; other revenue —; revenue from external customers 658,751」

    Following the application of the revenue recognition standards, the Company disaggregated ¥658.751 million in revenue for the cumulative second quarter into IP, content and brand-related, sales promotion-related, game and app-related, and other revenue.
  13. FY2022-Q1First statedAnnual report

    「Fast Entertainment Business: IP, content and brand-related 85,415; sales promotion-related 84,191; game and app-related 68,939; other 8,634; revenue from contracts with customers 247,181; other revenue —; revenue from external customers 247,181」

    Following the application of the revenue recognition standards, the Company disaggregated ¥247.181 million in revenue from contracts with customers for the first quarter into IP, content and brand-related, sales promotion-related, game and app-related, and other revenue.
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