Contents of this document
- Game – Middleware/Tools-¥23 million
- Game – Overseas-¥17 million
- Game – Audio production+¥12 million
- Game business segment profit-¥42 million
- Mobility+¥179 million
- Embedded systems-¥137 million
- Cloud Solutions-¥36 million
- Enterprise business segment profit-¥44 million
- Launch of next-generation LipSync
- Launch of CRI DietCoder Bridge
- Expansion into the Indian two-wheeler market through Glassco's collaboration with Hagiwara Electronics
- Development of next-generation products, including D-Amp Driver × GaN
- Plan to complete development and launch new cloud solutions products in the second half
- Begin paying interim dividends from the fiscal year ending September 2026
- Number of licenses using CRIWARE10,581 Licensing
- Number of licenses using ADXAT1,945 10,000 licenses
- Number of licenses using Glassco430 10,000 licenses
- Domestic CRIWARE adoption rate (smartphone games)38 %
- Domestic CRIWARE adoption rate (console games)30 %
- Gaming BusinessNet Sales¥937 millionYear on year against the same period last year-1.2%Segment profit¥86 millionYear-on-year change in profit-32.6%
- Enterprise BusinessNet Sales¥911 millionYear on year against the same period last year+0.5%Segment profit¥214 millionYear-on-year change in profit-17.1%
- Middleware/ToolsNet Sales¥684 millionYear on year against the same period last year-3.4%
- Audio productionNet Sales¥252 millionYear on year against the same period last year+5.1%
- Embedded systemsNet Sales¥296 millionYear on year against the same period last year-31.7%
- MobilityNet Sales¥493 millionYear on year against the same period last year+57.0%
- Cloud SolutionsNet Sales¥121 millionYear on year against the same period last year-23.2%
- 2024 global game content marketScale¥31.0 trillion
- Top 5 Indian two-wheeler manufacturers by production volumeScale20.31 million units
- Share of Japanese manufacturers in the Indian two-wheeler marketScale26%
- Share of Indian manufacturers in the Indian two-wheeler marketScale64%
| Item | Details |
|---|---|
| Document type | Supplementary materials to the earnings report |
| Fiscal Period Covered | First half of the fiscal year ending September 2026 |
| Net Sales | ¥1,849 million (YoY -0.4%) |
| Operating profit | ¥301 million (YoY -22.3%) |
| Ordinary income | ¥321 million (YoY -17.8%) |
| Net income | ¥222 million (YoY -18.1%) |
| Gross Profit Margin | Rate 63.9 / Year-on-year change (points) 2.6 |
| Operating profit margin | Rate 16.3 / Year-on-year change (points) -4.6 |
| Selling, general and administrative expenses | ¥880 million |
| Results for the three months of the current quarter | Second-quarter standalone revenue of ¥929 million and operating profit of ¥179 million |
| Full-year earnings forecast | Net Sales ¥3,910 million / Operating profit ¥600 million / Ordinary income ¥616 million / Profit attributable to owners of the parent ¥462 million |
| Progress against full-year forecast | Net Sales 47.3% / Operating profit 50.2% / Ordinary income 52.2% / Interim net income attributable to owners of the parent 48.1% |
| Segment results | Segment Gaming Business / Net Sales ¥937 million / Year on year against the same period last year -1.2% / Segment profit ¥86 million / Year-on-year change in profit -32.6%, Segment Enterprise Business / Net Sales ¥911 million / Year on year against the same period last year +0.5% / Segment profit ¥214 million / Year-on-year change in profit -17.1%, Segment Middleware/Tools / Net Sales ¥684 million / Year on year against the same period last year -3.4%, Segment Audio production / Net Sales ¥252 million / Year on year against the same period last year +5.1%, Segment Embedded systems / Net Sales ¥296 million / Year on year against the same period last year -31.7%, Segment Mobility / Net Sales ¥493 million / Year on year against the same period last year +57.0%, Segment Cloud Solutions / Net Sales ¥121 million / Year on year against the same period last year -23.2% |
| Breakdown of Factors Affecting the Change | Factors Game – Middleware/Tools / Amount -¥23 million, Factors Game – Overseas / Amount -¥17 million, Factors Game – Audio production / Amount +¥12 million, Factors Game business segment profit / Amount -¥42 million, Factors Mobility / Amount +¥179 million, Factors Embedded systems / Amount -¥137 million, Factors Cloud Solutions / Amount -¥36 million, Factors Enterprise business segment profit / Amount -¥44 million |
| Key KPIs | Indicator name Number of licenses using CRIWARE / Value 10,581 Licensing / Year on year against the same period last year Not disclosed, Indicator name Number of licenses using ADXAT / Value 1,945 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Number of licenses using Glassco / Value 430 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Domestic CRIWARE adoption rate (smartphone games) / Value 38 % / Year on year against the same period last year Not disclosed, Indicator name Domestic CRIWARE adoption rate (console games) / Value 30 % / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 172 people / Change during the period Up 1 from 171 people in the same period of the previous year |
| Medium-term management plan targets | Target fiscal year FY2030 (fiscal year ending September 2030) / Net Sales ¥10 billion / Operating profit margin 20% / Comparison with actual results FY2025 revenue of ¥3.4 billion and operating margin of 16% |
| Annual Dividend | Fiscal year ending September 2026 forecast ¥27 per share / Interim Dividend ¥13 per share / Year-end dividend ¥14 per share |
| Payout ratio | 30.5% (with a consolidated payout ratio of 30% as a guideline) |
| Market Size / Share | Market 2024 global game content market / Scale ¥31.0 trillion, Market Top 5 Indian two-wheeler manufacturers by production volume / Scale 20.31 million units, Market Share of Japanese manufacturers in the Indian two-wheeler market / Scale 26%, Market Share of Indian manufacturers in the Indian two-wheeler market / Scale 64% |
| New initiatives | Launch of next-generation LipSync, Launch of CRI DietCoder Bridge, Expansion into the Indian two-wheeler market through Glassco's collaboration with Hagiwara Electronics, Development of next-generation products, including D-Amp Driver × GaN, Plan to complete development and launch new cloud solutions products in the second half, Begin paying interim dividends from the fiscal year ending September 2026 |
Items this document does not state (10)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.Revenue and operating profit declined because the same period of the previous year benefited from special demand associated with the launch of new karaoke models. For operating profit, higher costs, including upfront investments and research and development expenses, in both the Game and Enterprise businesses contributed to the decline. At the same time, Glassco licensing revenue in the Mobility business, voice-recording projects for China, and the recovery of the domestic and Chinese Game businesses supported results.