Results for this period
Full year1 October 2025–30 September 2026ConsolidatedJapanese GAAPThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Stacked from zero: upward is an increase in cash, downward a decrease (in ¥ million).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
The Game business posted higher revenue and profit, driven by strong performance for home video game consoles, multiple lump-sum licensing agreements, and a large-scale voice-recording project from China. The Enterprise business posted higher revenue due to expanded adoption in the mobility sector, but profit declined because of the lapse of special demand associated with the launch of new karaoke models in the previous fiscal year, insufficient acquisition of commissioned projects, and delays in new product development. R&D investment in growth areas and next-generation products was also made.
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| Item | Details |
|---|---|
| Fiscal Period Classification | Full year |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 October 2025–30 September 2026 |
| Net Sales | ¥3,593 million (YoY +4.2%) |
| Operating profit | ¥464 million (YoY -16.1%) |
| Ordinary income | ¥489 million (YoY -13.6%) |
| Profit attributable to owners of the parent | ¥375 million (YoY -10.9%) |
| Net income per share | ¥71.75 |
| Operating Margin | 12.9% |
| Equity ratio | End of the current fiscal period 88.8% / End of previous period 69.3% |
| Total assets | ¥4,788 million |
| Net assets | ¥4,292 million |
| Cash flows from operating activities | ¥253 million |
| Cash flows from investing activities | ¥-126 million |
| Cash flows from financing activities | ¥-1,198 million |
| Cash and cash equivalents at end of period | ¥3,183 million |
| Full-year earnings forecast | Net Sales ¥4,130 million (YoY +14.9%) / Operating profit ¥600 million (YoY +29.0%) / Ordinary income ¥612 million (YoY +25.0%) / Profit attributable to owners of the parent ¥465 million (YoY +24.0%) |
| Annual Dividend Forecast | ¥25 → ¥27(+8.0%) |
| Payout ratio | 37.6% (actual for the fiscal year ended September 2026), 30.3% (forecast for the fiscal year ending September 2027) |
| Segment revenue | Gaming Business ¥1,932,808 thousand (YoY +7.0%), Enterprise Business ¥1,660,314 thousand (YoY +1.1%) |
| Segment profit | Gaming Business ¥218,644 thousand (YoY +17.4%), Enterprise Business ¥246,321 thousand (YoY -33.1%) |
| Depreciation and amortization | ¥93,963 thousand |
| Disclosure regarding the going concern assumption | None |
| Change in accounting policy | Changes due to revisions to standards None / Other changes None / Change in accounting estimate None / Restatement None |
| Changes in the scope of consolidation | New 0 companies / Excluded 0 companies / Company name None |
| Material subsequent events | No applicable matters |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Yes (for institutional investors) |
| Issued Shares at Period-End | 5,578,150 shares |
| Treasury Shares at Period-End | 350,777 shares |
| Factors Behind Changes in Business Performance | The Game business posted higher revenue and profit, driven by strong performance for home video game consoles, multiple lump-sum licensing agreements, and a large-scale voice-recording project from China. The Enterprise business posted higher revenue due to expanded adoption in the mobility sector, but profit declined because of the lapse of special demand associated with the launch of new karaoke models in the previous fiscal year, insufficient acquisition of commissioned projects, and delays in new product development. R&D investment in growth areas and next-generation products was also made. |
Items this document does not state (6)
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.In the Game business, strong performance for home video game consoles, multiple lump-sum licensing agreements, and a large-scale voice-recording project from China contributed to higher revenue and profit. In the Enterprise business, expanded adoption in the mobility sector contributed to higher revenue, while profit declined due to the lapse of special demand associated with the launch of new karaoke models in the previous fiscal year, insufficient acquisition of commissioned projects, and delays in new product development. The company also advanced R&D investment in growth areas and next-generation products.