Analog and Digital Commercialization of Character Content and Expansion of Sales Channels
First written in FY2017-Q3. 1 of 2 entries say "Dropped", first in FY2019. Latest entry: FY2019.
No other company in this theme has enough history to compare yet.
- FY2019DroppedAnnual report
「当社は、上記目的の実現に向けてグループ会社間の連携強化等を構築してまいりましたが、グループシナジーの効果の発現が想定どおり行われず、今後においても十分な効果が見込めないとの判断から、譲渡を決断いたしました。」
GG7について、キャラクター商品のアナログ・デジタル展開を目的に取得したものの、シナジーが想定どおり発現せず、2019年4月26日に譲渡している。 - FY2017-Q3First statedAnnual report
「GG7 obtains licenses from licensors to plan and produce products based mainly on character content from anime and games, operates stores and the “Hybrid Mind Market” e-commerce site, sells products at events, and plans, produces and sells collaboration merchandise with retailers operating more than 180 stores nationwide and with character, apparel and restaurant brands. It has also begun producing VR videos as a digital content service, developing new products linked to merchandise sales, selling merchandise at expressway service areas and distributing content through approximately 28,000 convenience-store multifunction copiers under an alliance with a major systems company.」
In connection with the acquisition of GG7 as a wholly owned subsidiary, the Group first specifically described its efforts to commercialize character content in both physical and digital formats and sell or distribute it through stores, e-commerce, events and convenience stores.