Komori
Management planning3793Drecom Co.,Ltd.Information and Communications, Services and Others

Explanatory Material on Business Plans and Growth Potential

Presented a growth strategy to transition over the next 5 years from a business model dependent on new hit mobile games to one that creates and develops IP by combining games, publishing, anime and merchandising, and monetizes it on an ongoing basis. Set a sales CAGR of 20% or more and an operating margin of 15% or more as medium- to long-term KPI targets.

Worth reading
52Recurring
0–100. This measures how worthwhile something is to read, not how good or bad the company is.
Direction
Improvement
Direction inferred from the company’s description.
Scale
20
% (sales CAGR)
Wording
Avoiding a definitive answer
How definitive the wording is.

Items stated in the management plan

Annual update
Explanatory Material on Business Plans and Growth PotentialPlan period From the end of the fiscal year ending March 2026 through the fiscal year ending March 2031 (the next 5 years)
Publication date 22 June 2026
Operating profit margin-2,011.0pt
基準 2,026Target15%

Each line is the climb from the baseline the document states to the target it sets. The slope is scaled against the largest climb in this document. For metrics expressed as percentages, differences are shown in percentage points (pt).

Net SalesNot disclosed → CAGR of 20% or more
Only the target level is shown because the current level for comparison was not provided.
What happened to the previous planNet Sales 20,000 / Operating profit 1,000 / Ordinary income 950 / Profit attributable to owners of the parent 500 → Net Sales 17,547 / Operating profit 408 / Ordinary income 318 / Profit attributable to owners of the parent 213
Investment amount by sectorField Advertising and related expenses (Wizardry) / Amount Approximately ¥10 billion / Period The next 5 years
Key initiatives
01Strengthen IP creation capabilities
02① Create
03② Develop
04③ Monetize
05Launch media mixes for IP at an early stage
06Assess projects early based on market response
07Pursue numerous challenges with creators
08Establish a structure that enables early media-mix development in-house
09Optimize advertising and promotional investment
10Reduce losses from unprofitable titles
Plan assumptionsThe global games market grew at a CAGR of 9% from 2011 to 2024, The PC and console games market is growing at a CAGR of 4%, while the mobile games market is growing at a CAGR of 19%, The market size and demand for entertainment content, centered on anime and games, are expanding
Size of the Target MarketMarket Japan's domestic content industry (2024) / Dimensions Approximately ¥13.7 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Overseas market for Japanese content (exports, 2024) / Dimensions Approximately ¥6.0 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Japan's domestic mobile games market / Dimensions Approximately ¥1.6 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Global games market (2024) / Dimensions $183 billion / Growth rate CAGR of 9% from 2011 to 2024 (mobile 19%; PC and console 4%) / Source Ministry of Economy, Trade and Industry for 2011–2021; Newzoo's 2025 Global Games Market Report for 2022–2024, Market Character merchandising market (fiscal 2024) / Dimensions ¥1.3973 trillion / Growth rate +4.3% year on year / Source Yano Research Institute, 2024 Character Business Yearbook, Market Toys market (fiscal 2024) / Dimensions ¥1.0992 trillion / Source Japan Toy Association
Risks identified by the company
Risks associated with creating original works and IP
Earnings volatility resulting from dependence on new hit titles
Maturation of the mobile games market
Increase in development investment per title
Risk of closing a title within 1 year of release
Reason for revision or withdrawal

As the mobile games market matured and development investment per title increased, the company focused on growth driven by new hit mobile games, resulting in multiple titles being closed within 1 year of release. The company recorded impairment losses in its games business.

Items stated in the management plan
ItemDetails
Plan nameExplanatory Material on Business Plans and Growth Potential
Plan periodFrom the end of the fiscal year ending March 2026 through the fiscal year ending March 2031 (the next 5 years)
Progress against the planAnnual update
Sales TargetNot disclosed → CAGR of 20% or more
Operating profit margin target2.3% (actual for the fiscal year ending March 2026) → 15% or higher
Investment amount by sectorField Advertising and related expenses (Wizardry) / Amount Approximately ¥10 billion / Period The next 5 years
Plan assumptionsThe global games market grew at a CAGR of 9% from 2011 to 2024, The PC and console games market is growing at a CAGR of 4%, while the mobile games market is growing at a CAGR of 19%, The market size and demand for entertainment content, centered on anime and games, are expanding
Key initiativesStrengthen IP creation capabilities, ① Create, ② Develop, ③ Monetize, Launch media mixes for IP at an early stage, Assess projects early based on market response, Pursue numerous challenges with creators, Establish a structure that enables early media-mix development in-house, Optimize advertising and promotional investment, Reduce losses from unprofitable titles
Results under the previous planNet Sales 20,000 / Operating profit 1,000 / Ordinary income 950 / Profit attributable to owners of the parent 500 → Net Sales 17,547 / Operating profit 408 / Ordinary income 318 / Profit attributable to owners of the parent 213
Reason for revision or withdrawalAs the mobile games market matured and development investment per title increased, the company focused on growth driven by new hit mobile games, resulting in multiple titles being closed within 1 year of release. The company recorded impairment losses in its games business.
Size of the Target MarketMarket Japan's domestic content industry (2024) / Dimensions Approximately ¥13.7 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Overseas market for Japanese content (exports, 2024) / Dimensions Approximately ¥6.0 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Japan's domestic mobile games market / Dimensions Approximately ¥1.6 trillion / Source Human Media's Japan and Global Media × Content Market Database, Market Global games market (2024) / Dimensions $183 billion / Growth rate CAGR of 9% from 2011 to 2024 (mobile 19%; PC and console 4%) / Source Ministry of Economy, Trade and Industry for 2011–2021; Newzoo's 2025 Global Games Market Report for 2022–2024, Market Character merchandising market (fiscal 2024) / Dimensions ¥1.3973 trillion / Growth rate +4.3% year on year / Source Yano Research Institute, 2024 Character Business Yearbook, Market Toys market (fiscal 2024) / Dimensions ¥1.0992 trillion / Source Japan Toy Association
Risks identifiedRisks associated with creating original works and IP, Earnings volatility resulting from dependence on new hit titles, Maturation of the mobile games market, Increase in development investment per title, Risk of closing a title within 1 year of release
Publication date22 June 2026
Items this document does not state (12)
Operating profit targetNet income targetROE targetROIC targetPayout ratio / DOE policyTreasury share acquisition policyCost of capitalSelf-assessment of PBR and share priceTotal investment planSegment targetNon-financial targetsDate of board resolution

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.

The company cited growing demand for entertainment content, centered on anime and games, and an expanding market. It also noted challenges in pursuing growth dependent on new hit mobile games, as the mobile game market matures and development investment per title increases.

How to read this page

This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Explanatory Material on Business Plans and Growth Potential | Drecom Co.,Ltd. (3793) timely disclosure | Komori