Items stated in the management plan
Annual updateEach 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).
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.
| Item | Details |
|---|---|
| Plan name | Explanatory Material on Business Plans and Growth Potential |
| Plan period | From the end of the fiscal year ending March 2026 through the fiscal year ending March 2031 (the next 5 years) |
| Progress against the plan | Annual update |
| Sales Target | Not disclosed → CAGR of 20% or more |
| Operating profit margin target | 2.3% (actual for the fiscal year ending March 2026) → 15% or higher |
| Investment amount by sector | Field Advertising and related expenses (Wizardry) / Amount Approximately ¥10 billion / Period The next 5 years |
| Plan assumptions | The 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 initiatives | Strengthen 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 plan | Net 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 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. |
| Size of the Target Market | Market 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 | 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 |
| Publication date | 22 June 2026 |
Items this document does not state (12)
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.