Smartphone Adoption and Expansion of the App Market
First written in FY2016-Q3. 5 of 7 entries say "Restated". Latest entry: FY2020.
No other company in this theme has enough history to compare yet.
- FY2020Maturation of the smartphone gaming marketAnnual report
「The company changed its focus from the maturing smartphone gaming market to new markets.」
The description has changed from viewing the existing smartphone gaming market as an expanding market to describing it as a market entering maturity and indicating a shift toward new markets. - FY2017RestatedAnnual report
「In addition to the spread of smartphones and the increase in the number of IoT devices, the market is expected to continue expanding. In 2016, it grew 14.5% year on year to ¥5,061.9 billion, while the mobile content market grew 20.0% to ¥1,875.7 billion. The market is expected to expand further as technological advances such as MR and VR create additional value in content.」
The company continues to describe the outlook for expansion of the digital content market, driven by smartphones, IoT and technological advances in MR and VR. - FY2017-Q3RestatedAnnual report
「Domestic mobile device shipments in the first quarter of 2017, including smartphones, tablets, PCs and data communications such as data cards, increased 17.3% year on year to 14.10 million units. Full-year shipments are projected to increase 10.5% year on year to 53.67 million units (Note 1). As mobile devices are expected to be used by an increasingly broad range of age groups, smartphone applications (hereinafter, "smartphone apps") are expected to be used not only for communication but also in various aspects of daily life and entertainment.」
The company continues to recognise expansion of the mobile device and smartphone app markets as part of its business environment. - FY2017-Q2RestatedAnnual report
「In the Group's core digital content business, smartphone shipments in January–December 2016 increased 1.5% year on year to 29.421 million units, the second-highest level on record, while SIM-free shipments totalled 2.661 million units, up 88.5% (Note 1). However, with MVNO (low-cost smartphones/low-cost SIMs) usage at approximately 15% (Note 2), users of major carriers still account for the majority. Accordingly, while expanding content provision to Apple and Google, we believe it is necessary to continue focusing on providing and diversifying content for carriers.」
The company continues to recognise expansion of the smartphone market, progress in SIM-free and MVNO usage, and the large number of users of major carriers as part of its business environment. - FY2017-Q1RestatedAnnual report
「In the Group's core digital content business, particularly app-related revenue, although signs of a slowdown are evident, game apps are expected to continue accounting for more than half of combined in-app advertising and app store revenue through 2020. In addition, as total revenue from non-gaming apps is expected to more than triple by 2020 (Note), we believe it will become important to diversify our proprietary content.」
The company continues to recognise the outlook for expansion of the app market as part of its business environment, citing the high revenue share of game apps and the projected growth of non-gaming apps. - FY2016RestatedAnnual report
「Total revenue from mobile app stores worldwide is expected to grow to $51.0 billion in 2016 and $101.0 billion in 2020, with China reportedly accounting for one-third of downloads.」
The company continues to recognise overseas smartphone adoption and the expansion of the app market as part of its business environment. - FY2016-Q3First statedAnnual report
「Although the domestic transition to smartphones is expected to be nearing its final stage, smartphone adoption continues to expand in countries including emerging markets, and the global application market is expected to grow to $39.5 billion in 2018.」
The company views the late stage of domestic smartphone migration, overseas adoption and the expansion of the global app market as its business environment.