Komori
Media Kobo (3815) · InitiativeAchieved

Downsizing of the O2O business and acceleration of the game content business

First written in FY2016-Q3. 11 of 17 entries say "Advanced", first in FY2016. Latest entry: FY2022.

17entries
7years
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ProgressHeldSoftenedWorseAdvancedFY2016 – FY2018AdvancedFY2021-Q12016: 220162017: 420172018: 320182019: 220192020: 220202021: 220212022: 22022
Same theme, other companies

0 other companies' latest entry also says "Achieved".

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  1. FY2022AchievedAnnual report

    「At a meeting of the Board of Directors held on 25 May 2022, we resolved to dissolve and liquidate our consolidated subsidiary 株式会社ブルークエスト, and completed the liquidation on 15 August.」

    The policy of scaling back and withdrawing from the game business was completed with the dissolution and liquidation of 株式会社ブルークエスト.
  2. FY2022-Q3AdvancedAnnual report

    「At a meeting of the Board of Directors held on 25 May 2022, we resolved to dissolve and liquidate our consolidated subsidiary 株式会社ブルークエスト, and liquidation procedures are currently under way. Completion of the liquidation is expected at the end of August 2022.」

    The policy of scaling back and withdrawing from the game business progressed into concrete business restructuring through a resolution to dissolve and liquidate ブルークエスト.
  3. FY2021ReframedAnnual report

    「We have decided to withdraw from the business at the end of the current consolidated fiscal year. Accordingly, for the fiscal year ending August 2022, we will concentrate our management resources on 4 businesses: 「Digital Content Business」, 「One to One Business」, 「XR Business」 and 「SNS Business」, and work to improve performance and market capitalization.」

    We withdrew from the inbound and outbound businesses and reorganized the business portfolio to focus management resources on 4 businesses in the fiscal year ending August 2022.
  4. FY2021-Q1AdvancedAnnual report

    「From the first quarter of the current consolidated fiscal year, because the game business had become quantitatively less significant, we changed the method of reporting it to include it under 「Other」.」

    The scaling back of the game business and shift of focus to new markets took concrete form in its effective withdrawal at the end of the previous fiscal year and its reclassification as 「Other」 in the reported segments.
  5. FY2020ReframedAnnual report

    「With regard to the game content business, we plan to scale back the business in order to improve the efficiency of our management resources. We will shift our focus from the smartphone game market, which is approaching maturity, to new markets and apply the operational expertise developed through the secondary business and other operations to services in new businesses.」

    The previous policy of accelerating the game business was changed to one of scaling it back and applying the accumulated operational expertise to new markets and services.
  6. FY2020-Q2AdvancedAnnual report

    「During the first half of the current consolidated fiscal year, we produced and released the new proprietary title 「コスプリ!!」 in cooperation with 株式会社SQ, whose representative director is Matsumoto Tsunehiko (松本恒彦). However, sales were extremely weak, and the resulting additional development costs and decline in profitability caused by the extended operating period for secondary titles led to a substantial operating loss.」

    The initiative to expand the policy from a focus on secondary operations to the production of proprietary titles took concrete form in the production and release of 「コスプリ!!」 in cooperation with 株式会社SQ. However, sales were weak and additional development costs were incurred.
  7. FY2019ReframedAnnual report

    「We have changed our policy to scale back the secondary business and produce proprietary titles at an appropriate cost balance.」

    The focus of the game business was shifted from the former emphasis on secondary operations to a policy combining a smaller secondary business with the production of proprietary titles.
  8. FY2019-Q3RestatedAnnual report

    「As in the previous consolidated fiscal year, we have scaled back the size of ブルークエスト's business after taking profitability into consideration.」

    In the game business, we continue to pursue a policy of scaling back ブルークエスト while maintaining a focus on ルイスファクトリー.
  9. FY2018AdvancedAnnual report

    「During the fourth quarter of the consolidated fiscal year, we entered into a business alliance with 株式会社SQ, began jointly operating 3 titles, and decided to produce new titles, steadily building an earnings base for the following consolidated fiscal year.」

    The focus on the game business progressed to an alliance with 株式会社SQ, joint operation of 3 titles, and a decision to produce new titles.
  10. FY2018-Q3AdvancedAnnual report

    「Our group operates its game production and distribution business through two subsidiaries, 「株式会社ブルークエスト」 and 「株式会社ルイスファクトリー」, and has focused on ルイスファクトリー's core domestic secondary operations. As our group plans to center its operations on the domestic secondary business going forward, we have scaled back the size of ブルークエスト's business after taking earnings efficiency into consideration.」

    The game business was reorganized to focus on domestic secondary operations, with the scale of ブルークエスト's business actually reduced.
  11. FY2018-Q2AdvancedAnnual report

    「Meanwhile, ブルークエスト recorded an operating loss. Going forward, we will reduce the deficit by scaling back the business and establish stable profitability in the game content business.」

    The policy of accelerating the game business progressed into a restructuring centered on ルイスファクトリー's secondary operations, while reducing the deficit by scaling back ブルークエスト.
  12. FY2017AdvancedAnnual report

    「The Company decided to withdraw from its game brand "OBOKAID'EM" and the O2O business as unprofitable businesses, and recorded total extraordinary losses of ¥232 million.」

    The policy of scaling back the O2O business progressed to a decision to withdraw, while the game business was reorganized around secondary operations rather than unprofitable brands.
  13. FY2017-Q3AdvancedAnnual report

    「The Company focused particularly on the secondary business at subsidiary ルイスファクトリー, beginning operation of the second secondary title, "Bahamut Brave," in May 2017, and proceeded to produce new titles using IP acquired through the secondary business.」

    The secondary business began operating its second title and proceeded with producing new titles using acquired IP.
  14. FY2017-Q2AdvancedAnnual report

    「The Company's initiatives are bearing fruit, particularly through stronger provision of LINE-related content and increased revenue and earnings in the secondary business.」

    The acceleration of the game business and stronger LINE-related content were reported as business results in the form of higher revenue and earnings.
  15. FY2017-Q1AdvancedAnnual report

    「Following the acquisition of a business on 1 September 2016, the Group's game business has produced and distributed games under 3 brands: "OBOKAID'EM," "株式会社ブルークエスト" and "株式会社ルイスファクトリー."」

    The policy of accelerating the game business took concrete form in a 3-brand structure and operations following the business acquisition.
  16. FY2016AdvancedAnnual report

    「In the game content business, the Company carried out a reorganization including the establishment of subsidiaries and the acquisition of businesses, and focused on developing its business structure.」

    The policy of accelerating the game business is progressing through a reorganization that includes establishing subsidiaries and acquiring businesses.
  17. FY2016-Q3First statedAnnual report

    「From the first quarter consolidated accounting period, the Company changed its reportable segments from the previous two categories, "Content Business" and "O2O Business," to "Horoscopes Content Business" and "Game Content Business." The reportable segments were changed primarily because the Company planned to scale back the O2O business and accelerate the development of the game content business.」

    The shift in the business portfolio toward scaling back O2O and accelerating the game business has been reflected in the segment classifications.
Moved together

"Three-game-brand structure and integration of the secondary business" moved the same way as this thread, in the same document, in 11 of its 17 moves.

11107666★123456
  1. ★This thread
  2. 1Three-game-brand structure and integration of the secondary business11×
  3. 2Upfront investment in AR technology and video streaming10×
  4. 3Rebuilding the User Acquisition Structure and Revenue Framework for Fortune-Telling Content7×
  5. 4Addressing Diverse Needs for Fortune-Telling Services6×
  6. 5Full-Scale Development of the Proprietary Media Business and Its Independence as a Segment6×
  7. 6Building a stable foundation for the game content business6×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Media Kobo's next results are scheduled for 2026-10-09. Read the earnings preview
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