Building a stable foundation for the game content business
First written in FY2016-Q3. 7 of 20 entries say "Worsened", first in FY2020-Q3. Latest entry: FY2022.
Media Kobo moved to the "Worse" side of this theme in 2020.
The whole theme swung hardest in 2020: 1 of 6 companies on the "Worse" side.
0 other companies' latest entry also says "Dropped".
- FY2022DroppedAnnual report
「During the consolidated fiscal year under review, we changed the business segments reported as reportable segments.」
Following the withdrawal and liquidation, the game content business was no longer reported as a standalone game business. - FY2022WorsenedAnnual 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.」
Following the effective withdrawal from the game business, liquidation of the remaining 株式会社ブルークエスト was completed on 15 August 2022, representing a further setback to establishing the game business as a stable earnings base. - FY2022-Q3WorsenedAnnual 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.」
Following the effective withdrawal from the game business, the company also resolved to dissolve and liquidate the remaining 株式会社ブルークエスト, representing a further setback to establishing a stable foundation for the game business. - FY2022-Q1RestatedAnnual report
「Our group recorded impairment losses on nearly all of its game content business for the fiscal year ending August 2020 and has effectively withdrawn from the business. However, it continues to operate some of the content.」
The company again described its effective withdrawal from the game content business and the continued operation of only some content. - FY2021WorsenedAnnual report
「Our group recorded impairment losses on nearly all of its game content business for the fiscal year ending August 2020 and has effectively withdrawn from the business. However, it continues to operate some of the content.」
The company explicitly stated in its full-year report that it had effectively withdrawn from the game content business, with the remaining content handled in the Other segment. - FY2021-Q3WorsenedAnnual report
「Our group recorded impairment losses on nearly all of its game content business for the fiscal year ending August 2020 and has effectively withdrawn from the business. However, operations of some content continue, with the related sales and other amounts recorded under Other businesses.」
The company again explicitly stated that it had effectively withdrawn from the game business, with the remaining content recorded under Other businesses. The establishment of the game business as a stable earnings base has suffered a further setback. - FY2021-Q1WorsenedAnnual report
「The effective withdrawal from the game content business at the end of the previous consolidated fiscal year」
The game content business progressed from a policy of scaling back operations to an effective withdrawal at the end of the previous consolidated fiscal year. - FY2020WorsenedAnnual report
「To improve the efficiency of our management resources, we plan to scale back the game content business.」
The policy is shifting away from establishing the game business as a stable earnings base toward scaling back the business to improve the efficiency of management resources. - FY2020-Q3WorsenedAnnual report
「As a result, revenue from the game content business for the nine-month cumulative period under review was ¥56 million, down 67.6% year on year, and the business recorded an operating loss of ¥18 million, compared with operating income of ¥7 million in the same period of the previous year.」
The game content business reported a substantial decline in revenue and swung from operating profitability in the same period of the previous year to an operating loss, indicating a setback in establishing a stable earnings base. - FY2019-Q3RestatedAnnual report
「As a result, revenue from the game content business for the nine-month cumulative period under review was ¥173 million, down 31.4% year on year, and operating income was ¥7 million, down 62.9%.」
Although the game business reported lower revenue and operating income, it remained profitable with operating income of ¥7 million, reaffirming the direction of establishing an earnings base. - FY2019-Q1RestatedAnnual report
「As a result, revenue from the game content business for the three-month cumulative period under review was ¥65 million, down 26.7% year on year, and operating income was ¥3 million, down 11.2%.」
Although the game business reported lower revenue and operating income, it remained profitable at the operating income level, reaffirming the policy of establishing a stable earnings base. - FY2018AdvancedAnnual report
「During the consolidated fiscal year under review, sales declined year on year because ルイスファクトリー did not acquire any new operating-transfer titles and because fees and other deductions have been netted against sales since the current consolidated fiscal year. However, the sale of existing operating titles resulted in positive operating income.」
Despite the lack of new titles and changes to the method of recording sales, the game business posted positive operating income through the sale of existing operating titles. - FY2018-Q3RestatedAnnual report
「Our group’s game content business produces and distributes games 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 primarily pursued the domestic secondary business, the core business of ルイスファクトリー. During the nine-month cumulative period under review, sales declined because fees and other deductions have been netted against sales since the first quarter and we were unable to acquire any new operating-transfer titles. However, the game content business as a whole finished in the black.」
The company continues to describe its operating policy centered on the domestic secondary business and the game content business’s overall operating profitability. - FY2018-Q2RestatedAnnual report
「Although a pure year-on-year comparison is not possible for the game content business because, beginning in the first quarter of the current consolidated fiscal year, sales have been recorded net of fees and other deductions from subsidiary sales, and because we restructured our game business at the end of the previous consolidated fiscal year, the business finished with positive operating income.」
The game business remained profitable at the operating income level after the restructuring, reaffirming the policy of establishing it as a stable earnings base. - FY2018-Q1AdvancedAnnual report
「Operating income became profitable after we restructured our game brand “OBOKAID'EM” as an unprofitable business during the previous consolidated fiscal year.」
The restructuring of the unprofitable business carried out in the previous fiscal year was effective, and the game content business became profitable at the operating income level. - FY2017AdvancedAnnual report
「The new operating title made a certain contribution to our group’s game content business earnings.」
The secondary operating title contributed to earnings, indicating progress toward establishing the game business as a stable foundation. - FY2017-Q2AdvancedAnnual report
「During the six-month cumulative period under review, “イグドラシル戦記~世界樹の騎士団~,” which ルイスファクトリー began operating in December 2016, and its existing operating titles contributed to sales, resulting in ルイスファクトリー becoming profitable at the operating income level.」
Operating titles in the secondary business contributed to sales, and ルイスファクトリー became profitable at the operating income level. - FY2017-Q1AdvancedAnnual report
「During the three-month cumulative period under review, ルイスファクトリー began operating “イグドラシル戦記~世界樹の騎士団~” in December 2016. This was the first title transferred for operation following the acquisition of the domestic secondary business, and it made a strong start in the new field.」
The company began operating its first title following the acquisition of the secondary business, recording concrete progress toward establishing the game business as an earnings base. - FY2016RestatedAnnual report
「We intend to make the game business a stable earnings base by acquiring the secondary business and other operations of the company concerned and operating them on a dedicated basis under each game brand of our group companies.」
The company continues to pursue a policy of making the game business a stable earnings base. The specific three-brand structure and secondary business are recorded in a separate thread. - FY2016-Q3First statedAnnual report
「To establish a stable foundation for the game content business」
The company has indicated its intention to develop the game business into a stable earnings and operating base.