Provision of games for global markets
First written in FY2016-Q3. 3 of 5 entries say "Advanced", first in FY2016. Latest entry: FY2017.
The whole theme swung hardest in 2023: 2 of 10 companies on the "Worse" side.
1 other company's latest entry also says "Reframed".
- FY2017ReframedAnnual report
「August 2017: withdrew from the OBOKAID'EM in-house game brand」
The company withdrew from OBOKAID'EM, which had been the centre of its in-house game business aimed at the global market, and shifted the focus of its game business to another brand and secondary businesses. - FY2017-Q2AdvancedAnnual report
「For OBOKAID'EM, we released the jointly developed title Ninja Challenge: Spin-key the Ninja in January 2017 with the Vietnamese company .GEARS.」
A jointly developed title with an overseas company was released with a Vietnamese company in January 2017. - FY2017-Q1AdvancedAnnual report
「Meanwhile, in OBOKAID'EM, we distributed the sequel to the idle game 「みどりのほし」, 「みどりのほしぼし」, in approximately 140 countries worldwide in September 2016, and it reached 1 million downloads within approximately 1 month of its release.」
In addition to distribution in approximately 140 countries worldwide, the game achieved 1 million downloads within approximately one month of its release. - FY2016AdvancedAnnual report
「We simultaneously launched casual games, including “LuCKY 4 LeAF” (November 2015), “PICK-XELL” (co-developed with Glasshead株式会社) (December 2015) and “TRAP DA GANG” (co-developed with 株式会社たゆたう) (April 2016), in 140 countries worldwide.」
The company reported the simultaneous distribution of multiple titles in 140 countries worldwide. - FY2016-Q3First statedAnnual report
「In the game content business, we released TRAP DA GANG (co-developed with 株式会社たゆたう) in April 2016, with the aim of providing a game that would appeal to players worldwide. The game has simple controls but requires sharp anticipation of what lies ahead.」
A game title aimed at the global market was released in April 2016.