Komori
Media Kobo (3815) · InitiativeReframed

Three-game-brand structure and integration of the secondary business

First written in FY2016. 11 of 18 entries say "Advanced", first in FY2017-Q1. Latest entry: FY2022.

18entries
7years
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2017-Q1 – FY2017-Q3AdvancedFY2018-Q1 – FY2018AdvancedFY2021-Q1 – FY2022-Q32016: 12017: 420172018: 420182019: 220192020: 420202021: 120212022: 22022
Same theme, other companies
Game-business restructuring centered on 3 game brands and incorporation of a secondary businessA theme 1 companies write about · 0 as a headwind · 0 as a tailwind

No other company in this theme has enough history to compare yet.

Full recordFilings, disclosures and news, newest first
  1. FY2022ReframedAnnual 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 game structure based on the former three brands ended with the completion of ブルークエスト's liquidation, and the business shifted to its post-withdrawal structure.
  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 game operating structure, including ブルークエスト, progressed from the previous downsizing to dissolution and liquidation proceedings.
  3. FY2021-Q1AdvancedAnnual report

    「The effective withdrawal from the game content business at the end of the previous consolidated fiscal year」

    The policy of shifting away from a game operating structure centered on ルイスファクトリー progressed into an effective withdrawal from the game business.
  4. FY2020ReframedAnnual report

    「At an extraordinary general meeting of 株式会社ルイスファクトリー held on 27 July 2020, the company changed its trade name to 株式会社ミックスベース. In addition, at a board meeting held on 10 July 2020, the company resolved to scale back the game business in light of the increasing difficulty of acquiring new transfer projects in the secondary business and the poor sales of newly developed games, which had resulted in extraordinary losses, and to plan, produce, develop and operate new services mainly using MR as a new business.」

    The business was reorganized from a three-brand, secondary-focused game structure into one that scaled back the game business and shifted to new MR-based services at ミックスベース.
  5. FY2020-Q3Impairment of a new in-house titleAnnual report

    「However, as the spread of COVID-19 affected Japan's real economy, we determined that we should more rigorously select and concentrate investment areas across all of the Group's businesses to expand future earnings. Accordingly, we decided to recognize an impairment loss on ¥52 million of intangible fixed assets related to 「コスプリ!!」.」

    An impairment loss was recognized on intangible fixed assets related to 「コスプリ!!」, which was produced and distributed under the game operating structure, based on the decision to select and concentrate investment areas.
  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.」

    Under a game operating structure centered on ルイスファクトリー, a new in-house title produced in collaboration with 株式会社SQ was actually released. However, the title performed poorly in sales, resulting in lower profitability in the game business.
  7. FY2020-Q1AdvancedAnnual report

    「During the cumulative first-quarter period, we focused particularly on producing new in-house titles (Note) in collaboration with 株式会社SQ, whose representative director is 松本恒彦.」

    Under a game operating structure centered on ルイスファクトリー, production of a new in-house title in collaboration with 株式会社SQ was advanced, and the notes state that 『コスプリ!』 had already been released in December 2019.
  8. FY2019ReframedAnnual report

    「The Group's game content business distributes and operates games through its 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. However, the scale of ブルークエスト's business has been reduced from a profitability perspective, and nearly all revenue now comes from ルイスファクトリー.」

    The business has been reorganized from a three-brand structure into a two-company operation, with ブルークエスト being scaled back and ルイスファクトリー serving as the de facto core.
  9. FY2019-Q3RestatedAnnual report

    「During the cumulative third-quarter period, we mainly used our subsidiary 株式会社ルイスファクトリー to distribute and operate games, while also developing and advancing plans for the production of new in-house titles.」

    While continuing to distribute and operate games centered on ルイスファクトリー, we are continuing to develop and advance plans for producing new in-house titles.
  10. 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.」

    The actual operation of the game business became centered on ルイスファクトリー, and an operating profit was secured through the sale of existing titles.
  11. 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 now operates through two companies, with ルイスファクトリー's domestic secondary business at the core while the scale of ブルークエスト has been reduced.
  12. FY2018-Q2AdvancedAnnual report

    「The Group's game content business produces and distributes games through its 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. As in the cumulative first-quarter period, we continued to advance the business mainly through the domestic secondary business, which is Lewis Factory's core business.」

    The actual operating structure of the game business now consists of ブルークエスト and ルイスファクトリー, and operations continue to focus on ルイスファクトリー's domestic secondary business.
  13. FY2018-Q1AdvancedAnnual report

    「While we sought to increase revenue per title and extend the operating period by rolling out existing transferred titles across various platforms, revenue did not grow because we did not acquire any new titles for transfer, although」

    In Lewis Factory's secondary business, existing transferred titles are being rolled out across multiple platforms to improve revenue per title and extend the operating period.
  14. FY2017ReframedAnnual report

    「Going forward, we plan to focus on the secondary business at our subsidiary Lewis Factory and advance the business under a stable earnings model.」

    We withdrew from OBOKAID'EM under the three-brand structure and reorganized the business around Lewis Factory's secondary operations.
  15. FY2017-Q3AdvancedAnnual report

    「We focused particularly on the secondary business at our subsidiary ルイスファクトリー and, in addition to beginning operation of the second secondary title, “Bahamut Brave,” in May 2017,」

    Under the three-brand structure, Lewis Factory began operating its second secondary title.
  16. FY2017-Q2AdvancedAnnual report

    「Following the business acquisition dated 1 September 2016, our group’s game business develops and distributes games under three 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.” During the cumulative second quarter of the consolidated fiscal year under review, “Yggdrasil War Chronicle: Knights of the World Tree,” which ルイスファクトリー began operating in December 2016, and its existing titles contributed to revenue, and the business became profitable on an operating profit basis.」

    The three-brand structure remained operational, and ルイスファクトリー became profitable on an operating profit basis, supported by contributions from its operating titles.
  17. 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 three-brand structure became operational as an actual game development and distribution structure, and the business acquisition for the secondary business was completed.
  18. FY2016First statedAnnual report

    「Our game division has developed casual games for global markets under the OBOKAID'EM brand, established in February 2015, while its subsidiary 株式会社ブルークエスト has imported overseas games and published them in Japan. We resolved to acquire a business so that our subsidiary 株式会社ルイスファクトリー, established on 5 August 2016, could develop paid games for the Japanese domestic market as the third pillar of our game business.」

    The company presented a concrete restructuring centered on the three brands OBOKAID'EM, ブルークエスト and ルイスファクトリー, adding paid games for the domestic market and the secondary business.
Moved together

"Downsizing of the O2O business and acceleration of the game content business" moved the same way as this thread, in the same document, in 11 of its 18 moves.

1197766★123456
  1. ★This thread
  2. 1Downsizing of the O2O business and acceleration of the game content business11×
  3. 2Upfront investment in AR technology and video streaming9×
  4. 3Rebuilding the User Acquisition Structure and Revenue Framework for Fortune-Telling Content7×
  5. 4Losses on game investments due to intensifying competition and a shortage of hit titles7×
  6. 5Broadening Digital Content Genres and Expanding into Entertainment6×
  7. 6Full-Scale Development of the Proprietary Media Business and Its Independence as a Segment6×

★ 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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