Structural Changes in the Smart-Device Game Market
First written in FY2016. 1 of 3 entries say "Restated". Latest entry: FY2018.
The whole theme swung hardest in 2022: 5 of 14 companies on the "Worse" side.
0 other companies' latest entry also says "Dropped".
- FY2018DroppedAnnual reportThe individual risk relating to structural changes in the content business market is not explicitly stated in the current year’s risk disclosure.
- FY2017RestatedAnnual report
「The market for games, social games and similar products, including paid content for online games and social networking services, reached ¥1.1836 trillion in fiscal 2016, or 123% of the previous year’s level, and stable growth is expected to continue. However, as the market is still in a growth phase, structural changes such as sharp shifts in market share resulting from new entrants and the emergence of new business models may affect the Group’s business operations and performance.」
The market size was updated to ¥1.1836 trillion, or 123% of the previous year’s level, while the risk of structural changes driven by new entrants and new business models continues to be monitored. - FY2016First statedAnnual report
「According to the Computer Entertainment Supplier’s Association, the smart-device game app market had expanded to ¥945.3 billion in fiscal 2015, and stable growth is expected to continue. However, as the market is still in a growth phase, structural changes such as sharp shifts in market share resulting from new entrants and the emergence of new business models may affect the Group’s business operations and performance.」
While indicating a market size of ¥945.3 billion, the disclosure identified structural changes driven by new entrants and new business models as risks.