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Management planning3911Aiming Inc.Information and Communications, Services and Others

Presentation on the Financial Results for the Second Quarter of the Fiscal Year Ending December 2026, Business Plan, and Growth Potential

Updated the financial results for the second quarter and the earnings forecast for the third quarter of the fiscal year ending December 2026, and updated the materials on the business plan and growth potential as part of the annual update. No medium- to long-term numerical targets have been disclosed; instead, the materials present policies and progress relating to game development, operation of existing titles, alliances with other companies, and titles under development.

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Wording
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Items stated in the management plan

Annual update
Business Plan and Growth Potential
Publication date July 2026
ROE17.1% (actual for the fiscal year ended December 2025) → Not disclosed
Only the target level is shown because the current level for comparison was not provided.
Statements about the use of capital
Self-assessment of PBR and share priceShare price: ¥224; PBR: 1.52x. The company assesses the shares as undervalued because the recovery in earnings has not been sufficiently reflected in the share price.PBR is a measure of how many times the share price is the book value per share.
Key initiatives
01Maintaining and improving game development capabilities (securing talent)
02Alliances with other companies
03Stabilizing the Financial Base
04Maximize the value of games in line with market conditions
05Expanding the top line by continuously producing hit new titles
06Establishing a stable earnings base through the long-term, steady operation of existing titles
Size of the Target MarketIndicator Domestic gaming population / Figures 54.75 million people / Timing 2024 / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025, Indicator Mobile game users / Figures 42.77 million people / Timing 2024 / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025, Indicator Domestic online platform game content market size / Figures Trend from 2015 to 2026; 2025 and 2026 are forecasts / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025
Risks identified by the company
Slowing growth in Japan's smartphone game market
Declining competitive advantage and deteriorating profitability due to intensifying competition with other companies
Rapid changes in user needs
Dependence on specific game titles
Delays in developing and acquiring new game titles and localizing overseas titles
Rising production costs
System risks, including system outages and network disconnections
Reason for revision or withdrawal

Because the online game business is subject to significant short-term fluctuations and it is difficult to calculate appropriate and reasonable figures, the Company has refrained from publishing a numerical business plan.

Items stated in the management plan
ItemDetails
Plan nameBusiness Plan and Growth Potential
Progress against the planAnnual update
ROE target17.1% (actual for the fiscal year ended December 2025) → Not disclosed
Self-assessment of PBR and share priceShare price: ¥224; PBR: 1.52x. The company assesses the shares as undervalued because the recovery in earnings has not been sufficiently reflected in the share price.
Key initiativesMaintaining and improving game development capabilities (securing talent), Alliances with other companies, Stabilizing the Financial Base, Maximize the value of games in line with market conditions, Expanding the top line by continuously producing hit new titles, Establishing a stable earnings base through the long-term, steady operation of existing titles
Reason for revision or withdrawalBecause the online game business is subject to significant short-term fluctuations and it is difficult to calculate appropriate and reasonable figures, the Company has refrained from publishing a numerical business plan.
Size of the Target MarketIndicator Domestic gaming population / Figures 54.75 million people / Timing 2024 / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025, Indicator Mobile game users / Figures 42.77 million people / Timing 2024 / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025, Indicator Domestic online platform game content market size / Figures Trend from 2015 to 2026; 2025 and 2026 are forecasts / Source ㈱角川アスキー総合研究所, Famitsu Game White Paper 2025
Risks identifiedSlowing growth in Japan's smartphone game market, Declining competitive advantage and deteriorating profitability due to intensifying competition with other companies, Rapid changes in user needs, Dependence on specific game titles, Delays in developing and acquiring new game titles and localizing overseas titles, Rising production costs, System risks, including system outages and network disconnections
Publication dateJuly 2026
Items this document does not state (16)
Plan periodSales TargetOperating profit targetOperating profit margin targetNet income targetROIC targetPayout ratio / DOE policyTreasury share acquisition policyCost of capitalTotal investment planInvestment amount by sectorSegment targetNon-financial targetsPlan assumptionsResults under the previous planDate of board resolution

These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.

The reasons the company gives

The company's own explanation, not something inferred from the numbers.

Because the online game business is subject to significant short-term fluctuations and information disclosed on new game titles is limited, the Company considers it difficult to calculate appropriate and reasonable medium- to long-term figures and has therefore refrained from publishing a numerical business plan.

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Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Presentation on the Financial Results for the Second Quarter of the Fiscal Year Ending December 2026, Business Plan, and Growth Potential | Aiming Inc. (3911) timely disclosure | Komori