Contents of this document
- Release of Edition 1 covering all 60 clubs, including J2 and J3
- Implementation of the new Friendly League feature
- Start of physical card deliveries
- Capital and business alliance with Zero Gaming and third-party allotment capital increase
- App development and marketing investment aimed at expanding into multiple sports
- Execution of a new contract to provide operating services
- Cumulative paid pack sales volume285 10,000 passes
- Cumulative marketplace transactions77 ten thousand items
- Activity133 % vs. Q1
- Cumulative physical cards issued, Edition 114 10,000 passes
- Cumulative physical cards issued, Edition 222 10,000 passes
- Stadium attendance6 10,000 people
- New acquisitions during the service operating periodRecord high
- New BusinessesQ2 revenue391 million yenYear on year against the same period last yearMore than 2.5 times year on year
- Gaming BusinessQ2 revenue1,614 million yen
- Sports ContentQ2 revenue616 million yenYear on year against the same period last year1361%
- Other industriesQ2 revenue207 million yenYear on year against the same period last year146%
- Matching talentQ2 revenue56 million yenYear on year against the same period last year852%
- Development solutionsYear on year against the same period last year570%
- Japan's domestic mobile games market¥1.66 trillionFiscal year2,025
- Japan's ranking in the global mobile game market3 rank
- Global fantasy sports market$372 100 millionFiscal year2,023
- Global fantasy sports market$712 100 millionFiscal year2030 estimate
| Item | Details |
|---|---|
| Document type | Earnings presentation |
| Fiscal Period Covered | Second quarter of the fiscal year ending December 2026 |
| Net Sales | 4,009 million yen (YoY +1.8%) |
| Operating profit | -132 million yen |
| Ordinary income | -151 million yen |
| Net income | -166 million yen |
| Results for the three months of the current quarter | Net Sales 2,005 million yen / Operating profit -31 million yen / Ordinary income -36 million yen / Net income -40 million yen |
| Full-year earnings forecast | Net Sales 9,000 million yen / Operating profit 390 million yen / Ordinary income 345 million yen / Net income 285 million yen |
| Progress against full-year forecast | Net Sales 44.6% |
| Self-assessment against the plan | First-half operating loss was within expectations |
| Segment results | Segment New Businesses / Q2 revenue 391 million yen / Year on year against the same period last year More than 2.5 times year on year, Segment Gaming Business / Q2 revenue 1,614 million yen / Year on year against the same period last year Not disclosed, Segment Sports Content / Q2 revenue 616 million yen / Year on year against the same period last year 1361%, Segment Other industries / Q2 revenue 207 million yen / Year on year against the same period last year 146%, Segment Matching talent / Q2 revenue 56 million yen / Year on year against the same period last year 852%, Segment Development solutions / Q2 revenue Not disclosed / Year on year against the same period last year 570% |
| Key KPIs | Indicator name Cumulative paid pack sales volume / Value 285 10,000 passes / Year on year against the same period last year Not disclosed, Indicator name Cumulative marketplace transactions / Value 77 ten thousand items / Year on year against the same period last year Not disclosed, Indicator name Activity / Value 133 % vs. Q1 / Year on year against the same period last year Not disclosed, Indicator name Cumulative physical cards issued, Edition 1 / Value 14 10,000 passes / Year on year against the same period last year Not disclosed, Indicator name Cumulative physical cards issued, Edition 2 / Value 22 10,000 passes / Year on year against the same period last year Not disclosed, Indicator name Stadium attendance / Value 6 10,000 people / Year on year against the same period last year Not disclosed, Indicator name New acquisitions during the service operating period / Value Record high / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 262 people / As of End of December 2025 |
| Assumptions Underlying the Business Outlook | The plan assumes that upfront investment will be concentrated in the first half and recovered in the second half. Numerical assumptions: Not disclosed |
| Medium-term management plan targets | GATE26 – NEXT LEVEL. Expand the diversity and presence of the company as a gaming and entertainment company over the two-year period through 2026 |
| Market Size / Share | Subject Japan's domestic mobile games market / Value ¥1.66 trillion / Fiscal year ¥2,025 trillion, Subject Japan's ranking in the global mobile game market / Value 3 rank, Subject Global fantasy sports market / Value $372 100 million / Fiscal year $2,023 100 million, Subject Global fantasy sports market / Value $712 100 million / Fiscal year 2030 estimate |
| New initiatives | Release of Edition 1 covering all 60 clubs, including J2 and J3, Implementation of the new Friendly League feature, Start of physical card deliveries, Capital and business alliance with Zero Gaming and third-party allotment capital increase, App development and marketing investment aimed at expanding into multiple sports, Execution of a new contract to provide operating services |
Items this document does not state (14)
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.The company posted an operating loss because it concentrated upfront investment, including promotional activities to acquire users, in the first half. In priority growth areas, the timing of revenue recognition was delayed by late delivery of BPO components, and the plan was missed due to a specific client withdrawing from its business. The company explained that it will concentrate various initiatives in the second half to recover the shortfall and monetize them.