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Financial results presentation3928Mynet Inc.Information and Communications, Services and Others

Fiscal Year Ending December 2026 Third-Quarter Financial Results Presentation Materials

Customer acquisition in the sports content business fell below plan, prompting a downward revision to the full-year revenue and profit forecasts for the fiscal year ending December 2026. At the same time, the company announced plans to suspend certain products under development and review its cost structure, with the aim of returning to profitability next fiscal year.

Worth reading
61In focus
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Direction
Mixed performance
Direction inferred from the company’s description.
Scale
-990
Millions of yen
Wording
Conditional
How definitive the wording is.

Contents of this document

Financial results presentationQ3 FY202611 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales6,001 Millions of yen+5.7%
Operating profit-184 Millions of yen
Ordinary income-213 Millions of yen
Net income-295 Millions of yen
Results for the three months of the current quarter
Net Sales
Q3 20251,740 Millions of yen
Q3 20261,992 Millions of yen
Year on year against the same period last year+14.5%
Operating profit
Q3 202568 Millions of yen
Q3 2026-101 Millions of yen
Full-year earnings forecast
Net Sales
8,010 Millions of yen
Operating profit
-220 Millions of yen
Ordinary income
-260 Millions of yen
Net income
-330 Millions of yen
What the company explained in this material
Self-assessment against the planThe company's self-assessment against its own plan.
Target not achieved
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • Revenue shortfall in the sports content businessRevenue vs. initial forecast: -11.0%
  • Full-year operating profit in the sports content business-1,056 Millions of yen
  • Full-year operating profit in other priority growth businesses-617 Millions of yen
  • Full-year operating profit from secondary businesses206 Millions of yen
  • Extraordinary loss (impairment loss)67 Millions of yen
New initiatives
  • Suspend certain products under development
  • Concentrate resources on released products and optimize the cost structure
  • Expand sports content across multiple sports
  • Expand talent-matching and development solutions into non-gaming fields
  • Begin receiving orders in Q4 for the development and operation of entertainment-focused web services
Key KPIsA metric the company considers important as a management benchmark.
  • Revenue from priority growth businesses1,834 Millions of yen
    Year on year against the same period last year2.6x
  • Share of revenue from priority growth businesses30.6 %
    Same period of the previous year12.4
  • Number of companies in non-industry-specific transactions7 companies
    Same period of the previous year2
  • Number of non-industry-specific BPO projects won32 projects
    Same period of the previous year3
  • Number of secondary titles under consideration
    Year on year against the same period last yearApproximately 150% increase
Unit price and quantity metricsThese figures show sales broken down by price and volume.
  • Cumulative new registrations36% of customer acquisition plan
  • Monthly paying usersApproximately 1.5x January
  • Next-month play retention rate among users with prior payment experience>90
Segment results
Game business
Q3 revenue
1,576 Millions of yen
Q3 operating profit
129 Millions of yen
New Businesses
Q3 revenue
415 Millions of yen
Q3 operating profit
-181 Millions of yen
Other industries
Q3 revenue
238 Millions of yen
Q3 operating profit
-11 Millions of yen
Matching talent with opportunities
Q3 revenue
68 Millions of yen
Development solutions
Year on year against the same period last year+1.8%
Medium-term management plan targets
GATE26–NEXT LEVEL. Expand the diversity and presence of the company as a gaming and entertainment business over the two years through 2026
Market Size / Share
  • Japan's domestic mobile games market¥1.66 trillion
    Year2,025
  • Global fantasy sports market$372 billions
    Year2,023
  • Estimate$712 billions
    MarketGlobal fantasy sports market
    Year2,030
Orders received and order backlog
Order backlogApproximately ¥50 million
Scheduled deliveryQ1 2027
Number of employees
Number of Employees262 People
Reference dateEnd of December 2025
Capital expenditures
600 Millions of yen
DetailsInvest in the sports content business as planned
Contents of this document
ItemDetails
Document typeFinancial results presentation
Fiscal Period CoveredQ3 FY2026
Net Sales6,001 Millions of yen (YoY +5.7%)
Operating profit-184 Millions of yen
Ordinary income-213 Millions of yen
Net income-295 Millions of yen
Results for the three months of the current quarterNet Sales Q3 2025 1,740 Millions of yen / Q3 2026 1,992 Millions of yen / yoy_pct 14.5 Millions of yen / Operating profit Q3 2025 68 Millions of yen / Q3 2026 -101 Millions of yen
Full-year earnings forecastNet Sales 8,010 Millions of yen / Operating profit -220 Millions of yen / Ordinary income -260 Millions of yen / Net income -330 Millions of yen
Self-assessment against the planTarget not achieved
Segment resultsGame business Q3 revenue 1,576 Millions of yen / Q3 operating profit 129 Millions of yen / New Businesses Q3 revenue 415 Millions of yen / Q3 operating profit -181 Millions of yen / Other industries Q3 revenue 238 Millions of yen / Q3 operating profit -11 Millions of yen / Matching talent with opportunities Q3 revenue 68 Millions of yen / Development solutions yoy_pct 1.8
Breakdown of Factors Affecting the ChangeFactors Revenue shortfall in the sports content business / Amount Revenue vs. initial forecast: -11.0%, Factors Full-year operating profit in the sports content business / Amount -1,056 Millions of yen, Factors Full-year operating profit in other priority growth businesses / Amount -617 Millions of yen, Factors Full-year operating profit from secondary businesses / Amount 206 Millions of yen, Factors Extraordinary loss (impairment loss) / Amount 67 Millions of yen
Key KPIsIndicator name Revenue from priority growth businesses / Value 1,834 Millions of yen / Year on year against the same period last year 2.6x, Indicator name Share of revenue from priority growth businesses / Value 30.6 % / Same period of the previous year 12.4 %, Indicator name Number of companies in non-industry-specific transactions / Value 7 companies / Same period of the previous year 2 companies, Indicator name Number of non-industry-specific BPO projects won / Value 32 projects / Same period of the previous year 3 projects, Indicator name Number of secondary titles under consideration / Value Not disclosed / Year on year against the same period last year Approximately 150% increase
Unit price and quantity metricsIndicator name Cumulative new registrations / Value 36% of customer acquisition plan, Indicator name Monthly paying users / Value Approximately 1.5x January, Indicator name Next-month play retention rate among users with prior payment experience / Value >90
Number of employeesNumber of Employees 262 People / Reference date End of December 2025
Medium-term management plan targetsGATE26–NEXT LEVEL. Expand the diversity and presence of the company as a gaming and entertainment business over the two years through 2026
Capital expenditures600 Millions of yen
Orders received and order backlogOrder backlog Approximately ¥50 million / Scheduled delivery Q1 2027
Market Size / ShareMarket Japan's domestic mobile games market / Value ¥1.66 trillion / Year ¥2,025 trillion, Market Global fantasy sports market / Value $372 billions / Year $2,023 billions, Market Global fantasy sports market / Value $712 billions / Year $2,030 billions / Category Estimate
New initiativesSuspend certain products under development, Concentrate resources on released products and optimize the cost structure, Expand sports content across multiple sports, Expand talent-matching and development solutions into non-gaming fields, Begin receiving orders in Q4 for the development and operation of entertainment-focused web services
Items this document does not state (12)
Gross Profit MarginOperating profit marginSelling, general and administrative expensesProgress against full-year forecastNumber of stores and locationsAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookFinancial targetsAnnual DividendPayout ratioAcquisition of treasury sharesKey points of the Q&A

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 was unable to acquire the number of users assumed in the sports content business, resulting in revenue falling significantly below plan. The increase in revenue from other businesses was insufficient to offset the shortfall, while upfront investment costs and an extraordinary loss of ¥67 million also contributed to the downward revision of the profit forecast.

How to read this page

This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Fiscal Year Ending December 2026 Third-Quarter Financial Results Presentation Materials | Mynet Inc. (3928) timely disclosure | Komori