Contents of this document
- 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
- 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
- Revenue from priority growth businesses1,834 Millions of yenYear 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 companiesSame period of the previous year2
- Number of non-industry-specific BPO projects won32 projectsSame period of the previous year3
- Number of secondary titles under considerationYear on year against the same period last yearApproximately 150% increase
- 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
- Japan's domestic mobile games market¥1.66 trillionYear2,025
- Global fantasy sports market$372 billionsYear2,023
- Estimate$712 billionsMarketGlobal fantasy sports marketYear2,030
| Item | Details |
|---|---|
| Document type | Financial results presentation |
| Fiscal Period Covered | Q3 FY2026 |
| Net Sales | 6,001 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 quarter | Net 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 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 |
| Self-assessment against the plan | Target not achieved |
| 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 yoy_pct 1.8 |
| Breakdown of Factors Affecting the Change | Factors 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 KPIs | Indicator 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 metrics | Indicator 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 employees | Number of Employees 262 People / Reference date End of December 2025 |
| 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 |
| Capital expenditures | 600 Millions of yen |
| Orders received and order backlog | Order backlog Approximately ¥50 million / Scheduled delivery Q1 2027 |
| Market Size / Share | Market 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 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 |
Items this document does not state (12)
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.