Expansion into the Real-Life Domain
First written in FY2016. 11 of 26 entries say "Advanced", first in FY2018. Latest entry: 2026-08-12.
No other company in this theme has enough history to compare yet.
- 2026-08-12AdvancedEarnings
「By combining our group's expertise and network in the entertainment field with GD's expertise in high-quality, short-lead-time production of physical merchandise, we will accelerate the multifaceted development of the IP operated by our group, enhance the value of the fan experience, and work to sustainably increase corporate value across the group.」
The acquisition of グルーヴ・ホールディングス and グルーヴ・ディレクション made the group's expansion into the physical sphere, combining digital IP with physical merchandise manufacturing, more concrete. - FY2026AdvancedAnnual report
「In addition, during the second quarter, the Company carried out an M&A transaction involving 株式会社PAPABUBBLE, newly bringing it within the scope of consolidation. By combining the company's unique ability to attract customers through live performances with the Group's IP production capabilities and digital expertise, the Company is promoting the development of a strong business foundation.」
Initiatives in the real-world area have progressed through the M&A and incorporation of 株式会社PAPABUBBLE as a consolidated subsidiary to the stage of combining digital IP production capabilities with direct customer contact and manufacturing capabilities. - FY2026-H1ReframedAnnual report
「The Company acquired shares in PAPABUBBLE JAPAN HD to accelerate the creation of new lifestyle experiences combining digital and real-world elements by integrating the Group's IP production capabilities and business expertise in the digital area, developed over the years, with PAPABUBBLE JAPAN's direct customer contact, artisan manufacturing capabilities and knowledge of experiential entertainment.」
Following the reorganization of the former real entertainment business, initiatives in the real-world area have been repositioned around creating new lifestyle experiences by combining digital IP production capabilities with direct customer contact and manufacturing capabilities. PAPABUBBLE JAPAN HD's voting rights ratio is 100%. - FY2023AdvancedAnnual report
「Effective 1 April 2023, 株式会社アカツキライブエンターテインメント ceased to exist following an absorption-type merger in which the Company was the surviving company.」
Regarding the policy of reorganizing the real entertainment area, the absorption-type merger of 株式会社アカツキライブエンターテインメント was carried out on 1 April 2023, bringing the restructuring to the completion stage. - FY2023-Q3SoftenedAnnual report
「Accordingly, although 株式会社アカツキライブエンターテインメント operates the Live Experience business, we decided to carry out this merger with the aim of streamlining management through the selection and concentration of management resources, as we seek to expand the Group's performance and increase corporate value over the medium to long term.」
In connection with the policy of withdrawing from real entertainment, the company resolved to carry out an absorption-type merger involving 株式会社アカツキライブエンターテインメント, which operates the Live Experience business, for the purpose of selecting and concentrating management resources. The effective date was scheduled for 1 April 2023. - FY2023-Q2SoftenedAnnual report
「Going forward, we will withdraw from projects confined to Japan and from real entertainment, concentrate on digital content that can capitalize on the strengths developed through games and is expected to grow in global markets, and focus on comics and anime, with the aim of building business channels that maximize the value of our IP.」
The company is narrowing its business scope further, shifting from a policy of expanding the real-life and real entertainment areas to withdrawing from those areas and concentrating on global digital content. - FY2022SoftenedAnnual report
「The average number of temporary employees over the most recent year decreased by 162, mainly because of a reduction associated with the downsizing of the business at 株式会社アカツキライブエンターテインメント.」
At 株式会社アカツキライブエンターテインメント, which was responsible for the LX business, the number of temporary employees declined as a result of business downsizing, giving concrete form to the contraction of the real entertainment area. - FY2021SoftenedAnnual report
「In addition, profit and loss improved year on year as a result of advancing the selection and concentration of businesses, including the sale of the subsidiary SOTOASOBI.」
The focus has shifted from expanding the real-life and LX areas to selecting and concentrating businesses, including the sale of SOTOASOBI, indicating efforts to reorganize and reduce the scope of the business. - FY2021-Q3RestatedAnnual report
「The Group's Live Experience business has been affected by the coronavirus pandemic as a result of declining visitor numbers and partial closures at アソビル. However, it held the exhibition Banksy: Genius or Villain while implementing infection-control measures and leased space to external operators. As a result of progressing with the selection and concentration of businesses, the full-year impact is expected to be limited compared with the initial forecast.」
The company has reconfirmed its policy for the LX business of implementing infection-control measures, leasing space to tenants, and pursuing the selection and concentration of businesses amid the impact of the coronavirus pandemic. - FY2020ReframedAnnual report
「Meanwhile, the Group's Live Experience business actively pursued initiatives in the real entertainment area, including branding and expanding to other locations the アソビル content Puchu! and Unko Museum, but overall shifted to a more efficient operating structure.」
The LX business has been reorganized around a greater focus on branding its content and shifting to an efficient operating structure, rather than only expanding the business and rolling it out to other locations. - FY2020-Q3AdvancedAnnual report
「Meanwhile, the Group's Live Experience business has been actively pursuing initiatives in the real entertainment area and performed well, including by expanding the アソビル content Unko Museum to other locations and expanding overseas through a licensing deal in Shanghai.」
In the LX business, the company progressed beyond expanding Unko Museum to other locations to the stage of expanding overseas through a licensing deal in Shanghai. - FY2020-Q2AdvancedAnnual report
「Meanwhile, the Group's Live Experience business has been actively pursuing initiatives in the real entertainment area and performed well, including by expanding the アソビル content Unko Museum to other locations.」
The company has explained that the LX business progressed to the stage of expanding the アソビル content Unko Museum to other locations. - FY2020-Q1AdvancedAnnual report
「Meanwhile, the Group's Live Experience business (hereinafter, the LX business) has been actively pursuing initiatives in the real entertainment area. The business performed well, with visitor numbers at the multi-purpose experiential entertainment building アソビル, which opened in March 2019 with direct access to Yokohama Station, exceeding 1 million in approximately 3 months after opening.」
アソビル, which opened in March 2019 as part of the LX business, exceeded 1 million visitors approximately 3 months after opening, demonstrating concrete results from the real entertainment business. - FY2019-Q3RestatedAnnual report
「Meanwhile, the Group's Live Experience business (hereinafter, the LX business) has been actively pursuing initiatives in the real entertainment area. The two companies acquired in November 2017 to create original content in this area, ASOBIBA and アプト, were integrated under a management integration effective 1 April 2018 and became consolidated subsidiaries from the first quarter of the fiscal year under the name 株式会社アカツキライブエンターテインメント.」
The company has reconfirmed the management integration of ASOBIBA and アプト and their incorporation as consolidated subsidiaries within the LX business. - FY2019-Q2RestatedAnnual report
「Meanwhile, the Group's Live Experience business (hereinafter, the LX business) has been actively pursuing initiatives in the real entertainment area. The two companies acquired in November 2017 to create original content in this area, ASOBIBA and アプト, were integrated under a management integration effective 1 April 2018 and became consolidated subsidiaries from the first quarter of the fiscal year under the name 株式会社アカツキライブエンターテインメント.」
The company has reconfirmed the management integration of ASOBIBA and アプト and their incorporation as consolidated subsidiaries within the LX business. No new stage reached from the previous quarter is indicated. - FY2019-Q1AdvancedAnnual report
「Meanwhile, the Group's Live Experience business (hereinafter, the LX business) has been actively pursuing initiatives in the real entertainment area. The two companies acquired in November 2017 to create original content in this area, ASOBIBA and アプト, were integrated under a management integration effective 1 April 2018 and became consolidated subsidiaries from the first quarter of the fiscal year under the name 株式会社アカツキライブエンターテインメント.」
ASOBIBA and アプト, which were acquired in the real entertainment area, were integrated under a management integration effective 1 April 2018, and progressed to the stage of becoming consolidated subsidiaries under the name 株式会社アカツキライブエンターテインメント. - FY2018AdvancedAnnual report
「Regarding the LX business, which was newly launched as a new business during the previous fiscal year, we will make further investments so that it can provide exciting and moving experiences in real-world locations, as part of the LX market, which is expected to grow on the back of expanding spending on experiences and future inbound demand, among other factors.」
The LX business has progressed from its existing policy of entering the market and creating a market to the stage of making further investments to provide experiences in real-world locations. - FY2017RaisedAnnual report
「Regarding the Live Experience business, which was newly launched as a new business during the fiscal year, we will create a new market, the LX market, which is expected to grow on the back of future inbound demand and other factors, and will make further investments with the aim of becoming Japan's No. 1 platform.」
The expansion into real-life areas has taken concrete form beyond the launch of the LX business, with the higher goal of creating the LX market and becoming Japan's No. 1 platform. - FY2017-Q3RestatedAnnual report
「The LX business refers to live (in-person, real, exciting) experiences, and is positioned as a business that provides people with exciting and moving real-world experiences. This determination was based, among other factors, on the fact that the services provided through the LX business give people moving experiences through a variety of experiences and that this business area is closely aligned with the vision of the Group.」
The company has reconfirmed its explanation that the LX business is positioned as a business that provides real-world experiences and that its rationale is its alignment with the existing vision. - FY2017-Q2RestatedAnnual report
「During the six-month period ended [the second quarter], the Group (the Company and its consolidated subsidiaries) entered the Live Experience business (hereinafter, the LX business).」
The company has again described its entry into the LX business and its positioning as a business area that provides real-world experiences. No substantive change in direction or transition to a new stage from the previous quarter is indicated. - FY2017-Q1ReframedAnnual report
「This determination was based, among other factors, on the fact that the services provided through the LX business give people moving experiences through a variety of experiences and that this business area is closely aligned with the vision of the Group.」
The company has explicitly stated that its expansion into real-life areas is aligned with its existing vision of moving people through the power of games. - FY2017-Q1ReframedAnnual report
「The LX business refers to live (in-person, real, exciting) experiences, and is positioned as a business that provides people with exciting and moving real-world experiences,」
The expansion into traditional real-life areas has been given concrete form and reorganized as the Live Experience business (LX business), a business area that provides real-world experiences. - FY2016First statedAnnual report
「In addition to its social games business, the Group is currently planning and developing new services in real-life areas to create new value across a wide range of tertiary industries, including healthcare, education, human resources and regional revitalization, using the “power of games.”」
The company has, for the first time, explicitly stated plans to apply the mechanisms and technologies developed through its games business to areas such as healthcare, education, human resources and regional revitalization.