Risk of Slowing Growth in the Social Game Market
First written in FY2016. 6 of 12 entries say "Restated". Latest entry: FY2026.
Akatsuki moved to the "Worse" side of this theme in 2023, 5 years after the typical company in this theme (2018).
The whole theme swung hardest in 2022: 5 of 14 companies on the "Worse" side.
4 other companies' latest entry also says "Other".
- FY2026Market outlook updateAnnual report
「The global games market is expected to grow at an average annual rate of 6% from 2026 to 2030 and reach approximately US$350 billion in 2030.」
The games market outlook has been updated to average annual growth of 6% from 2026 to 2030 and US$350 billion in 2030. The company also presents an outlook of approximately US$160 billion for mobile games and US$6 billion for the webtoon market in 2032. - 2026-05-13WorsenedRevisions to earnings forecasts
「In addition to the many uncertainties arising from the rapidly changing short-term business environment for the game and comic businesses, we intend to continue investing in other businesses. As it is extremely difficult to calculate appropriate and reasonable figures, we will not disclose an earnings forecast.」
The company explained that there are many uncertainties in the short-term business environment for the game and comic businesses. - FY2025Market outlook updateAnnual report
「Global games market revenue in 2024 is forecast to increase 2.1% year on year to US$187.7 billion despite difficult macroeconomic conditions. The mobile gaming market, which accounts for the largest share, is expected to grow 3.0% to US$92.6 billion. However, if overall market growth were to slow significantly due to unforeseen legal regulations, developments among telecommunications operators or other factors, this could affect the Group's business and results.」
The company has updated its outlook for the games and mobile gaming markets with 2024 figures and continues to disclose the risk of slower market growth due to legal regulations and developments among telecommunications operators. - FY2024ReframedAnnual report
「Regarding the environment surrounding the Comics business, which the Group entered during the previous fiscal year, Japan's overall comics market reached a record high of ¥693.7 billion in 2023, up 2.6% year on year. Although the growth rate of the digital comics market has slowed due to the end of stay-at-home demand, it continued to grow, increasing 7.8% year on year to ¥483.0 billion.」
The scope of the discussion of the risk of slower market growth has expanded beyond the games market to include the comics and digital comics markets. - FY2024-Q2RestatedAnnual report
「During the cumulative second quarter of the consolidated fiscal year, there were no new business or other risks and no material changes to the business and other risks described in the securities report for the previous fiscal year.」
The company explains that there have been no material changes during the quarter to the business and other risks described in the previous fiscal year. - FY2024-Q1WorsenedAnnual report
「Global games market revenue in 2022 is forecast to decline 4.3% year on year to US$184.4 billion due to global inflation and recession, but user engagement remains high and the number of players worldwide continues to increase. The industry is therefore considered likely to continue growing globally, reaching US$212.0 billion by 2025 (source: Newzoo, “Global Games Market Forecast”).」
The outlook has been updated from the previous market growth forecast to project a 4.3% year-on-year decline in the global games market in 2022 due to inflation and recession, making the risk of slower market growth more concrete. At the same time, the outlook for market expansion through 2025 is also presented. - FY2023-Q2RestatedAnnual report
「Global video game consumer spending in 2022 is forecast to increase 5.4% year on year to US$203.1 billion, while the mobile gaming market, which accounts for the largest share, is expected to grow 5.0% to US$103.5 billion (source: Newzoo, “Global Games Market Forecast”). The industry is considered likely to continue growing worldwide.」
The company has reconfirmed its outlook for growth in the global games market. It explains that there have been no material changes to the risks associated with the business, including the risk of slower market growth. - FY2021RestatedAnnual report
「The global games market is expected to grow 19.6% year on year to US$174.9 billion in 2020, while the mobile gaming market, which accounts for the largest share, is expected to grow to US$86.3 billion. The global games market is also forecast to reach US$217.9 billion by the end of 2023 (source: Newzoo, “Global Games Market Report 2020”), and the industry is considered likely to continue growing worldwide. However, if overall market growth were to slow significantly due to unforeseen legal regulations, developments among telecommunications operators or other factors, this could affect the Group's business and results.」
The company has updated the target years and market-size data indicating market growth and reconfirmed the risk of slower market growth due to legal regulations and developments among telecommunications operators. - FY2020RestatedAnnual report
「The global mobile gaming market in 2019 was estimated at ¥7.184 trillion, up 3.3% year on year, and is considered an industry that will continue to grow steadily worldwide. However, if overall market growth were to slow significantly due to unforeseen legal regulations, developments among telecommunications operators or other factors, this could affect the Group's business and results.」
The company has updated its outlook for growth in the global mobile gaming market and reconfirmed the risk of slower market growth. - FY2018RestatedAnnual report
「However, if overall market growth were to slow significantly due to unforeseen legal regulations or developments among telecommunications operators, this could affect the Group's business and results.」
The company has updated growth data for the smartphone gaming market and reiterated its recognition of the risk of slower market growth. - FY2017RestatedAnnual report
「However, if overall market growth were to slow significantly due to unforeseen legal regulations or developments among telecommunications operators, this could affect the Group's business and results.」
The company has updated device and smartphone penetration data indicating market expansion and reiterated its recognition of the risk of slower market growth. - FY2016First statedAnnual report
「However, if overall market growth were to slow significantly due to unforeseen legal regulations or developments among telecommunications operators, this could affect the Group's business and results.」
The company cites market data of 127.23 million high-speed data-capable mobile phone subscriptions, 72.37 million smartphones and a smartphone share of 56.9% of total device subscriptions, while identifying slower market growth as a risk.