Komori
Akatsuki (3932) · PolicyReframed

Entertainment business centered on social games

First written in FY2016. 21 of 28 entries say "Restated". Latest entry: FY2026.

28entries
11years
1from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2017-Q3 – FY2020RestatedFY2021-Q3 – FY2022-Q3RestatedFY2023-Q2 – FY20252016: 320162017: 320172018: 420182019: 320192020: 320202021: 320212022: 320222023: 220232024: 020242025: 220252026: 22026
Same theme, other companies
Business structure centered on the mobile game businessA theme 7 companies write about · 0 as a headwind · 5 as a tailwind

Akatsuki moved to the "Worse" side of this theme in 2026, 7 years after the typical company in this theme (2019).

The whole theme swung hardest in 2018: 1 of 6 companies on the "Worse" side.

2 other companies' latest entry also says "Reframed".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Full recordFilings, disclosures and news, newest first
  1. FY2026ReframedAnnual report

    「Based on management-control categories that reflect the characteristics of its business activities, the Group aggregates its business segments and reports 3 reportable segments: Games and Comics Business, Entertainment and Lifestyle Business, and AI and DX Solutions Business.」

    The Group was reorganized from the single “Games and Comics” segment in FY2026-H1 into 3 reportable segments by adding Entertainment and Lifestyle and AI and DX Solutions.
  2. 2026-05-13ReframedRevision of earnings forecasts

    「The Group's reportable segments are components of the Group for which separate financial information is available and that are regularly reviewed by the Board of Directors to determine the allocation of management resources and evaluate performance.」

    Management segmentation expanded from the former integrated game and comic category to 3 reportable segments, including entertainment and lifestyle businesses and AI and DX solutions.
  3. FY2026-H1ReframedAnnual report

    「Following a review of its profit and loss management categories, the Group changed its reportable segments from the previous 2 categories, Games and Comics, to a single category, Games and Comics, from the current interim consolidated fiscal period.」

    The Group changed its reportable segments from the previous 2 categories, Games Business and Comics Business, to a single “Games and Comics” category combining both businesses.
  4. FY2025RestatedAnnual report

    「Based on management-control categories that reflect the characteristics of its business activities, the Group aggregates its business segments and reports 2 reportable segments: Games Business and Comics Business.」

    The Group continues to have 2 reportable segments, Games Business and Comics Business. Revenue from the games business was ¥21,237 million, and it remains the Group’s core business.
  5. FY2023RestatedAnnual report

    「Based on management-control categories that reflect the characteristics of its business activities, the Group aggregates its business segments and reports 2 reportable segments: Games Business and Comics Business.」

    The Group continues to classify its businesses as Games Business, Comics Business and Other, and discloses the comics business as a separate reportable segment.
  6. FY2023-Q3RestatedAnnual report

    「From the first quarter of the current consolidated fiscal period, the Group changed its reportable segments to 3 categories: 2 reportable segments, “Games Business” and “Comics Business,” and “Other.”」

    The Group continues to report 3 segments: Games Business, Comics Business and Other. For the first 3 quarters, it disclosed revenue of ¥17,854 million from the games business, ¥102 million from the comics business and ¥175 million from Other.
  7. FY2023-Q2RestatedAnnual report

    「From the first quarter of the current consolidated cumulative period, the Group changed its reportable segments to 3 categories: 2 reportable segments, “Games Business” and “Comics Business,” and “Other.”」

    The Group continues to disclose 3 segments: Games Business, Comics Business and Other. There was no new change during the current quarter to the reorganization prompted by the increased importance of the comics business.
  8. FY2023-Q1ReframedAnnual report

    「From the first quarter of the current consolidated cumulative period, the Group changed its reportable segments to 3 categories: 2 reportable segments, “Games Business” and “Comics Business,” and “Other.”」

    Previously, segment information had been omitted because the games business accounted for a high proportion. As the importance of the comics business increased, disclosures were reorganized into 3 categories: Games Business, Comics Business and Other.
  9. FY2022-Q3RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The games business remains at the center of the Group, and segment information is omitted. Revenue disaggregation showed ¥17,283 million from the games business, ¥992 million from the IP business and ¥500 million from Other.
  10. FY2022-Q2RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group continues to treat the games business as the center of the Group and omits segment information. Its revenue disaggregation showed ¥12,185 million from the games business, ¥124 million from the IP business and ¥328 million from Other.
  11. FY2022-Q1RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group explains that the games business remains at the center of the Group. In its revenue recognition disclosures, it reported current-quarter revenue of ¥5,120 million, comprising ¥4,968 million from the games business, ¥42 million from the IP business and ¥109 million from Other.
  12. FY2021-Q3RestatedAnnual report

    「From the first quarter of the current consolidated fiscal period, the Group changed the name of its reportable segment from “Mobile Games Business” to “Games Business.” This name change had no impact on segment information.」

    The Group reaffirmed the change of the reportable segment name to “Games Business” and that there was no impact on segment information.
  13. FY2021-Q1ReframedAnnual report

    「From the first quarter of the current consolidated fiscal period, the Group changed the name of its reportable segment from “Mobile Games Business” to “Games Business.” This name change had no impact on segment information.」

    The Group changed the name of its reportable segment from “Mobile Games Business” to “Games Business.” It states that the name change had no impact on segment information.
  14. FY2020RestatedAnnual report

    「The Group operates the mobile games business and LX business in the entertainment sector, which moves people’s emotions and hearts. The mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information. Accordingly, the Group reports only the mobile games business rather than presenting separate segment disclosures.」

    The Group reaffirmed its structure of operating the LX business while centering on the mobile games business and continues to focus its disclosures on the mobile games business.
  15. FY2020-Q3RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information continues to be omitted.
  16. FY2020-Q2RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information continues to be omitted.
  17. FY2020-Q1RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The mobile games business remains at the center of the Group, and segment information is omitted.
  18. FY2019-Q3RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information continues to be omitted.
  19. FY2019-Q2RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information continues to be omitted.
  20. FY2019-Q1RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    While the scope of consolidation for the LX business expanded, the mobile games business remains at the center of the Group for disclosure purposes, and segment information is omitted.
  21. FY2018RestatedAnnual report

    「The mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information. Accordingly, the Group reports only the mobile games business rather than presenting separate segment disclosures.」

    The mobile games business remains at the center of the Group and is disclosed as a single business.
  22. FY2018-Q3RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information continues to be omitted.
  23. FY2018-Q1RestatedAnnual report

    「The Group omits segment-by-segment disclosures because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group has reaffirmed that the mobile games business remains at the center of the Group and that segment information is omitted.
  24. FY2017RestatedAnnual report

    「The mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information. Accordingly, the Group reports only the mobile games business rather than presenting separate segment disclosures.」

    The reportable segment is now named the mobile games business, which continues to be treated as the Group’s core business.
  25. FY2017-Q3RestatedAnnual report

    「The Group does not provide disclosures by segment because the mobile games business accounts for a high proportion of all segments and is of limited importance as disclosed information. From the second quarter of the current consolidated fiscal period, it also changed the name of its reportable segment from “Social Games Business” to “Mobile Games Business.” This name change had no impact on segment information.」

    The Group reiterated that the mobile games business remains at the center of the Group and that the change in segment name had no substantive impact.
  26. FY2017-Q2ReframedAnnual report

    「From the second quarter of the current consolidated fiscal period, the Group changed the name of its reportable segment from “Social Games Business” to “Mobile Games Business.” This name change had no impact on segment information.」

    While stating that the substantive composition of its core business remained unchanged, the Group changed the name of its reportable segment from “Social Games Business” to “Mobile Games Business.”
  27. FY2017-Q1RestatedAnnual report

    「The Group does not provide disclosures by segment because the social games business accounts for a high proportion of all segments and is of limited importance as disclosed information.」

    The Group explains that its social games business remains the core of the Group and accounts for a high proportion in its segment disclosures.
  28. FY2016First statedAnnual report

    「The Group operates a social games business in the entertainment sector, which moves people’s hearts.」

    As of the filing, the Group had a single segment, its social games business, which it positioned as its main business.
Moved together

"Revenue fluctuation risk by individual title" moved the same way as this thread, in the same document, in 3 of its 28 moves.

3★1
  1. ★This thread
  2. 1Revenue fluctuation risk by individual title3×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
No upcoming earnings preview for Akatsuki yet. It last moved in the Revision of earnings forecasts of 2026-05-13: "Reframed".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Entertainment business centered on social games | Akatsuki Inc. (3932) | Komori