Worth reading
58In focus
0–100. This measures how worthwhile something is to read, not how good or bad the company is.Direction
Improvement
Direction inferred from the company’s description.Scale
38
Millions of yen (year-on-year increase in operating profit)Wording
Conditional
How definitive the wording is.Contents of this document
Earnings presentationFirst quarter of the fiscal year ending January 20278 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥2,498 million+100.9%
Operating profit¥40 million
Ordinary income¥38 million
Net income¥3 million
Gross Profit Margin20.6%
Operating profit margin1.6%
Selling, general and administrative expenses¥474 million
Results for the three months of the current quarterRevenue: ¥2,498 million; operating profit: ¥40 million; ordinary profit: ¥38 million; net profit: ¥3 million; EBITDA: ¥86 million
What the company explained in this material
Self-assessment against the planThe company's self-assessment against its own plan.
Profit is progressing substantially ahead of the first-half earnings forecast, while revenue is progressing as plannedBreakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
- Increase in operating profit from the resolution of unprofitable projects¥208 million (versus the first-half forecast)
- Increase in ordinary profit from the resolution of unprofitable projects¥232 million (versus the first-half forecast)
- Increase in net profit from the resolution of unprofitable projects¥130 million (versus the first-half forecast)
New initiatives
- Expand WBC College into a study group that also includes external experts
- Continue investing in startups and research and development
- Capital and business alliance with H2L株式会社 and an investment of ¥20.8 million
- Establish a dedicated service design department
- Transfer Web development resources from Digital Talent Development and Staffing to Web Solutions
Key KPIsA metric the company considers important as a management benchmark.
- EBITDA¥86 millionYear on year against the same period last year+213.2%
- Number of unassigned employees50 Person-monthsYear on year against the same period last year+90.2%
- Consolidated number of employees881 peopleYear on year against the same period last year+99.2%
- Equity ratio30.2 %
- Fan Culture & Games operating margin9.4 %
Segment results
- Web SolutionsNet Sales940Profit112Profit unit¥ millionYear on year against the same period last yearRevenue: 96.8%; profit: 63.7%
- Digital Talent Development and StaffingNet Sales395Year on year against the same period last yearRevenue: 94.0%
- Fan Culture & GamesNet Sales1,182Year on year against the same period last yearRevenue: 107.3%
Medium-term management plan targets
VISION2030 sets a revenue target of ¥20 billion for the fiscal year ending January 2030. The medium-term plan is under review.Financial targets
The company states that it expects to improve its equity ratio, but the numerical target is Not disclosedNumber of employees
Number of Employees881 on a consolidated basis and 307 on a non-consolidated basis (as of end-April 2026)
Change during the periodEmployee numbers remained broadly unchanged
Hiring planRestrict hiring of young employees and suspend graduate recruitment
| Item | Details |
|---|---|
| Document type | Earnings presentation |
| Fiscal Period Covered | First quarter of the fiscal year ending January 2027 |
| Net Sales | ¥2,498 million (YoY +100.9%) |
| Operating profit | ¥40 million |
| Ordinary income | ¥38 million |
| Net income | ¥3 million |
| Gross Profit Margin | 20.6% |
| Operating profit margin | 1.6% |
| Selling, general and administrative expenses | ¥474 million |
| Results for the three months of the current quarter | Revenue: ¥2,498 million; operating profit: ¥40 million; ordinary profit: ¥38 million; net profit: ¥3 million; EBITDA: ¥86 million |
| Self-assessment against the plan | Profit is progressing substantially ahead of the first-half earnings forecast, while revenue is progressing as planned |
| Segment results | Segment Web Solutions / Net Sales ¥940 million / Profit ¥112 million / Profit unit ¥ million / Year on year against the same period last year Revenue: 96.8%; profit: 63.7%, Segment Digital Talent Development and Staffing / Net Sales ¥395 million / Profit Not disclosed / Year on year against the same period last year Revenue: 94.0%, Segment Fan Culture & Games / Net Sales ¥1,182 million / Profit Not disclosed / Year on year against the same period last year Revenue: 107.3% |
| Breakdown of Factors Affecting the Change | Factors Increase in operating profit from the resolution of unprofitable projects / Amount ¥208 million (versus the first-half forecast), Factors Increase in ordinary profit from the resolution of unprofitable projects / Amount ¥232 million (versus the first-half forecast), Factors Increase in net profit from the resolution of unprofitable projects / Amount ¥130 million (versus the first-half forecast) |
| Key KPIs | Indicator name EBITDA / Value ¥86 million / Year on year against the same period last year ¥213.2 million, Indicator name Number of unassigned employees / Value 50 Person-months / Year on year against the same period last year 90.2 Person-months, Indicator name Consolidated number of employees / Value 881 people / Year on year against the same period last year 99.2 people, Indicator name Equity ratio / Value 30.2 % / Year on year against the same period last year Not disclosed, Indicator name Fan Culture & Games operating margin / Value 9.4 % / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 881 on a consolidated basis and 307 on a non-consolidated basis (as of end-April 2026) / Change during the period Employee numbers remained broadly unchanged / Hiring plan Restrict hiring of young employees and suspend graduate recruitment |
| Medium-term management plan targets | VISION2030 sets a revenue target of ¥20 billion for the fiscal year ending January 2030. The medium-term plan is under review. |
| Financial targets | The company states that it expects to improve its equity ratio, but the numerical target is Not disclosed |
| New initiatives | Expand WBC College into a study group that also includes external experts, Continue investing in startups and research and development, Capital and business alliance with H2L株式会社 and an investment of ¥20.8 million, Establish a dedicated service design department, Transfer Web development resources from Digital Talent Development and Staffing to Web Solutions |
Items this document does not state (13)
Full-year earnings forecastProgress against full-year forecastUnit price and quantity metricsNumber of stores and locationsAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookAnnual DividendPayout ratioAcquisition of treasury sharesCapital expendituresOrders received and order backlogMarket Size / ShareKey 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.Unprofitable projects were brought to a close at the end of March, outsourcing costs were reduced in Web Solutions, the number of unassigned employees was reduced in Digital Talent Development and Staffing, and cost controls continued in Fan Culture & Games.
How to read this page
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