Raising awareness of and expanding Japan’s women-oriented gaming market
First written in FY2022-Q1. 1 of 3 entries say "Advanced", first in FY2022-Q2. Latest entry: FY2022-Q3.
No other company in this theme has enough history to compare yet.
- FY2022-Q3RestatedAnnual report
「Meanwhile, the release of multiple major hit titles from 2020 onward raised awareness of the market and led to its full-scale expansion, bringing the market size to approximately ¥85.5 billion (Note 2).」
The company reconfirms that multiple major hit titles have raised awareness of and expanded the games market for women, which has reached approximately ¥85.5 billion. - FY2022-Q2AdvancedAnnual report
「Meanwhile, the release of multiple major hit titles from 2020 onward raised awareness of the market and led to its full-scale expansion, bringing the market size to approximately ¥85.5 billion (Note 2).」
The domestic games market for women has been updated from the previous quarter's estimate of more than approximately ¥80 billion to the reported actual market size of approximately ¥85.5 billion. - FY2022-Q1First statedAnnual report
「Meanwhile, the release of multiple major hit titles from 2020 onward is expected to raise awareness of the market and drive its full-scale expansion, with the market expected to grow beyond approximately ¥80 billion.」
The company expects multiple major hit titles to raise awareness of the games market for women and expand it beyond approximately ¥80 billion.