Revenue dependence on specific game titles
First written in FY2021. 7 of 9 entries say "Materialised", first in FY2022-Q1. Latest entry: FY2026.
Tenda moved to the "Worse" side of this theme in 2021, 2 years before the typical company in this theme (2023).
The whole theme swung hardest in 2023: 8 of 18 companies on the "Worse" side.
5 other companies' latest entry also says "Materialised".
- FY2026MaterialisedAnnual report
「In the game content business, while sales of existing titles continued to decline in the online game field, the Company worked to win contracted projects across the consumer game field and develop its own intellectual property.」
The Company states that sales of existing online games, including specific titles, continued to decline, with dependence on specific titles and fluctuations in revenue from existing titles continuing to materialize. - FY2023-Q3MaterialisedAnnual report
「In the Game Content business, competition from rival games on the main platform affected the performance of the company’s own titles, including Vampire†Blood. Although the company held events and implemented additional customer-acquisition measures, it focused on reducing costs, mainly through lower cost of sales. As a result of the decline in contracted maintenance and operations work, revenue was ¥211 million, down 37.6% year on year, and segment profit was ¥8 million, down 58.1% year on year.」
The continuing impact of popular competing games on the major title has been reflected in declines in revenue and segment profit in the game content business. - FY2023-Q2MaterialisedAnnual report
「In the game content business, as competing games became more popular on the core platform and the performance of the Company’s titles, including “Vampire†Blood,” was affected, the Company implemented additional customer-acquisition initiatives and other campaigns while focusing on cost reductions, particularly in cost of sales. As a result of a decline in contracted maintenance and operations work, revenue was ¥142 million, down 38.5% from the same quarter of the previous year, and segment profit was ¥2 million, down 3.5% year on year.」
The impact of popular competing games on the major title continued, resulting in a 38.5% year-on-year decline in revenue from the game content business and a 3.5% decline in segment profit. - FY2023-Q1MaterialisedAnnual report
「In the game content business, as competing games became more popular on the core platform and sales of the Company’s title “Vampire†Blood” remained sluggish, the Company focused on cost reductions, including a review of its operating structure. As a result, revenue was ¥94 million, down 20.5% from the same quarter of the previous year, and segment profit was ¥1 million, compared with a segment loss of ¥7 million in the same quarter of the previous year.」
The popularity of competing games and sluggish sales of the major title materialized as an actual decline in game business revenue, which fell 20.5% year on year. - FY2022WorsenedAnnual report
「Revenue from “Vampire†Blood” accounted for a substantial 48.9% of revenue from the game content business for the consolidated fiscal year.」
Revenue dependence on a specific title increased from 44.2% in the previous fiscal year to 48.9%. - FY2022-Q3MaterialisedAnnual report
「In the game content business, as competing games became more popular on the core platform and the performance of the Company’s titles, including “Vampire†Blood,” was affected, the Company implemented additional customer-acquisition initiatives and other campaigns while focusing on cost reductions, particularly in cost of sales. Nevertheless, revenue was ¥338 million, down 25.3% year on year, and segment profit was ¥20 million, down 76.4%.」
The continuing impact of popular competing games on the Company’s major titles has been reflected in lower revenue and segment profit in the game content business. - FY2022-Q2MaterialisedAnnual report
「In the game content business, as competing games became more popular on the core platform and the performance of the Company’s titles, including “Vampire†Blood,” was affected, the Company implemented additional customer-acquisition initiatives and other campaigns while focusing on cost reductions, particularly in cost of sales.」
The Company states that the performance of its major titles has continued to be affected in fact by the popularity of competing games. - FY2022-Q1MaterialisedAnnual report
「As competing games became more popular on the core platform, the performance of the Company’s titles, including “Vampire†Blood,” was affected, and the Company implemented additional customer-acquisition initiatives and other campaigns.」
The performance of the Company’s major titles was in fact affected by the popularity of competing games, and additional customer-acquisition initiatives have been implemented. - FY2021First statedAnnual report
「Revenue from “Vampire†Blood” accounted for a substantial 44.2% of revenue from the game content business for the consolidated fiscal year.」
Dependence on a specific title was quantified at 44.2%, with diversification through the expansion of other titles and development of new titles identified as an issue.