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AEON Fantasy (4343) · InitiativeAdvanced

Strengthening the prize business through the introduction of original game machines and prizes

First written in FY2017-Q2. 59 of 64 entries say "Advanced", first in FY2018-Q1. Latest entry: 2026-09-25.

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ProgressHeldSoftenedWorseAdvancedFY2018-Q1 – FY2019-Q3RestatedFY2020-Q1AdvancedFY2022-Q3 – 2026-03-242016: 12017: 320172018: 320182019: 220192020: 020202021: 220212022: 220222023: 320232024: 120242025: 120252026: 462026
Same theme, other companies
Performance growth through the planning, production and sale of amusement prizesA theme 2 companies write about · 0 as a headwind · 3 as a tailwind

1 other company's latest entry also says "Advanced".

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.
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  1. FY2025AdvancedAnnual report

    「Same-store sales reached 106.0% of the previous fiscal year, substantially exceeding the plan, with the prize business in particular reaching 110.4% and significantly driving overall performance.」

    Same-store sales in the prize business reached 110.4% of the previous fiscal year, driving the domestic business to record-high performance.
  2. FY2025-H1AdvancedAnnual report

    「Same-store sales were strong at 106.5% of the previous year, while the prize business, which has the highest sales mix, reached 111.3% of the level in the same period of the previous year during the interim consolidated accounting period. Kids prizes, an area of particular focus, reached 125.4% and significantly drove sales.」

    Same-store sales in the prize business reached 111.3% of the level in the same period of the previous year, while kids prizes reached 125.4%. Strengthening the prize business around exclusive and kids prizes drove domestic sales.
  3. FY2024-Q2AdvancedAnnual report

    「Kids prizes for children continued to perform well in the prize business, with sales for the six-month consolidated period reaching 108.9% of the level in the same period of the previous year.」

    Continued strong performance by kids prizes for children drove prize-business sales to 108.9% of the level in the same period of the previous year.
  4. FY2023AdvancedAnnual report

    「In the prize business, which is driving strong performance in the domestic business, company-exclusive prizes such as PAW Patrol, which is highly popular with young children, were successful during January, the peak sales season. As a result, prize-business same-store sales reached 117.0% of the level in the same period of the previous year and 118.5% of the level in the same period of 2019 in the fourth quarter, and 114.1% and 110.8%, respectively, for the full year.」

    The success of company-exclusive prizes drove full-year same-store sales in the prize business to 114.1% of the level in the previous year.
  5. FY2023-Q3AdvancedAnnual report

    「The kids category, which is being strategically expanded within the prize business, continued to perform well. Third-quarter consolidated-period sales in kids prizes reached 118.4% of the same-store level in the same period of the previous year and 130.6% of the level in the same period of 2019. This was driven by the success of company-exclusive prizes, including those featuring the male artist group NCT127. Overall third-quarter consolidated-period sales in the prize business reached 113.1% of the same-store level in the same period of the previous year and 108.5% of the level in the same period of 2019.」

    The success of exclusive prizes and other products drove same-store sales in the overall prize business to 113.1% of the level in the same period of the previous year, while kids prizes reached 118.4%.
  6. FY2023-Q2AdvancedAnnual report

    「In the core prize business, movie-related merchandise and company-exclusive prizes continued to perform steadily, driving overall sales. Sales in the prize business for the six-month consolidated period reached 116.4% of the same-store level in the same period of the previous year.」

    The rollout of movie-related merchandise and exclusive prizes continued to perform steadily, and same-store sales in the prize business reached 116.4% of the level in the same period of the previous year.
  7. FY2022-Q3AdvancedAnnual report

    「By segment, the prize business continued to perform well. The strengthened focused rollout of best-selling prizes, including company-exclusive prizes featuring popular characters, and prizes developed in collaboration with major confectionery manufacturers resulted in third-quarter consolidated-period sales in the prize business reaching 104.9% of the level two years earlier on a same-store basis.」

    The company strengthened the rollout of exclusive prizes featuring popular characters and prizes developed in collaboration with major confectionery manufacturers, and same-store sales in the prize business reached 104.9% of the level two years earlier.
  8. FY2022-Q2RestatedAnnual report

    「The online crane game business was not affected by these factors. The company strengthened initiatives featuring collaborations with popular VTubers and the focused rollout of exclusive prizes featuring popular characters, as well as campaigns encouraging customers to spend time at home. Sales for the six-month consolidated period increased 78.0% year on year.」

    The company continued strengthening its prize business using exclusive prizes featuring popular VTubers and characters, and sales from the online crane game business increased 78.0% year on year.
  9. FY2022-Q1AdvancedAnnual report

    「The online crane business was not affected by these factors. The company focused on exclusive prizes, including collaborations with popular VTubers, and campaigns encouraging customers to spend time at home. As a result, sales for the three-month consolidated period increased 92.3% year on year.」

    The company strengthened the online rollout of exclusive prizes, including prizes developed in collaboration with popular VTubers, and sales in the online crane business increased 92.3% year on year.
  10. FY2020-Q1RestatedAnnual report

    「Morley Online, an online crane game launched as a new business in March last year, has been steadily increasing sales, with company-exclusive original prizes and prizes developed in collaboration with YouTubers proving popular.」

    The company continues to strengthen its prize business using company-exclusive prizes and prizes developed in collaboration with YouTubers.
  11. FY2019-Q3AdvancedAnnual report

    「However, the prize business temporarily fell below the same-day-of-week prior-year level in August and October, but recovered to 107.8% in November, driven by the success of prizes developed in collaboration with popular YouTubers. The company plans to continue developing successful original prizes and expand volumes.」

    Prizes developed in collaboration with popular YouTubers were successful, and the November same-day-of-week same-store comparison for the prize business recovered to 107.8%. The company plans to continue developing original prizes and expanding volumes.
  12. FY2019-Q2AdvancedAnnual report

    「In the domestic business, same-store sales growth for amusement machines was 2.7% for the six-month period. By segment, same-store sales growth in the prize business remained positive at 7.1%. The further expansion of limited-edition original prizes developed through collaborations with popular YouTubers, together with an increase in the number of related promotional videos on YouTube, contributed to higher sales. Cumulative views reached 91.8 million over six months from March to August, exceeding the total for the previous full year.」

    The company expanded the rollout of limited-edition original prizes developed through collaborations with popular YouTubers and video promotions, and same-store sales growth in the prize business was 7.1%. Cumulative views of related videos reached 91.8 million over six months.
  13. FY2019-Q1AdvancedAnnual report

    「In the domestic business, amusement machine sales remained strong, with same-store sales growth of 6.2% in the first quarter. By segment, same-store sales growth in the prize business was 15.3%, continuing to increase substantially. The expanded introduction of company-exclusive original prizes developed through collaborations with confectionery manufacturers and popular YouTubers, together with the promotional effect of related videos on YouTube receiving more than 41 million cumulative views over the three months from March to May, contributed to higher sales.」

    The company expanded the introduction of limited-edition original prizes developed through collaborations with confectionery manufacturers and popular YouTubers, and same-store sales growth in the prize business was 15.3%. Cumulative views of related videos exceeded 41 million over three months.
  14. FY2018-Q3AdvancedAnnual report

    「In the domestic business, same-store sales growth for amusement machines was 11.3% in the nine-month consolidated period, remaining positive for 27 consecutive months since September 2015. By segment, same-store sales growth in the prize business remained in double-digit territory at 21.0%. This was largely driven by the expanded introduction of company-exclusive original prizes and web promotions actively pursued since last year, including YouTube, Twitter, Facebook and the company’s own app. In particular, videos by YouTubers featuring the company’s original projects, original prizes and original machines made a major contribution to customer acquisition, with cumulative views exceeding 53 million.」

    The company continued expanding the introduction of company-exclusive original prizes, and same-store sales growth in the prize business was 21.0%. Cumulative views of YouTuber videos exceeded 53 million.
  15. FY2018-Q2AdvancedAnnual report

    「In the domestic business, same-store sales growth for amusement machines was 10.2% in the six-month consolidated period, remaining positive for 24 consecutive months since September 2015. By segment, same-store sales growth in the prize business remained in double digits at 19.2%. This was largely driven by the expanded introduction of company-exclusive original prizes, the use of YouTube and social media promotions.」

    The company expanded the introduction of company-exclusive original prizes, and same-store sales growth in the prize business was 19.2%.
  16. FY2018-Q1AdvancedAnnual report

    「This resulted from the rollout of original prizes developed in collaboration with confectionery manufacturers and others, as well as stronger promotions using the internet, including social media.」

    The company rolled out original prizes developed in collaboration with confectionery manufacturers and others, and same-store sales growth in the prize business was 13.2%.
  17. FY2017-Q3DroppedAnnual report
    The quarterly report makes no specific mention of the introduction of original game machines or prizes.
  18. FY2017-Q2First statedAnnual report

    「In addition to accelerating the horizontal sharing of successful practices through the company’s internal social network, an initiative implemented since last year, and improving the accuracy of prize selection through changes to the buying organization, the introduction of original game machines and prizes helped existing-store sales in the prize business rise 19.0% during the first half of the current fiscal year.」

    The company is strengthening its prize business by introducing its own original game machines and prizes.
Moved together

"Expanding the Store Network Through New Domestic and Overseas Locations" moved the same way as this thread, in the same document, in 16 of its 61 moves.

16131210109★123456
  1. ★This thread
  2. 1Expanding the Store Network Through New Domestic and Overseas Locations16×
  3. 2Turning the Domestic Business to a Growth Trajectory13×
  4. 3Active Expansion of the Overseas Business12×
  5. 4Record-high revenue and substantial growth in consolidated earnings10×
  6. 5Improving Store Freshness Through Scrap-and-Build and Large-Scale Revitalization10×
  7. 6The overseas business's return to profitability and structural losses in China in the first quarter9×

★ 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 AEON Fantasy yet. It last moved in the Other Disclosures of 2026-09-25: "Advanced".
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