Decline in domestic sales due to a shortage of popular prize items and titles
First written in FY2019-Q3. 11 of 14 entries say "Mitigated", first in FY2020-Q2. Latest entry: FY2027-H1.
The whole theme swung hardest in 2017: 1 of 6 companies on the "Worse" side.
1 other company's latest entry also says "Mitigated".
- FY2027-H1MitigatedAnnual report
「Same-store sales performed strongly during the interim consolidated accounting period, reaching 106.0% of the prior-year period. By segment, the core prize segment reached 106.9%, while the kids' prize segment, included within it, drove overall segment sales at 120.3%.」
Same-store sales in the kids' prize segment reached 120.3% of the prior-year period. Strengthening the kids' offering continued to drive sales in response to the risk of lower sales due to a shortage of popular prizes and titles. - FY2026MitigatedAnnual report
「The core prize segment reached 105.3%, while kids' prizes for young children, the company's main target market, drove sales significantly to 115.6%, helped by the expansion of "easy-to-win booths."」
The expansion of kids' prizes and "easy-to-win booths" brought same-store sales in the prize segment to 105.3% and kids' prizes to 115.6%. The response to the shortage of popular prizes and titles continued to produce results. - FY2025-H1MitigatedAnnual report
「The prize segment, which has the largest share of sales, recorded same-store sales of 111.3% of the prior-year period during the interim consolidated accounting period. Kids' prizes, which are being particularly strengthened, drove sales significantly, reaching 125.4%.」
Strengthening kids' prizes brought same-store sales in the prize segment to 111.3% of the prior-year period and kids' prizes to 125.4%, addressing the risk of lower sales due to a shortage of popular prizes and titles. - FY2024RestatedAnnual report
「Kids' prizes, which the company has been strategically strengthening in the prize segment, continued to perform well, driving the segment overall, with segment sales at 107.9% of the previous period.」
Strong performance by kids' prizes has continued to address the decline in sales caused by a shortage of popular prizes. - FY2024-Q1MitigatedAnnual report
「In the domestic business, the company strengthened its rollout of kids' prizes in the strong-performing prize segment, driving sales as same-store sales in the prize segment during the cumulative first-quarter consolidated period reached 106.6% of the prior-year period.」
Strengthening the rollout of kids' prizes brought same-store sales in the prize segment to 106.6% of the prior-year period, addressing the previously identified risk of lower sales due to a shortage of popular prizes and titles. - FY2023MitigatedAnnual report
「As limited-edition prizes such as PAW Patrol, which is highly popular with young children, became hits, same-store sales in the segment were 117.0% year on year in the fourth quarter consolidated accounting period and 114.1% for the full year.」
Hit limited-edition prizes brought annual same-store sales in the prize segment to 114.1% year on year, addressing the risk of lower sales due to a shortage of popular prizes. - FY2023-Q3MitigatedAnnual report
「As limited-edition prizes, including those featuring the male artist group NCT127, became hits, same-store sales in the entire prize segment during the third quarter consolidated accounting period were 113.1% of the prior-year period, or 108.5% of the same period in 2019.」
Hit limited-edition prizes helped the prize segment's same-store sales recover and grow to 113.1% year on year, addressing the previously identified risk of lower sales due to a shortage of popular prizes. - FY2022-Q3MitigatedAnnual 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.」
In response to the previous situation in which a shortage of popular prizes and titles pushed down sales, concentrated rollouts of limited-edition and collaboration prizes brought the prize segment's same-store sales to 104.9% of the level two years earlier. - FY2022-Q1MitigatedAnnual 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.」
In response to the shortage of popular prizes and titles, the company concentrated on rolling out limited-edition prizes, including collaborations with VTubers, and sales in the online crane-game business rose 92.3% year on year. - FY2020-Q3RestatedAnnual report
「This was because film-related merchandise remained firm, and same-store sales growth in the core prize segment was strong at 4.5%.」
Film-related merchandise remained firm, and same-store sales growth in the prize segment was 4.5%. The recovery from weakness caused by a shortage of popular prizes continued. - FY2020-Q2MitigatedAnnual report
「This was because film-related merchandise remained firm, and same-store sales growth in the core prize segment was strong at 6.7%.」
Film-related merchandise remained firm, and same-store sales growth in the prize segment was 6.7%. A recovery was confirmed from the previous weakness caused by a shortage of popular prizes and titles. - FY2019-Q3MaterialisedAnnual report
「The prize segment, the core business that had previously driven overall performance with double-digit growth, saw same-store sales growth narrow to 0.8% because there were few popular prizes to replace those that had been hits the previous year. Product sales, centered on underperforming card games with no popular titles, also struggled, with same-store sales down 17.7%, contributing to the overall decline in revenue.」
A shortage of popular prizes to replace the previous year's hit prizes and a shortage of popular titles actually occurred, with same-store sales growth in the prize segment narrowing to 0.8% and product sales declining 17.7%.