Smartphone Crane Game Business Operated by 株式会社ブランジスタゲーム
First written in FY2016-Q3. 7 of 10 entries say "Advanced", first in FY2016. Latest entry: FY2019.
1 other company's latest entry also says "Dropped".
- FY2019DroppedAnnual report
「Although affected by the ISP business and the discontinuation of 神の手 (Kami no Te), the provision of our core Nexyz.Zero and Nexyz Power services, as well as user acquisition activities, continued to perform well.」
The discontinuation of 神の手 (Kami no Te) is explicitly stated, and the smartphone crane game business is no longer presented as a continuing growth initiative. - FY2018WorsenedAnnual report
「For 神の手 (Kami no Te), acceptance of new users and some updates on the App Store were suspended from July 2018.」
For 神の手 (Kami no Te), acceptance of new users and some updates on the App Store have been suspended since July 2018. - FY2018-Q3AdvancedAnnual report
「For 神の手 (Kami no Te), we broadcast television commercials nationwide twice to raise awareness, resulting in an increase in users, although expenses continued to precede revenue.」
Broadcasting nationwide television commercials twice as a measure to increase users resulted in higher user numbers, while expenses continued to precede revenue. - FY2018-Q1AdvancedAnnual report
「For 神の手 (Kami no Te), we are making upfront investments by broadcasting television commercials nationwide to increase the number of users.」
Progressing to a major promotional campaign involving nationwide television commercial broadcasts as a measure to increase users. - FY2017AdvancedAnnual report
「For the 3D crane game 神の手 (Kami no Te), we developed new initiatives, including projects linked to physical crane games for promotional purposes, while making upfront investments aimed at further increasing users and revenue.」
Developing projects linked to physical crane games and continuing upfront investment throughout the fiscal year to increase users and revenue. - FY2017-Q3AdvancedAnnual report
「We strengthened upfront investment in promotional activities aimed at increasing users of the 3D crane game 神の手 (Kami no Te) and are seeking further growth. We also introduced a new advertising plan for companies designed to encourage visits to stores, working to increase users and revenue while continuing upfront investments such as advertising expenses.」
Expanding measures to increase users and revenue, including strengthening upfront promotional investment and introducing a new advertising plan for companies designed to encourage store visits. - FY2017-Q2AdvancedAnnual report
「For 神の手 (Kami no Te, a “divine experience” 3D crane game), we made upfront investments in promotional activities and carried out the first full renewal since its launch. In addition to collaboration projects with companies and tie-up projects aimed at promoting local governments, we also developed projects linked to physical crane games and worked to increase the number of users.」
For 神の手 (Kami no Te), in addition to upfront promotional investment, carried out the first full renewal since launch and expanded into projects linked to companies, local governments and physical crane games. - FY2017-Q1AdvancedAnnual report
「Meanwhile, we are making upfront promotional investments to increase the number of users of 神の手 (Kami no Te, a “divine experience” smartphone crane game).」
Promotional activities aimed at increasing users of 神の手 (Kami no Te) have entered the upfront investment phase. - FY2016AdvancedAnnual report
「We also released 神の手 (Kami no Te, a “divine experience” smartphone crane game) and have provided a range of promotional products.」
Adding the provision of various promotional products after the service launch as further progress. - FY2016-Q3First statedAnnual report
「In June 2016, the consolidated subsidiary 株式会社ブランジスタゲーム released the smartphone crane game 神の手 (Kami no Te, a “divine experience” crane game).」
Established 株式会社ブランジスタゲーム and made it a consolidated subsidiary in the first quarter, then released its game service in June.