Komori
Bank of Innovation (4393) · FactAdvanced

Stable Growth in the Smartphone Gaming Market Driven by Hit Titles

First written in FY2018-Q3. 11 of 22 entries say "Restated". Latest entry: FY2026-H1.

22entries
9years
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ProgressHeldSoftenedWorseAdvancedFY2024 – FY2026-H12018: 220182019: 420192020: 320202021: 420212022: 220222023: 220232024: 320242025: 120252026: 12026
Same theme, other companies
Growth of the Global Gaming MarketA theme 5 companies write about · 0 as a headwind · 5 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.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1AdvancedAnnual report

    「In the business environment surrounding our Group, the global mobile game market was ¥12.6001 trillion in 2025, of which Japan accounted for ¥1.6634 trillion, and both markets continued to remain at high levels (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2026).」

    Disclosed new market data showing a global mobile game market of ¥12.6001 trillion and a Japanese market of ¥1.6634 trillion in 2025, and indicated that both remained at high levels.
  2. FY2025AdvancedAnnual report

    「The global mobile game market was ¥12.4103 trillion in 2024, of which Japan accounted for ¥1.729 trillion, and both markets continued to remain at high levels.」

    Disclosed new market data on the size of the global and Japanese mobile game markets in 2024.
  3. FY2024AdvancedAnnual report

    「In the business environment surrounding our Group, the global mobile game market was ¥8.7916 trillion in 2023, of which Japan accounted for ¥1.1886 trillion, and both markets continued to remain at high levels (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2024).」

    Disclosed new market size data for the global and Japanese mobile game markets in 2023.
  4. FY2024-Q2RestatedAnnual report

    「In the business environment surrounding our Group, the global mobile game market was ¥8.9146 trillion in 2022, of which Japan accounted for ¥1.2129 trillion, and both markets continued to show stable trends (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2023).」

    Reaffirms, using the same 2022 market data as in the previous quarter, that the global and Japanese mobile game markets remained stable.
  5. FY2024-Q1RestatedAnnual report

    「In the business environment surrounding our Group, the global mobile game market was ¥8.9146 trillion in 2022, of which Japan accounted for ¥1.2129 trillion, and both markets continued to show stable trends (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2023).」

    Reaffirms, using the same 2022 market data as in the previous disclosure, that the global and Japanese mobile game markets remained stable at high levels.
  6. FY2023-Q2AdvancedAnnual report

    「In the business environment surrounding our Group, the global mobile game market was ¥8.9146 trillion in 2022, of which Japan accounted for ¥1.2129 trillion, and both markets continued to remain at high levels (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2023).」

    Disclosed new market data showing a global mobile game market of ¥8.9146 trillion and a Japanese market of ¥1.2129 trillion in 2022, and indicated that both remained at high levels.
  7. FY2023-Q1RestatedAnnual report

    「In the business environment surrounding our Group, Japan's game app market continued to show stable growth in 2021, with a market size of ¥1.306 trillion (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2022).」

    Continues to state that Japan's game app market was ¥1.306 trillion in 2021 and remained stable.
  8. FY2022-Q3AdvancedAnnual report

    「In the business environment surrounding our Group, Japan's game app market continued to show stable growth in 2021, with a market size of ¥1.306 trillion (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2022).」

    Disclosed new market data showing that Japan's game app market was ¥1.306 trillion in 2021 and indicated that the market was stable.
  9. FY2022-Q1RestatedAnnual report

    「In the business environment surrounding our Group, Japan's game app market continued to show stable growth in 2020, with a market size of ¥1.2113 trillion (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2021).」

    Reaffirms, as in the previous disclosure, that Japan's game app market was ¥1.2113 trillion in 2020 and remained stable.
  10. FY2021RestatedAnnual report

    「In the environment surrounding Japan's smartphone game market, the market continued to show stable trends, driven by leading titles, even as it matured. It was also announced that global consumer spending on app stores reached $120 billion in 2020.」

    States that the domestic market is maturing but remains stable, supported by leading titles, and that global consumer spending on app stores was $120 billion.
  11. FY2021-Q3RestatedAnnual report

    「In the business environment surrounding our Group, Japan's game app market continued to show stable growth in 2020, with a market size of ¥1.2113 trillion (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2021).」

    Continues to state that Japan's game app market is stable and that its market size was ¥1.2113 trillion in 2020.
  12. FY2021-Q2AdvancedAnnual report

    「In the business environment surrounding our Group, Japan's game app market continued to show stable growth in 2020, with a market size of ¥1.2113 trillion (Source: Kadokawa ASCII Research Laboratories, Inc., Famitsu Mobile Game White Paper 2021).」

    Disclosed new market data showing that Japan's game app market was ¥1.2113 trillion in 2020 and indicated that the market was stable.
  13. FY2021-Q1RestatedAnnual report

    「The domestic game app market surrounding the Group's business continued to perform steadily in 2019, expanding 4.1% year on year to ¥1.214 trillion (Source: KADOKAWA Game Linkage Co., Ltd., Famitsu Game White Paper 2020).」

    As in the previous disclosure, the company states that the domestic game app market is performing steadily and cites market data showing 4.1% year-on-year growth to ¥1.214 trillion.
  14. FY2020-Q3AdvancedAnnual report

    「The domestic game app market continued to perform steadily in 2019, expanding 4.1% year on year to ¥1.214 trillion (Source: KADOKAWA Game Linkage Co., Ltd., Famitsu Game White Paper 2020).」

    The company disclosed new market data for 2019, with the domestic game app market expanding 4.1% year on year to ¥1.214 trillion.
  15. FY2020-Q2AdvancedAnnual report

    「The domestic mobile game market continued to perform steadily in 2019, expanding 1.0% year on year to ¥1.3251 trillion.」

    The company disclosed new market data for 2019, with the domestic mobile game market expanding 1.0% year on year to ¥1.3251 trillion.
  16. FY2020-Q1RestatedAnnual report

    「The domestic game app market continued to grow steadily in 2018, expanding 10.2% year on year to ¥1.166 trillion.」

    The company continues to recognize that the domestic game app market is growing steadily.
  17. FY2019WorsenedAnnual report

    「The domestic game app market continued to grow steadily in 2018, expanding 10.2% year on year to ¥1.166 trillion. However, as the Japanese market matures, Chinese companies and others that have succeeded in expanding overseas are gradually increasing their market share.」

    While reporting steady growth in the domestic market, the company newly cites market maturation and the increasing market share of Chinese companies and others.
  18. FY2019-Q3RestatedAnnual report

    「The smartphone game industry, which is our business area, is facing continued intense competition among companies, as numerous new titles, including those from overseas developers, enter the market daily while the domestic market matures and it becomes more difficult to produce a hit.」

    The company expresses the same view as in the previous quarter regarding domestic market maturation, the increasing difficulty of producing a hit, new market entrants and intensifying competition.
  19. FY2019-Q2WorsenedAnnual report

    「The smartphone game industry is facing continued intense competition among companies, as numerous new titles, including those from overseas developers, enter the market daily while the domestic market matures and it becomes more difficult to produce a hit.」

    In addition to its previous view that the market remains stable, centered on hit titles, the company explicitly cites domestic market maturation, the increasing difficulty of producing a hit, new market entrants and intensifying competition.
  20. FY2019-Q1RestatedAnnual report

    「Although some companies reported lower profit or losses year on year, there was no major change throughout the year in the titles occupying the top positions in the rankings, and the market appears to have remained stable, centered on hit titles.」

    The company continues to recognize that the domestic smartphone game market is stable, centered on hit titles.
  21. FY2018RestatedAnnual report

    「The Japanese smartphone game industry, which is our business area, remained stable, although the market is maturing and an increasing number of developers are struggling to acquire users, with hit titles at the center of the market.」

    While recognizing the ongoing maturation of the market, the company continues to view the market as stable, centered on hit titles.
  22. FY2018-Q3First statedAnnual report

    「The domestic smartphone game market, which is our business area, has continued to grow steadily, led by hit titles.」

    The company states that the domestic market has continued to grow steadily, led by hit titles.
Moved together

"Results for the Cumulative Third Quarter of the 13th Fiscal Period" moved the same way as this thread, in the same document, in 8 of its 22 moves.

888543★123456
  1. ★This thread
  2. 1Results for the Cumulative Third Quarter of the 13th Fiscal Period8×
  3. 2Reliance on Borrowing and Rising Funding Costs8×
  4. 3Research and development activities and R&D expenses8×
  5. 4Expansion of Existing Titles and Development of New Titles5×
  6. 5Disaggregation of sales revenue by source, primarily user billing revenue4×
  7. 6Increase in Game Development, Operating, Advertising and Promotional Expenses3×

★ 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 Bank of Innovation yet.
News
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