Results for this period
First quarter1 April 2026 to 30 June 2026ConsolidatedIFRSThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
In Japan, the company offered a wide variety of prizes in response to strong demand for crane games, and conducted limited-time collaboration campaigns, remote events, and campaigns for children and elementary and junior high school students. In the United States, it regularly introduced original prizes and conducted limited-time collaboration campaigns.
No applicable matters
| Item | Details |
|---|---|
| Fiscal Period Classification | First quarter |
| Accounting standards | IFRS |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 April 2026 to 30 June 2026 |
| Net Sales | 51,377 million yen (YoY +18.2%) |
| Operating profit | 6,339 million yen (YoY +4.3%) |
| Ordinary income | 5,267 million yen (YoY +2.1%) |
| Profit attributable to owners of the parent | 3,368 million yen (YoY -1.1%) |
| Net income per share | ¥12.81 |
| Equity ratio | End of the current fiscal period 26.1 / End of previous period 26.7 |
| Total assets | 328,319 million yen |
| Net assets | 85,791 million yen |
| Cash and cash equivalents at end of period | 64,179 million yen |
| Full-year earnings forecast | Net Sales 219,090 million yen (YoY +15.6%) / Operating profit 33,050 million yen (YoY +14.9%) / Ordinary income 27,450 million yen (YoY +8.0%) / Net income 18,260 million yen (YoY +9.9%) |
| Annual Dividend Forecast | 18.00 yen → 18.00 yen(0.0%) |
| Segment revenue | Segment Japan / Current fiscal year 28,549 million yen / Prior-year period 24,423 million yen / Year-on-year (%) Not disclosed, Segment United States / Current fiscal year 22,561 million yen / Prior-year period 18,715 million yen / Year-on-year (%) Not disclosed, Segment Luxury Food and Beverage / Current fiscal year 0 million yen / Prior-year period 0 million yen / Year-on-year (%) Not disclosed |
| Segment profit | Segment Japan / Current fiscal year 5,543 million yen / Prior-year period 3,646 million yen / Year-on-year (%) Not disclosed, Segment United States / Current fiscal year 1,618 million yen / Prior-year period 2,844 million yen / Year-on-year (%) Not disclosed, Segment Luxury Food and Beverage / Current fiscal year -806 million yen / Prior-year period -396 million yen / Year-on-year (%) Not disclosed |
| Depreciation and amortization | 11,153 million yen |
| Disclosure regarding the going concern assumption | No applicable matters |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement Not disclosed |
| Changes in the scope of consolidation | New 0 / Excluded 0 / Company name None |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Whether applicable Yes / Subject person Institutional investors |
| Issued Shares at Period-End | 289,161,942 Shares |
| Treasury Shares at Period-End | 26,289,509 Shares |
| Factors Behind Changes in Business Performance | In Japan, the company offered a wide variety of prizes in response to strong demand for crane games, and conducted limited-time collaboration campaigns, remote events, and campaigns for children and elementary and junior high school students. In the United States, it regularly introduced original prizes and conducted limited-time collaboration campaigns. |
Items this document does not state (12)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.In Japan, the company offered a wide variety of prizes in response to demand for crane games and conducted collaboration campaigns, remote events, and campaigns for children and elementary and junior high school students. In the United States, it regularly introduced original prizes and conducted limited-time collaboration campaigns.