Contents of this document
- Excess capacity resulting from the temporary suspension of a large development project for an overseas client
- Decrease in revenue sharing in the game business
- Impairment losses and relocation compensation expenses recorded in the year-earlier period did not occur in the current period
- 反動 from the completion of content development and prototype projects that contributed to revenue in the year-earlier period
The company identifies the factors but does not state the amount attributable to each one.
- Early acquisition and launch of new game development projects, including small- and medium-sized projects
- Launch of Projects E and F
- Development of an interactive digital learning platform for educational institutions
- Development of interpersonal-work simulation tools for the healthcare sector using AI and game elements
- Exploration of collaboration on game businesses with companies in other industries
- Planning of digital and non-digital services using music and entertainment content
- Major development projects already contracted and expected to generate revenue of at least ¥500 million6 Engagements
- Consolidated number of employees600 people
- Gaming BusinessNet Sales¥4,538 million (YoY +4.2%)Operating profit¥263 million (YoY -41.9%)
- Other BusinessesNet Sales¥283 million (YoY -44.1%)Operating profit¥16 million (YoY -69.5%)
| Item | Details |
|---|---|
| Document type | Financial results presentation |
| Fiscal Period Covered | FY ending August 2026, third quarter |
| Net Sales | ¥4,822 million (YoY -0.8%) |
| Operating profit | ¥280 million (YoY -44.8%) |
| Ordinary income | ¥322 million (YoY -35.9%) |
| Net income | ¥200 million (YoY +61.0%) |
| Operating profit margin | 5.8 % |
| Selling, general and administrative expenses | ¥861 million (YoY +4.6%) |
| Results for the three months of the current quarter | Consolidated Net Sales ¥1,363 million / Operating profit ¥-51 million / Gaming Business Net Sales ¥1,266 million / Operating profit ¥-61 million / Other Businesses Net Sales ¥97 million / Operating profit ¥9 million |
| Full-year earnings forecast | Net Sales ¥6,510 million / Operating profit ¥405 million / Ordinary income ¥410 million / Profit attributable to owners of the parent ¥790 million |
| Progress against full-year forecast | Consolidated Net Sales 74.1 / Operating profit 69.2 / Ordinary income 78.7 / Profit attributable to owners of the parent 25.4 / Gaming Business Net Sales 74.3 / Operating profit 73.2 / Other Businesses Net Sales 70.8 / Operating profit 37.2 |
| Self-assessment against the plan | Generally within expectations |
| Segment results | Segment Gaming Business / Net Sales ¥4,538 million (YoY +4.2%) / Operating profit ¥263 million (YoY -41.9%), Segment Other Businesses / Net Sales ¥283 million (YoY -44.1%) / Operating profit ¥16 million (YoY -69.5%) |
| Breakdown of Factors Affecting the Change | Factors Excess capacity resulting from the temporary suspension of a large development project for an overseas client / Amount Not disclosed, Factors Decrease in revenue sharing in the game business / Amount Not disclosed, Factors Impairment losses and relocation compensation expenses recorded in the year-earlier period did not occur in the current period / Amount Not disclosed, Factors 反動 from the completion of content development and prototype projects that contributed to revenue in the year-earlier period / Amount Not disclosed |
| Key KPIs | Indicator name Major development projects already contracted and expected to generate revenue of at least ¥500 million / Value 6 Engagements / Year on year against the same period last year Not disclosed, Indicator name Consolidated number of employees / Value 600 people / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 600 people / Change during the period Not disclosed / Hiring plan Not disclosed |
| Capital expenditures | ¥2,660 million |
| New initiatives | Early acquisition and launch of new game development projects, including small- and medium-sized projects, Launch of Projects E and F, Development of an interactive digital learning platform for educational institutions, Development of interpersonal-work simulation tools for the healthcare sector using AI and game elements, Exploration of collaboration on game businesses with companies in other industries, Planning of digital and non-digital services using music and entertainment content |
Items this document does not state (13)
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.Operating profit declined because the temporary suspension of a large development project for an overseas client created excess development capacity, revenue sharing decreased from the year-earlier period, and the Company was unable to secure sufficient revenue to cover fixed manufacturing costs. Net profit increased because extraordinary losses, including impairment losses and relocation compensation expenses, recorded in the year-earlier period did not occur in the current period.