Expansion of Mobile Development and Operations Driven by Demand for Smartphone Development
First written in FY2016-Q3. 20 of 42 entries say "Softened", first in FY2019-Q3. Latest entry: 2026-10-26.
Tose moved to the "Worse" side of this theme in 2024, 2 years before the typical company in this theme (2026).
The whole theme swung hardest in 2026: 4 of 13 companies on the "Worse" side.
0 other companies' latest entry also says "Softened".
- FY2026-H1SoftenedAnnual report
「Smartphone-related development revenue declined from the same period of the previous year because, amid intense market competition, new development is currently being prioritized for home video game consoles. Revenue from operations also remained below the level recorded in the same period of the previous year, partly because all of the operated titles had been available for more than 5 years.」
In the smartphone-related business, new development was prioritized for home video game consoles, while the long operating lives of the titles resulted in development and operations revenue falling below the level recorded in the same period of the previous year. - FY2025-H1SoftenedAnnual report
「In the smartphone-related business, the company continued to operate multiple smartphone games, and total operations remained slightly above the level recorded in the same period of the previous year. Meanwhile, competition in the smartphone game market remained intense, and new development requests were being prioritized for home video game consoles, resulting in lower development revenue than in the same period of the previous year. As a result, revenue was ¥672 million, down 3.0% year on year.」
Existing smartphone game operations were slightly above the level recorded in the same period of the previous year, while new development was prioritized for home video game consoles, resulting in a 3.0% year-on-year decline in smartphone-related revenue. - FY2024SoftenedAnnual report
「At a large ongoing project, the addition of stories and events and the implementation of measures to address substantial processing loads resulted in total operations revenue, including revenue sharing, exceeding the previous year's level. Meanwhile, a major upgrade to the server-side system became necessary during smartphone game development, resulting in rework on some tasks.」
Operations revenue from existing large projects exceeded the previous year's level, while server upgrades and rework on development projects reduced development revenue, weakening the overall expansion trend in mobile development and operations. - FY2024-Q3SoftenedAnnual report
「In the mobile content business, ongoing projects continued to perform above the level recorded in the same period of the previous year. Meanwhile, as reported in the second-quarter report, development revenue declined because a smartphone game development project that required a major server upgrade during development, along with related rework, was delayed beyond the initial schedule as development continued toward delivery during the current consolidated fiscal year. As a result, revenue was ¥1.1 billion, down 20.2% year on year.」
Ongoing projects exceeded the level recorded in the same period of the previous year, while development revenue declined due to delays in a smartphone game development project, resulting in mobile content-related revenue of ¥1.1 billion, down 20.2% year on year. - FY2024-Q2SoftenedAnnual report
「In the mobile content business, the ongoing operations services remained solid, and operations and royalty revenue continued to exceed the level recorded in the same period of the previous year. Meanwhile, a smartphone game development project required a major server upgrade during development, which also resulted in rework, substantially increasing development costs and delaying the development schedule. As a result, revenue was ¥753 million, down 15.7% year on year.」
Existing operations and royalty revenue exceeded the same period of the previous year, while server upgrades and rework on a smartphone game development project caused higher costs and delays. Mobile content-related revenue was ¥753 million, down 15.7% year on year. - FY2024-Q1SoftenedAnnual report
「In the mobile content business, the ongoing operations services remained solid, and operations revenue increased from the same period of the previous year. Meanwhile, although the company is also working on new smartphone game development projects, both the number and scale of projects were smaller than in the same period of the previous year, resulting in lower development revenue. As a result, revenue was ¥406 million, down 9.5% year on year.」
Existing operations projects remained solid and operations revenue increased, while the number and scale of new smartphone game development projects contracted from the same period of the previous year, resulting in a 9.5% year-on-year decline in mobile content-related revenue. - FY2023RestatedAnnual report
「Among the mobile content-related operations, the services we continue to provide remained solid as a result of strategic management, including the launch of products developed in collaboration with well-known IPs and new products, as well as anniversary events.」
The company explained that its existing mobile operations remained solid through strategic management, including collaborations with well-known IPs, new products and anniversary events. - FY2023-Q3RestatedAnnual report
「The outsourced operations services we continue to provide have remained solid, and multiple new development projects are also underway.」
The ongoing outsourced operations services remain solid, with multiple new development projects in progress. Development revenue has declined, however, due to the reversal of the effect of revenue recognition from a large development project in the same period of the previous year. - FY2023-Q2RestatedAnnual report
「Outsourced operations continued to progress steadily, and multiple new development projects were also under way. However, development revenue declined because of the negative impact of the reversal from the previous year, when revenue from a large development project that was subsequently cancelled had been recognized. As a result, revenue was ¥894 million, down 5.0% year on year.」
Outsourced operations remained steady and multiple new development projects were under way, but revenue fell 5.0% year on year because of the reversal from the previous year’s large cancelled project. - FY2023-Q1SoftenedAnnual report
「Operations provided on an outsourced basis continued to progress steadily. Meanwhile, the smartphone game market remains difficult for new games to enter because of the large number of titles available, and development revenue declined as negotiations for new development projects were pursued cautiously. As a result, revenue was ¥449 million, down 6.6% year on year.」
Outsourced operations continued steadily, while development revenue declined because new games remained difficult to launch and negotiations were pursued cautiously, resulting in a 6.6% year-on-year decrease in revenue related to mobile content. - FY2022SoftenedAnnual report
「Revenue from operations declined during the current consolidated fiscal year because operations for 2 large games ended during the previous consolidated fiscal year. As a result, revenue was ¥1,944 million, down 9.9% from the previous consolidated fiscal year.」
Following the end of operations for 2 large games, revenue related to mobile content was ¥1,944 million, down 9.9% from the previous fiscal year. - FY2022-Q3SoftenedAnnual report
「Revenue related to mobile content was ¥1,466 million, as operating revenue declined from the same period of the previous year, down 9.9% year on year.」
Operations for a large smartphone game continued, but operating revenue fell 9.9% year on year, and the decline in revenue related to mobile content continued. - FY2022-Q2SoftenedAnnual report
「Revenue related to mobile content was ¥941 million, as operating revenue declined from the same period of the previous year, down 16.1% year on year.」
Operations for a large smartphone game continued, but revenue related to mobile content fell 16.1% year on year because of the decline in operating revenue. - FY2022-Q1SoftenedAnnual report
「Revenue related to mobile content was ¥481 million, as operating revenue declined from the same period of the previous year, when it was ¥510 million.」
Although operations for a large smartphone game continued, operating revenue declined from ¥510 million in the same period of the previous year to ¥481 million. - FY2021SoftenedAnnual report
「As described above, revenue related to mobile content was ¥2,159 million, down 24.9% from the previous consolidated fiscal year. Operating revenue from smartphone games remained solid, but customer consultations and inquiries regarding development work increased more in game software than in mobile content, and the number of development projects declined from the previous fiscal year.」
Operating revenue from a large smartphone game remained solid, while mobile-related consultations and inquiries and development projects declined, resulting in a 24.9% year-on-year decrease in revenue. - FY2021-Q3SoftenedAnnual report
「Revenue related to mobile content was ¥1,627 million, down 12.4% year on year. Operating revenue progressed favorably as operations for a large smartphone game continued steadily, but consultations and inquiries from customers regarding development work declined in mobile content even as they increased in game software, and development project completions also decreased from the same period of the previous year.」
Operations for a large smartphone game continued steadily, while consultations and inquiries regarding mobile content development and development project completions declined, resulting in a 12.4% year-on-year decrease in revenue. - FY2021-Q2RestatedAnnual report
「Revenue related to mobile content was ¥1,122 million, down 9.7% year on year. Operating revenue progressed favorably as operations for a large smartphone game continued steadily, but development project completions declined from the same period of the previous year, partly because customers remained cautious about launching new titles, as described in (1) above.」
Operations for a large smartphone game continued steadily, but development project completions declined because customers remained cautious about launching new titles, among other factors, resulting in a 9.7% year-on-year decrease in revenue related to mobile content. - FY2021-Q1RestatedAnnual report
「Revenue related to mobile content was ¥510 million, down 0.4% year on year, as royalty revenue increased for some smartphone games and operations for a large smartphone game continued steadily.」
The document describes increased royalty revenue from some games and the continued operation of a large smartphone game. Revenue was ¥510 million, down 0.4% year on year. - FY2020AdvancedAnnual report
「As the scale of operations for smartphone games outsourced to the Group, primarily in the Digital Entertainment business, became larger than initially expected at customers’ request, operating revenue from smartphone games progressed favorably, and」
As the scale of operations for multiple smartphone games exceeded expectations at customers’ request, revenue related to mobile content was ¥2,875 million, up 27.0% year on year. - FY2020-Q3AdvancedAnnual report
「As described in 2. (1) above, revenue related to mobile content was ¥1,857 million, as smartphone development revenue and operating revenue progressed favorably, up 36.7% year on year.」
Smartphone development and operating revenue progressed favorably, and revenue related to mobile content was ¥1,857 million, up 36.7% year on year. - FY2020-Q2AdvancedAnnual report
「As described in 2. (1) above, revenue related to mobile content was ¥1,242 million, as smartphone development revenue and royalty revenue progressed favorably, up 25.8% year on year.」
Smartphone development revenue and royalty revenue progressed favorably, and revenue related to mobile content was ¥1,242 million, up 25.8% year on year. - FY2020-Q1AdvancedAnnual report
「Revenue related to mobile content was ¥512 million, as smartphone development revenue progressed favorably, up 30.2% year on year.」
Smartphone development revenue progressed favorably, and revenue related to mobile content was ¥512 million, up 30.2% year on year. - FY2019RestatedAnnual report
「Revenue related to mobile content was ¥2,264 million, up 3.5% from the previous consolidated fiscal year. In response to intensifying competition in Japan’s smartphone game market, operations ended or were scaled back in some projects at customers’ request, but this was offset by the generally smooth completion of large smartphone game projects.」
Although some operations ended or were scaled back, revenue related to mobile content was ¥2,264 million following the completion of large projects, up 3.5% year on year. - FY2019-Q3SoftenedAnnual report
「Revenue related to mobile content was ¥1,358 million. Although royalty revenue increased, operating revenue was scaled back in some projects at customers’ request, among other factors, resulting in a 12.2% year-on-year decrease.」
Royalty revenue increased, while operations were scaled back in some projects at customers’ request, resulting in a 12.2% year-on-year decrease in revenue related to mobile content. - FY2019-Q2RestatedAnnual report
「Revenue related to mobile content was ¥987 million. Although royalty revenue increased for some smartphone games, operating revenue declined from the same quarter of the previous year, resulting in a 7.5% year-on-year decrease.」
Royalty revenue increased for some games, while operating revenue declined, resulting in a 7.5% year-on-year decrease in revenue related to mobile content. Operations for mobile games continue, but results were mixed in terms of revenue. - FY2019-Q1RestatedAnnual report
「Revenue related to mobile content was ¥393 million. Although operating revenue increased following the steady execution of operations for multiple smartphone games, development revenue decreased from the same quarter of the previous year, down 20.4% year on year.」
Operations for multiple smartphone games continued and operating revenue increased, while revenue related to mobile content fell 20.4% year on year because of the decline in development revenue. - FY2018AdvancedAnnual report
「Revenue related to mobile content was ¥2,188 million, as operating revenue increased substantially following the steady execution of operations for multiple smartphone games, up 7.7% from the previous consolidated fiscal year.」
Following the continuation of operations for multiple smartphone games, revenue related to mobile content was ¥2,188 million, up 7.7% from the previous consolidated fiscal year. - FY2018-Q3AdvancedAnnual report
「Revenue related to mobile content was ¥1,547 million, as operating revenue increased substantially following the steady execution of operations for multiple smartphone games, up 17.4% year on year.」
Following the execution of operations for multiple smartphone games, revenue related to mobile content was ¥1,547 million, up 17.4% year on year. - FY2018-Q2AdvancedAnnual report
「Revenue related to mobile content was ¥1,067 million, as operating revenue increased substantially following the steady execution of operations for multiple smartphone games, up 71.9% year on year.」
Following the execution of operations for multiple smartphone games, revenue related to mobile content was ¥1,067 million, up 71.9% year on year. - FY2018-Q1AdvancedAnnual report
「Revenue related to mobile content was ¥494 million, as operating revenue increased substantially following the steady execution of operations for smartphone games, up 58.1% year on year.」
Following the execution of operations for smartphone games, revenue related to mobile content was ¥494 million, up 58.1% year on year. - FY2017AdvancedAnnual report
「Revenue related to mobile content was ¥2,032 million, as development revenue increased after the completion of development on large titles using strong IP, including intellectual property, for smartphone game projects, up 30.1% from the previous consolidated fiscal year.」
Following the completion of a large smartphone game using strong IP, revenue related to mobile content was ¥2,032 million, up 30.1% year on year. - FY2017-Q3AdvancedAnnual report
「Revenue related to mobile content was ¥1,318 million, as development revenue increased against a backdrop of larger and more sophisticated smartphone games, up 43.2% year on year.」
Against a backdrop of larger and more sophisticated smartphone games, revenue related to mobile content was ¥1,318 million, up 43.2% year on year. - FY2017-Q2AdvancedAnnual report
「Revenue related to mobile content was ¥620 million, as development revenue increased against a backdrop of larger and more sophisticated smartphone games, up 10.8% year on year.」
Against a backdrop of larger and more sophisticated smartphone games, revenue related to mobile content was ¥620 million, up 10.8% year on year. - FY2017-Q1AdvancedAnnual report
「Revenue related to mobile content was ¥313 million, as development revenue increased against a backdrop of larger and more sophisticated smartphone games, up 26.1% year on year.」
Against a backdrop of larger and more sophisticated smartphone games, mobile content development revenue increased 26.1% year on year to ¥313 million. - FY2016RestatedAnnual report
「In the mobile development business, development revenue was ¥449 million. This reflected the successful completion as planned of a large smartphone project ordered in the previous consolidated fiscal year and an increase from the initial development budget for additional development projects involving some content completed in prior fiscal years, despite some new projects not leading to orders. Operating revenue was ¥552 million, reflecting the generally smooth progress of existing projects and the start of operations for a large smartphone project.」
Mobile development and operations continued to expand through the completion of large smartphone projects, the start of operations, additional development, and royalty income, among other factors. - FY2016-Q3First statedAnnual report
「In the mobile development business, strong demand for smartphone content enabled us to complete on schedule a large smartphone project received in the previous fiscal year. In addition, development revenue reached ¥381 million because development costs for certain additional development projects involving content completed in prior fiscal years increased from the initial estimates. Operating revenue was ¥412 million, as existing projects progressed generally smoothly and a large smartphone project that began operations in the second quarter also performed well.」
The group disclosed the completion of a large smartphone project, additional development work and the start of operations for another large project in the second quarter.