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Tose (4728) · RiskRestatedLatest Financial results briefing materials (2026-10-26): "Worsened"

Intensifying Competition in the Smartphone Game Market

First written in FY2016-Q3. 13 of 22 entries say "Restated". Latest entry: 2026-10-26.

22entries
11years
2from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2018-Q2 – FY2018-Q3RestatedFY2020-Q2 – FY2022-Q1RestatedFY2024 – FY2026-H12016: 220162017: 420172018: 320182019: 120192020: 220202021: 120212022: 220222023: 220232024: 120242025: 120252026: 32026
Same theme, other companies
Slowing Growth and Intensifying Competition in Japan’s Mobile Game MarketA theme 21 companies write about · 21 as a headwind · 3 as a tailwind

Tose moved to the "Worse" side of this theme in 2016, 5 years before the typical company in this theme (2021).

The whole theme swung hardest in 2022: 5 of 14 companies on the "Worse" side.

1 other company's latest entry also says "Worsened".

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.
Showing 14 of the 21 companies compared. The sentences above are computed from all 21.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1RestatedAnnual report

    「In smartphone-related development revenue, projects for home video game consoles are currently being prioritized for new development in response to intense market competition.」

    The document continues to describe intense competition in the smartphone game market.
  2. FY2025-H1RestatedAnnual report

    「Meanwhile, competition in the smartphone game market remains intense. Since new development requests are currently being handled with priority given to projects for home video game consoles, development revenue decreased from the same period of the previous year.」

    The document states that intense competition continues in the smartphone game market and that projects for home video game consoles are being prioritized when responding to new development requests.
  3. FY2024RestatedAnnual report

    「Meanwhile, Japan’s smartphone game market continues to evolve amid maturity and intense competition, and the development and launch of new content are expected to continue to be considered cautiously.」

    The document continues to describe the maturity and intensifying competition in Japan’s smartphone game market, as well as the increasingly cautious approach to launching new content.
  4. FY2023WorsenedAnnual report

    「In the game industry in which the Group operates, some weakness was seen, particularly in Japan’s smartphone game market, as opportunities to go out increased.」

    The document describes some weakness in Japan’s smartphone game market due to increased opportunities to go out, in addition to intensifying competition and the difficulty of launching new titles.
  5. FY2023-Q1RestatedAnnual report

    「Meanwhile, the smartphone game market remains difficult for new games to enter because of the large number of titles available. As negotiations for new development projects are being pursued cautiously, development revenue declined.」

    The document explains that the smartphone game market remains difficult for new games to enter because of the large number of titles, and that negotiations for new development projects are also being pursued cautiously.
  6. FY2022-Q2WorsenedAnnual report

    「Competition among smartphone game titles is intense, and producing long-running hits is becoming increasingly difficult.」

    The document explains that, in addition to intense competition among smartphone game titles, producing long-running hits has become increasingly difficult.
  7. FY2022-Q1RestatedAnnual report

    「Meanwhile, competition among smartphone game titles remains intense, and new entrants continue to face difficulty in producing hits.」

    The document continues to identify competition among smartphone game titles and the increasing difficulty of turning new titles into hits as business-environment risks.
  8. FY2021RestatedAnnual report

    「There are numerous competitors in the business fields in which the Group operates.」

    The document continues to identify the competitive environment, in which numerous competitors are present, as a business risk.
  9. FY2020RestatedAnnual report

    「There are numerous competitors in the business fields in which the Group operates.」

    The document continues to identify the presence of numerous competitors and the potential impact on performance from competitors emerging with advantages exceeding the Group’s competitive edge as business risks.
  10. FY2020-Q2RestatedAnnual report

    「Meanwhile, although the global mobile game market exceeded ¥7 trillion in 2019, according to the Famitsu Mobile Game White Paper 2020, signs of market maturity began to emerge globally around 2018, and new titles have become increasingly difficult to turn into hits.」

    The document continues to indicate expansion of the global mobile game market while noting signs of global market maturity and the increasing difficulty of turning new titles into hits.
  11. FY2019WorsenedAnnual report

    「Meanwhile, in Japan’s smartphone game market, competition among individual titles intensified further, driven not only by the entry of overseas game developers but also by the launch of titles using strong IP by major domestic game developers.」

    The document explains that competition among individual titles intensified further against a backdrop of overseas developers entering the market and major domestic developers launching titles based on strong IP.
  12. FY2018-Q3RestatedAnnual report

    「Meanwhile, although growth in Japan's smartphone game market has slowed, the market is expected to continue expanding, mainly overseas. Against this backdrop, competition to acquire users intensified further as development, operating and promotional costs increased in order to supply high-quality content using strong IP (intellectual property).」

    The document continues to describe slowing domestic growth and expected overseas expansion in the smartphone game market, as well as intensifying user acquisition competition accompanied by higher costs.
  13. FY2018-Q2RestatedAnnual report

    「Meanwhile, although growth in Japan's smartphone game market has slowed, the market is expected to continue expanding, mainly overseas. Against this backdrop, competition to acquire users intensified further as development, operating and promotional costs increased in order to supply high-quality content using strong IP (intellectual property).」

    It describes the maturation of the smartphone game market, intensifying competition and rising costs with no substantive change from the previous quarter.
  14. FY2018-Q1WorsenedAnnual report

    「Against this backdrop, competition to acquire users intensified further as development, operating and promotional costs increased in order to supply high-quality content using strong IP (intellectual property).」

    It describes rising costs associated with supplying high-quality content and the further intensification of competition to acquire users in the smartphone game market.
  15. FY2017RestatedAnnual report

    「Meanwhile, the smartphone game market matured further due in part to the active deployment of leading content by major game makers, resulting in increasingly intense competition to acquire users.」

    It continues to describe the maturation of the smartphone game market and intensifying competition to acquire users as business-environment risks.
  16. FY2017-Q3RestatedAnnual report

    「Meanwhile, the smartphone game market matured further as major game makers actively deployed their leading content, resulting in increasingly intense competition to acquire users.」

    It continues to describe the maturation of the smartphone game market and competition to acquire users, as in the previous quarter.
  17. FY2017-Q2WorsenedAnnual report

    「Meanwhile, the smartphone game market matured further as major game makers actively deployed their leading content, resulting in increasingly intense competition to acquire users.」

    It explains that the maturation of the smartphone game market and competition to acquire users have progressed further than described previously.
  18. FY2017-Q1RestatedAnnual report

    「Meanwhile, major game makers actively deployed their leading content in the smartphone game market and achieved popularity, resulting in considerable activity.」

    The company continues to describe the expansion into and growing popularity of the smartphone game market by major game makers as developments shaping the competitive environment.
  19. FY2016WorsenedAnnual report

    「Meanwhile, as the smartphone game market matures and competition to acquire users intensifies, game design with unprecedented and innovative appeal, technical capabilities equivalent to those required for home video game console development, and service operation capabilities are becoming increasingly important in meeting users' demand for high-quality games.」

    It explicitly identifies the maturing smartphone game market and intensifying competition to acquire users, providing greater detail on the challenging competitive environment.
  20. FY2016-Q3First statedAnnual report

    「Competition in the mobile industry is intensifying as major home-console game publishers actively bring their leading content to the smartphone game market and achieve popularity. New home-console manufacturers have also begun distributing smartphone applications, while companies from other industries continue to enter the market, and further intensification of competition is expected.」

    Further intensification of competition in the mobile market is expected as home-console software publishers, home-console manufacturers and companies from other industries enter the market.
Moved together

"Downside Risk to Royalty Revenue from Large-Scale Revenue-Sharing Projects" moved the same way as this thread, in the same document, in 3 of its 22 moves.

333222★123456
  1. ★This thread
  2. 1Downside Risk to Royalty Revenue from Large-Scale Revenue-Sharing Projects3×
  3. 2Cancellation of Development Projects Due to Changes in Market Trends and User Needs3×
  4. 3Uncertainty over the Outlook Due to Geopolitical Risks and Financial and Capital Market Volatility3×
  5. 4Expansion of Mobile Development and Operations Driven by Demand for Smartphone Development2×
  6. 5Continued Upfront Costs Associated with New Business Development2×
  7. 6Concentration of Revenue Recognition in the Second Quarter and Later Due to Customer Development Schedules2×

★ 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
Tose's next results are scheduled for 2026-10-08. Read the earnings preview It last moved in the Financial results briefing materials of 2026-10-26: "Worsened".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.