Concentration of Revenue Recognition in the Second Quarter and Later Due to Customer Development Schedules
First written in FY2017-Q1. 8 of 16 entries say "Materialised", first in FY2019-Q3. Latest entry: 2026-10-15.
Tose moved to the "Worse" side of this theme in 2019.
0 other companies' latest entry also says "Materialised".
- FY2024MaterialisedAnnual report
「In the third quarter, changes in customers' policies and approaches to their game businesses resulted in the cancellation or loss of several development projects, leading to lost anticipated revenue and lower utilisation of development personnel.」
Changes in customer policies resulted in the cancellation or loss of several projects, lost revenue and lower utilisation of development personnel in the full-year results. - FY2024-Q3WorsenedAnnual report
「Performance for the first nine months of the current consolidated fiscal year was affected by 2 unprofitable projects in the Digital Entertainment Business through the second quarter, as well as the cancellation of several game software-related development projects during the third quarter, resulting in revenue of ¥3,243 million, down 27.6% year on year.」
In addition to 2 unprofitable projects, several game software-related projects were cancelled in the third quarter, resulting in a 27.6% year-on-year decline in revenue. Development schedule and revenue recognition timing issues also extended to lost revenue following project cancellations. - FY2024-Q2WorsenedAnnual report
「Against this backdrop, performance for the first six months of the current consolidated fiscal year was affected by unexpected problems arising in two development projects in the Digital Entertainment Business and delays in development work, among other factors, resulting in revenue of ¥2,013 million, down 33.7% year on year.」
Unexpected problems and development delays arose in 2 projects in the Digital Entertainment Business, resulting in a 33.7% year-on-year decline in revenue. Development schedule-related revenue recognition timing risk had a greater impact on results across multiple projects. - FY2023MaterialisedAnnual report
「The cancellation of projects that had been initiated during the previous consolidated fiscal year and were entering full-scale development, as well as reviews of projects for which orders had been anticipated, meant that switching to and launching new projects took longer than expected, resulting in a temporary decline in utilisation.」
Delays in switching to and launching projects following cancellations and reviews, together with a temporary decline in utilisation, occurred in the full-year results. - FY2021MaterialisedAnnual report
「In terms of profit, in a smartphone game development project, it became necessary to rework deliverables produced through the middle stage of development, and, in addition to the costs incurred in addressing the project and the completion date being pushed into the following fiscal year,」
Completion of smartphone game projects was pushed back to the following fiscal year, resulting in a gap between the development schedule and revenue recognition timing in the full-year results. - FY2021-Q2WorsenedAnnual report
「Performance for the first six months of the current consolidated fiscal year was affected by the spread of COVID-19 across each business. In particular, in the Digital Entertainment Business, development schedules for several major console game software projects currently in development were changed at customers' request to further improve quality, resulting in revenue recognition being pushed back to the second half and revenue of ¥1,838 million, down 15.8% year on year.」
Development schedules for several major console game software projects were changed at customers' request, pushing revenue recognition into the second half. Revenue fell 15.8% year on year, and delivery and revenue recognition timing risks had a greater impact on results. - FY2021-Q1WorsenedAnnual report
「As the Company Group is working on many projects scheduled for completion from the fiscal year ending August 2022 onward, it expects revenue and profit for the current consolidated fiscal year to decline from the previous consolidated fiscal year. Against this backdrop, the performance for the first consolidated quarter of the current fiscal year, which has lower revenue than the other quarters due to development schedules agreed with customers, was expected to be loss-making from the outset. In the Digital Entertainment Business, a change in the development schedule for a major console game software project at the customer's request resulted in revenue of ¥774 million, down 19.8% year on year.」
The Company expected revenue and profit to decline for the current fiscal year because work was concentrated on projects scheduled for completion from the fiscal year ending August 2022 onward, and the first quarter was expected to be loss-making from the outset. A major project was also subject to a schedule change at the customer's request. Revenue fell 19.8% year on year. - FY2020-Q3MaterialisedAnnual report
「Revenue from game software-related operations was ¥507 million, down 39.6% year on year, due partly to revenue from development being concentrated in the fourth quarter more than in the previous year and a decline in operating revenue following the completion of a major operations project.」
Revenue from development was in fact concentrated in the fourth quarter, and the decline in operating revenue following the completion of a major operations project also contributed to a 39.6% year-on-year decline in game software-related revenue. - FY2020-Q2WorsenedAnnual report
「There has been no impact on the business from the spread of COVID-19 so far. However, as changes to development schedules caused by the spread of COVID-19 could delay the timing of revenue recognition, and costs related to COVID-19 countermeasures could arise, we will closely monitor developments.」
The possibility that the spread of COVID-19 could delay revenue recognition due to changes in development schedules and give rise to countermeasure costs was newly specified. However, there had been no impact on the business as of the current quarter. - FY2019MaterialisedAnnual report
「As a result, performance for the current consolidated fiscal year was affected by the completion of development of some major smartphone game projects in the Digital Entertainment Business being pushed back to the following fiscal year, although」
Completion of development of major smartphone game projects was in fact pushed back to the following fiscal year. - FY2019-Q3MaterialisedAnnual report
「In terms of profit, although revenue increased, the concentration of revenue recognition in the fourth quarter and the increase in selling, general and administrative expenses resulted in operating profit of ¥29 million, down 64.9% year on year; ordinary profit of ¥63 million, down 34.2%; and quarterly net profit attributable to owners of the parent of ¥18 million, down 76.1%.」
Revenue recognition was in fact concentrated in the fourth quarter, partly because the timing of development completion was changed to the fourth quarter, resulting in a significant decline in cumulative profit through the third quarter. - FY2018-Q1RestatedAnnual report
「Although revenue increased, profit performance was affected, as in the previous consolidated fiscal year, by revenue recognition being concentrated in the second quarter and later due to development schedules agreed with customers. Operating loss was ¥47 million, compared with an operating loss of ¥92 million in the previous year; ordinary loss was ¥36 million, compared with an ordinary loss of ¥42 million; and quarterly net loss attributable to owners of the parent was ¥38 million, compared with a quarterly net loss attributable to owners of the parent of ¥52 million.」
Revenue recognition remained concentrated in the second quarter and later due to development schedules agreed with customers, resulting in an operating loss of ¥47 million in the first quarter. - FY2017-Q1First statedAnnual report
「As a result, the performance for the first quarter of the current consolidated cumulative period was affected, as in the previous consolidated fiscal year, by revenue recognition being concentrated in the second quarter and later due to development schedules agreed with customers. Revenue was ¥560 million, up 2.5% year on year; operating loss was ¥92 million, compared with an operating loss of ¥130 million in the same quarter of the previous year; ordinary loss was ¥42 million, compared with an ordinary loss of ¥107 million; and net loss attributable to owners of the parent was ¥52 million, compared with a net loss attributable to owners of the parent of ¥91 million.」
Revenue recognition was concentrated in the second quarter and later due to development schedules agreed with customers, resulting in an operating loss of ¥92 million, an ordinary loss of ¥42 million and a quarterly net loss attributable to owners of the parent of ¥52 million in the first quarter.