Contents of this document
- Seasonality, with results weighted toward the second half
- Upfront investment in strengthening the talent support structure in the first half
- Conservative assumptions regarding changes in the talent mix and community environment
- Talent development project, “mekPark”
- Permanent audition program for new talent
- Development of a new app integrating metaverse technology into streaming apps and 3D asset production
- Large-scale smartphone game, “hololive Dreams”
- Organizational restructuring and redesign of the evaluation system
- Supply chain management optimization
- Share repurchases
- Average monthly unique users2,759 10,000 UUsYear on year against the same period last year-1.0%
- Cumulative videos150,000 bottlesYear on year against the same period last year+25.0%
- Concert attendance450,000 peopleYear on year against the same period last year-14.0%
- Live performances17 bottlesYear on year against the same period last year+13.0%
- TCG packs shippedApproximately 21Year on year against the same period last year+110.0%
- External sales scaleApproximately 37Year on year against the same period last year+27.0%
- Number of customersApproximately 500Year on year against the same period last year+35.0%
- Pre-registrations (hololive Dreams)90 10,000 people
| Item | Details |
|---|---|
| Document type | Financial results presentation |
| Fiscal Period Covered | Fiscal year ending March 2026, full year |
| Net Sales | ¥49,330 million (YoY +13.7%) |
| Operating profit | ¥7,056 million (YoY -11.8%) |
| Ordinary income | ¥7,068 million |
| Net income | ¥3,016 million (YoY -45.7%) |
| Gross Profit Margin | Rate 40.5% (Q4 FY2026/3); 49.6% excluding one-time effects / Year-on-year change (points) Q4 declined from 46.7% in the same quarter of the previous year |
| Operating profit margin | Rate 12.5% (Q4 FY2026/3); 21.6% excluding one-time effects / Year-on-year change (points) Q4 declined from 16.9% in the same quarter of the previous year |
| Selling, general and administrative expenses | 非開示 |
| Results for the three months of the current quarter | Net Sales ¥14,648 million (up 0.8% year on year) / Gross profit ¥5,934 million (down 13.5% year on year) / Operating profit ¥1,831 million (down 25.5% year on year) / Net income -¥910 million |
| Full-year earnings forecast | Net Sales ¥51,350 million / Contribution margin ¥22,381 million / Operating profit ¥7,000 million / Ordinary income ¥7,000 million / Net income ¥4,900 million |
| Progress against full-year forecast | Net Sales 94.0% / Contribution margin 94.0% / Operating profit 86.1% / Net income 52.9% |
| Self-assessment against the plan | The profit and loss for the large-scale Fes/EXPO came in above plan |
| Segment results | Streaming/content Sales ¥9,137 million / Year on year against the same period last year -2.0% / Live/events Sales ¥9,247 million / Year on year against the same period last year +18.7% / Merchandising Sales ¥23,747 million / Year on year against the same period last year +15.6% / Licensing/tie-ups Sales ¥7,198 million / Year on year against the same period last year +25.3% |
| Breakdown of Factors Affecting the Change | Cost of sales ¥1.3 billion in inventory write-offs and valuation losses (¥1.8 billion cumulative for the fiscal year) / Extraordinary loss ¥3.3 billion impairment loss on HoloEarth-related software assets / FY2027/3 operating profit bridge Operating profit in the previous fiscal year ¥7,056 million / Elimination of one-time expense impact +¥1,856 million / Business growth and other factors +¥1,298 million / Focused capital investment in talent value creation and other factors -¥3,211 million / Operating profit forecast for the current fiscal year ¥7,000 million |
| Key KPIs | Indicator name Average monthly unique users / Value 2,759 10,000 UUs / Year on year against the same period last year -1 10,000 UUs, Indicator name Cumulative videos / Value 150,000 bottles / Year on year against the same period last year 25 bottles, Indicator name Concert attendance / Value 450,000 people / Year on year against the same period last year -14 people, Indicator name Live performances / Value 17 bottles / Year on year against the same period last year 13 bottles, Indicator name TCG packs shipped / Value Approximately 21 / Year on year against the same period last year 110 Million packs, Indicator name External sales scale / Value Approximately 37 / Year on year against the same period last year 27 Hundreds of millions of yen, Indicator name Number of customers / Value Approximately 500 / Year on year against the same period last year 35 companies, Indicator name Pre-registrations (hololive Dreams) / Value 90 10,000 people / Year on year against the same period last year Not disclosed |
| Unit price and quantity metrics | EC shipments 2.4 million (3.0 million in the previous year, down 20% year on year) / TCG packs shipped Approximately 21 million (approximately 10 million in the previous year, up 110% year on year) |
| Number of employees | Only the workforce composition ratio was disclosed (production operations 25%, live events and media mix 32%, creative and technology development 30%, back office 12%) |
| Assumptions Underlying the Business Outlook | Seasonality, with results weighted toward the second half, Upfront investment in strengthening the talent support structure in the first half, Conservative assumptions regarding changes in the talent mix and community environment |
| Medium-term management plan targets | Target fiscal year Fiscal year ending March 2030 / Net Sales ¥100 billion / Operating profit ¥25 billion or more / Change No major changes to the targets |
| Acquisition of treasury shares | The company will conduct flexible share buybacks (buyback authorization, number of shares and period: Not disclosed) |
| Market Size / Share | VTuber market size ¥126 billion / Domestic TCG market share Approximately 2% / Global content market ¥135.6 trillion / Global anime market ¥3.8 trillion |
| New initiatives | Talent development project, “mekPark”, Permanent audition program for new talent, Development of a new app integrating metaverse technology into streaming apps and 3D asset production, Large-scale smartphone game, “hololive Dreams”, Organizational restructuring and redesign of the evaluation system, Supply chain management optimization, Share repurchases |
Items this document does not state (8)
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.The scale of the live and events, TCG, and licensing/tie-up businesses expanded, while streaming and the company’s own e-commerce business entered an adjustment phase against a backdrop of changes in the talent mix and community environment. The company also recorded ¥1.8 billion in write-offs and valuation losses on slow-moving inventory and ¥3.3 billion in impairment losses on HoloEarth development assets.