Contents of this document
- Operating profit in the previous fiscal year¥7,056 million
- Business growth and other factors¥1,856 million
- Optimization of asset-related costs, including product inventory, associated with structural reforms, etc.¥1,298 million
- Concentrated capital investment in creating talent value¥-3,211 million
- Operating income target for the current fiscal year¥7,000 million
- Launch of the next-generation talent development project “mekPark”
- Launch of unit activities by UNIT B (Pre-Debut) and ACHRORA
- Worldwide simultaneous release of the smartphone game “hololive Dreams”
- Opening of the Official Store Harajuku
- Launch of the new structure following the organizational restructuring
- Discontinuation of Holoearth services and integration of its technology and expertise into existing businesses
- Total YouTube channel subscribers9,525 ten thousand
- Number of affiliated VTubers79 people
- Hololive Singing Excellence Awards views125 10,000 plays
- Hololive Singing Excellence Awards peak concurrent viewers12.8 10,000 people
- hololive Dreams preregistrations160 10,000 people
- hololive Dreams downloads200 over 10,000 downloads
- Streaming/contentNet Sales¥2,092 millionYear-on-year change in revenue-3.8
- Live/eventsNet Sales¥908 millionYear-on-year change in revenue109.6
- MerchandisingNet Sales¥4,546 millionYear-on-year change in revenue-22.1
- Licensing/tie-upsNet Sales¥1,279 millionYear-on-year change in revenue8.2
| Item | Details |
|---|---|
| Document type | Presentation materials on financial results |
| Fiscal Period Covered | First quarter of the fiscal year ending March 2027 |
| Net Sales | ¥8,825 million (YoY -8.3%) |
| Operating profit | ¥651 million (YoY -33.0%) |
| Net income | ¥415 million (YoY -40.1%) |
| Gross Profit Margin | 50.9 % |
| Operating profit margin | 7.4 % |
| Selling, general and administrative expenses | ¥3,841 million |
| Results for the three months of the current quarter | Net sales of ¥8,825 million, gross profit of ¥4,493 million, contribution profit of ¥3,956 million, operating income of ¥651 million and net income of ¥415 million. All figures represent standalone results for the first quarter of the fiscal year ending March 2027. |
| Full-year earnings forecast | Operating profit ¥7,000 million |
| Segment results | Segment Streaming/content / Net Sales ¥2,092 million / Year-on-year change in revenue -3.8, Segment Live/events / Net Sales ¥908 million / Year-on-year change in revenue 109.6, Segment Merchandising / Net Sales ¥4,546 million / Year-on-year change in revenue -22.1, Segment Licensing/tie-ups / Net Sales ¥1,279 million / Year-on-year change in revenue 8.2 |
| Breakdown of Factors Affecting the Change | Factors Operating profit in the previous fiscal year / Amount ¥7,056 million, Factors Business growth and other factors / Amount ¥1,856 million, Factors Optimization of asset-related costs, including product inventory, associated with structural reforms, etc. / Amount ¥1,298 million, Factors Concentrated capital investment in creating talent value / Amount ¥-3,211 million, Factors Operating income target for the current fiscal year / Amount ¥7,000 million |
| Key KPIs | Indicator name Total YouTube channel subscribers / Value 9,525 ten thousand / Year on year against the same period last year Not disclosed, Indicator name Number of affiliated VTubers / Value 79 people / Year on year against the same period last year Not disclosed, Indicator name Hololive Singing Excellence Awards views / Value 125 10,000 plays / Year on year against the same period last year Not disclosed, Indicator name Hololive Singing Excellence Awards peak concurrent viewers / Value 12.8 10,000 people / Year on year against the same period last year Not disclosed, Indicator name hololive Dreams preregistrations / Value 160 10,000 people / Year on year against the same period last year Not disclosed, Indicator name hololive Dreams downloads / Value 200 over 10,000 downloads / Year on year against the same period last year Not disclosed |
| Number of stores and locations | Operations at the Official Store Harajuku began on 24 April 2026. The number of stores at the end of the period and the number of store openings and closures during the period are Not disclosed. |
| Number of employees | Number of Employees 740 people / Reference date As of 30 June 2026 |
| Assumptions Underlying the Business Outlook | The contribution of a major smartphone game and the impact of new talent debuts were budgeted conservatively. Specific figures for foreign exchange rates, raw material prices, volumes, interest rates and other factors are Not disclosed. |
| Medium-term management plan targets | Target fiscal year Fiscal year ending March 2030 / Net Sales ¥100,000 million / Operating profit ¥25,000 million or more |
| Acquisition of treasury shares | The Company is controlling capital efficiency through share repurchases. The repurchase amount, number of shares and period are Not disclosed. |
| New initiatives | Launch of the next-generation talent development project “mekPark”, Launch of unit activities by UNIT B (Pre-Debut) and ACHRORA, Worldwide simultaneous release of the smartphone game “hololive Dreams”, Opening of the Official Store Harajuku, Launch of the new structure following the organizational restructuring, Discontinuation of Holoearth services and integration of its technology and expertise into existing businesses |
Items this document does not state (12)
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.Streaming and merchandising revenue fell below the year-earlier period due to changes in the talent lineup and community environment, differences in the sales schedule and product mix for new trading card game products, and product shortages and insufficient product availability associated with the transition of e-commerce product manufacturing and sales operations. Meanwhile, Live/Events grew due to the holding of multiple events and asset-based revenue from past events, while Licensing/Collaborations remained solid.