Results for this period
Interim period (second quarter)1 April 2026 to 30 September 2026Non-consolidated (individual)Japanese GAAPThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Stacked from zero: upward is an increase in cash, downward a decrease (in ¥ million).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
Revenue related to “hololive Dreams” exceeded expectations, increasing revenue in the licensing/tie-up business, while other businesses recorded lower revenue due to the reaction to the concentration of major music releases and performances in the previous year, the loss of sales of products related to graduating talents and a review of the product mix. On the profit side, the improved sales mix from the expansion of the game-related business and restrained growth in selling, general and administrative expenses through optimal allocation of personnel contributed to results.
Not applicable
| Item | Details |
|---|---|
| Fiscal Period Classification | Interim period (second quarter) |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Non-consolidated (individual) |
| Period Covered | 1 April 2026 to 30 September 2026 |
| Net Sales | ¥20,981 million (YoY -3.6%) |
| Operating profit | ¥3,598 million (YoY +35.0%) |
| Ordinary income | ¥3,520 million (YoY +31.7%) |
| Profit attributable to owners of the parent | ¥2,439 million (YoY +22.0%) |
| Net income per share | ¥37.85 |
| Equity ratio | End of the current fiscal period 61.7 / End of previous period 57.2 |
| Total assets | ¥31,438 million |
| Net assets | ¥19,403 million |
| Cash flows from operating activities | ¥1,405 million |
| Cash flows from investing activities | ¥-1,883 million |
| Cash flows from financing activities | ¥-2,999 million |
| Cash and cash equivalents at end of period | ¥12,527 million |
| Full-year earnings forecast | Net Sales ¥51,350 million (YoY +4.1%) / Operating profit ¥7,000 million (YoY -0.8%) / Ordinary income ¥7,000 million (YoY -1.0%) / Net income ¥4,900 million (YoY +62.4%) |
| Revision to Earnings Forecast | No |
| Annual Dividend Forecast | ¥0 → ¥0(0.0%) |
| Segment revenue | Streaming/content ¥4,099 million (YoY -8.4%), Live/events ¥2,032 million (YoY -13.7%), Merchandising ¥9,985 million (YoY -14.5%), Licensing/tie-ups ¥4,863 million (YoY +49.9%) |
| Depreciation and amortization | ¥500 million |
| Breakdown of extraordinary income (loss) | Extraordinary income Not disclosed / Extraordinary loss Loss on disposal of fixed assets ¥0 million |
| Disclosure regarding the going concern assumption | Not applicable |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement No |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Whether applicable Yes / Subject person Analysts and institutional investors |
| Issued Shares at Period-End | 65,650,100 |
| Treasury Shares at Period-End | 1,879,784 |
| Factors Behind Changes in Business Performance | Revenue related to “hololive Dreams” exceeded expectations, increasing revenue in the licensing/tie-up business, while other businesses recorded lower revenue due to the reaction to the concentration of major music releases and performances in the previous year, the loss of sales of products related to graduating talents and a review of the product mix. On the profit side, the improved sales mix from the expansion of the game-related business and restrained growth in selling, general and administrative expenses through optimal allocation of personnel contributed to results. |
Items this document does not state (9)
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.Net sales increased in the licensing and tie-up business as revenue related to “hololive Dreams” exceeded expectations. However, sales declined in the streaming and content, live and events, and merchandising businesses due to the reaction to the concentration of major music releases and performances in the previous year, the loss of sales of products related to graduating talents, and a review of the product mix. The reasons cited for the increase in profit were an improved sales mix resulting from the expansion of the highly profitable game-related business and restrained growth in selling, general and administrative expenses through optimal allocation of personnel across the company.