Contents of this document
- Announcement of the new game title “hololive Mahjong -Holojan-” and launch of preregistration
- Introduction of the new streaming app “hololive raku”
- Announcement of the production of hololive’s first TV anime, “Odekake hololive”
- Debut of the new unit “Asobi★Mawaritai!”
- Integration of the hololive brand and logo redesign
- Launch of the 10th-anniversary countdown campaign
- Total YouTube channel subscribers9,730 ten thousand
- Number of affiliated VTubers82 people
- hololive Dreams downloads300 over 10,000 downloads
- “hololive Mahjong -Holojan-” preregistrations30 10,000 people
- “Asobi★Mawaritai!” seven-day views590 More than 10,000 views
| Item | Details |
|---|---|
| Document type | Earnings presentation |
| Fiscal Period Covered | Second quarter of the fiscal year ending March 2027 |
| Net Sales | ¥12,155 million (YoY +0.3%) |
| Operating profit | ¥2,946 million (YoY +74.0%) |
| Net income | ¥2,024 million (YoY +55.0%) |
| Gross Profit Margin | 58.1 |
| Operating profit margin | 24.2 |
| Selling, general and administrative expenses | ¥4,112 million |
| Results for the three months of the current quarter | Net Sales ¥12,155 million / Operating profit ¥2,946 million / Net income ¥2,024 million |
| Full-year earnings forecast | Net Sales Not disclosed / Operating profit ¥7,000 million / Net income Not disclosed |
| Segment results | Streaming/content Net Sales ¥2,007 million / yoy_pct -12.7 / Live/events Net Sales ¥1,123 million / yoy_pct -41.5 / Merchandising Net Sales ¥5,439 million / yoy_pct -6.8 / Licensing/tie-ups Net Sales ¥3,584 million / yoy_pct 73.8 |
| Breakdown of Factors Affecting the Change | Profit bridge for the fiscal year ending March 2027 earnings forecast Operating profit in the previous fiscal year ¥7,056 million / Elimination of the impact of temporary expenses, etc. ¥1,856 million / Concentrated capital investment in creating talent value and related items ¥-3,211 million / Business growth and related factors ¥1,298 million / Operating profit forecast for the current fiscal year ¥7,000 million |
| Key KPIs | Indicator name Total YouTube channel subscribers / Value 9,730 ten thousand / Year on year against the same period last year Not disclosed, Indicator name Number of affiliated VTubers / Value 82 people / Year on year against the same period last year Not disclosed, Indicator name hololive Dreams downloads / Value 300 over 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name “hololive Mahjong -Holojan-” preregistrations / Value 30 10,000 people / Year on year against the same period last year Not disclosed, Indicator name “Asobi★Mawaritai!” seven-day views / Value 590 More than 10,000 views / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 756 people / Record date 30 September 2026 / Change during the period Not disclosed |
| Assumptions Underlying the Business Outlook | Numerical assumptions for foreign exchange rates, raw material prices, volumes and other factors are Not disclosed. Contributions from major smartphone games and new talents have been budgeted conservatively. |
| Medium-term management plan targets | Target fiscal year Fiscal year ending March 2030 / Net Sales ¥100,000 million or more / Operating profit ¥25,000 million or more |
| Orders received and order backlog | Advances received increased from the previous quarter-end due to accumulated advance orders for a new album and video products from past performances. The amount is Not disclosed. |
| New initiatives | Announcement of the new game title “hololive Mahjong -Holojan-” and launch of preregistration, Introduction of the new streaming app “hololive raku”, Announcement of the production of hololive’s first TV anime, “Odekake hololive”, Debut of the new unit “Asobi★Mawaritai!”, Integration of the hololive brand and logo redesign, Launch of the 10th-anniversary countdown campaign |
Items this document does not state (13)
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 factors cited included growth in game-related revenue, including “hololive Dreams”; growth in licensing and tie-up businesses; an improved sales mix toward more profitable businesses; and a smaller impact from the loss of revenue related to talents who graduated in the previous fiscal year.