Expanding the creator economy through investment in adjacent content areas
First written in FY2024. 7 of 9 entries say "Advanced", first in FY2026-H1. Latest entry: 2026-09-24.
No other company in this theme has enough history to compare yet.
- 2026-09-24Advancedfinance.yahoo.co.jp
「スマートフォンゲーム「hololive Dreams」が好調。」
スマートフォンゲームの好調が上期業績予想の上方修正につながったと報じられ、ゲーム領域への展開が業績面でも具体化した。 - FY2026AdvancedAnnual report
「As a representative example, the Company is working to create medium- to long-term revenue opportunities in digital content, including by launching simultaneous global pre-registration in March 2026 for its first major smartphone game, “hololive Dreams,” developed in collaboration with an external development partner.」
The Company began simultaneous global pre-registration for a major smartphone game developed with an external development partner, giving concrete shape to its expansion into the gaming sector. It also explicitly stated its policy of expanding overseas-language versions of its TCG and game-related activities as new revenue areas. - FY2026-H1AdvancedAnnual report
「During the interim accounting period, live events held during the summer, the “hololive OFFICIAL CARD GAME” and licensing and tie-up projects in Japan and overseas, including joint game production projects with external developers, performed well. Game-related revenue is also steadily increasing its contribution, exceeding ¥200 million per quarter even with contributions limited to small- and medium-scale titles.」
Joint game production projects with external developers progressed, and game-related revenue exceeded ¥200 million per quarter even from small- and medium-scale titles alone. Expansion into adjacent content areas is taking concrete shape. - FY2024First statedAnnual report
「Over the medium to long term, the Company aims to expand the creator economy surrounding its business by investing profits generated through the multifaceted commercial development of its IP in adjacent content areas such as anime and games/metaverse, thereby building global awareness among a broader potential consumer base.」
The Company has newly stated its goal of reinvesting profits from commerce in anime, games and the metaverse, and expanding its potential consumer base and the creator economy globally.