Multifaceted Monetization Based on Proprietary IP
First written in FY2023. 10 of 12 entries say "Advanced", first in FY2024-Q2. Latest entry: 2026-09-24.
The whole theme swung hardest in 2019: 1 of 8 companies on the "Worse" side.
8 other companies' latest entry also says "Advanced".
- 2026-09-24Advancedgamebiz.jp
「The strong performance of the game 『ホロドリ』 led the licensing and tie-up businesses to outperform their plans.」
The strong performance of the game IP led licensing and tie-up revenue to exceed plan, advancing the multifaceted monetization of the company's own IP. - FY2026AdvancedAnnual report
「Revenue from IP commerce initiatives (Note 7) increased from 39.8% of total revenue in the fiscal year ended March 2021 to 62.7% in the fiscal year ending March 2026. Our business model is becoming increasingly characterized not merely as a streaming business, but as a multifaceted character-content business centered on VTubers.」
The share of revenue from IP commerce rose from 39.8% to 62.7%, further increasing the contribution of monetization through products, licensing, and other activities beyond streaming. - 2026-05-14AdvancedEarnings
「While business scale continued to expand in live events, merchandising, licensing and tie-ups,」
Business scale continued to expand across multiple areas, including live events, products, licensing and tie-ups. - FY2026-H1AdvancedAnnual report
「In licensing and tie-ups, we held a series of pop-up events in Japan, including in Shibuya, Ikebukuro, Tokyo, and Ariake, to capture foot traffic during the summer holiday period, while overseas we held a collaboration event with the Los Angeles Dodgers for the second consecutive year. These initiatives expanded general brand awareness and helped increase engagement within the fan community. Game-related revenue also continued to build its presence, exceeding ¥200 million per quarter based solely on contributions from small- and medium-sized titles. As a result, revenue in this area amounted to ¥3,244 million, up 25.7% year on year.」
We expanded points of contact with our IP through pop-up events in Japan and overseas and collaborations with the Los Angeles Dodgers, while game-related revenue exceeded ¥200 million per quarter. Licensing and tie-up revenue amounted to ¥3,244 million, up 25.7% year on year. - FY2025-H1AdvancedAnnual report
「In licensing and tie-ups, the effects of the sales organization reforms undertaken since the beginning of the year began to materialize, and the transaction pipeline, including overseas clients, expanded steadily. As a result, revenue in this area amounted to ¥2,581 million, up 43.2% year on year.」
The effects of the sales organization reforms emerged, expanding the licensing and tie-up transaction pipeline, including overseas clients. Revenue amounted to ¥2,581 million, up 43.2% year on year. - FY2024AdvancedAnnual report
「The rights to the character IP of our affiliated VTubers belong to us, enabling us to pursue diverse commerce initiatives based on that IP, including merchandising and licensing businesses. As the influence of our VTuber IP has grown, the scale of our commerce initiatives has also expanded, and revenue per affiliated VTuber had grown to approximately ¥350 million annually as of the fiscal year ended March 2024 (Note 7). In addition, revenue from IP commerce initiatives (Note 8) accounted for 56.1% of total revenue in the fiscal year ended March 2024, up from 39.8% in the fiscal year ended March 2021, further strengthening the IP-based nature of our business model.」
The share of revenue from IP commerce rose from 39.8% to 56.1%, while annual revenue per VTuber reached approximately ¥350 million. Multifaceted monetization, including products, licensing, and tie-ups, progressed. - FY2024-Q3AdvancedAnnual report
「In merchandising, although the timing of shipments for made-to-order products has had a short-term impact due to a shift between reporting periods, advance payments, consisting mainly of outstanding product orders, stood at ¥5,708.560 million as of 31 December 2023, up 25.0% year on year, and product transaction volumes continued to trend firmly. In licensing and tie-ups, transactions also continued to expand against the backdrop of the growing influence of our IP.」
Despite the short-term impact from the shift in shipment timing between reporting periods, advance payments, consisting mainly of outstanding product orders, amounted to ¥5,708.560 million, up 25.0% year on year, while product transaction volumes and licensing and tie-up transactions continued to expand. - FY2024-Q2AdvancedAnnual report
「During the second quarter, we expanded exposure for our IP across multiple channels beyond online live streaming by holding multiple live concerts in Japan and overseas and appearing in a wide range of media, including television.」
In addition to live streaming, we held multiple live concerts in Japan and overseas and appeared in television and other media, concretely expanding points of contact with our proprietary IP. - FY2024-Q1RestatedAnnual report
「In addition to live streaming, we are expanding awareness of our IP through diverse forms of exposure, including music distribution, television appearances, and collaborations with other brands,」
We continue to pursue a policy of using multiple points of contact, including music distribution, television appearances, and collaborations with other brands, rather than limiting our activities to live streaming. - FY2023First statedAnnual report
「The rights to the character IP of our affiliated VTubers belong to us, enabling us to pursue diverse commerce initiatives based on that IP, including merchandising and licensing businesses.」
We are monetizing our proprietary IP across multiple channels by combining streaming, events, merchandising, and licensing and tie-ups.