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E-Guardian (6050) · FactHigher Social and Cybersecurity Revenue but Lower Revenue from Other BusinessesLatest Earnings presentation (2026-08-03): "Advanced"

Revenue Performance by Business

First written in FY2016-Q3. 24 of 33 entries say "Advanced", first in FY2016. Latest entry: 2026-08-03.

33entries
11years
1from disclosures
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2016 – FY2022-Q3OtherFY2023-Q1 – FY20252016: 220162017: 420172018: 420182019: 420192020: 420202021: 320212022: 320222023: 420232024: 220242025: 220252026: 12026
Same theme, other companies
Disclosure of Revenue Breakdown by ServiceA theme 26 companies write about · 0 as a headwind · 2 as a tailwind

The whole theme swung hardest in 2025: 2 of 23 companies on the "Worse" side.

11 other companies' latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 26 companies compared. The sentences above are computed from all 26.
Full recordFilings, disclosures and news, newest first
  1. 2026-08-03AdvancedEarnings presentation

    「■ Social support (core business): Continued quarter-on-quarter revenue growth trend ■ Cybersecurity (growth area): Revenue increased year on year」

    By business, the Company reports a quarterly recovery in social support and year-on-year revenue growth in cybersecurity.
  2. FY2025Higher Social and Cybersecurity Revenue but Lower Revenue from Other BusinessesAnnual report

    「Social Support (¥ million) ¥7,141.986 5.7 Game Support (¥ million) ¥1,386.324 △12.2 Ad Process (¥ million) ¥1,298.485 △7.7 Cybersecurity (¥ million) ¥939.259 4.0 Other (¥ million) ¥555.325 △25.4」

    By business, revenue increased for Social Support and Cybersecurity, while Game Support, Ad Process and Other declined.
  3. FY2025-H1RestatedAnnual report

    「Social Support ¥3,693.252 million Game Support ¥744.923 million Ad Process ¥651.817 million Cybersecurity ¥477.029 million Other ¥301.030 million」

    Midyear revenue by business was ¥3,693.252 million for Social Support, ¥744.923 million for Game Support, ¥651.817 million for Ad Process, ¥477.029 million for Cybersecurity and ¥301.030 million for Other. Revenue increased for Social Support and Cybersecurity, while Game Support, Ad Process and Other declined.
  4. FY2024-Q2RestatedAnnual report

    「As a result, revenue was ¥3,317.654 million, down 6.2% year on year. As a result, revenue was ¥840.135 million, down 10.9% year on year. As a result, revenue was ¥706.349 million, down 10.6% year on year. As a result, revenue was ¥472.458 million, up 16.8% year on year. As a result, revenue was ¥382.188 million, down 19.4% year on year.」

    Social Support, Game Support, Ad Process and Other declined, while Cybersecurity revenue increased 16.8% year on year, continuing the pattern of higher Cybersecurity revenue and lower revenue in the other businesses.
  5. FY2024-Q1Cybersecurity revenue up, other businesses downAnnual report

    「As a result, revenue was ¥1,662.372 million, down 5.1% year on year. As a result, revenue was ¥421.052 million, down 11.4% year on year. As a result, revenue was ¥354.907 million, down 12.9% year on year. As a result, revenue was ¥212.092 million, up 21.3% year on year. As a result, revenue was ¥189.436 million, down 16.9% year on year.」

    Social Support, Game Support, Ad Process and Other declined, while Cybersecurity revenue increased 21.3% year on year.
  6. FY2023Mixed revenue performance across businessesAnnual report

    「Social Support (¥ million) ¥6,848.322 2.1 Game Support (¥ million) ¥1,874.774 △10.0 Ad Process (¥ million) ¥1,534.689 8.1 Cybersecurity (¥ million) ¥773.478 16.7 Other (¥ million) ¥877.887 △0.1」

    For the full year, revenue increased for Social Support, Ad Process and Cybersecurity, while Game Support and Other declined, continuing the mixed performance across businesses.
  7. FY2023-Q3Mixed revenue performance across businessesAnnual report

    「Revenue was ¥5,228.697 million, up 5.1% year on year. As a result, revenue was ¥1,405.261 million, down 10.6% year on year. As a result, revenue was ¥1,177.486 million, up 14.6% year on year. As a result, revenue was ¥595.816 million, up 20.7% year on year. Revenue was ¥675.778 million, up 6.9% year on year.」

    Revenue increased for Social Support, Ad Process, Cybersecurity and Other, while Game Support declined 10.6% year on year.
  8. FY2023-Q2Mixed revenue performance across businessesAnnual report

    「As a result, revenue was ¥3,536.428 million, up 8.6% year on year. As a result, revenue was ¥942.464 million, down 9.8% year on year. As a result, revenue was ¥790.216 million, up 20.6% year on year. As a result, revenue was ¥404.606 million, up 17.5% year on year. As a result, revenue was ¥474.410 million, up 7.8% year on year.」

    Revenue increased for Social Support, Ad Process, Cybersecurity and Other, while Game Support declined 9.8% year on year.
  9. FY2023-Q1Mixed revenue performance across businessesAnnual report

    「As a result, revenue was ¥1,751.451 million, up 13.8% year on year. As a result, revenue was ¥475.398 million, down 8.1% year on year. As a result, revenue was ¥407.596 million, up 23.8% year on year. As a result, revenue was ¥174.919 million, up 10.1% year on year. As a result, revenue was ¥227.986 million, up 9.4% year on year.」

    Revenue increased for Social Support, Ad Process, Cybersecurity and Other, while Game Support declined 8.1% year on year.
  10. FY2022-Q3AdvancedAnnual report

    「As a result, revenue was ¥4,975.012 million, up 32.1% year on year. As a result, revenue was ¥1,572.398 million, down 3.6% year on year. As a result, revenue was ¥1,027.199 million, up 21.9% year on year. As a result, revenue was ¥493.814 million, up 4.3% year on year. As a result, revenue was ¥632.395 million, up 27.6% year on year.」

    Cumulative third-quarter revenue by business was ¥4,975.012 million for Social Support, ¥1,572.398 million for Game Support, ¥1,027.199 million for Ad Process, ¥493.814 million for Cybersecurity and ¥632.395 million for Other. Game Support declined, while the other 4 businesses increased.
  11. FY2022-Q2AdvancedAnnual report

    「As a result, revenue was ¥3,254.894 million, up 34.4% year on year. As a result, revenue was ¥1,045.207 million, down 7.0% year on year. As a result, revenue was ¥655.237 million, up 15.6% year on year. As a result, revenue was ¥344.366 million, up 9.2% year on year. As a result, revenue was ¥440.074 million, up 32.5% year on year.」

    Cumulative FY2022-Q2 revenue by business disclosed was ¥3,254.894 million for Social Support, ¥1,045.207 million for Game Support, ¥655.237 million for Ad Process, ¥344.366 million for Cybersecurity and ¥440.074 million for Other. Game Support declined, while the other 4 businesses increased.
  12. FY2022-Q1AdvancedAnnual report

    「As a result, revenue was ¥1,539.176 million, up 28.3% year on year. As a result, revenue was ¥517.419 million, down 11.8% year on year. As a result, revenue was ¥329.137 million, up 18.7% year on year. As a result, revenue was ¥158.890 million, up 11.2% year on year. As a result, revenue was ¥208.405 million, up 51.9% year on year.」

    FY2022-Q1 revenue by business was ¥1,539.176 million for Social Support, ¥517.419 million for Game Support, ¥329.137 million for Ad Process, ¥158.890 million for Cybersecurity and ¥208.405 million for Other. Game Support declined, while the other 4 businesses increased.
  13. FY2021-Q3AdvancedAnnual report

    「As a result, revenue was ¥3,765.616 million, up 59.0% year on year. As a result, revenue was ¥1,630.281 million, down 13.3% year on year. As a result, revenue was ¥842.966 million, up 14.5% year on year. As a result, revenue was ¥473.646 million, up 71.8% year on year. As a result, revenue was ¥495.704 million, up 8.5% year on year.」

    Cumulative FY2021-Q3 revenue by business was ¥3,765.616 million for Social Support, ¥1,630.281 million for Game Support, ¥842.966 million for Ad Process, ¥473.646 million for Cybersecurity and ¥495.704 million for Other. Revenue increased for Social Support, Ad Process, Cybersecurity and Other, while Game Support declined.
  14. FY2021-Q2AdvancedAnnual report

    「As a result, revenue was ¥2,422.296 million, up 64.5% year on year. As a result, revenue was ¥1,124.072 million, down 11.3% year on year. As a result, revenue was ¥566.908 million, up 20.1% year on year. As a result, revenue was ¥315.293 million, up 50.4% year on year. As a result, revenue was ¥332.111 million, up 4.5% year on year.」

    Cumulative FY2021-Q2 revenue by business was ¥2,422.296 million for Social Support, ¥1,124.072 million for Game Support, ¥566.908 million for Ad Process, ¥315.293 million for Cybersecurity and ¥332.111 million for Other. Revenue increased for Social Support, Ad Process, Cybersecurity and Other, while Game Support declined.
  15. FY2021-Q1AdvancedAnnual report

    「As a result, revenue was ¥1,199.515 million, up 70.9% year on year. As a result, revenue was ¥586.571 million, down 9.9% year on year. As a result, revenue was ¥277.250 million, up 22.5% year on year. As a result, revenue was ¥142.932 million, up 13.8% year on year. As a result, revenue was ¥137.240 million, down 8.4% year on year.」

    FY2021-Q1 revenue by business was ¥1,199.515 million for Social Support, ¥586.571 million for Game Support, ¥277.250 million for Ad Process, ¥142.932 million for Cybersecurity and ¥137.240 million for Other. Social Support posted particularly strong growth, while Game Support and Other declined.
  16. FY2020AdvancedAnnual report

    「As a result, revenue was ¥3,396.815 million, up 37.4% year on year. As a result, revenue was ¥2,493.537 million, down 1.1% year on year. As a result, revenue was ¥1,008.886 million, up 20.2% year on year. As a result, revenue was ¥945.944 million, up 34.7% year on year.」

    For the full year ended September 2020, revenue increased 37.4% for Social Support, declined 1.1% for Game Support, increased 20.2% for Ad Process and increased 34.7% for Other.
  17. FY2020-Q3AdvancedAnnual report

    「As a result, revenue was ¥2,368.174 million, up 33.9% year on year. As a result, revenue was ¥1,880.477 million, down 2.0% year on year. As a result, revenue was ¥736.525 million, up 16.1% year on year. As a result, revenue was ¥732.796 million, up 41.9% year on year.」

    Cumulative third-quarter revenue by business was ¥2,368.174 million for Social Support, ¥1,880.477 million for Game Support, ¥736.525 million for Ad Process and ¥732.796 million for Other. Revenue increased for Social Support, Ad Process and Other, while Game Support declined 2.0% year on year.
  18. FY2020-Q2AdvancedAnnual report

    「As a result, revenue was ¥1,472.876 million, up 28.8% year on year.」

    Cumulative second-quarter revenue by business was ¥1,472.876 million for Social Support, up 28.8%; ¥1,266.785 million for Game Support, down 1.6%; ¥472.025 million for Ad Process, up 10.7%; and ¥527.283 million for Other, up 46.8%.
  19. FY2020-Q1AdvancedAnnual report

    「As a result, revenue was ¥702.005 million, up 27.4% year on year. As a result, revenue was ¥650.802 million, up 1.8% year on year. As a result, revenue was ¥226.296 million, down 1.1% year on year. As a result, revenue was ¥275.381 million, up 43.8% year on year.」

    First-quarter revenue by business was ¥702.005 million for Social Support, ¥650.802 million for Game Support, ¥226.296 million for Ad Process and ¥275.381 million for Other. Revenue increased for Social Support, Game Support and Other, while Ad Process declined.
  20. FY2019AdvancedAnnual report

    「Revenue was ¥2,472.423 million for Social Support, up 28.4% year on year; ¥2,521.821 million for Game Support, up 2.1%; ¥839.172 million for Ad Process, up 5.9%; and ¥702.256 million for Other, down 1.8%.」

    For the full year, revenue increased for Social Support, Game Support and Ad Process, while Other declined 1.8% year on year.
  21. FY2019-Q3AdvancedAnnual report

    「As a result, revenue was ¥1,768.927 million, up 24.9% year on year. As a result, revenue was ¥1,918.641 million, up 4.0% year on year. As a result, revenue was ¥634.134 million, up 7.6% year on year. As a result, revenue was ¥516.443 million, down 4.9% year on year.」

    Cumulative third-quarter revenue by business was ¥1,768.927 million for Social Support, ¥1,918.641 million for Game Support, ¥634.134 million for Ad Process and ¥516.443 million for Other. Revenue increased for Social Support, Game Support and Ad Process, while Other declined 4.9% year on year.
  22. FY2019-Q2AdvancedAnnual report

    「As a result, revenue was ¥1,143.421 million, up 19.9% year on year. As a result, revenue was ¥1,287.704 million, up 4.1% year on year. As a result, revenue was ¥426.285 million, up 12.2% year on year. As a result, revenue was ¥359.205 million, up 0.9% year on year.」

    Cumulative second-quarter revenue increased year on year in all 4 businesses: Social Support, Game Support, Ad Process and Other.
  23. FY2019-Q1AdvancedAnnual report

    「As a result, revenue was ¥551.169 million, up 18.6% year on year. As a result, revenue was ¥639.319 million, up 2.4% year on year. As a result, revenue was ¥228.831 million, up 19.6% year on year. As a result, revenue was ¥191.467 million, up 9.8% year on year.」

    First-quarter revenue by business was ¥551.169 million for Social Support, ¥639.319 million for Game Support, ¥228.831 million for Ad Process and ¥191.467 million for Other. Revenue increased year on year in all 4 businesses.
  24. FY2018AdvancedAnnual report

    「Revenue was ¥1,888.627 million for Social Support, up 10.5% year on year; ¥2,403.056 million for Game Support, up 17.5%; ¥738.669 million for Ad Process, up 9.9%; and ¥872.516 million for Other, up 36.3%.」

    Revenue increased year on year in all 4 businesses for the full year, with Other particularly strong at 36.3% growth.
  25. FY2018-Q3AdvancedAnnual report

    「As a result, revenue was ¥1,392.776 million, up 8.1% year on year. As a result, revenue was ¥1,796.224 million, up 20.0% year on year. As a result, revenue was ¥546.165 million, up 10.6% year on year. As a result, revenue was ¥658.105 million, up 52.8% year on year.」

    Cumulative third-quarter revenue by business was ¥1,392.776 million for Social Support, ¥1,796.224 million for Game Support, ¥546.165 million for Ad Process and ¥658.105 million for Other. Revenue increased year on year in all 4 businesses.
  26. FY2018-Q2AdvancedAnnual report

    「As a result, revenue was ¥939.018 million, up 9.1% year on year. As a result, revenue was ¥1,204.444 million, up 21.0% year on year. As a result, revenue was ¥354.130 million, up 9.6% year on year. As a result, revenue was ¥429.140 million, up 81.8% year on year.」

    Cumulative second-quarter revenue for Social Support, Game Support, Ad Process and Other is shown, with revenue increasing year on year in all 4 businesses. Other posted particularly strong growth, up 81.8% year on year.
  27. FY2018-Q1AdvancedAnnual report

    「As a result, revenue was ¥462.049 million, up 6.1% year on year. As a result, revenue was ¥608.381 million, up 22.3% year on year. As a result, revenue was ¥176.830 million, up 19.1% year on year. As a result, revenue was ¥207.467 million, up 302.5% year on year.」

    First-quarter revenue by business was ¥462.049 million for Social Support, ¥608.381 million for Game Support, ¥176.830 million for Ad Process and ¥207.467 million for Other. Revenue increased year on year in all 4 businesses, with Other particularly strong at 302.5% growth.
  28. FY2017AdvancedAnnual report

    「Revenue from Social Support was ¥1,709.474 million, up 18.5% year on year; revenue from Game Support was ¥2,045.988 million, up 23.3%; revenue from Ad Process was ¥672.059 million, up 33.2%; and revenue from Other was ¥640.098 million, up 210.0%.」

    Full-year revenue by business is shown, with revenue increasing year on year in all 4 businesses. Other posted particularly strong growth, up 210.0% year on year.
  29. FY2017-Q3AdvancedAnnual report

    「As a result, revenue was ¥1,288.888 million, up 20.0% year on year. As a result, revenue was ¥1,496.876 million, up 24.4% year on year. As a result, revenue was ¥493.726 million, up 32.6% year on year. As a result, revenue was ¥430.820 million, up 195.7% year on year.」

    Cumulative third-quarter revenue is shown for Social Support, Game Support, Ad Process and Other, with all 4 businesses recording year-on-year revenue growth.
  30. FY2017-Q2AdvancedAnnual report

    「As a result, revenue was ¥860.609 million, up 22.5% year on year. As a result, revenue was ¥995.439 million, up 26.8% year on year. As a result, revenue was ¥323.184 million, up 30.5% year on year. As a result, revenue was ¥236.001 million, up 182.8% year on year.」

    Cumulative second-quarter revenue is shown for Social Support, Game Support, Ad Process and Other, with all 4 businesses recording year-on-year revenue growth.
  31. FY2017-Q1AdvancedAnnual report

    「As a result, revenue was ¥435.451 million, up 24.3% year on year. As a result, revenue was ¥497.494 million, up 27.4% year on year. As a result, revenue was ¥148.521 million, up 25.8% year on year. As a result, revenue was ¥51.546 million, up 49.8% year on year.」

    First-quarter revenue by business was ¥435.451 million for Social Support, ¥497.494 million for Game Support, ¥148.521 million for Ad Process and ¥51.546 million for Other, with all 4 businesses recording year-on-year revenue growth.
  32. FY2016AdvancedAnnual report

    「Revenue from Social Support was ¥1,442.830 million, up 4.6% year on year; revenue from Game Support was ¥1,659.995 million, up 52.5%; revenue from Ad Process was ¥504.637 million, up 22.1%; and revenue from Other was ¥206.505 million, up 50.5%.」

    Full-year revenue by business is shown, with all 4 businesses recording year-on-year revenue growth.
  33. FY2016-Q3First statedAnnual report

    「As a result, revenue was ¥1,074.283 million, up 6.5% year on year. As a result, revenue was ¥1,202.913 million, up 55.2% year on year. As a result, revenue was ¥372.294 million, up 22.6% year on year. As a result, revenue was ¥145.685 million, up 59.0% year on year.」

    The reported revenue was ¥1,074.283 million for Social Support, ¥1,202.913 million for Game Support, ¥372.294 million for Ad Process and ¥145.685 million for Other.
Moved together

"Growth in Net Sales, Operating Income, Ordinary Income and Net Income" moved the same way as this thread, in the same document, in 23 of its 33 moves.

2315101099★123456
  1. ★This thread
  2. 1Growth in Net Sales, Operating Income, Ordinary Income and Net Income23×
  3. 2Expanding Social Support from Moderation and CS to Operations and Analytics15×
  4. 3Expanding Orders Through Vulnerability Assessments, Retainer Services and Consulting10×
  5. 4Increase in total assets and net assets10×
  6. 5Expansion of Services from Ad Review to Ad Inventory, Submission and Copywriting9×
  7. 6Deepening relationships with existing customers and winning new projects from major game companies9×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
E-Guardian's next results are scheduled for 2026-11-05. Read the earnings preview It last moved in the Earnings presentation of 2026-08-03: "Advanced".
News
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Revenue Performance by Business | E-Guardian Inc. (6050) | Komori