Revenue Performance by Business
First written in FY2016-Q3. 24 of 33 entries say "Advanced", first in FY2016. Latest entry: 2026-08-03.
The whole theme swung hardest in 2025: 2 of 23 companies on the "Worse" side.
11 other companies' latest entry also says "Advanced".
- 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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%. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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. - 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.