Contents of this document
- Additional amortization of home video game software¥217 millionDirectionNegative for profit
- Recognition of allowance for doubtful accounts¥140 millionDirectionNegative for profit
- One-off losses in the fiscal year ending March 2026¥357 millionDirectionNegative for profit
- Foreign exchange impact (full year)¥52 millionDirectionPositive for profit
- Foreign exchange assumptions¥150 per US$1
- Annual total play count2,900 10,000 plays
- Paid Pictlink members (at March 2027)127 10,000 people
- Foreign exchange sensitivity¥28 million per ¥1
- Plan to establish a Chinese subsidiary during the first half of FY2026
- Global rollout of character IP print sticker photo booths
- Launch of the SUKELU factory print booth for fan activities
- Anime production by the company’s own studio, フリューピクチャーズ
- Release of multiple home video game titles, including クライムライト
- Strategic investments, including M&A, minority investments and the establishment of joint ventures
- Total plays2,787 10,000 plays+94.2%
- Pictlink members127 10,000 people+92.6%
- Paid Pictlink members127 10,000 people
- Free junior-high-school members35 More than 10,000 people
- Price harmonization progress rate98 %
| Item | Details |
|---|---|
| Document type | Presentation materials on financial results |
| Fiscal Period Covered | Fiscal year ending March 2026 |
| Net Sales | ¥44,767 million (YoY +101.0%) |
| Operating profit | ¥3,315 million (YoY +148.1%) |
| Ordinary income | ¥3,302 million (YoY +144.8%) |
| Net income | ¥2,060 million (YoY +126.6%) |
| Operating profit margin | 7.4 % |
| Results for the three months of the current quarter | Subject Fourth quarter of the fiscal year ended March 2026 / Net Sales ¥12,112 million (YoY +113.9%) / Operating profit ¥403 million (YoY +217.4%) / Ordinary income ¥410 million (YoY +226.6%) / Net income ¥188 million (YoY +84.9%) |
| Full-year earnings forecast | Fiscal Period Covered Fiscal year ending March 2027 / Net Sales ¥48,000 million / Operating profit ¥4,000 million / Ordinary income ¥4,000 million / Net income ¥2,500 million / Worldview Business revenue ¥29,000 million / Girls Trend Business revenue ¥16,000 million / FURYU New Business revenue ¥3,000 million |
| Segment results | Worldview Business Net Sales ¥27,707 million (YoY +109.3%) / Operating profit ¥2,337 million (YoY +132.1%) / Girls' Trend Business Net Sales ¥14,388 million (YoY +97.1%) / Operating profit ¥3,589 million (YoY +114.0%) / Furyu New Business Net Sales ¥2,672 million (YoY +64.4%) / Operating profit ¥-454 million |
| Breakdown of Factors Affecting the Change | Factors Additional amortization of home video game software / Amount ¥217 million / Direction Negative for profit, Factors Recognition of allowance for doubtful accounts / Amount ¥140 million / Direction Negative for profit, Factors One-off losses in the fiscal year ending March 2026 / Amount ¥357 million / Direction Negative for profit, Factors Foreign exchange impact (full year) / Amount ¥52 million / Direction Positive for profit |
| Key KPIs | Total plays 2,787 10,000 plays (YoY +94.2%), Pictlink members 127 10,000 people (YoY +92.6%), Paid Pictlink members 127 10,000 people, Free junior-high-school members 35 More than 10,000 people, Price harmonization progress rate 98 % |
| Number of stores and locations | Company-operated stores at period-end 34 stores / Number of store openings and closures during the period Closures of unprofitable stores are mentioned, but the number of openings and closures during the period is Not disclosed |
| Number of employees | Consolidated 565 people / Standalone 512 people |
| Assumptions Underlying the Business Outlook | Foreign exchange assumptions ¥150 per US$1, Annual total play count 2,900 10,000 plays, Paid Pictlink members (at March 2027) 127 10,000 people, Foreign exchange sensitivity ¥28 million per ¥1 |
| Medium-term management plan targets | Target fiscal year Fiscal year ending March 2028 / FY2027 / ROE 15% or higher / Operating profit margin 10% or higher / Net Sales 60,000 / Revenue unit ¥ million equivalent (¥60 billion) / Operating profit 6,000 / Operating profit unit ¥ million equivalent (¥6 billion) / Actual results for the fiscal year ending March 2026 ROE 8.9% / Operating profit margin 7.4% / Net Sales ¥44.7 billion / Operating profit ¥3.3 billion |
| Financial targets | ROE Actual results for the fiscal year ending March 2026 8.9% / Target for the fiscal year ending March 2028 15% or higher / Operating profit margin Actual results for the fiscal year ending March 2026 7.4% / FY2027 target 10% or higher / Equity ratio Not disclosed |
| Annual Dividend | Fiscal year ending March 2026 Annual ¥40 per share / Forecast for the fiscal year ending March 2027 Annual ¥40 per share / Interim and Year-End Breakdown Not disclosed |
| Payout ratio | Fiscal year ending March 2026 51.4 % / Forecast for the fiscal year ending March 2027 42.4 % / Shareholder return policy Payout ratio of 40% or DOE of 5% as reference metrics |
| Acquisition of treasury shares | Policy Flexible Share Repurchases / Buyback limit Not disclosed / Acquisition period Not disclosed |
| Capital expenditures | FY2025 actual 21 Hundred millions of yen / Three-year plan from the fiscal year ending March 2026 through the fiscal year ending March 2028 ¥6 billion–¥7 billion |
| Market Size / Share | Print sticker photo booth and related business share 90% / Estimated CAGR of the Japanese amusement-facility prize game market 4% / CAGR of revenue from the company’s crane game prizes 30% |
| New initiatives | Plan to establish a Chinese subsidiary during the first half of FY2026, Global rollout of character IP print sticker photo booths, Launch of the SUKELU factory print booth for fan activities, Anime production by the company’s own studio, フリューピクチャーズ, Release of multiple home video game titles, including クライムライト, Strategic investments, including M&A, minority investments and the establishment of joint ventures |
Items this document does not state (8)
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 company cited strong overseas merchandise sales and high-priced hobby products in the Worldview Business, and higher profit from price harmonization in the Girls Trend Business despite declines in play counts and membership. For the FURYU New Business, it explained one-off losses including ¥217 million in amortization of home video game software and ¥140 million in allowance for doubtful accounts.