Results for this period
First quarter1 April 2026 to 30 June 2026ConsolidatedJapanese GAAPThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Results were supported by the expansion of the crane game market, the merchandising of popular IP, growth in overseas merchandise sales, new machines, IP collaborations and initiatives to encourage play in the purikura business, download sales and contract development of console game software, licensing income from anime merchandising rights, and distribution proceeds from past works. In the Furyu New Business segment, the operating loss widened due to temporary costs associated with the relocation of a subsidiary's office.
No applicable matters.
| Item | Details |
|---|---|
| Fiscal Period Classification | First quarter |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 April 2026 to 30 June 2026 |
| Net Sales | ¥12,019 million (YoY +19.0%) |
| Operating profit | ¥1,073 million (YoY +52.8%) |
| Ordinary income | ¥1,069 million (YoY +51.2%) |
| Profit attributable to owners of the parent | ¥681 million (YoY +47.2%) |
| Net income per share | ¥25.73 |
| Equity ratio | End of the current fiscal period 81.0% / End of previous period 77.9% |
| Total assets | ¥28,682 million |
| Net assets | ¥23,246 million |
| Full-year earnings forecast | Net Sales ¥48,000 million (YoY +7.2%) / Operating profit ¥4,000 million (YoY +20.6%) / Ordinary income ¥4,000 million (YoY +21.1%) / Profit attributable to owners of the parent ¥2,500 million (YoY +21.3%) |
| Annual Dividend Forecast | ¥40 → ¥40(0.0%) |
| Segment revenue | Worldview Business ¥8,161 million, Girls' Trend Business ¥3,393 million, Furyu New Business ¥465 million |
| Segment profit | Worldview Business ¥866 million, Girls' Trend Business ¥841 million, Furyu New Business ¥-90 million |
| Depreciation and amortization | ¥441,442 thousand |
| Impairment loss | No applicable matters. |
| Breakdown of extraordinary income (loss) | Extraordinary income Gain on sale of non-current assets ¥289 thousand / Extraordinary loss Loss on disposal and sale of non-current assets ¥1,078 thousand |
| Disclosure regarding the going concern assumption | No applicable matters. |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement No |
| Changes in the scope of consolidation | New Number of companies 1 / Company name 广州芙游娯楽有限公司 / Excluded Number of companies 0 / Company name Not disclosed |
| Material subsequent events | At a meeting of the Board of Directors held on 7 August 2026, the Company resolved to dispose of 245,000 treasury shares on 28 August 2026 at ¥1,400 per share, for a total amount of ¥343,000,000, in connection with an additional contribution to the Stock Benefit Trust (BBT-RS). |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | No |
| Issued Shares at Period-End | 28,296,000 |
| Treasury Shares at Period-End | 1,809,958 |
| Factors Behind Changes in Business Performance | Results were supported by the expansion of the crane game market, the merchandising of popular IP, growth in overseas merchandise sales, new machines, IP collaborations and initiatives to encourage play in the purikura business, download sales and contract development of console game software, licensing income from anime merchandising rights, and distribution proceeds from past works. In the Furyu New Business segment, the operating loss widened due to temporary costs associated with the relocation of a subsidiary's office. |
Items this document does not state (10)
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.Revenue was supported by the expansion of the crane game market, the merchandising of popular IP, growth in overseas merchandise sales, new machines, IP collaborations and initiatives to encourage usage in the purikura business, download sales and contract development of console game software, and licensing income from anime merchandising rights.