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Sega Sammy Holdings (6460) · FactShort-term growth remains at a plateau

Expansion of the Home Video Game Console and PC Game Distribution Market

First written in FY2018-Q3. 9 of 22 entries say "Advanced", first in FY2019-Q3. Latest entry: FY2026.

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ProgressHeldSoftenedWorseAdvancedFY2021-Q1 – FY2023-Q1OtherFY2023-Q2 – FY20262018: 420182019: 320192020: 320202021: 420212022: 320222023: 320232024: 120242025: 020252026: 12026
Same theme, other companies
Digitalisation and slowing growth in the home-console and PC game distribution marketsA theme 1 companies write about · 0 as a headwind · 1 as a tailwind

No other company in this theme has enough history to compare yet.

Full recordFilings, disclosures and news, newest first
  1. FY2026Short-term growth remains at a plateauAnnual report

    「Recent growth has reached a pause due to deterioration in the economic environment caused by rising inflation and other factors.」

    While expectations for long-term games market growth driven by digitalisation and diversified delivery models have been maintained, recent growth was described as having reached a pause due to inflation and other factors.
  2. FY2024-Q3A pause in expansion in the Western markets alongside expectations for long-term growthAnnual report

    「Due to deterioration in the economic environment caused by inflation and other factors, market expansion, particularly in Europe and North America, has reached a pause. With the diversification of service delivery models creating an environment in which content and services can be delivered worldwide over longer periods regardless of device or platform, expectations for games market growth remain in place.」

    Although short-term market expansion for home video game consoles, PC games and other products, particularly in Europe and North America, has reached a pause, expectations remain for long-term, worldwide delivery and market growth through diversified service delivery models.
  3. FY2024-Q1RestatedAnnual report

    「At the same time, the diversification of service delivery models has created an environment in which content and services can be delivered worldwide over longer periods regardless of device or platform, sustaining expectations for growth in the games market.」

    The diversification of service delivery models has reaffirmed both the environment for delivering content and services worldwide over the long term regardless of device or platform, and expectations for games market growth.
  4. FY2023Short-term market slowdown alongside expectations for medium- to long-term growthAnnual report

    「Although market trends stabilised as a reaction to the worldwide changes in consumer behaviour caused by the spread of COVID-19, expectations for the stimulation and growth of the global games market remain in place.」

    While short-term market trends stabilised following the reversal of stay-at-home demand, expectations for medium- to long-term growth in the global market have been maintained.
  5. FY2023-Q3RestatedAnnual report

    「Although market trends have recently stabilised under the influence of changes in consumer behaviour accompanying the normalisation of social and economic activity, expectations remain high for the stimulation and growth of the global games market.」

    Although recent games market trends have stabilised with the normalisation of social and economic activity, expectations for global market growth driven by digitalisation and platform diversification have been reaffirmed.
  6. FY2023-Q2Continued market growth and a stabilisation of trends accompanying the normalisation of social and economic activityAnnual report

    「Although market trends have recently stabilised under the influence of changes in consumer behaviour accompanying the normalisation of social and economic activity, expectations remain high for the stimulation and growth of the global games market.」

    While digitalisation, platform diversification and the expansion of revenue opportunities continue in the games market, market trends have recently stabilised as changes in consumer behaviour accompanied the normalisation of social and economic activity.
  7. FY2023-Q1AdvancedAnnual report

    「In the environment surrounding the entertainment content business, the global games market has continued to undergo significant changes as digitalisation of game content and services has expanded and diversified platforms, diversified revenue opportunities through packaged sales, downloadable content sales, F2P and subscription services, and extended sales periods.」

    In addition to market changes involving conventional download sales and cloud gaming, the diversification of revenue opportunities through F2P, subscriptions and extended sales periods was explicitly identified.
  8. FY2022AdvancedAnnual report

    「In the environment surrounding the entertainment content business, the consumer sector has continued to undergo significant market changes as the environments for using game content and services have expanded and diversified with the progress of digitalisation, encompassing devices such as PCs, home video game consoles and mobile devices, as well as network platforms including cloud gaming services.」

    In addition to the expansion of the conventional home console and PC distribution markets, the environments for using content and services have expanded and diversified to include mobile devices, cloud gaming and network platforms.
  9. FY2022-Q2AdvancedAnnual report

    「In the environment surrounding the entertainment content business, the consumer sector has undergone significant market changes as digitalisation has progressed, including the expansion of download sales on PCs and home video consoles, the emergence of cloud gaming services and the diversification of platforms.」

    In addition to the expansion of download sales, the emergence of cloud gaming services and the diversification of platforms were identified as new market developments.
  10. FY2022-Q1AdvancedAnnual report

    「In the environment surrounding the entertainment content business, the consumer sector has undergone significant market changes as digitalisation has progressed, including the expansion of download sales on PCs and home video consoles, the emergence of cloud gaming services and the diversification of platforms.」

    In addition to the expansion of conventional download sales, the emergence of cloud gaming services and the diversification of platforms were identified as new market developments.
  11. FY2021AdvancedAnnual report

    「In the consumer sector, comprising the digital games and packaged games sectors through the previous fiscal year, download sales on PCs and home video game consoles continued to grow as digitalisation progressed following the launch of next-generation consoles, while demand for games increased.」

    The launch of next-generation consoles and the progress of digitalisation were reflected in the expansion of download sales on PCs and home video consoles and increased game demand.
  12. FY2021-Q3AdvancedAnnual report

    「In the environment surrounding the entertainment content business, the consumer sector, comprising the digital games and packaged games sectors through the previous fiscal year, saw growth in download sales on PCs and home video game consoles, as well as increased game demand, driven by the launch of next-generation consoles and the progress of digitalisation.」

    The launch of next-generation consoles and the progress of digitalisation were reflected in the expansion of download sales on PCs and home video consoles and increased game demand as market developments.
  13. FY2021-Q2AdvancedAnnual report

    「In the consumer sector, comprising the digital games and packaged games sectors through the previous fiscal year, download sales on PCs and home video game consoles continued to grow as digitalisation progressed, while demand for games increased due to stay-at-home consumption associated with efforts to prevent the spread of COVID-19.」

    In the consumer sector, increased game demand and progress in download sales on PCs and home video game consoles were recorded against the backdrop of digitalisation and stay-at-home consumption.
  14. FY2021-Q1AdvancedAnnual report

    「In the consumer sector, the COVID-19 pandemic strengthened the trend toward stay-at-home consumption, such as enjoying entertainment at home, which increased demand for games and drove growth in download sales. Interest is also growing in the new platforms scheduled to be launched, while revenue opportunities are expected to diversify through new business models and services. In addition, advances in technologies and infrastructure such as 5G and cloud computing are expected to stimulate and expand the global games market.」

    The increase in game demand and download sales resulting from stay-at-home consumption was recorded as a new market development, with expectations also expressed for global market expansion through 5G, cloud computing and new platforms.
  15. FY2020-Q3RestatedAnnual report

    「Expectations are also rising for growth in overseas download sales and revenue opportunities from new business models, driven by the emergence of new platforms and services.」

    Continued expectations for growth in overseas download sales against the backdrop of new platforms and services, as well as revenue opportunities from new business models.
  16. FY2020-Q2RestatedAnnual report

    「In the packaged games sector, the installed base of current-generation consoles has continued to expand the market for game software sales, mainly overseas. Expectations are also rising for growth in overseas download sales with the emergence of new platforms and services.」

    Continued expansion of the overseas game software sales market, driven by the growing installed base of current-generation consoles, and expectations for further overseas download sales through new platforms and other developments.
  17. FY2020-Q1RestatedAnnual report

    「In the packaged games sector, the game software sales market continued to expand, mainly overseas, as current-generation game consoles became more widely adopted. Expectations are also rising for expansion of the overseas digital sales market following the emergence of new platforms and services.」

    The expansion trend in the overseas game software sales market driven by wider adoption of current-generation game consoles and expectations for growth in the overseas digital sales market through new platforms and services continued.
  18. FY2019-Q3AdvancedAnnual report

    「In the packaged games sector, expectations are rising for expansion of the game software sales market as current-generation game consoles become more widely adopted. In the PC game market, game distribution platforms such as Steam remain on an expansion trend.」

    Expectations for expansion of the game software sales market rose against a backdrop of wider adoption of current-generation game consoles, while the expansion trend in PC game distribution platforms continued.
  19. FY2019-Q2RestatedAnnual report

    「In the packaged games sector, expectations are rising for future market expansion as home game consoles become more widely adopted. In the PC game market, game distribution platforms such as Steam remain on an expansion trend.」

    The wider adoption of home game consoles and the expansion of PC game distribution platforms such as Steam were reaffirmed as drivers of market growth.
  20. FY2019-Q1RestatedAnnual report

    「In the packaged games sector, expectations are rising for future market expansion as home game consoles become more widely adopted. In the PC game market, game distribution platforms such as Steam remain on an expansion trend.」

    The wider adoption of home game consoles and the expansion of PC game distribution platforms such as Steam were reaffirmed as drivers of market growth.
  21. FY2018RestatedAnnual report

    「In the packaged games market, expectations are rising for future market expansion as home game consoles become more widely adopted. In the PC game market, game distribution platforms such as Steam remain on an expansion trend.」

    The expected expansion of the home console and PC game distribution markets was reaffirmed.
  22. FY2018-Q3First statedAnnual report

    「In the packaged games market, expectations are rising for future market expansion as home game consoles become more widely adopted. In the PC game market, game distribution platforms such as Steam remain on an expansion trend.」

    The expected expansion of the packaged games market driven by the wider adoption of home game consoles and the expansion of PC game distribution platforms such as Steam were described as market-environment factors.
Moved together

"Maximizing the Quality of Flagship Titles and Creating Hit New Releases" moved the same way as this thread, in the same document, in 9 of its 22 moves.

955554★123456
  1. ★This thread
  2. 1Maximizing the Quality of Flagship Titles and Creating Hit New Releases9×
  3. 2Development of Gaming Machines Addressing Regulatory Requirements and Diverse User Needs5×
  4. 3Entry into Overseas Digital Game Markets, Particularly in Asia5×
  5. 4Upfront Investment and Expertise Accumulation for the Integrated Resort Business5×
  6. 5Maintaining Liquidity through Commitment Lines and Overdrafts5×
  7. 6Returning to a growth trajectory focused on margins and capital efficiency4×

★ 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
Sega Sammy Holdings's next results are scheduled for 2026-11-06. Read the earnings preview
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