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i-mobile (6535) · RiskDropped

Dependence on smartphone app advertising projects

First written in FY2016. 5 of 9 entries say "Materialised", first in FY2017-Q1. Latest entry: FY2024.

9entries
9years
0from disclosures
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How it moved
ProgressHeldSoftenedWorseReframedFY2017MaterialisedFY2019-Q2 – FY20202016: 22017: 220172018: 020182019: 220192020: 220202021: 020212022: 020222023: 020232024: 12024
Same theme, other companies
Dependence on Revenue from Advertising Projects for Smartphone AppsA theme 1 companies write about · 1 as a headwind · 0 as a tailwind

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

Full recordFilings, disclosures and news, newest first
  1. FY2024DroppedAnnual report

    「(1) The Internet Advertising Market」

    The FY2024 key risks do not separately identify dependence on smartphone app advertising projects, including gaming and e-commerce projects.
  2. FY2020MaterialisedAnnual report

    「In addition to the reduction in budgets for major domestic game-related and e-commerce projects and others due to the spread of COVID-19, sales declined because the Advertising Agency Business was affected by reductions in advertising budgets at some major customers.」

    Budget reductions related to dependence on game-related and e-commerce projects continued, and sales in the Internet Advertising Business were 82.0% of the same period of the previous year.
  3. FY2020-Q2MaterialisedAnnual report

    「Meanwhile, budgets for major domestic game-related and e-commerce projects and others declined, and the trend of shifting toward major media platforms continued.」

    Disclosed that the reduction in budgets for game-related and e-commerce projects and others, and the shift in advertising budgets to major media platforms, continued in the second quarter under review.
  4. FY2020-Q1MaterialisedAnnual report

    「Meanwhile, budgets for game-related and e-commerce projects and others declined as the shift toward major media platforms intensified, resulting in lower sales but higher segment profit. As a result, sales for the cumulative first quarter of the fiscal year under review were ¥2,890,822 thousand, or 77.4% of the same period of the previous year, and segment profit was ¥206,034 thousand, or 110.5%.」

    The shift in advertising budgets to major media platforms resulted in actual reductions in budgets for game-related and e-commerce projects and others. While the Internet Advertising Business recorded lower sales, segment profit was 110.5% of the previous year.
  5. FY2019-Q2MaterialisedAnnual report

    「During the cumulative second quarter of the fiscal year under review, sales and operating profit declined as changes in market conditions, including a reduction in large advertising budgets and an increase in advertising budgets for social media, had an impact.」

    The reduction in large advertising projects and the shift to social media advertising budgets have emerged as lower sales and operating profit in the Internet Advertising Business.
  6. FY2017ReframedAnnual report

    「In the fiscal year ended July 2017, Internet e-commerce projects accounted for 43.9% of sales, while advertising projects for smartphone applications, such as games promoted for download, accounted for 28.1%, indicating a high dependence on projects in specific fields.」

    Expanded the framework from a disclosure focused solely on dependence on smartphone app advertising projects to dependence on projects in specific fields, including e-commerce and game-related app projects.
  7. FY2017-Q2RestatedAnnual report

    「However, sales were below the same quarter of the previous year, affected by a reduction in game-project budgets at advertisers, the Company's major customers.」

    Continued to state that the reduction in game-project budgets affected the decline in sales, reconfirming the business impact associated with dependence on smartphone app advertising projects.
  8. FY2017-Q1MaterialisedAnnual report

    「However, sales were below the same quarter of the previous year, affected by a reduction in game-project budgets at advertisers, the Company's major customers.」

    In connection with dependence on sales from game projects, the reduction in major customers' budgets has emerged as an actual factor behind the year-on-year decline in sales.
  9. FY2016First statedAnnual report

    「In the fiscal year ended July 2016, advertising projects for smartphone applications, such as games promoted for download, accounted for 42.3% of sales, indicating a high dependence on sales from smartphone app advertising projects.」

    Disclosed the structure in which smartphone app advertising projects account for 42.3% of sales as a new business-dependence risk.
Moved together

"Providing Services Through Internet Technologies and Contributing to the World" moved the same way as this thread, in the same document, in 3 of its 9 moves.

33332★12345
  1. ★This thread
  2. 1Providing Services Through Internet Technologies and Contributing to the World3×
  3. 2Failure to Achieve Expected Benefits from M&A and Investments and Financing Activities and Investment Recovery Risk3×
  4. 3Dilution of Shareholder Value Through the Exercise of Stock Options3×
  5. 4Internet Advertising and Cookie Regulations3×
  6. 5Expansion of the Online Crane Game Business by Making ネッチ a Subsidiary2×

★ 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.

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Dependence on smartphone app advertising projects | i-mobile Co.,Ltd. (6535) | Komori