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Earnings presentation6552GameWith,Inc.Information and Communications, Services and Others

Financial Results Presentation Materials for the Third Quarter of the Fiscal Year Ending May 2026

For the nine months ended February 2026, revenue increased by ¥606 million year on year, while operating profit improved from a loss to a profit of ¥188 million. The full-year earnings forecast remains unchanged because uncertainty persists regarding the advertising market and trends in game titles.

Worth reading
48Recurring
0–100. This measures how worthwhile something is to read, not how good or bad the company is.
Direction
Improvement
Direction inferred from the company’s description.
Scale
406
Millions of yen (year-on-year change in operating profit)
Wording
Conditional
How definitive the wording is.

Contents of this document

Earnings presentationThird quarter of the fiscal year ending May 20266 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥3,133 million
Operating profit¥188 million
Ordinary income¥202 million
Net income¥144 million
Operating profit margin
rate_pct6
yoy_change_points14.6
Results for the three months of the current quarter
Net Sales
¥1,170 million+36.7%
Operating profit
¥133 million
Operating profit margin
11.4 %
Full-year earnings forecast
Net Sales
3700〜3900
Operating profit
0〜100
Ordinary income
0〜100
Net income for the current fiscal year
0〜100
What the company explained in this material
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • Media¥82 million
  • ISP¥70 million
  • New Businesses¥43 million
  • Esports and Entertainment¥232 million
  • Adjustments for company-wide expenses, etc.Difference between the segment total and the ¥406 million improvement in company-wide operating profit
New initiatives
  • Entry into the new esports title 2XKO and establishment of a new division
  • Partnerships with sponsors outside the game industry, including education and regional financial institutions
  • Branding initiatives for GameWith Hikari using players and streamers from DetonatioN FocusMe
  • Establishment of a company-wide AI promotion office and consideration of developing new content, including game攻略 tools and databases
  • Postponement of the EGGRYPTO X release to improve quality and establish an operating platform utilizing AI
Key KPIsA metric the company considers important as a management benchmark.
  • Page views3.6 100 million PVs monthly average for each quarter
    Year on year against the same period last yearSlight decrease
  • Per-PV rate index129 Relative value first quarter of the fiscal year ended May 2025 = 100
  • Cumulative contracted ISP lines6,700 lines
  • Sponsorship revenue99.8 % increase
    Year on year against the same period last year+99.8%
  • Tie-up revenue101.5 % increase
    Year on year against the same period last year+101.5%
  • World championship wins4 times
Unit price and quantity metricsThese figures show sales broken down by price and volume.
  • Page views3.6 100 million PV
  • Per-PV rate index129 Relative value
  • Cumulative contracted ISP lines6,700 lines
Segment results
  • Media
    Net Sales¥573 million (YoY +5.7%)
    Operating profit¥155 million
  • Esports and Entertainment
    Net Sales¥456 million (YoY +171.9%)
    Operating profit¥90 million
  • ISP
    Net Sales¥108 million (YoY +18.4%)
    Operating profit¥2 million
  • New businesses (NFTs, etc.)
    Net Sales¥31 million (YoY -41.5%)
    Operating profit¥-21 million
Financial targets
Equity ratio
78.6 %
Contents of this document
ItemDetails
Document typeEarnings presentation
Fiscal Period CoveredThird quarter of the fiscal year ending May 2026
Net Sales¥3,133 million
Operating profit¥188 million
Ordinary income¥202 million
Net income¥144 million
Operating profit marginrate_pct 6 / yoy_change_points 14.6
Results for the three months of the current quarterNet Sales ¥1,170 million (YoY +36.7%) / Operating profit ¥133 million / Operating profit margin 11.4 %
Full-year earnings forecastNet Sales 3700〜3900 / Operating profit 0〜100 / Ordinary income 0〜100 / Net income for the current fiscal year 0〜100
Segment resultsSegment Media / Net Sales ¥573 million (YoY +5.7%) / Operating profit ¥155 million, Segment Esports and Entertainment / Net Sales ¥456 million (YoY +171.9%) / Operating profit ¥90 million, Segment ISP / Net Sales ¥108 million (YoY +18.4%) / Operating profit ¥2 million, Segment New businesses (NFTs, etc.) / Net Sales ¥31 million (YoY -41.5%) / Operating profit ¥-21 million
Breakdown of Factors Affecting the ChangeFactors Media / Amount ¥82 million, Factors ISP / Amount ¥70 million, Factors New Businesses / Amount ¥43 million, Factors Esports and Entertainment / Amount ¥232 million, Factors Adjustments for company-wide expenses, etc. / Amount Difference between the segment total and the ¥406 million improvement in company-wide operating profit
Key KPIsIndicator name Page views / Value 3.6 100 million PVs (monthly average for each quarter) / Year on year against the same period last year Slight decrease, Indicator name Per-PV rate index / Value 129 Relative value (first quarter of the fiscal year ended May 2025 = 100) / Year on year against the same period last year Not disclosed, Indicator name Cumulative contracted ISP lines / Value 6,700 lines / Year on year against the same period last year Not disclosed, Indicator name Sponsorship revenue / Value 99.8 % increase / Year on year against the same period last year 99.8 % increase, Indicator name Tie-up revenue / Value 101.5 % increase / Year on year against the same period last year 101.5 % increase, Indicator name World championship wins / Value 4 times / Year on year against the same period last year Not disclosed
Unit price and quantity metricsIndicator name Page views / Value 3.6 100 million PV, Indicator name Per-PV rate index / Value 129 Relative value, Indicator name Cumulative contracted ISP lines / Value 6,700 lines
Financial targetsEquity ratio 78.6 % / Other Not disclosed
New initiativesEntry into the new esports title 2XKO and establishment of a new division, Partnerships with sponsors outside the game industry, including education and regional financial institutions, Branding initiatives for GameWith Hikari using players and streamers from DetonatioN FocusMe, Establishment of a company-wide AI promotion office and consideration of developing new content, including game攻略 tools and databases, Postponement of the EGGRYPTO X release to improve quality and establish an operating platform utilizing AI
Items this document does not state (16)
Gross Profit MarginSelling, general and administrative expensesProgress against full-year forecastSelf-assessment against the planNumber of stores and locationsNumber of employeesAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookMedium-term management plan targetsAnnual DividendPayout ratioAcquisition of treasury sharesCapital expendituresOrders received and order backlogMarket Size / ShareKey points of the Q&A

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 main reasons were improved PV pricing, optimization of advertising inventory, growth in the number of ISP lines and efficiency gains through the use of AI, improved cost efficiency at EGGRYPTO, and growth in sponsorship and tie-up revenue in the esports and entertainment business, among other improvements in profitability across the segments.

How to read this page

This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Financial Results Presentation Materials for the Third Quarter of the Fiscal Year Ending May 2026 | GameWith,Inc. (6552) timely disclosure | Komori