Results for this period
First quarter1 June 2026 to 31 August 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.
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.
Media: lower revenue per page view, the impact on the number of project orders from fewer releases of major titles, and higher AI-related expenses. Esports and entertainment: lower tournament prize income, which had been strong in the previous year, and failure to meet expectations for securing tie-up projects. ISP: subscriber numbers remained firm. Other: priority was given to developing "EGGRYPTO X" and establishing its operating structure, while large-scale collaboration events and other activities were adjusted.
No applicable matters.
| Item | Details |
|---|---|
| Fiscal Period Classification | First quarter |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 June 2026 to 31 August 2026 |
| Net Sales | ¥796 million |
| Operating profit | ¥-126 million |
| Ordinary income | ¥-77 million |
| Profit attributable to owners of the parent | ¥-85 million |
| Net income per share | ¥(4.87) |
| Equity ratio | End of the current fiscal period 79.1 / End of previous period 76 |
| Total assets | ¥3,330 million |
| Net assets | ¥2,633 million |
| Full-year earnings forecast | Net Sales Not disclosed / Operating profit Not disclosed / Ordinary income Not disclosed / Net income Not disclosed |
| Annual Dividend Forecast | 0.00 (fiscal year ended May 2026 actual) → 0.00 (fiscal year ending May 2027 forecast)(0.0%) |
| Segment revenue | Media ¥502,273 thousand, Esports and Entertainment ¥162,684 thousand, ISP ¥114,898 thousand, Other (outside reportable segments) ¥16,657 thousand |
| Segment profit | Media ¥57,761 thousand, Esports and Entertainment ¥-52,978 thousand, ISP ¥-4,790 thousand, Other (outside reportable segments) ¥-25,261 thousand |
| Depreciation and amortization | ¥5,874 thousand |
| Impairment loss | None (impairment losses on fixed assets and other items by reportable segment) |
| Breakdown of extraordinary income (loss) | None (no extraordinary income or extraordinary loss recorded on the income statement) |
| 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 | 0 additions and 0 exclusions (no company names) |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | No (no eligible attendees) |
| Issued Shares at Period-End | 18,348,200 |
| Treasury Shares at Period-End | 885,055 |
| Factors Behind Changes in Business Performance | Media: lower revenue per page view, the impact on the number of project orders from fewer releases of major titles, and higher AI-related expenses. Esports and entertainment: lower tournament prize income, which had been strong in the previous year, and failure to meet expectations for securing tie-up projects. ISP: subscriber numbers remained firm. Other: priority was given to developing "EGGRYPTO X" and establishing its operating structure, while large-scale collaboration events and other activities were adjusted. |
Items this document does not state (11)
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 media business was affected by lower revenue per page view, fewer orders resulting from a decline in the number of releases of major titles, and higher AI-related expenses. The esports and entertainment business was affected by a decline in tournament prize income, which had been strong in the previous year, and the failure to secure tie-up projects. In the Other business, priority was given to developing the new NFT game "EGGRYPTO X" and establishing its operating structure, while large-scale collaboration events and other activities were adjusted.