Strong demand for games from stay-at-home consumption and strong performance by operated titles
First written in FY2021-Q3. 2 of 12 entries say "Advanced", first in FY2022-Q2. Latest entry: FY2024.
1 other company's latest entry also says "Other".
- FY2024The game business moved into the red and was transferredAnnual report
「As a result, revenue in this business segment for the consolidated fiscal year was ¥2,111,376 thousand, down 27.1% year on year, and the segment loss was ¥356,674 thousand, compared with segment profit of ¥121,198 thousand in the previous fiscal year.」
Revenue in the game business fell 27.1%, and the business moved from profit to a loss of ¥356,674 thousand. It will no longer be included in the consolidated accounts from the following fiscal year as a result of the transfer of all shares. - FY2024-Q3Declining game business revenue and move into lossAnnual report
「As a result, revenue in this business segment for the nine-month consolidated period was ¥1,624,613 thousand, down 25.1% year on year, and the segment loss was ¥249,109 thousand, compared with segment profit of ¥60,588 thousand in the same period of the previous year.」
In the G2 Studios business, revenue fell 25.1% year on year, and the business moved from segment profit to a loss of ¥249,109 thousand. - FY2024-Q2Widening game business lossesAnnual report
「As a result, revenue in this business segment for the six-month consolidated period was ¥1,119,357 thousand, down 17.0% year on year, and the segment loss was ¥136,657 thousand, compared with a segment loss of ¥29,136 thousand in the same period of the previous year.」
In the G2 Studios business, revenue fell 17.0% year on year, and the segment loss widened from the same period of the previous year. - FY2024-Q1Reduction in game business lossesAnnual report
「As a result, revenue in this business segment for the three-month consolidated period was ¥561,645 thousand, up 27.0% year on year, and the segment loss was ¥74,500 thousand, compared with a segment loss of ¥246,666 thousand in the same period of the previous year.」
Revenue in the G2 Studios business rose 27.0% year on year, and the segment loss narrowed from ¥246,666 thousand in the same period of the previous year to ¥74,500 thousand. - FY2023Continued decline in game business profitAnnual report
「As a result, revenue in this business segment for the consolidated fiscal year was ¥2,896,010 thousand, down 10.9% year on year, and segment profit was ¥121,198 thousand, down 78.5%.」
While operating 7 titles, the game business recorded a 10.9% decline in revenue and a 78.5% decline in segment profit. - FY2023-Q3Continued decline in game business profitAnnual report
「As a result, revenue in this business segment for the nine-month consolidated period was ¥2,168,662 thousand, down 11.0% year on year, and segment profit was ¥60,588 thousand, down 86.8%.」
While the number of operated titles in the game business increased to 7, revenue fell 11.0% year on year and segment profit fell 86.8%. - FY2023-Q1Deterioration in the game businessAnnual report
「As a result, revenue in this business segment for the nine-month consolidated period was ¥442,355 thousand, down 24.2% year on year, and the segment loss was ¥246,666 thousand, compared with a segment loss of ¥69,231 thousand in the same period of the previous year.」
Revenue in the game business fell 24.2% year on year, and the segment loss widened from the same period of the previous year. - FY2022AdvancedAnnual report
「In the game business, we operate 6 titles, including “IDOLiSH7,” distributed by BANDAI NAMCO Online Inc., and “My Hero Academia ULTRA IMPACT,” distributed by BANDAI NAMCO Entertainment Inc., while developing 3 new titles.」
The number of operated titles increased to 6, while 3 new titles were developed. Revenue in the game business rose 95.1% year on year, and segment profit rose 116.2%. - FY2022-Q2AdvancedAnnual report
「The business performed strongly, helped by the smash hit of “My Hero Academia ULTRA IMPACT,” distributed by BANDAI NAMCO Entertainment Inc., which began operations in the first quarter.」
It describes the business performance, stating that the newly operated title “My Hero Academia ULTRA IMPACT” became a smash hit and that the game business performed strongly. - FY2022-Q1ReframedAnnual report
「In the game business, there was no discernible impact from the COVID-19 pandemic, and the business remained firm. We operate 4 titles, including “My Hero Academia ULTRA IMPACT,” distributed by BANDAI NAMCO Entertainment Inc., and “IDOLiSH7,” distributed by BANDAI NAMCO Online Inc., while developing 3 new titles.」
The explanation has changed from attributing performance to conventional stay-at-home consumption to stating that there was no discernible impact from the COVID-19 pandemic and that the business remained firm based on 4 operated titles and 3 new titles. - FY2021RestatedAnnual report
「The business remained firm, supported by demand from stay-at-home consumption resulting from the COVID-19 pandemic, as well as strong performance by operated titles.」
It reiterates the explanation that stay-at-home consumption and strong performance by operated titles supported the game business. - FY2021-Q3First statedAnnual report
「The business remained firm, supported by demand from stay-at-home consumption resulting from the COVID-19 pandemic, as well as strong performance by operated titles.」
It states that demand from stay-at-home consumption and strong performance by operated titles contributed to the firm performance of the game business.