Contents of this document
- Segment classifications changed, with a new fan business segment established
- Promote a collaborative development model with external partners
- Release the third and fourth smartphone apps jointly planned and developed with Kurashiru,Inc.
- Release “Irasutoya Maker” through PicLabo in May 2026
- Change the corporate name of Digital Vision Industries to 株式会社DVI
- Smartphone apps operated (monthly average)240 bottles
- Telephone consultations (Q1)68 Thousands of consultations
- Fortune-telling experts and counselors400 At least people
- Annual Picrew users7,400 10,000 people or more
- Released smartphone app titles6,500 Titles or more
- Domestic gamer population5,475 10,000 people
- Global gamer population36 100 million people
- Telephone fortune-telling market size¥212 million
- Sharing economy market size¥3.1 trillion
- Game download rankingsRanked first among Japanese publishers in the Japanese market in 2025
| Item | Details |
|---|---|
| Document type | Financial Results Presentation |
| Fiscal Period Covered | First quarter of the fiscal year ending December 2026 |
| Net Sales | ¥1,596 million (YoY +2.4%) |
| Operating profit | ¥56 million (YoY +0.6%) |
| Ordinary income | ¥83 million (YoY +103.6%) |
| Net income | ¥11 million (profit attributable to owners of the parent) (YoY -39.4%) |
| Operating profit margin | 3.5 % |
| Selling, general and administrative expenses | ¥1,232 million |
| Results for the three months of the current quarter | Revenue: ¥1,596 million; operating profit: ¥56 million; ordinary profit: ¥83 million; quarterly net income attributable to owners of the parent: ¥11 million; EBITDA: ¥146 million (January–March 2026) |
| Full-year earnings forecast | Net Sales ¥6,500 million / Operating profit ¥250 million / Ordinary income ¥260 million / Profit attributable to owners of the parent ¥110 million / EBITDA ¥520 million |
| Progress against full-year forecast | Net Sales 24.6% / Operating profit 22.4% / Ordinary income 32.3% / Profit attributable to owners of the parent 10.5% / EBITDA 28.1% / Media Business Net Sales 25.7% / Segment profit 29.0% / EBITDA 28.6% / Platform Business Net Sales 23.1% / Segment profit 16.8% / EBITDA 23.8% / Fan Business Net Sales 23.2% / Segment profit 26.5% / EBITDA 26.5% / Other Net Sales 33.4% / Segment profit Not disclosed |
| Self-assessment against the plan | Consolidated results are progressing above expectations against a plan weighted toward the second half. |
| Segment results | Media Business Net Sales ¥905 million (YoY +1.0%) / Segment profit ¥98 million (YoY -4.4%) / EBITDA ¥111 million (YoY -3.7%) / Platform Business Net Sales ¥511 million (YoY -1.2%) / Segment profit ¥69 million (YoY +7.5%) / EBITDA ¥145 million (YoY +3.6%) / Fan Business Net Sales ¥169 million (YoY +27.3%) / Segment profit ¥15 million (YoY -16.0%) / EBITDA ¥15 million (YoY -15.8%) / Other Net Sales ¥10 million (YoY -10.4%) / Segment profit 0 Millions of yen (shown as △0) |
| Key KPIs | Indicator name Smartphone apps operated (monthly average) / Value 240 bottles / Year on year against the same period last year Not disclosed, Indicator name Telephone consultations (Q1) / Value 68 Thousands of consultations / Year on year against the same period last year Not disclosed, Indicator name Fortune-telling experts and counselors / Value 400 At least people / Year on year against the same period last year Not disclosed, Indicator name Annual Picrew users / Value 7,400 10,000 people or more / Year on year against the same period last year Not disclosed, Indicator name Released smartphone app titles / Value 6,500 Titles or more / Year on year against the same period last year Not disclosed |
| Unit price and quantity metrics | The revenue model is described as the number of apps operated × advertising revenue per app for the media business, the number of consultations × unit price for the platform business, and the number of artists × average number of fans × unit price for the fan business. Actual unit prices were not disclosed. |
| Number of employees | 125 People |
| Assumptions Underlying the Business Outlook | The assumptions exclude factors whose likelihood of realization is uncertain. Numerical assumptions for foreign exchange rates, raw material prices and interest rates were not disclosed. |
| Market Size / Share | 5,475 10,000 people, 36 100 million people, ¥212 million, ¥3.1 trillion, Ranked first among Japanese publishers in the Japanese market in 2025 |
| New initiatives | Segment classifications changed, with a new fan business segment established, Promote a collaborative development model with external partners, Release the third and fourth smartphone apps jointly planned and developed with Kurashiru,Inc., Release “Irasutoya Maker” through PicLabo in May 2026, Change the corporate name of Digital Vision Industries to 株式会社DVI |
Items this document does not state (12)
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.In the media business, several game apps ranked highly, while in the fan business, growth in B4ND membership and the rollout of fan club events contributed to results. The increase in ordinary profit was mainly attributable to gains on sales of investment securities being recorded as non-operating income in the investment business.