Contents of this document
- Gain on sales of investment securities recorded in the same period of the previous year¥-509 million
- Reduced cost burden from the end of amortization of customer-related assets
- Increased advertising placements for the points-reward game app
- Master recording-related costs associated with WHITE SCORPION
- Increased advertising placements for the points-reward game app
- Acquisition through a business transfer of the rights to and exclusive management contract for 『すべての瞬間は君だった。』 in the IP growth business
- Nishimoto Marin (西本まりん) and Tanifuji Misaki (谷藤海咲) joining B4ND
- Launch of official fan club services for Nishimoto Marin (西本まりん) and Tanifuji Misaki (谷藤海咲)
- DAU for the points-reward game appYear on year against the same period last yearUp 70.0% from the end of the previous quarter
- Smartphone apps operated (monthly average)235 Projects
- Number of consultations for the telephone fortune-telling service (end of the third quarter)206 Thousands of consultations
- Number of fortune-tellers and counselors on staff400 At least people
- Annual Picrew users7,400 10,000 members or more
- Monthly revenue from SATORI telephone fortune-tellingRecord high
- Domestic gamer population5,475 10,000 people
- Global gamer population36 100 million people
- Telephone fortune-telling market size¥212 100 million
- Skill-sharing market size¥3.1 trillion
| Item | Details |
|---|---|
| Document type | Earnings presentation |
| Fiscal Period Covered | Third quarter of the fiscal year ending December 2026 |
| Net Sales | ¥5,887 million (YoY +125.1%) |
| Operating profit | ¥272 million (YoY +150.7%) |
| Ordinary income | ¥273 million (YoY +41.9%) |
| Net income | ¥110 million (YoY +71.7%) |
| Operating profit margin | 4.6 % |
| Selling, general and administrative expenses | ¥4,315 million |
| Results for the three months of the current quarter | Net Sales ¥2,089 million (YoY +136.5%) / Operating profit ¥38 million (YoY +94.6%) / Ordinary income ¥7 million (YoY +1.3%) / Net income ¥-24 million / EBITDA ¥99 million (YoY +75.8%) |
| Full-year earnings forecast | Net Sales ¥7,500 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 | Consolidated Net Sales 78.5 / Operating profit 109 / Ordinary income 105.2 / Profit attributable to owners of the parent 100.8 / EBITDA 92.5 / Media business Net Sales 79.8 / Segment profit 90.7 / EBITDA 88.6 / Platform business Net Sales 76.2 / Segment profit 73.7 / EBITDA 75.4 / Fan business Net Sales 78.1 / Segment profit Not disclosed / EBITDA Not disclosed / Other Net Sales 71.6 / Segment profit Not disclosed |
| Self-assessment against the plan | As of the end of the third quarter, the monthly average number of titles in operation remained broadly in line with the full-year plan. |
| Segment results | Media business Net Sales ¥3,434 million (YoY +130.6%) / Segment profit ¥336 million (YoY +109.9%) / EBITDA ¥375 million (YoY +109.0%) / Platform business Net Sales ¥1,603 million (YoY +102.3%) / Segment profit ¥324 million (YoY +141.6%) / EBITDA ¥488 million (YoY +106.7%) / Fan business Net Sales ¥819 million (YoY +171.2%) / Segment profit ¥3 million (YoY +7.3%) / EBITDA ¥6 million (YoY +14.0%) / Other Net Sales ¥30 million (YoY +96.1%) / Segment profit ¥-13 million |
| Breakdown of Factors Affecting the Change | Factors Gain on sales of investment securities recorded in the same period of the previous year / Amount ¥-509 million, Factors Reduced cost burden from the end of amortization of customer-related assets / Amount Not disclosed, Factors Increased advertising placements for the points-reward game app / Amount Not disclosed, Factors Master recording-related costs associated with WHITE SCORPION / Amount Not disclosed |
| Key KPIs | Indicator name DAU for the points-reward game app / Value Not disclosed / Year on year against the same period last year Up 70.0% from the end of the previous quarter, Indicator name Smartphone apps operated (monthly average) / Value 235 Projects / Year on year against the same period last year Not disclosed, Indicator name Number of consultations for the telephone fortune-telling service (end of the third quarter) / Value 206 Thousands of consultations / Year on year against the same period last year Not disclosed, Indicator name Number of fortune-tellers and counselors on staff / 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 members or more / Year on year against the same period last year Not disclosed, Indicator name Monthly revenue from SATORI telephone fortune-telling / Value Record high / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 131 people / Record date 30 September 2026 |
| Medium-term management plan targets | FY2029 Target IP Count 20 |
| Market Size / Share | Market Domestic gamer population / Value 5,475 10,000 people, Market Global gamer population / Value 36 100 million people, Market Telephone fortune-telling market size / Value ¥212 100 million, Market Skill-sharing market size / Value ¥3.1 trillion |
| New initiatives | Increased advertising placements for the points-reward game app, Acquisition through a business transfer of the rights to and exclusive management contract for 『すべての瞬間は君だった。』 in the IP growth business, Nishimoto Marin (西本まりん) and Tanifuji Misaki (谷藤海咲) joining B4ND, Launch of official fan club services for Nishimoto Marin (西本まりん) and Tanifuji Misaki (谷藤海咲) |
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.Revenue was driven by the media business, while higher profit in the platform business contributed to the increase in operating profit. In the platform business, the end of amortization of customer-related assets associated with past M&A transactions reduced the cost burden and contributed to higher profit. The decline in ordinary profit was due to the year-on-year decrease resulting from the ¥509 million gain on sales of investment securities recorded in the same period of the previous year. In the media business, profit for the third quarter alone declined because advertising placements were significantly increased to support the growth of the points-reward game app. In the fan business, master recording-related costs in the IP growth business weighed on profit.