Komori
Management planning7374Interworks Confidence Inc.Information and Communications, Services and Others

Business Plan and Growth Potential

The company presented its group-wide policy for the fiscal year ending March 2027 and its growth targets of ¥20 billion in net sales and ¥3 billion in operating profit, with an operating margin of 15%, for the fiscal year ending March 2030. It has updated its policy of expanding its business domains beyond games and entertainment into video media, IT and web services, while also utilizing M&A.

Worth reading
66In focus
Scored from 4 of 5 sections
Direction
Improvement
Direction inferred from the company’s description.
Scale
200
¥100 million (sales target for the fiscal year ending March 2030)
Wording
Avoiding a definitive answer
How definitive the wording is.

Items stated in the management plan

Annual update
Business Plan and Growth PotentialPlan period Fiscal year ending March 2027 (group-wide policy) to fiscal year ending March 2030 (target state)
Net Sales+0.2%
基準 2,026Target2,030Hundreds of millions of yen
Operating profit+0.2%
基準 2,026Target2,030Hundreds of millions of yen
Operating profit margin+4.0pt
基準 2,026Target2,030%

Each line is the climb from the baseline the document states to the target it sets. The slope is scaled against the largest climb in this document. For metrics expressed as percentages, differences are shown in percentage points (pt).The increase shown by the dotted line is calculated from the two reported figures because the company did not provide the amount of growth.

What happened to the previous planGrowth strategy announced at the time of listing: secure an overwhelming share of the staffing business through deeper relationships with customers, maximize transaction opportunities by strengthening cross-selling, and other measures → Progress to date: business relationships with approximately 90% of major companies in the gaming industry; more than 800 people deployed
Statements about the use of capital
Payout ratio / DOE policyThe company places emphasis on dividends. It presents a 7.6% DOE (three-year average), but does not explicitly state a target level or policy regarding the applicable period.The payout ratio is the proportion of profit paid out as dividends, while DOE is the ratio of dividends to net assets.
Key initiatives
01Enhance growth potential through the evolution of people and organizations
02Improve productivity through technology and external partnerships
03Expand businesses and organizations through M&A
04Corporate strategy | Capture market share through cross-selling to major companies
05Recruitment strategy | High-value-added matching through an increase in registered target talent
06New business strategy | Expand vertically into the entertainment sector through IP diversification
07Actively secure high-value projects, including corporate video production and projects for distribution platforms
08Leverage recruitment capabilities to secure talented young people and expand the future pool of producers and directors
09Further strengthen a production structure capable of handling multiple genres
10Corporate strategy | Deepen relationships with selected client companies and develop new clients; cross-sell direct recruiting and RPO services
11Job-seeker strategy | Promote the utilization of talent from the company’s proprietary database
12Organization and talent | Continue hiring immediately productive consultants; retain existing consultants and improve productivity
13Expand and strengthen services for handling applicants
14Deepen relationships with major staffing companies and expand transaction share
15Attract applications from younger people
Plan assumptionsItem Global video game industry market size / Figures FY2024: US$224 billion; CAGR through FY2029: 5.7% / Source PwC, Global Entertainment & Media Outlook 2025-2029, Item Domestic digital talent-related services market / Figures ¥1,248.2 billion in FY2022, ¥1,361.5 billion in FY2023, ¥1,492.8 billion in FY2024, ¥1,625.7 billion in FY2025, and ¥1,759.8 billion in FY2026 / Source 矢野経済研究所, Survey of the Digital Talent Recruitment and Utilization Support Services Market (2026), Item Domestic video advertising market / Figures From ¥512.8 billion in 2021 to ¥1,178.3 billion in 2026 (forecast) / Source Dentsu, Advertising Expenditures in Japan in 2025, Item Contract manufacturing and manufacturing dispatch market / Figures From ¥2,396.0 billion in FY2023 to ¥2,706.0 billion in FY2030 (forecast) / Source 矢野経済研究所, Current Status and Outlook for the Human Resources Business: 2025 Edition
Segment targetSegment Games and entertainment / Sales Target ¥8 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment Video media / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment M&S business / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment Referral Business / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment IT and web services / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed
Non-financial targetsIndicator Shareholders / Target value 800 or more / Timing Fiscal year ending March 2027 (forecast), Indicator Number of tradable shares / Target value 20,000 units or more / Timing Fiscal year ending March 2027 (forecast), Indicator Market capitalization of tradable shares / Target value At least ¥10 billion / Timing Aiming for early achievement, Indicator Tradable share ratio / Target value 35% or more / Timing Fiscal year ending March 2027 (forecast)
Size of the Target MarketMarket Domestic game content market / Scale ¥2,396.1 billion / Source Prepared by the company based on Famitsu Game White Paper 2025, Market Global video game industry / Scale FY2024: US$224 billion; CAGR through FY2029: 5.7% / Source PwC, Global Entertainment & Media Outlook 2025-2029, Market Domestic digital talent-related services market / Scale ¥1,759.8 billion in FY2026 (forecast) / Source 矢野経済研究所, Survey of the Digital Talent Recruitment and Utilization Support Services Market (2026), Market Contract manufacturing and manufacturing dispatch market / Scale ¥2,706.0 billion in FY2030 (forecast) / Source 矢野経済研究所, Current Status and Outlook for the Human Resources Business: 2025 Edition
Items stated in the management plan
ItemDetails
Plan nameBusiness Plan and Growth Potential
Plan periodFiscal year ending March 2027 (group-wide policy) to fiscal year ending March 2030 (target state)
Progress against the planAnnual update
Sales Target9.97 (actual for the fiscal year ended March 2026) → 20 (target for the fiscal year ending March 2030)(100.6%)
Operating profit target1.46 (actual for the fiscal year ended March 2026) → 3 (target for the fiscal year ending March 2030)(105.5%)
Operating profit margin target12.9 (actual for the fiscal year ended March 2026) → 15 (target for the fiscal year ending March 2030)(16.3%)
Payout ratio / DOE policyThe company places emphasis on dividends. It presents a 7.6% DOE (three-year average), but does not explicitly state a target level or policy regarding the applicable period.
Segment targetSegment Games and entertainment / Sales Target ¥8 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment Video media / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment M&S business / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment Referral Business / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed, Segment IT and web services / Sales Target ¥3 billion (fiscal year ending March 2030) / Profit Target Not disclosed
Non-financial targetsIndicator Shareholders / Target value 800 or more / Timing Fiscal year ending March 2027 (forecast), Indicator Number of tradable shares / Target value 20,000 units or more / Timing Fiscal year ending March 2027 (forecast), Indicator Market capitalization of tradable shares / Target value At least ¥10 billion / Timing Aiming for early achievement, Indicator Tradable share ratio / Target value 35% or more / Timing Fiscal year ending March 2027 (forecast)
Plan assumptionsItem Global video game industry market size / Figures FY2024: US$224 billion; CAGR through FY2029: 5.7% / Source PwC, Global Entertainment & Media Outlook 2025-2029, Item Domestic digital talent-related services market / Figures ¥1,248.2 billion in FY2022, ¥1,361.5 billion in FY2023, ¥1,492.8 billion in FY2024, ¥1,625.7 billion in FY2025, and ¥1,759.8 billion in FY2026 / Source 矢野経済研究所, Survey of the Digital Talent Recruitment and Utilization Support Services Market (2026), Item Domestic video advertising market / Figures From ¥512.8 billion in 2021 to ¥1,178.3 billion in 2026 (forecast) / Source Dentsu, Advertising Expenditures in Japan in 2025, Item Contract manufacturing and manufacturing dispatch market / Figures From ¥2,396.0 billion in FY2023 to ¥2,706.0 billion in FY2030 (forecast) / Source 矢野経済研究所, Current Status and Outlook for the Human Resources Business: 2025 Edition
Key initiativesEnhance growth potential through the evolution of people and organizations, Improve productivity through technology and external partnerships, Expand businesses and organizations through M&A, Corporate strategy | Capture market share through cross-selling to major companies, Recruitment strategy | High-value-added matching through an increase in registered target talent, New business strategy | Expand vertically into the entertainment sector through IP diversification, Actively secure high-value projects, including corporate video production and projects for distribution platforms, Leverage recruitment capabilities to secure talented young people and expand the future pool of producers and directors, Further strengthen a production structure capable of handling multiple genres, Corporate strategy | Deepen relationships with selected client companies and develop new clients; cross-sell direct recruiting and RPO services, Job-seeker strategy | Promote the utilization of talent from the company’s proprietary database, Organization and talent | Continue hiring immediately productive consultants; retain existing consultants and improve productivity, Expand and strengthen services for handling applicants, Deepen relationships with major staffing companies and expand transaction share, Attract applications from younger people
Results under the previous planGrowth strategy announced at the time of listing: secure an overwhelming share of the staffing business through deeper relationships with customers, maximize transaction opportunities by strengthening cross-selling, and other measures → Progress to date: business relationships with approximately 90% of major companies in the gaming industry; more than 800 people deployed
Size of the Target MarketMarket Domestic game content market / Scale ¥2,396.1 billion / Source Prepared by the company based on Famitsu Game White Paper 2025, Market Global video game industry / Scale FY2024: US$224 billion; CAGR through FY2029: 5.7% / Source PwC, Global Entertainment & Media Outlook 2025-2029, Market Domestic digital talent-related services market / Scale ¥1,759.8 billion in FY2026 (forecast) / Source 矢野経済研究所, Survey of the Digital Talent Recruitment and Utilization Support Services Market (2026), Market Contract manufacturing and manufacturing dispatch market / Scale ¥2,706.0 billion in FY2030 (forecast) / Source 矢野経済研究所, Current Status and Outlook for the Human Resources Business: 2025 Edition
Items this document does not state (12)
Net income targetROE targetROIC targetTreasury share acquisition policyCost of capitalSelf-assessment of PBR and share priceTotal investment planInvestment amount by sectorReason for revision or withdrawalRisks identifiedDate of board resolutionPublication date

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.

To accelerate the pace of entry into new domains in addition to the organic growth of existing businesses. The group-wide policy for the fiscal year ending March 2027 is also to return to high growth and strengthen profitability through group synergies.

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.
Business Plan and Growth Potential | Interworks Confidence Inc. (7374) timely disclosure | Komori