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Happinet (7552) · InitiativeAdvanced

Enhancing Productivity and Profitability Through the Review of New and Existing Locations and Product Development

First written in FY2017. 23 of 32 entries say "Advanced", first in FY2018-Q2. Latest entry: 2026-08-10.

32entries
10years
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ProgressHeldSoftenedWorseOtherFY2020-Q3 – FY2021-Q2AdvancedFY2022-Q1 – 2026-08-102017: 320172018: 320182019: 420192020: 320202021: 320212022: 420222023: 420232024: 220242025: 220252026: 42026
Same theme, other companies
Scrap-and-Build Expansion of Amusement FacilitiesA theme 7 companies write about · 0 as a headwind · 8 as a tailwind

5 other companies' latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1AdvancedAnnual report

    「In the amusement business, in addition to the continued strength of the capsule toy market, the increase in stores operated by the company, including its capsule toy shops Gashacoco, and the increase in capsule toy shops jointly operated with Bandai Namco Amusement, namely Gashapon Bandai Official Shop and Gashapon Department, contributed to revenue and profitability significantly exceeding the same period of the previous year. As of the end of September 2025, Gashacoco had opened 143 stores.」

    Gashacoco had 143 stores as of the end of September 2025, and the number of jointly operated stores also increased. The expansion of new locations and stores resulted in amusement business revenue and profit exceeding the prior-year period.
  2. FY2025AdvancedAnnual report

    「In the amusement business, revenue and profit substantially exceeded the previous fiscal year, supported by the strong capsule-toy market and an increase in stores under the Company-operated “Gashacoco” brand and the “Gashapon Bandai Official Shop” and “Gashapon Department Store” brands jointly operated by the Company and Bandai Namco Amusement Inc. As of the end of March 2025, “Gashacoco” had 137 stores.」

    Gashacoco expanded to 137 stores, and the number of jointly operated stores also increased. Amusement business revenue increased 25.7% and segment profit increased 35.2%.
  3. FY2025-H1AdvancedAnnual report

    「In the amusement business, revenue and profit substantially exceeded the prior-year period as the capsule-toy market remained strong, supported by the expansion of its user base and inbound demand, and the Company expanded its “Gashacoco” capsule-toy shops. As of the end of September 2024, “Gashacoco” had 118 stores.」

    The number of Gashacoco stores reached 118 as of the end of September 2024. Together with the expansion of the user base and inbound demand, this resulted in amusement business revenue increasing 27.7% and segment profit increasing 47.7%.
  4. FY2024-Q3AdvancedAnnual report

    「In addition to the strong performance of the capsule-toy market, supported by inbound demand, the opening of Company-operated “Gashacoco” capsule-toy shops and the expansion of new locations resulted in revenue and profit exceeding the prior-year period. As of the end of December 2023, “Gashacoco” had 102 stores. As a result, revenue was ¥30.630 billion, up 30.9% year on year, and segment profit was ¥1.731 billion, up 8.1%.」

    Gashacoco expanded to 102 stores. The development of new locations and capture of inbound demand resulted in amusement business revenue increasing 30.9% and segment profit increasing 8.1%.
  5. FY2024-Q2AdvancedAnnual report

    「In the amusement business, revenue and profit substantially exceeded the prior-year period as the capsule-toy market expanded, supported by the recovery in inbound demand, and the Company expanded its “Gashacoco” capsule-toy shops. As of the end of September 2023, “Gashacoco” had 90 stores. As a result, revenue was ¥19.889 billion, up 32.4% year on year, and segment profit was ¥1.155 billion, up 16.2%.」

    The recovery in inbound demand, growth in the capsule-toy market and expansion of Gashacoco drove the number of stores to 90 as of the end of September 2023, with revenue up 32.4% and segment profit up 16.2%.
  6. FY2024-Q1AdvancedAnnual report

    「In the amusement business, revenue substantially exceeded the prior-year period as a result of expanding the Company-operated “Gashacoco” capsule-toy shops and the continued strong performance of the capsule-toy market. Profit was below the prior-year period due to the costs of developing new locations and initial costs associated with opening Company-operated shops. As of 30 June 2023, “Gashacoco” had 86 stores.」

    Gashacoco continued to expand its store network and develop new locations, reaching 86 stores. Revenue increased, while profit was below the prior-year period due to initial store-opening costs.
  7. FY2023AdvancedAnnual report

    「The opening of stores operated by the Company under the “Gashacoco” capsule-toy shop brand and the expansion of new locations resulted in revenue and profit substantially exceeding the previous fiscal year. As of 31 March 2023, “Gashacoco” had 79 stores.」

    The number of Gashacoco stores increased from 44 to 79, contributing to amusement business revenue of ¥31.842 billion and segment profit of ¥1.823 billion.
  8. FY2023-Q3AdvancedAnnual report

    「In the amusement business, in addition to the capsule toy market remaining strong, revenue and profitability significantly exceeded the same period of the previous year as the company expanded openings of its capsule toy shops, Gashacoco, and expanded new locations. As of the end of December 2022, Gashacoco had opened 70 stores. As a result, revenue was ¥23.4 billion, up 35.5% year on year, and segment profit was ¥1,601 million, up 49.0%.」

    As of the end of December 2022, “Gashacoco” had expanded to 70 stores. The expansion of new locations and strong performance in the capsule-toy market drove amusement business revenue and profit substantially above the prior-year period.
  9. FY2023-Q2AdvancedAnnual report

    「In the amusement business, revenue and profit significantly exceeded the same period of the previous year as the company expanded Gashacoco openings and new locations, while products related to ONE PIECE also performed strongly. As of the end of September 2022, Gashacoco had 62 stores. Revenue was ¥15.027 billion, up 32.8% year on year, and segment profit was ¥994 million, up 32.6%.」

    As of the end of September 2022, “Gashacoco” had expanded to 62 stores. Together with the expansion of new locations and strong sales of related products, this resulted in amusement business revenue increasing 32.8% and segment profit increasing 32.6%.
  10. FY2023-Q1AdvancedAnnual report

    「In the amusement business, revenue and profit significantly exceeded the same period of the previous year as capsule toy sales continued to perform strongly and the expansion of the company’s Gashacoco capsule toy shops also contributed. As of the end of June 2022, Gashacoco had 52 stores. Revenue was ¥6.898 billion, up 34.5% year on year, and segment profit was ¥533 million, up 128.4%.」

    Gashacoco had expanded to 52 stores as of the end of June 2022, and, together with strong capsule toy sales, this resulted in a 34.5% increase in revenue and a 128.4% increase in segment profit in the amusement business.
  11. FY2022AdvancedAnnual report

    「In the amusement business, revenue significantly exceeded the previous fiscal year because capsule toy sales continued to perform strongly and card game product sales recovered from the impact of COVID-19. Although the company recorded initial costs associated with expanding the openings of its Gashacoco capsule toy shops, profit also exceeded the previous fiscal year because of revenue growth. As of the end of March 2022, Gashacoco had 44 stores.」

    Gashacoco had expanded to 44 stores as of the end of March 2022, and the amusement business posted a 30.1% increase in revenue and a 65.7% increase in segment profit.
  12. FY2022-Q3AdvancedAnnual report

    「In the amusement business, the company recorded initial costs associated with expanding the openings of its Gashacoco capsule toy shops, but revenue and profit significantly exceeded the same period of the previous year because capsule toy sales performed strongly and card game product sales recovered from the impact of COVID-19. As of the end of December 2021, Gashacoco had 33 stores. Revenue was ¥17.269 billion, up 34.1% year on year, and segment profit was ¥1.074 billion, up 103.8%.」

    The company expanded Gashacoco to 33 stores as of the end of December 2021, and the recovery in capsule toy sales and card game products resulted in a 34.1% increase in revenue and a 103.8% increase in segment profit.
  13. FY2022-Q2AdvancedAnnual report

    「In the amusement business, revenue significantly exceeded the same period of the previous year as the business recovered from the impact of closures and shorter operating hours at commercial facilities that are group customers, and capsule toy sales performed strongly. Although initial costs were incurred as the company expanded the openings of its Gashacoco capsule toy shops, profit also exceeded the same period of the previous year because of revenue growth. Revenue was ¥11.313 billion, up 50.7% year on year, and segment profit was ¥749 million, up 161.7%.」

    The company continued expanding the openings of Gashacoco shops and, despite incurring initial costs, strong capsule toy sales and market recovery resulted in a 50.7% increase in revenue and a 161.7% increase in segment profit.
  14. FY2022-Q1AdvancedAnnual report

    「In the amusement business, the company incurred initial costs as it expanded the openings of its capsule toy shops, but revenue and profit significantly exceeded the same period of the previous year, which had been heavily affected by closures and shorter operating hours at commercial facilities that are group customers. The improvement also reflected strong performance by products related to Demon Slayer: Kimetsu no Yaiba and Jujutsu Kaisen. Revenue was ¥5.127 billion, up 84.4% year on year, and segment profit was ¥233 million, compared with a segment loss of ¥137 million in the same period of the previous year.」

    The company expanded the openings of its capsule toy shops, incurring initial costs, but recovery from the impact of commercial facility closures and strong sales of related products resulted in an 84.4% increase in revenue and a shift from a loss in the same period of the previous year to segment profit of ¥233 million.
  15. FY2021ReframedAnnual report

    「In the amusement business, although the market environment remains challenging because of continued requests to refrain from going out and shorter operating hours at commercial facilities, the company will promote the opening of its capsule toy shops, Gashacoco, with a view to the post-COVID period and aims to establish new sales formats. It will also seek to improve profitability by developing and introducing vending machines that support various price points and strengthening IT-enabled operating functions.」

    The company has reorganized its initiatives from conventional location development and product development toward new sales formats and greater operating efficiency combining its Gashacoco capsule toy shops, vending machines supporting various price points, and IT utilization.
  16. FY2021-Q2Recovery is under way, but the previous-year level has not yet been regainedAnnual report

    「In the amusement business, market conditions have been recovering gradually as restrictions on going out and closures and reduced operating hours at commercial facilities that transact with the Group have been eased. However, the business had not yet recovered the decline through the first quarter, and, also affected by lower inbound demand, revenue and profitability remained weak compared with the strong performance in the same period of the previous year.」

    Although the market environment gradually recovered, business performance fell below the previous year because of the impact of the infectious disease, commercial facility closures, and lower inbound demand, separate from the company’s conventional initiatives of developing locations and conducting event sales.
  17. FY2021-Q1Stagnation in the location business due to the impact of the infectious diseaseAnnual report

    「In the amusement business, revenue declined due to requests to refrain from going out, closures and reduced operating hours at commercial facilities that transact with the Group, and lower inbound demand. In addition, the company recorded valuation losses on stagnant inventory, resulting in weak revenue and profitability. Revenue was ¥2,781 million, down 39.6% year on year, and the segment posted a loss of ¥137 million, compared with segment profit of ¥330 million in the same period of the previous year.」

    The amusement business, which had promoted new locations and event sales, posted a 39.6% decline in revenue and a segment loss because of commercial facility closures, requests to refrain from going out, and lower inbound demand.
  18. FY2020-Q3RestatedAnnual report

    「In the amusement business, capsule toys performed well as the company increased the installation of vending machines at locations expected to attract customers, such as large commercial facilities, and actively conducted event sales. However, card game machines remained sluggish, leaving revenue flat year on year. Profit fell below the same period of the previous year because an impairment loss was recorded on slow-moving inventory. Revenue was ¥14.671 billion, up 0.0% year on year, and segment profit was ¥1.134 billion, down 6.1%.」

    Although the company expanded vending machine installations at locations expected to attract customers and pursued event sales, weak card game machines and an impairment loss on slow-moving inventory left revenue flat and reduced segment profit by 6.1%.
  19. FY2020-Q2AdvancedAnnual report

    「In the amusement business, capsule toys performed well as a result of actively conducting event sales at train stations and other locations and developing new locations, while sales and profits exceeded the year-earlier period. As a result, sales amounted to ¥10.079 billion, up 2.5% year on year, and segment income was ¥790 million, up 3.7%.」

    The company made concrete progress in event sales and the development of new locations, resulting in a 2.5% increase in amusement business revenue and a 3.7% increase in segment profit.
  20. FY2020-Q1RestatedAnnual report

    「In the amusement business, capsule toys performed well as a result of promoting event sales and developing new locations, and sales exceeded the year-earlier period.」

    The company continued to develop new locations, and capsule toys performed well. However, profit for the business as a whole fell below the same period of the previous year because of costs such as updates to card game machines.
  21. FY2019AdvancedAnnual report

    「In the amusement business, the company will develop new locations and products with a view to expanding its user base, including by capturing inbound demand, and will improve operating efficiency and profitability through IT-enabled operational reform.」

    In addition to developing new locations and products, the company has identified capturing inbound demand and IT-enabled operational reform as specific initiatives.
  22. FY2019-Q3AdvancedAnnual report

    「In the amusement business, capsule toys performed well as the company developed new locations, mainly in central urban areas and busy downtown districts. However, card game products remained sluggish, and revenue and profit both fell short of the same period of the previous year.」

    The company developed new locations for capsule toys mainly in central urban areas and busy downtown districts, and capsule toys performed well. However, weak sales of card game products resulted in lower revenue and profit for the business as a whole.
  23. FY2019-Q2RestatedAnnual report

    「In the amusement business, although card game products and other items remained sluggish, capsule toys performed steadily as a result of event sales and the development of new locations, leaving sales and profits flat from the year-earlier period.」

    The company continues event sales and the development of new locations, but revenue and profit for the business as a whole were unchanged from the same period of the previous year.
  24. FY2019-Q1AdvancedAnnual report

    「Profit exceeded the same period of the previous year as a result of efforts to improve operational efficiency. Revenue was ¥4.529 billion, up 0.8% year on year, and segment profit was ¥362 million, up 18.9%.」

    The company explains that it improved operational efficiency in the amusement business, resulting in an 18.9% year-on-year increase in segment profit.
  25. FY2018-Q3RestatedAnnual report

    「In the amusement business, sales of capsule toys at high-quality locations such as railway stations and large shopping malls performed strongly, and products related to Kamen Rider also performed well. However, sales fell below the same period of the previous year because card game products performed poorly. Profit exceeded the same period of the previous year as a result of reviewing locations and other measures.」

    The company continues to report strong capsule toy sales at high-quality locations and profit improvement from reviewing locations. Revenue fell below the same period of the previous year because card game products performed poorly.
  26. FY2018-Q2AdvancedAnnual report

    「In the amusement business, capsule toys performed well as the company secured high-quality locations through limited-time sales at railway stations and highway service areas and expansion into large shopping malls. However, sales fell below the same period of the previous year because card game products performed poorly. Profit exceeded the same period of the previous year as a result of reviewing locations and other measures.」

    The company has been pursuing the acquisition of high-quality locations, including limited-time sales at railway stations and highway service areas and expansion into large shopping malls, together with location reviews, and states that profit exceeded the same period of the previous year.
  27. FY2018-Q1RestatedAnnual report

    「There have been no material changes to the issues to be addressed by our Group during the three-month period ended 30 June.」

    The company states that there have been no material changes in its efforts to improve productivity and profitability through reviews of new and existing locations and product development.
  28. FY2017First statedAnnual report

    「The company will create new locations and review existing ones, while actively developing products to improve productivity and profitability.」

    For the amusement business, the company has identified new locations, reviews of existing locations, and product development as specific initiatives.
Moved together

"Building the Toy Business’s Earnings Base Through Demand Forecasting, In-Store Merchandising Proposals and New Product Expansion" moved the same way as this thread, in the same document, in 20 of its 32 moves.

20191815119★123456
  1. ★This thread
  2. 1Building the Toy Business’s Earnings Base Through Demand Forecasting, In-Store Merchandising Proposals and New Product Expansion20×
  3. 2Growth and expansion of the distribution business, improved profitability, and increased distribution market share19×
  4. 3Improving profit margins by securing exclusive-distribution manufacturers and expanding new product offerings18×
  5. 4Expanding Business Scale and Improving Profitability and Efficiency15×
  6. 5Improving the Profitability of the Video and Music Business through New Sales Channels and Company-Led Works11×
  7. 6Shortage of Market-Driving Hit Products and Investment Losses on In-House Works9×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
No upcoming earnings preview for Happinet yet. It last moved in the Financial results of 2026-08-10: "Advanced".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Enhancing Productivity and Profitability Through the Review of New and Existing Locations and Product Development | HAPPINET CORPORATION (7552) | Komori