Komori
Sk Japan (7608) · FactAdvanced

Strong sales of game and established-character products and OEM wins from major chains

First written in FY2017-Q1. 27 of 44 entries say "Advanced", first in FY2018-Q3. Latest entry: 2026-10-14.

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ProgressHeldSoftenedWorseRestatedFY2017-Q1 – FY2018-Q2AdvancedFY2018-Q3 – FY2019WorsenedFY2020-Q1 – FY2021AdvancedFY2022-Q1 – FY2025-Q12016: 220162017: 420172018: 420182019: 420192020: 420202021: 420212022: 420222023: 420232024: 420242025: 220252026: 82026
Same theme, other companies
Sales Growth in the Entertainment and Content BusinessA theme 2 companies write about · 0 as a headwind · 2 as a tailwind

0 other companies' latest entry also says "Cited as achieved".

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  1. 2026-10-14Cited as achievedfinance.yahoo.co.jp

    「Sales of the company's core products remained strong, but the increase in cost of sales due to foreign-exchange fluctuations and higher procurement costs weighed on results.」

    Strong sales of the company's core products were reported as part of its second-quarter performance.
  2. FY2027-H1AdvancedAnnual report

    「In the Character Entertainment business, the prize game market, including crane games, remained active, and sales of products featuring established characters, food and confectionery products and other items remained strong. Although the profit margin declined due to the increase in food, confectionery and other sourced products in the sales mix and higher packing and transportation expenses, sales were ¥8,164 million, up 37.2% year on year, and operating income was ¥924 million, up 3.8%, exceeding the results for the same period of the previous year.」

    Sales of food and confectionery products were strong, and the character entertainment business achieved higher revenue and profit despite factors that lowered margins.
  3. 2026-07-14AdvancedEarnings

    「Sales remained strong as the number of items launched featuring established characters was expanded. Although the profit margin declined due to the impact of foreign-exchange movements and other factors, sales were ¥3,470 million, up 26.2% year on year, and operating income was ¥400 million, up 5.7%, exceeding the results for the same period of the previous year.」

    The Character Entertainment business achieved higher sales and earnings through an expanded range of products featuring established characters.
  4. FY2026AdvancedAnnual report

    「In the Character Entertainment business, sales remained strong because the prize game market, including crane games, continued to be active and the Company expanded its range of products featuring established and new characters. In the overseas business, the Company increased its personnel and responded quickly to requests from business partners. As a result, sales were ¥12,266 million, up 26.3% year on year, and operating income was ¥1,582 million, up 54.2%, exceeding the previous fiscal year's results.」

    The business recorded higher revenue and operating profit for the full year by expanding its range of established and new character products and increasing staffing in its overseas operations.
  5. FY2026-H1AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥5,950 million, up 31.4% year on year, and operating profit of ¥890 million, up 99.4%. Orders for established character products remained steady, while orders also increased overseas as client stores added prize game machines.」

    In addition to steady orders for established character products, increased orders resulting from the addition of prize game machines at overseas client stores led to substantial increases in revenue and operating profit for the business during the six months ended the second quarter.
  6. FY2025AdvancedAnnual report

    「The Character Entertainment business exceeded the previous period's results, with revenue of ¥9,709 million, up 32.8% year on year, and operating profit of ¥1,026 million, up 34.1%. Orders for established characters and Heisei-retro character products, whose popularity had revived, remained steady as the prize game market, including crane games, continued to be buoyant. In addition, the company expanded its planning capabilities for the growing capsule toy market and increased the number of products launched.」

    The business recorded higher revenue and operating profit for the full year, driven by the buoyant prize game market, steady orders for established and Heisei-retro products, and expanded planning capabilities for capsule toys.
  7. FY2025-H1Revenue growth but profit declineAnnual report

    「The Character Entertainment business exceeded the results for the same period of the previous year, with revenue of ¥4,528 million, up 26.1% year on year, as orders for standard character products remained firm amid continued strength in the prize game market, including crane games. However, operating profit fell 4.4% year on year to ¥446 million, as profit margins declined due in part to higher procurement costs resulting from exchange-rate fluctuations and other factors.」

    Revenue increased on the back of a buoyant prize game market and steady orders for established character products, while operating profit fell below the previous corresponding period's level due to lower margins resulting from higher procurement costs.
  8. FY2025-Q1AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥1,959 million, up 18.7% year on year, and operating profit of ¥218 million, up 6.3%. This reflected steady orders for established character products as the prize game market, including crane games, continued to be buoyant.」

    Against a backdrop of a buoyant prize game market and steady orders for established character products, the Character Entertainment business recorded higher revenue and operating profit.
  9. FY2024AdvancedAnnual report

    「The Character Entertainment business exceeded the previous period's results, with revenue of ¥7,311 million, up 1.4% year on year, and operating profit of ¥765 million, up 51.6%. The crane game market was buoyant, supported by the recovery in visitor numbers at client stores and the addition of crane game machines, while orders for custom products for major chain clients and established characters remained strong.」

    The business recorded higher revenue and operating profit for the full year, driven by the buoyant crane game market, strong orders for custom products for major chains and strong orders for established characters.
  10. FY2024-Q3AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥5,262 million, up 0.3% year on year, and operating profit of ¥614 million, up 54.3%. Orders for established character products such as Kirby and Thoroughbred Collection remained steady, as the prize game market, including crane games, continued to be buoyant after restrictions on activities were eased.」

    Against a backdrop of a buoyant prize game market and steady orders for established character products, the Character Entertainment business recorded higher revenue, while operating profit also exceeded the previous corresponding period's level.
  11. FY2024-Q2AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥3,592 million, up 9.2% year on year, and operating profit of ¥467 million, up 68.5%. Orders for established character products such as Kirby and Thoroughbred Collection remained steady, as the prize game market, including crane games, continued to be buoyant after restrictions on activities were eased.」

    Against a backdrop of a buoyant prize game market and steady orders for established character products, the business recorded higher revenue and operating profit for the six months ended the second quarter.
  12. FY2024-Q1AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥1,650 million, up 0.4% year on year, and operating profit of ¥205 million, up 24.4%. This reflected the recovery trend in visitor numbers at client stores following the easing of restrictions on activities, which supported steady orders for established character products such as Thoroughbred Collection and Kirby.」

    Against a backdrop of eased restrictions on activities and a recovery in visitor numbers at client stores, orders for Thoroughbred Collection, Kirby and other products remained steady, resulting in higher revenue and operating profit for the business.
  13. FY2023AdvancedAnnual report

    「The Character Entertainment business exceeded the previous period's results, with revenue of ¥7,211 million, up 73.5% year on year, and operating profit of ¥505 million, up 53.5%. This reflected a buoyant crane game market, supported by the recovery in visitor numbers at client stores and the addition of crane game machines, as well as strong orders for established characters such as Thoroughbred Collection, Kirby and Tabekko Doubutsu.」

    The business recorded substantial increases in revenue and operating profit for the full year, driven by the buoyant crane game market, the addition of machines and strong orders for Thoroughbred Collection and other products.
  14. FY2023-Q3AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥5,245 million, up 83.3% year on year, and operating profit of ¥398 million, up 58.4%. The crane game market was buoyant, as clients actively added crane game machines and secured original products for differentiation, while orders remained strong for products such as Thoroughbred Collection, based on racehorses, and Kirby, which marked the 30th anniversary of the release of its game software.」

    The business recorded substantial increases in revenue and operating profit for the nine months ended the third quarter, driven by the buoyant crane game market and strong orders for Thoroughbred Collection, Kirby and other products.
  15. FY2023-Q2AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥3,290 million, up 79.1% year on year, and operating profit of ¥277 million, up 77.7%. This was despite a decline in visitor numbers at client stores due to the sharp increase in new COVID-19 cases, as orders for established character products such as Thoroughbred Collection and Tabekko Doubutsu remained strong.」

    Despite declining visitor numbers at client stores, the business recorded a 79.1% year-on-year increase in revenue and a 77.7% increase in operating profit, driven by strong orders for Thoroughbred Collection, Tabekko Doubutsu and other products.
  16. FY2023-Q1AdvancedAnnual report

    「The Character Entertainment business exceeded the previous corresponding period's results, with revenue of ¥1,644 million, up 76.9% year on year, and operating profit of ¥165 million, up 88.9%. This reflected the recovery in visitor numbers at client stores as restrictions on activities related to COVID-19 were eased, as well as continued strong orders for established characters such as Tabekko Doubutsu and Kirby.」

    The business recorded a 76.9% year-on-year increase in revenue and an 88.9% increase in operating profit, driven by the recovery in visitor numbers at client stores and strong orders for Tabekko Doubutsu, Kirby and other products.
  17. FY2022AdvancedAnnual report

    「The Character Entertainment business exceeded the previous period's results, with revenue of ¥4,156 million, up 38.8% year on year, and operating profit of ¥329 million, up 78.0%. This was despite repeated cycles of recovery and decline in visitor numbers at client stores, as orders for established characters such as the snack character Tabekko Doubutsu and Kirby remained strong.」

    Despite continued fluctuations in visitor numbers, strong orders for Tabekko Doubutsu, Kirby and other products resulted in higher revenue and operating profit for the full year.
  18. FY2022-Q3AdvancedAnnual report

    「In the Character Entertainment business, after the state of emergency was lifted, visitor numbers at customer stores began to recover. Orders for evergreen characters such as popular confectionery character Tabekko Doubutsu and Kirby performed well, resulting in sales of ¥2,862 million, up 33.1% year on year, and operating profit of ¥251 million, up 80.3%, both exceeding the results for the same period of the previous year.」

    The business recorded higher revenue and operating profit for the nine months ended the third quarter, driven by the recovery in visitor numbers after the lifting of the state of emergency and strong orders for Tabekko Doubutsu, Kirby and other products.
  19. FY2022-Q2AdvancedAnnual report

    「In the Character Entertainment business, some customer stores were forced to close temporarily or operate shorter hours due to the declaration of a state of emergency during the second quarter. However, products featuring popular confectionery character Tabekko Doubutsu, Kirby, and other characters performed well, resulting in sales of ¥1,837 million, up 25.3% year on year, and operating profit of ¥156 million, up 47.3%, both exceeding the results for the same period of the previous year.」

    Although some customer stores were closed or operated shorter hours, products featuring Tabekko Doubutsu, Kirby, and other characters performed well, resulting in higher sales and operating profit for the business.
  20. FY2022-Q1AdvancedAnnual report

    「In the Character Entertainment business, some customer stores were forced to close temporarily or operate shorter hours after a third declaration of a state of emergency was issued. However, the number of made-to-order projects for the popular confectionery character Tabekko Doubutsu increased among major customers, resulting in sales of ¥929 million, up 45.3% year on year, and operating profit of ¥87 million, up 227.4%, both exceeding the results for the same period of the previous year.」

    Although some customer stores were closed or operated shorter hours, the number of made-to-order Tabekko Doubutsu projects increased among major customers, resulting in higher sales and operating profit for the business.
  21. FY2021WorsenedAnnual report

    「The Character Entertainment business was affected by repeated temporary closures of customer stores in the spring of the previous year due to the spread of COVID-19, which substantially reduced orders for evergreen characters. Shipments of ordered products were also postponed at the strong request of customers, and the launch of new content was delayed because of unstable market conditions. As a result, sales were ¥2,994 million, down 33.1% from the previous fiscal year, and operating profit was ¥184 million, down 66.5%.」

    The business deteriorated from growth driven by strong evergreen characters and OEM wins to lower full-year sales and operating profit due to store closures, lower orders, postponed shipments, and delayed launches of new content.
  22. FY2021-Q3WorsenedAnnual report

    「In the Character Entertainment business, customer stores were repeatedly closed temporarily in the spring of the previous year due to the spread of COVID-19, substantially reducing orders for evergreen characters. In addition, shipments of ordered products were postponed at the strong request of customers, and the launch of new content was delayed because of unstable market conditions. As a result, sales were ¥2,151 million, down 35.0% year on year, and operating profit was ¥139 million, down 66.4%.」

    In addition to lower orders caused by store closures and postponed shipments, the launch of new content was delayed, resulting in a 35.0% decline in sales and a 66.4% decline in operating profit for the business.
  23. FY2021-Q2WorsenedAnnual report

    「In the Character Entertainment business, customer stores were repeatedly closed temporarily in the spring due to the spread of COVID-19, causing a substantial decline in orders for evergreen characters. In addition, the company was forced to postpone shipments of ordered products at the strong request of customers. As a result, sales were ¥1,466 million, down 35.4% year on year, and operating profit was ¥105 million, down 60.5%.」

    The business posted a 35.4% decline in sales and a 60.5% decline in operating profit due to store closures and postponed shipments caused by the spread of COVID-19. The business shifted from growth driven by strong evergreen characters and OEM wins to lower sales and operating profit.
  24. FY2021-Q1WorsenedAnnual report

    「In the Character Entertainment business, advance orders for evergreen characters such as Kirby remained solid. However, as customer stores were repeatedly forced to close temporarily due to the spread of COVID-19, the company was forced to postpone shipments of numerous ordered products at the strong request of customers. As a result, sales were ¥639 million, down 39.4% year on year, and operating profit was ¥26 million, down 72.6%.」

    Although advance orders for evergreen characters remained solid, the business posted a 39.4% year-on-year decline in sales and a 72.6% decline in operating profit due to temporary closures of customer stores and postponed shipments of ordered products.
  25. FY2020WorsenedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby, Doraemon, Shakurel Planet, and Chuken Mochishiba remained solid. However, sales were affected by difficulties in selling made-to-order confectionery products, resulting in sales of ¥4,478 million, down 7.8% year on year, and operating profit of ¥551 million, down 20.5%.」

    Although evergreen characters remained solid, the business generated lower sales and operating profit for the full fiscal year due to difficulties in selling made-to-order confectionery products.
  26. FY2020-Q3WorsenedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby, Doraemon, Shakurel Planet, and Chuken Mochishiba remained solid. However, sales of confectionery products for amusement facilities fell short of expectations, resulting in sales of ¥3,308 million, down 6.5% year on year, and operating profit of ¥414 million, down 26.0%.」

    Although evergreen characters remained solid, the business generated lower sales and operating profit because sales of confectionery products for amusement facilities fell short of expectations.
  27. FY2020-Q2WorsenedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby, Doraemon, Shakurel Planet, and Chuken Mochishiba remained solid. However, changes in the product mix led to lower margins and other effects, resulting in sales of ¥2,271 million, down 5.3% year on year, and operating profit of ¥268 million, down 29.3%.」

    Although evergreen characters remained solid, the business generated lower sales and operating profit year on year due to lower margins resulting from changes in the product mix and other factors.
  28. FY2020-Q1WorsenedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby, Doraemon, Shakurel Planet, and Chuken Mochishiba maintained a certain level of sales. However, changes in the product mix led to lower margins and other effects, resulting in sales of ¥1,056 million, down 2.2% year on year, and operating profit of ¥97 million, down 37.9%.」

    While evergreen characters maintained a certain level of sales, the business generated lower sales and operating profit due to lower margins resulting from changes in the product mix and other factors.
  29. FY2019AdvancedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby and Shakurel Planet continued to perform well, while the company’s original character Chuken Mochishiba also remained solid. The company also secured orders for OEM products for major chain stores. As a result, sales were ¥4,859 million, up 41.8% year on year, and operating profit was ¥694 million, up 192.6%.」

    In addition to strong performance by evergreen and original characters, the company secured OEM orders from major chains, resulting in substantial full-year increases in sales and operating profit.
  30. FY2019-Q3AdvancedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby, Shakurel Planet, Chuken Mochishiba, and Shaun the Sheep continued to perform well. As a result, sales were ¥3,538 million, up 51.7% year on year, and operating profit was ¥560 million, up 265.0%.」

    Supported by strong performance from multiple evergreen characters, the business posted sales of ¥3,538 million and operating profit of ¥560 million for the first three quarters, substantially exceeding the same period of the previous year.
  31. FY2019-Q2AdvancedAnnual report

    「In the Character Entertainment business, strong performance by crane games at commercial facilities supported continued solid performance by evergreen characters such as Kirby, Shakurel Planet, and Chuken Mochishiba. In addition, the company actively acquired licenses for new characters and commercialized products based on them, resulting in sales of ¥2,398 million, up 59.8% year on year, and operating profit of ¥379 million, up 281.7%.」

    In addition to strong performance by evergreen characters, the company made progress in acquiring licenses for and commercializing new characters, resulting in sales of ¥2,398 million and operating profit of ¥379 million for the business.
  32. FY2019-Q1AdvancedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby and Chuken Mochishiba continued to perform well. In addition, Shakurel Planet, a capsule-toy character for which the company acquired the license and began commercialization at the end of the previous year, contributed to sales. As a result, sales were ¥1,080 million, up 58.4% year on year, and operating profit was ¥157 million, up 332.3%.」

    In addition to strong performance by evergreen characters, the company newly identifies Shakurel Planet’s contribution to sales, and the business generated higher sales and operating profit.
  33. FY2018AdvancedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby and Doraemon performed well, while the company’s original character Chuken Mochishiba also remained solid. As a result, sales were ¥3,427 million, up 17.6% year on year, and operating profit was ¥237 million, up 46.1%.」

    The business generated higher sales and operating profit for the full fiscal year, supported by strong performance from evergreen characters and Chuken Mochishiba.
  34. FY2018-Q3AdvancedAnnual report

    「In the Character Entertainment business, evergreen characters such as Kirby and Doraemon continued to perform well. In addition, as a result of strengthening efforts involving OEM products for major chain stores, sales were ¥2,332 million, up 6.9% year on year, while operating profit declined 3.5% to ¥153 million due to higher transportation costs and other factors.」

    The business generated higher sales as evergreen characters continued to perform well and the company strengthened its efforts involving OEM products for major chain stores.
  35. FY2018-Q2RestatedAnnual report

    「Sales of game-related characters such as Pokémon and Kirby continued to perform well, as did the company’s original Mochi Mochi Mascot series. As a result, sales to specialty stores for anime characters and other outlets increased substantially.」

    The company continues to report strong performance by game-related character products, the Mochi Mochi Mascot series, and sales to specialty anime-character stores and other outlets.
  36. FY2018-Q1RestatedAnnual report

    「Amusement-only confectionery, Doraemon, and Kirby, which marked its 25th anniversary this year, performed well. In addition, the company acquired new character licenses, including game software characters, and commercialized products based on them.」

    The company continues to cite strong performance by evergreen and game-related character products such as Doraemon and Kirby, as well as the commercialization of products based on newly acquired licenses.
  37. FY2017RestatedAnnual report

    「In addition to strong performance by game characters such as Pokémon and Kirby, sales of Bath Balls, bath additives containing figures, performed well as the product lineup was expanded, and sales through major chain-store distribution channels also increased.」

    The company reports strong performance by game character products and increased sales through major chain-store distribution channels for the full fiscal year.
  38. FY2017-Q3RestatedAnnual report

    「In addition to continued strong performance by game character-related products such as Pokémon and Kirby, products related to new content, including Osomatsu-san and KRUNK×BIGBANG, also performed well. Original products, including the Mochi Mochi Mascot series and evergreen characters, also performed relatively well.」

    The company continues to report strong performance by game character-related and evergreen character products, while products related to new content also performed well.
  39. FY2017-Q2RestatedAnnual report

    「Evergreen characters such as Doraemon and Shaun the Sheep performed well. Game character-related products, including Dragon Quest, Pokémon, and Kirby, also performed well.」

    The company continues to cite strong performance by evergreen and game character products as business results.
  40. FY2017-Q1First statedAnnual report

    「Game software character products, centered on Kirby and Splatoon, performed well. In addition, the company secured OEM product orders for major chain stores featuring evergreen characters such as Shaun the Sheep and Doraemon. As a result, sales were ¥830 million, up 29.9% year on year. The company also actively worked to reduce various expenses, resulting in a substantial improvement in operating profit to ¥77 million, compared with an operating loss of ¥26 million in the same quarter of the previous year.」

    The company newly states that sales and operating profit in the business improved, supported by strong game software character products and OEM wins from major chains for evergreen character products.
Moved together

"Building an earnings platform for revenue and profit growth" moved the same way as this thread, in the same document, in 25 of its 44 moves.

252421141311★123456
  1. ★This thread
  2. 1Building an earnings platform for revenue and profit growth25×
  3. 2Achieving operating profitability24×
  4. 3Decline in revenue from the Character and Fancy business21×
  5. 4Stable and continuous shareholder returns14×
  6. 5Increasing the proportion of original products and developing new sales channels13×
  7. 6Foreign-exchange risk associated with overseas sourcing11×

★ 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
Sk Japan's next results are scheduled for 2026-10-14. Read the earnings preview It last moved in the Earnings of 2026-10-14: "Advanced".
Strong sales of game and established-character products and OEM wins from major chains | SK JAPAN CO.,LTD. (7608) | Komori