Creating New Markets through Virtual Reality Technology
First written in FY2018-Q1. 2 of 8 entries say "Restated". Latest entry: FY2026.
No other company in this theme has enough history to compare yet.
- FY2026ReframedAnnual report
「In July 2026, we also established the joint venture "VEID" and are working to create medium- to long-term growth opportunities, including by establishing a structure to accelerate business expansion in the fields of virtual spaces and 3D content.」
The previous concepts relating to VR and the metaverse have taken concrete form through the establishment of the joint venture “VEID” with ムジュウリョク株式会社 and expansion into the virtual-space and 3D-content-related fields. The establishment was described in the status of the filing company submitted in July 2026. - FY2024DroppedAnnual reportThe policy of entering the VR-space and metaverse-related businesses described previously cannot be confirmed in the current fiscal year’s disclosures. Establishing new business areas is described separately as a broad policy that includes ARTIST SUPPORT ITEM and other initiatives.
- FY2022AdvancedAnnual report
「We will develop partnerships aimed at entering business fields outside our current core areas of plastic models and figures, as well as entering the metaverse-related business, and will work on product development in these businesses.」
The description has developed from the previous references to VR and virtual spaces into specific plans to enter the metaverse-related business, develop partnerships and develop products. - FY2021-Q2ReframedAnnual report
「As a new initiative, the Company launched the original avatar "Shop Assistant-chan" in December for use in avatar communication in virtual reality (VR) spaces, and exhibited it at Virtual Market 5.」
The description has developed from the industry environment of new market creation through VR technology into specific initiatives, namely the launch of the company’s original avatar and participation in virtual events. - FY2020DroppedAnnual reportThe creation of new markets through virtual reality technology, which was described previously, is not mentioned in the business environment or strategy for the current fiscal year.
- FY2018-Q3RestatedAnnual report
「In the entertainment industry to which the company belongs, head-mounted display devices are becoming more widespread, and virtual reality technology, which provides an immersive experience of a virtual world through images, is creating new markets and attracting expectations and attention.」
The adoption of head-mounted displays and the creation of new markets through VR technology are described as part of the industry environment, as in the previous quarter. - FY2018-Q2RestatedAnnual report
「In the entertainment industry to which the company belongs, head-mounted display devices are becoming more widespread, and virtual reality technology, which provides an immersive experience of a virtual world through images, is creating new markets and attracting expectations and attention.」
The adoption of head-mounted displays and the creation of new markets through VR technology are described as part of the industry environment, as in the previous quarter. - FY2018-Q1First statedAnnual report
「In the entertainment industry, head-mounted display devices are becoming more widely adopted, while virtual reality technology, which provides an immersive experience of visual-based virtual reality, is creating new markets and attracting expectations and attention.」
The adoption of head-mounted displays and the creation of new markets through VR technology are described as facts concerning the industry environment.