Risk of Monetizing Television Animation Investments
First written in FY2017. 4 of 12 entries say "Restated". Latest entry: FY2026.
The whole theme swung hardest in 2020: 2 of 7 companies on the "Worse" side.
0 other companies' latest entry also says "Advanced".
- FY2026AdvancedAnnual report
「As part of its efforts to cultivate and enhance the value of its proprietary IP, the company promoted a media-mix rollout, including the announcement that its original IP "ARCADIA" would be adapted into a TV anime and a smartphone game.」
The monetisation and media rollout of proprietary IP advanced to the concrete stage of announcing TV anime and smartphone game adaptations of "ARCADIA." - FY2025AdvancedAnnual report
「April 2025: Began broadcasting the original TV anime Kaiju Sekai Seifuku on TV Tokyo and various internet video streaming services.」
The animation rollout of content developed in-house advanced to the concrete stage of airing and streaming a new TV anime. - FY2024RestatedAnnual report
「Using secondary rights to the work, including overseas usage rights and merchandising rights, we grant merchandising licences to domestic and overseas partner companies such as toy, miscellaneous-goods, game, comic, food, and apparel manufacturers, promoting media-mix development and managing the property.」
The company continues to pursue a policy of monetising proprietary content through merchandising licences using secondary-use rights, media mixes and property management. - FY2022RestatedAnnual report
「In addition to acquiring rights primarily to popular IP owned by other companies, the company is focusing on the development and manufacture of highly profitable proprietary IP products. Since the fiscal year ended June 2017, it has been planning and producing animated productions.」
The company continues to pursue a policy of monetising proprietary IP products and animated productions through licensing and secondary use. - FY2021RestatedAnnual report
「The company has begun pursuing a business model in which it itself acts as the rights holder, or content producer, sells rights to other companies through licensing, and earns royalty income.」
The company continues to pursue monetisation of its proprietary content through licensing. - FY2020RestatedAnnual report
「The company has begun pursuing a business model in which it itself acts as the rights holder, or content producer, sells rights to other companies through licensing, and earns royalty income.」
The company continues to state its policy of monetising proprietary content through licensing, but this passage does not indicate a specific increase in revenue for the fiscal year. - FY2019MitigatedAnnual report
「In other business areas, content such as our proprietary animated work “フレームアームズ・ガール” has continued to grow steadily, including through increased licensing revenue from licensing it to other companies.」
Although full-year profit declined, the company reported an increase in licensing revenue from licensing its proprietary animated productions to other companies, indicating progress in one monetisation channel. - FY2019-Q3MaterialisedAnnual report
「As a result, despite actively pursuing the initiatives described above for the company's proprietary IP products, sales did not reach the level of sales of products related to the anime series "Frame Arms Girl" in the same quarter of the previous year. Net sales were ¥5,743.100 million, down 12.7% year on year; operating income was ¥25.881 million, down 94.6%; ordinary income was ¥4.142 million, down 99.0%; and quarterly net loss was ¥3.269 million, compared with quarterly net income of ¥291.566 million in the same quarter of the previous year.」
Although the company advanced the development and rollout of proprietary IP products, sales did not reach the levels of anime-related products in previous years, with fluctuations in content investment and monetisation manifesting as deteriorating performance, including a quarterly net loss. - FY2019-Q2MaterialisedAnnual report
「Although the company actively pursued the above initiatives involving proprietary IP products, sales did not match those of anime-related products from the anime series "Frame Arms Girl" in the same period of the previous year. Revenue was ¥4,130 million, down 12.2% year on year; operating profit was ¥78 million, down 80.6%; ordinary profit was ¥54 million, down 84.6%; and quarterly net profit was ¥33 million, down 86.2%.」
Although the company advanced the development and rollout of proprietary IP products, sales did not reach the levels of anime-related products in previous years, with fluctuations in anime investment and content monetisation manifesting as substantially lower revenue and profit. - FY2019-Q1MaterialisedAnnual report
「Although the company actively pursued the above initiatives involving proprietary IP products, sales did not match those of anime-related products from the anime series "Frame Arms Girl" in the same period of the previous year. Revenue was ¥1,718 million, down 28.3% year on year, and the company posted an operating loss of ¥112 million, compared with operating profit of ¥202 million in the same period of the previous year.」
For proprietary anime-related products for which progress in monetisation had been reported in the previous period, sales fell below those of the same period of the previous year, and the company recorded an operating loss in the quarter. - FY2018MitigatedAnnual report
「In other business areas, content such as our proprietary animated work “フレームアームズ・ガール” has continued to grow steadily, including through increased licensing revenue from licensing it to other companies.」
The company reported progress in monetisation, stating that its proprietary animated production had become a hit and that licensing revenue from licensing the rights to other companies had increased. - FY2017First statedAnnual report
「Beginning in the fiscal year ended June 2017, the company began planning and producing animated programs using content developed in-house. It has sought to increase the value of this content by purchasing television broadcast slots outright and broadcasting the programs.」
The company disclosed the possibility that revenue from product sales, broadcasting rights and DVDs, Blu-rays and other sources may fall short of plan.