Komori
Transaction (7818) · InitiativeAdvanced

Focused sales efforts targeting key customers, including the entertainment and amusement industries

First written in FY2016-Q3. 25 of 47 entries say "Advanced", first in FY2018-Q1. Latest entry: 2026-10-15.

47entries
11years
12from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2016-Q3 – FY2017RestatedFY2018-Q2 – FY2020-Q1AdvancedFY2022-Q1 – FY20242016: 220162017: 420172018: 420182019: 320192020: 420202021: 420212022: 420222023: 320232024: 420242025: 220252026: 132026
Same theme, other companies
Expanding Orders and Sales Channels by Strengthening Sales CapabilitiesA theme 177 companies write about · 1 as a headwind · 184 as a tailwind

85 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.
Showing 14 of the 177 companies compared. The sentences above are computed from all 177.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1AdvancedAnnual report

    「As a result, Lifestyle Products sales increased by ¥921 million, or 13.4%, year on year.」

    By capturing demand from games and anime, music, 2.5D entertainment, sports, and other areas, Lifestyle Products sales increased by ¥921 million, or 13.4%, year on year.
  2. FY2025AdvancedAnnual report

    「As a result, Lifestyle Products sales increased by ¥1,358 million, or 10.5%, from the previous fiscal year.」

    Lifestyle Products sales increased by ¥1,358 million, or 10.5%, by capturing demand from entertainment and fan-support activities, games and anime, 2.5D entertainment, sporting events, music, and other areas. We also secured multiple large-scale campaign projects.
  3. FY2025-H1RestatedAnnual report

    「To meet demand for a wider variety of higher-quality merchandise in the entertainment and fan-support activity sectors, we continued working to introduce products in new categories and provide products with vivid full-color printing by installing new equipment at our domestic in-house factory.」

    Continued sales efforts and product offerings targeting entertainment and fan-support activities, 2.5D entertainment, sporting events, music, and other areas, meeting demand through new categories and high-quality printing. Lifestyle Products sales increased 2.4% year on year.
  4. FY2024AdvancedAnnual report

    「Lifestyle Products sales increased by ¥1,710 million, or 15.3%, from the previous fiscal year.」

    Lifestyle Products sales increased by ¥1,710 million, or 15.3%, by capturing demand from games and anime, VTubers, 2.5D entertainment, sporting events, and other areas. We also secured large-scale campaigns in sales promotion.
  5. FY2024-Q3AdvancedAnnual report

    「Although the recovery in demand remained uneven across industries and companies, signs of recovery had begun to emerge in sales promotion. As a result of strengthening sales activities, including timely proposals, we secured large-scale campaigns.」

    Proposal-making and stronger sales efforts in response to signs of demand recovery led to securing large-scale campaigns.
  6. FY2024-Q2AdvancedAnnual report

    「Sales to the games and anime industries and industries such as VTubers, which are driving Lifestyle Products sales growth, increased substantially. Demand also increased in industries such as 2.5D entertainment and sporting events for merchandise sold through e-commerce and at venues during live events.」

    Expanded our sales targets beyond games, anime, and VTubers to 2.5D entertainment and sporting events, capturing demand through both e-commerce and live events.
  7. FY2024-Q1AdvancedAnnual report

    「In the first quarter, sales to the games and anime industries and industries such as VTubers, which are driving Lifestyle Products sales growth, increased. Demand also increased in industries such as 2.5D entertainment and sporting events for merchandise sold through e-commerce and at venues during live events.」

    Expanded our sales targets beyond games and anime to customer industries such as VTubers, 2.5D entertainment, and sporting events, capturing demand for merchandise through both e-commerce and live events.
  8. FY2023-Q3AdvancedAnnual report

    「The games and anime industries and other industries related to new media content, which had mainly continued to perform well since the previous fiscal year and were driving Lifestyle Products sales, became more active overall, including through the holding of large-scale events, as restrictions on events were substantially eased, including the lifting of the ban on audience vocal participation at event venues. As a result, sales significantly exceeded those of the same period of the previous year.」

    Our sales base expanded beyond the games and anime industries to industries related to new media content, and sales exceeded the same period of the previous year amid eased event restrictions and increased activity in large-scale events.
  9. FY2023-Q2AdvancedAnnual report

    「In particular, the games and anime industries and other industries related to new media content, which had continued to perform well since the previous fiscal year, became more active overall, including through the holding of large-scale events, as restrictions on events were substantially eased, including the lifting of the ban on audience vocal participation at event venues. As a result, sales significantly exceeded those of the same period of the previous year.」

    Strengthened sales efforts in industries related to new media content in addition to games and anime, and sales significantly exceeded the same period of the previous year amid eased event restrictions and increased activity in large-scale events.
  10. FY2023-Q1AdvancedAnnual report

    「As in the previous fiscal year, we strengthened sales efforts targeting the games and anime industries, which continued to perform well. Sales to these industries grew substantially year on year, partly because large-scale event projects using intellectual property began to get underway.」

    In addition to strengthening sales efforts in the games and anime industries, large-scale event projects using intellectual property began to get underway, and sales to these industries exceeded the same period of the previous year.
  11. FY2022AdvancedAnnual report

    「Across Lifestyle Products, sales increased by ¥1,810 million, or 26.1%, from the previous year, which had been heavily affected by the COVID-19 pandemic. Sales across the core entertainment industry significantly exceeded the previous year, as we responded flexibly to trends and changes in the industry and worked to develop and strengthen relationships with customer companies expected to grow.」

    Lifestyle Products sales, including the entertainment industry, increased by ¥1,810 million, or 26.1%, from the previous year, reflecting the results of new customer development and stronger relationships.
  12. FY2022-Q3AdvancedAnnual report

    「Across Lifestyle Products, sales increased by ¥1,326 million, or 26.1%, from the same period of the previous year, which had been heavily affected by the COVID-19 pandemic. In particular, sales in the third quarter exceeded the level recorded in the third quarter of the fiscal year ended August 2019, before the pandemic, and are on an expansionary trend.」

    Lifestyle Products sales increased by ¥1,326 million, or 26.1%, year on year, exceeding pre-pandemic levels in the third quarter.
  13. FY2022-Q2AdvancedAnnual report

    「As a result, sales across the entertainment industry grew substantially year on year.」

    In addition to games and anime, music- and stage-related segments also began to recover, and sales across the entertainment industry grew substantially year on year.
  14. FY2022-Q1AdvancedAnnual report

    「Sales to industries related to music, stage performances, and other areas that had stagnated during the COVID-19 pandemic began to recover. As a result of continuing sales activities so as not to miss the start of “revenge demand” in experience spending expected in the With-/After-COVID period, sales significantly exceeded the same period of the previous year. Consequently, sales across the entertainment industry as a whole grew substantially year on year.」

    Sales related to music and stage performances, which had stagnated, began to recover, and sales across the entertainment industry exceeded the same period of the previous year.
  15. FY2021WorsenedAnnual report

    「In the core entertainment industry, moves toward the resumption of various events were seen, but sales failed to recover to the previous fiscal year’s level as the prolonged state of emergency and priority preventive measures led to a pronounced polarization between strong and weak performance.」

    Although events began to resume, sales to the entertainment industry did not recover to the previous fiscal year’s level due to the prolonged regulatory measures.
  16. FY2021-Q3SoftenedAnnual report

    「In response to the slowing recovery in direct event sales, we expanded our efforts to sales targeting the games and anime industries and proposals for sales through customers’ e-commerce sites.」

    In response to the slowing recovery in direct event sales, we expanded our efforts to sales targeting the games and anime industries and proposals for sales through customers’ e-commerce sites.
  17. FY2021-Q2SoftenedAnnual report

    「In the entertainment industry, moves toward the resumption of various events were seen, but the recovery in direct event sales slowed due to the reissuance of the state of emergency. However, we strengthened sales efforts by proposing sales through customers’ e-commerce sites and focusing on industries that continued to perform well, such as games and anime.」

    The recovery in direct sales in anticipation of the resumption of events slowed due to the reissuance of the state of emergency, so we expanded our sales efforts to customers’ e-commerce operations and the games and anime industries.
  18. FY2021-Q1RestatedAnnual report

    「In Lifestyle Products, we strengthened sales efforts by focusing on industries and sectors that continued to perform well despite the COVID-19 pandemic. In the entertainment industry, as events began to resume gradually, we promoted proposals for sales through customers’ e-commerce sites in addition to direct event sales, while also strengthening sales efforts targeting industries such as games and anime that are highly compatible with e-commerce and continued to perform well.」

    In response to moves toward the resumption of events, made proposals for sales through customers’ e-commerce sites in addition to direct sales, and continued sales efforts targeting industries with strong e-commerce potential, such as games and anime.
  19. FY2020ReframedAnnual report

    「However, we promoted proposals for sales methods suited to the COVID-19 pandemic, including a shift from direct event sales to sales through customers’ e-commerce sites, and worked to minimize the impact.」

    The annual report explicitly stated the shift from a method centered on direct sales at event venues to sales through customers’ e-commerce sites.
  20. FY2020-Q3ReframedAnnual report

    「However, we promoted a shift from direct event sales to sales through customers’ e-commerce sites, minimizing the impact of the decline in cumulative sales through the third quarter, while strengthening proposals aimed at the resumption of events.」

    Shifted from sales centered on event merchandise to a combination of sales through customers’ e-commerce sites and proposals aimed at the resumption of events.
  21. FY2020-Q2AdvancedAnnual report

    「In Lifestyle Products, we made our first exhibition appearances at Live Entertainment EXPO and Event Expo in the entertainment industry, focusing on developing new customers.」

    Put new customer development into practice through our first appearances at entertainment-related trade shows.
  22. FY2020-Q1RestatedAnnual report

    「In Lifestyle Products, amid the diversification of “experience” spending, we pursued initiatives to expand orders for merchandise for live performances, festivals, anime, films, theme parks, and other segments of the entertainment industry, where further demand is expected, while seeking to develop new customers and deepen relationships with existing clients.」

    Continued expanding merchandise orders, developing new customers, and deepening relationships with existing customers in live performances, festivals, anime, films, theme parks, and other entertainment segments.
  23. FY2019-Q3RestatedAnnual report

    「We pursued new customer development and deeper relationships with existing customers through the “products” component of “experience” spending, including merchandise planning and production and sales support at event venues.」

    Continued developing new customers and deepening relationships with existing customers through services ranging from planning and production of event merchandise in the entertainment industry to on-site sales support.
  24. FY2019-Q2RestatedAnnual report

    「In the entertainment industry, our priority focus, we sought to develop new customers and deepen relationships with existing customers by proposing not only the planning and production of event merchandise centered on live performances and concerts, but also comprehensive support including on-site sales support.」

    For the entertainment industry, continued proposing comprehensive support from planning and production of event merchandise through on-site sales support, while developing new customers and deepening relationships with existing customers.
  25. FY2019-Q1RestatedAnnual report

    「In Lifestyle Products, to address the expansion and diversification of “experience” spending, we strengthened sales efforts in the core entertainment industry and promoted proactive consulting sales to meet customer needs, thereby seeking to develop new customers and deepen relationships with existing customers.」

    Continued strengthening sales in the entertainment industry, consulting sales, new customer development, and deeper relationships with existing customers.
  26. FY2018RestatedAnnual report

    「In our custom-made novelty products business, we strengthened sales efforts in the entertainment industry and promoted proactive consulting sales to meet customer needs, thereby seeking to develop new customers and deepen relationships with existing customers.」

    Continued strengthening sales in the entertainment industry, consulting sales, new customer development, and deeper relationships with existing customers.
  27. FY2018-Q3RestatedAnnual report

    「In our custom-made novelty products business, we strengthened sales efforts in the entertainment industry and worked to expand orders by developing new customers and deepening relationships with existing customers.」

    Continued expanding orders through sales to the entertainment industry, new customer development, and deeper relationships with existing customers.
  28. FY2018-Q2RestatedAnnual report

    「In our custom-made novelty products business, we continued strengthening sales efforts targeting priority customers in the entertainment industry and worked to expand orders.」

    Continued strengthening sales to priority customers in the entertainment industry and expanding orders.
  29. FY2018-Q1AdvancedAnnual report

    「In our core custom-made novelty products business, in addition to working to expand orders for event merchandise in the entertainment industry, we established a Marketing Department, promoted proactive sales activities based on anticipated latent customer needs, strengthened consulting sales based on customer strategies, and sought to expand our sales promotion business.」

    Established a Marketing Department and put consulting sales and expansion of the sales promotion business into practice.
  30. FY2017RestatedAnnual report

    「In our core custom-made novelty products business, we focused sales efforts on customers in the entertainment and amusement industries, among others, and sought to enhance our total-solutions offering by addressing website production and sales support for the “experiences” represented by events and campaigns, in addition to the “products” represented by merchandise and sales promotion goods.」

    Continued sales to key customers and a total-solutions sales approach covering website production and sales support.
  31. FY2017-Q3RestatedAnnual report

    「In our core custom-made novelty products business, we strengthened sales efforts targeting priority customers in the entertainment and amusement industries and worked to expand orders for merchandise and sales promotion goods. We also promoted proactive sales activities based on anticipated latent customer needs by strengthening marketing, while seeking to enhance our total-solutions offering by providing value-added services, including website production and sales support for the “experiences” represented by events and campaigns, in addition to the “products” represented by merchandise and sales promotion goods.」

    Continued sales to priority customers, strengthened marketing, and a total-solutions sales approach covering website production and sales support.
  32. FY2017-Q2RestatedAnnual report

    「In our core custom-made novelty products business, we strengthened sales efforts targeting priority customers in the entertainment and amusement industries. We also sought to enhance our total-solutions offering by providing value-added services, including website production and sales support for the “experiences” represented by events and campaigns, in addition to the “products” represented by merchandise and sales promotion goods.」

    Continued sales to priority customers and a total-solutions sales approach covering website production and sales support.
  33. FY2017-Q1RestatedAnnual report

    「In our core custom-made novelty products business, we focused sales efforts on key customers in the entertainment and amusement industries, among others, and promoted a total-solutions sales approach for event projects, covering everything from website production to sales support rather than merely supplying merchandise.」

    Continued sales to key customers and a total-solutions sales approach covering website production and sales support.
  34. FY2016RestatedAnnual report

    「In addition to planning and manufacturing novelty products, we have achieved a certain level of success with a total-solutions sales approach covering the entire sales promotion field.」

    Continued providing key customers with total-solutions sales that go beyond product offerings.
  35. FY2016-Q3First statedAnnual report

    「Focused sales efforts on key customers in the entertainment and amusement industries, among others」

    Presented sales to key customers as a means of expanding sales.
Moved together

"Expansion of Orders for Event Merchandise Featuring Character Content" moved the same way as this thread, in the same document, in 20 of its 44 moves.

201615151413★123456
  1. ★This thread
  2. 1Expansion of Orders for Event Merchandise Featuring Character Content20×
  3. 2Expansion of the E-commerce and Retail Businesses16×
  4. 3Growth in Net Sales, Operating Income, Ordinary Income and Net Income15×
  5. 4Environmentally conscious manufacturing centered on natural materials and reusable products15×
  6. 5Development of Attractive New Products and Expansion of New Businesses14×
  7. 6Risks of Disruptions at Contract Manufacturers and in the Supply Chain under a Mobile Fabless Model13×

★ 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
Transaction's next results are scheduled for 2026-10-15. Read the earnings preview It last moved in the Earnings of 2026-10-15: "Advanced".
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