Results for this period
Full year2023年4月1日〜2024年3月31日ConsolidatedJapanese GAAPThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Stacked from zero: upward is an increase in cash, downward a decrease (in ¥ million).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
コンシューマゲームの新作が国内外で複数発売されたことで増収となった一方、新作オリジナルタイトル3作品がプロジェクト損失を計上したことが主な要因となりデジタルコンテンツ事業は減益。アミューズメント事業はポケモンキッズアミューズメントマシン等が好調、音楽映像事業は舞台公演の回復があったものの一時的なコストの増加、先行投資、補助金縮小の影響等により利益率が低下。
No applicable matters. The notes on the going concern assumption state that there are no applicable matters.
| Item | Details |
|---|---|
| Fiscal Period Classification | Full year |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 2023年4月1日〜2024年3月31日 |
| Net Sales | ¥29,493 million (YoY +16.4%) |
| Operating profit | ¥2,415 million (YoY -2.9%) |
| Ordinary income | ¥3,002 million (YoY +2.4%) |
| Profit attributable to owners of the parent | ¥-517 million |
| Net income per share | △¥8.55 |
| Operating Margin | 8.2% |
| Equity ratio | End of the current fiscal period 79.2% / End of previous period 80.1% |
| Total assets | ¥34,538 million |
| Net assets | ¥27,396 million |
| Cash flows from operating activities | ¥2,892 million |
| Cash flows from investing activities | ¥-1,288 million |
| Cash flows from financing activities | ¥-2,167 million |
| Cash and cash equivalents at end of period | ¥12,677 million |
| Full-year earnings forecast | Net Sales 29,000~32,000 / Operating profit 1,500~2,000 / Ordinary income 1,500~2,000 / Net income 1,000~1,400 |
| Annual Dividend Forecast | ¥33 → Undecided |
| Payout ratio | -(2024年3月期。2023年3月期103.6%) |
| Segment revenue | Digital Content Business ¥15,435 million (YoY +9.2%), Amusement Business ¥9,021 million (YoY +15.6%), Music and Video Business ¥5,036 million (YoY +48.1%) |
| Segment profit | Digital Content Business ¥474 million (YoY -39.1%), Amusement Business ¥3,107 million (YoY +11.5%), Music and Video Business ¥531 million (YoY -1.0%) |
| Depreciation and amortization | ¥1,193 million |
| Impairment loss | ¥113 million |
| Breakdown of extraordinary income (loss) | Extraordinary income Gain on sale of non-current assets ¥0 million / Extraordinary loss Loss on sale of fixed assets ¥0 million, Impairment Losses ¥113 million, ゲーム開発資産評価損 ¥3,545 million |
| Disclosure regarding the going concern assumption | No applicable matters. The notes on the going concern assumption state that there are no applicable matters. |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate Yes / Restatement No |
| Changes in the scope of consolidation | New 0 companies / Excluded 0 companies / Company name No |
| Material subsequent events | Not applicable. |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Whether applicable No / Subject person Not disclosed |
| Issued Shares at Period-End | 62,216,400 |
| Treasury Shares at Period-End | 1,643,151 |
| Factors Behind Changes in Business Performance | コンシューマゲームの新作が国内外で複数発売されたことで増収となった一方、新作オリジナルタイトル3作品がプロジェクト損失を計上したことが主な要因となりデジタルコンテンツ事業は減益。アミューズメント事業はポケモンキッズアミューズメントマシン等が好調、音楽映像事業は舞台公演の回復があったものの一時的なコストの増加、先行投資、補助金縮小の影響等により利益率が低下。 |
Items this document does not state (4)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.新作オリジナルタイトル3作品が当初の販売計画を大きく下回りプロジェクト損失を計上したこと、昨今の市場環境と業績動向を踏まえてゲーム開発費用の会計上の見積りを変更したことにより、ゲーム開発資産評価損3,545百万円を特別損失に計上した。また、将来収益が見込めなくなったのれんについて減損損失を計上した。