Worth reading
51Recurring
0–100. This measures how worthwhile something is to read, not how good or bad the company is.Direction
Mixed performance
Direction inferred from the company’s description.Scale
7404
¥ million (year-on-year increase in revenue)Wording
Conditional
How definitive the wording is.Contents of this document
Financial Results Presentation2026年3月期 第2四半期(中間期)6 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales20,281 Millions of yen+157.5%
Operating profit226 Millions of yen+38.2%
Ordinary income380 Millions of yen+102.0%
Net income¥184 million +234.7%interim net income attributable to owners of the parent
Selling, general and administrative expenses5,900 Millions of yen
Operating profit margin1.1%(前年同期比4.6%から3.5ポイント低下)
Results for the three months of the current quarter2026年3月期第2四半期単独:売上高11,541百万円、営業利益▲17百万円、営業利益率▲0.1%。セグメント売上高はデジタルコンテンツ7,204百万円、アミューズメント3,345百万円、音楽映像991百万円。セグメント利益はデジタルコンテンツ▲721百万円、アミューズメント945百万円、音楽映像194百万円。
Full-year earnings forecast
Net Sales
35,000 Millions of yen
Operating profit
2,000 Millions of yen
Ordinary income
2,000 Millions of yen
Profit attributable to owners of the parent
1,400 Millions of yen
Dividend
¥12
What the company explained in this material
Self-assessment against the planThe company's self-assessment against its own plan.
順調に進捗。コンシューマ事業は当初計画を前倒して進捗Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
- 新作基幹タイトル3作品の発売による増収
- アミューズメント事業の好調による増収増益
- コンシューマ新作の開発費負担による営業減益
- 前年同期の為替差損から当期の為替差益への転換による経常利益・純利益の増加
- 不採算事業の整理による音楽映像事業の減収と利益改善
New initiatives
- オンライン新作『ブラウザ三国志 天』を2025年10月22日に配信開始
- 子会社ジー・モードによる『千銃士:Rhodoknight』Nintendo Switch版を2026年2月26日に発売予定
- 上期発売のコンシューマ新規3タイトルとオンライン既存タイトルの拡販
Key KPIsA metric the company considers important as a management benchmark.
- ハーフミリオン達成タイトル数2 Title
- 当期新作基幹タイトルのリリース済み作品数3 4作品中
Segment results
- Digital Content BusinessNet Sales12,414 Millions of yenYear-on-Year Change in Revenue (%)198.7Segment profit-1,070 Millions of yen
- Amusement BusinessNet Sales5,982 Millions of yenYear-on-Year Change in Revenue (%)136.3Segment profit1,702 Millions of yenYear-on-year change in segment profit (%)141.2
- Music and Video BusinessNet Sales1,883 Millions of yenYear-on-Year Change in Revenue (%)84Segment profit483 Millions of yenYear-on-year change in segment profit (%)283.6
Annual Dividend
¥12 per share
| Item | Details |
|---|---|
| Document type | Financial Results Presentation |
| Fiscal Period Covered | 2026年3月期 第2四半期(中間期) |
| Net Sales | 20,281 Millions of yen (YoY +157.5%) |
| Operating profit | 226 Millions of yen (YoY +38.2%) |
| Ordinary income | 380 Millions of yen (YoY +102.0%) |
| Net income | ¥184 million (interim net income attributable to owners of the parent) (YoY +234.7%) |
| Operating profit margin | 1.1%(前年同期比4.6%から3.5ポイント低下) |
| Selling, general and administrative expenses | 5,900 Millions of yen |
| Results for the three months of the current quarter | 2026年3月期第2四半期単独:売上高11,541百万円、営業利益▲17百万円、営業利益率▲0.1%。セグメント売上高はデジタルコンテンツ7,204百万円、アミューズメント3,345百万円、音楽映像991百万円。セグメント利益はデジタルコンテンツ▲721百万円、アミューズメント945百万円、音楽映像194百万円。 |
| Full-year earnings forecast | Net Sales 35,000 Millions of yen / Operating profit 2,000 Millions of yen / Ordinary income 2,000 Millions of yen / Profit attributable to owners of the parent 1,400 Millions of yen / Dividend ¥12 |
| Self-assessment against the plan | 順調に進捗。コンシューマ事業は当初計画を前倒して進捗 |
| Segment results | Segment Digital Content Business / Net Sales 12,414 Millions of yen / Year-on-Year Change in Revenue (%) 198.7 / Segment profit -1,070 Millions of yen, Segment Amusement Business / Net Sales 5,982 Millions of yen / Year-on-Year Change in Revenue (%) 136.3 / Segment profit 1,702 Millions of yen / Year-on-year change in segment profit (%) 141.2, Segment Music and Video Business / Net Sales 1,883 Millions of yen / Year-on-Year Change in Revenue (%) 84 / Segment profit 483 Millions of yen / Year-on-year change in segment profit (%) 283.6 |
| Breakdown of Factors Affecting the Change | 新作基幹タイトル3作品の発売による増収, アミューズメント事業の好調による増収増益, コンシューマ新作の開発費負担による営業減益, 前年同期の為替差損から当期の為替差益への転換による経常利益・純利益の増加, 不採算事業の整理による音楽映像事業の減収と利益改善 |
| Key KPIs | Indicator name ハーフミリオン達成タイトル数 / Value 2 Title / Year on year against the same period last year Not disclosed, Indicator name 当期新作基幹タイトルのリリース済み作品数 / Value 3 4作品中 / Year on year against the same period last year Not disclosed |
| Annual Dividend | ¥12 per share |
| New initiatives | オンライン新作『ブラウザ三国志 天』を2025年10月22日に配信開始, 子会社ジー・モードによる『千銃士:Rhodoknight』Nintendo Switch版を2026年2月26日に発売予定, 上期発売のコンシューマ新規3タイトルとオンライン既存タイトルの拡販 |
Items this document does not state (15)
Gross Profit MarginProgress against full-year forecastUnit price and quantity metricsNumber of stores and locationsNumber of employeesAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookMedium-term management plan targetsFinancial targetsPayout ratioAcquisition of treasury sharesCapital expendituresOrders received and order backlogMarket Size / ShareKey points of the Q&A
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.新作基幹タイトル3作品の発売、アミューズメント事業の好調により増収となった。営業利益はコンシューマ新作の開発費負担が重かったため減益となった。経常利益・親会社株主に帰属する中間純利益は、前年同期の為替差損が当期は為替差益に転じたことなどにより増加した。
How to read this page
This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.