Intensifying competition in the mobile game market
First written in FY2017-Q1. 11 of 23 entries say "Worsened", first in FY2018-Q3. Latest entry: FY2026.
Marvelous moved to the "Worse" side of this theme in 2018, 3 years before the typical company in this theme (2021).
The whole theme swung hardest in 2022: 5 of 14 companies on the "Worse" side.
9 other companies' latest entry also says "Restated".
- FY2026RestatedAnnual report
「In the mobile game market, launches of new titles continued to be restrained, but titles leveraging IP maintained strong popularity. In addition, the rollout of leading titles by overseas publishers supported the momentum of the market as a whole.」
It describes a market environment in which IP-based titles remain popular and major titles from overseas companies and publishers continue to be developed. - FY2025-H1RestatedAnnual report
「In the mobile game market, some new entrant titles became hits, but as the market entered a stable phase and remained broadly flat, intense competition continued, with titles from overseas companies gaining prominence.」
While some titles became hits, intense competition continued amid a stable, flat market and the growing presence of titles from overseas companies. - FY2024-Q3RestatedAnnual report
「In the mobile game market, market size has remained broadly flat as the market entered a stable phase, while a challenging competitive environment continues, with titles from overseas companies growing and gaining prominence.」
It reaffirms the view that intense competition surrounding new and existing titles continues as titles from overseas companies grow and gain prominence. - FY2024-Q2RestatedAnnual report
「In the mobile game market, the market has entered a stable phase and market size has remained broadly flat, while a challenging competitive environment continues, particularly for new entrant titles.」
It reaffirms the view that intense competition continues in the mobile game market, particularly among newly launched titles. - FY2024-Q1RestatedAnnual report
「In the mobile game market, growth reached a plateau, while intense competition continued for both new and existing titles.」
The challenging competitive environment in the mobile game market, including among newly launched and existing titles, continued. - FY2023-Q3RestatedAnnual report
「In the mobile game market, some new entrant titles became hits, but the market has matured and intense competition, including with existing titles, continues.」
While some newly launched titles became hits, intense competition in the market, including among existing titles, continued. - FY2023-Q1WorsenedAnnual report
「In the mobile game market, the environment surrounding new entrant titles remains challenging, the competitive environment has become even more severe, and the tendency for winners to prevail and losers to fall behind is strengthening.」
The competitive environment in the mobile game market, including for newly launched titles, became even more challenging, and the divergence in performance between titles widened. - FY2022-Q3RestatedAnnual report
「Meanwhile, the environment surrounding newly launched titles remains challenging, and competition, including among existing titles, is intensifying.」
It continues to state that competition in the mobile game market, including among newly launched and existing titles, is intensifying. - FY2022-Q2RestatedAnnual report
「Meanwhile, the environment surrounding newly launched titles remains challenging, and competition, including among existing titles, is intensifying.」
The challenging competitive environment in Japan’s mobile game market, including newly launched and existing titles, continues. - FY2022-Q1WorsenedAnnual report
「In Japan's mobile game market, the market began to trend slightly lower, while the competitive environment became even more challenging as the emergence of new major titles caused some existing titles to struggle.」
Competition in Japan’s mobile game market intensified as major new titles emerged while existing titles underperformed. - FY2021WorsenedAnnual report
「Although Japan’s mobile game market continued to face intense competition, including an acceleration in the entry of overseas companies, particularly from China, the market as a whole performed well.」
It states that the market as a whole performed well, while intense competition continued as the entry of overseas companies, including Chinese companies, accelerated. - FY2021-Q3WorsenedAnnual report
「Although the market remained active and many new titles continued to be released, the trend of popularity concentrating on certain hit titles continued, further intensifying competition.」
The launch of many new titles and the concentration of popularity on certain hit titles continued, further intensifying competition in Japan’s mobile game market. - FY2021-Q2WorsenedAnnual report
「While many new titles have been released, popularity has continued to concentrate in certain hit titles, and the competitive environment has become even more intense.」
It states that competition in Japan’s mobile game market intensified further as new titles continued to launch and popularity concentrated on certain hit titles. - FY2021-Q1RestatedAnnual report
「Although Japan’s mobile game market continued to face intense competition,」
It states that Japan’s mobile game market continues to face intense competition. - FY2020WorsenedAnnual report
「In Japan’s mobile game market, titles based on popular IP (intellectual property) were released in succession amid continued challenging market conditions, further intensifying competition to acquire users.」
It states that competition to acquire users intensified further against the backdrop of a succession of popular IP-based titles being launched. - FY2020-Q3WorsenedAnnual report
「During the cumulative third quarter of the consolidated fiscal year, many new titles continued to be released in Japan’s mobile game market, while the trend of popularity concentrating on certain hit titles continued, causing competition to intensify further.」
It states that popularity continued to concentrate on certain hit titles while many new titles were launched, further intensifying competition in Japan’s mobile game market. - FY2020-Q2WorsenedAnnual report
「During the cumulative second quarter of the consolidated fiscal year, the entertainment industry saw a succession of major titles based on popular IP (intellectual property) released in Japan’s mobile game market. Although the market showed considerable momentum, competition to acquire users intensified further, and challenging market conditions continued.」
It states that competition to acquire users intensified further against the backdrop of a succession of major titles based on popular IP being launched. - FY2020-Q1RestatedAnnual report
「During the cumulative first quarter of the consolidated fiscal year, the entertainment industry faced continued intense competition in Japan’s mobile game market. While long-running titles with enduring popularity continued to occupy the top rankings, many new titles, including those based on major IP (intellectual property) and titles originating in China and South Korea, continued to be released.」
It states that the intense competitive environment in Japan’s mobile game market has continued, with long-running titles remaining at the top of the rankings and major IP-based and China- and South Korea-originated titles continuing to launch. - FY2019-Q3RestatedAnnual report
「In the entertainment industry during the first nine months, the competitive environment in Japan's mobile game market remained challenging, while games from Asian countries, particularly China and South Korea, continued to maintain a strong presence.」
A challenging competitive environment and the continued prominence of Asian games remain evident in Japan's mobile game market. - FY2019-Q2WorsenedAnnual report
「In the entertainment industry during the first six months, many new titles continued to be released in Japan's mobile game market, while established titles with enduring popularity continued to occupy the top ranking positions, further intensifying competition.」
Competition in Japan's mobile game market intensified further as established titles remained entrenched at the top of the rankings and new titles continued to be released. - FY2019-Q1WorsenedAnnual report
「In the entertainment industry during the first quarter, genres such as battle royale established a new position in Japan's mobile game market, while games from Asian countries, particularly China and South Korea, continued to gain prominence in Japan. This trend is expected to strengthen further.」
New genres such as battle royale and games from Asian countries, including China and South Korea, gained prominence, further changing the competitive environment in Japan's mobile game market. - FY2018-Q3WorsenedAnnual report
「In the entertainment industry during the first nine months, many new titles continued to be released in Japan's mobile game market. Competition intensified further as titles based on major IPs, titles originating in China and South Korea, and titles targeting women gained greater prominence.」
The company recognizes that major IP-based titles, titles originating in China and South Korea, and titles targeting women gained greater prominence in Japan's mobile game market, further intensifying competition. - FY2017-Q1First statedAnnual report
「In Japan's mobile game market, competition intensified further as game companies from Japan, North America and Europe, and other Asian countries distributed leading content.」
The company states that competition intensified in Japan's mobile game market, driven by the distribution of leading content by game companies from various countries.