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Marvelous (7844) · RiskRestated

Slowing growth and regulatory restrictions in the online gaming market

First written in FY2016. 9 of 22 entries say "Restated". Latest entry: FY2026.

22entries
11years
1from disclosures
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How it moved
ProgressHeldSoftenedWorseSoftenedFY2018-Q2RestatedFY2023-Q3 – FY2025-H12016: 120162017: 320172018: 020182019: 020192020: 320202021: 420212022: 320222023: 320232024: 220242025: 120252026: 22026
Same theme, other companies
Slowing Growth in the Online Game Market and Regulatory RestrictionsA theme 3 companies write about · 3 as a headwind · 0 as a tailwind

Marvelous moved to the "Worse" side of this theme in 2017.

1 other company's latest entry also says "Restated".

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.
Full recordFilings, disclosures and news, newest first
  1. 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.」

    While the restrained trend in new title launches continues, the view is that the popularity of IP-based titles and the rollout of leading titles by overseas publishers supported the market.
  2. 2026-05-29WorsenedGeneral Meetings of Shareholders

    「Although the launch of new titles in the mobile game market continued to show a restrained trend, titles based on IP continued to enjoy strong popularity.」

    The continued restraint in launching new titles and the popularity of titles based on IP were reported.
  3. FY2026-H1WorsenedAnnual report

    「In the mobile game market, some titles leveraging IP became hits, while long-running titles that had been operated since the market's early days increasingly ended their services. With development costs continuing to rise, the launch of new titles showed a restrained trend, and market size remained broadly flat.」

    While some IP-based titles became hits, the end of services for long-running titles, rising development costs, restrained launches of new titles and a flat market are cited, strengthening the risks concerning growth and the competitive environment in the online game market.
  4. 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.」

    The view that the mobile game market remains stable and broadly flat, while intense competition continues with titles from overseas companies gaining prominence, has been reaffirmed.
  5. 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.」

    While market size has remained broadly flat, the view that overseas companies' titles are gaining prominence and that intense competition continues has been reaffirmed.
  6. 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.」

    While growth in the mobile game market has entered a stable phase and is broadly flat, the view that intense competition continues, particularly for new entrant titles, has been reaffirmed.
  7. FY2024-Q1RestatedAnnual report

    「In the mobile game market, growth reached a plateau, while intense competition continued for both new and existing titles.」

    It continues to describe market growth as having reached a plateau and a challenging competitive environment for both new and existing titles.
  8. 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.」

    It states that market maturity and an intense competitive environment, including with existing titles, continue.
  9. FY2023-Q2WorsenedAnnual report

    「In the mobile game market, growth is slowing, the environment surrounding new entrant titles remains challenging, and the competitive environment has become even more severe.」

    It explicitly states that market growth is slowing and that the environment surrounding new entrant titles and the competitive environment have become even more challenging.
  10. 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.」

    It states that the competitive environment surrounding new entrant titles has become more severe and that the tendency for winners to prevail and losers to fall behind has strengthened.
  11. FY2022-Q3RestatedAnnual report

    「In Japan's mobile game market, market size increased slightly from the previous period, influenced by certain popular titles. Meanwhile, the environment surrounding new entrant titles remained challenging, and competition, including with existing titles, intensified.」

    While market size increased slightly under the influence of certain popular titles, the severity and intensification of the competitive environment, including for new entrant titles, have been reaffirmed.
  12. FY2022-Q2Slight market growth and intensifying competitionAnnual report

    「In Japan's mobile game market, market size increased slightly from the previous period, due in part to a seasonal recovery in certain major titles. Meanwhile, the environment surrounding new entrant titles remained challenging, and competition, including with existing titles, intensified.」

    While market size increased slightly from the previous period, the continuing severity and intensification of the competitive environment, including for new entrant titles, remain evident.
  13. 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.」

    Japan's mobile game market began to trend slightly lower, and the competitive environment became even more challenging against the backdrop of new major titles emerging and existing titles struggling.
  14. FY2021WorsenedAnnual report

    「In the domestic market, growth is slowing as the spread of mobile devices has reached a plateau and the market has matured. Competition among providers is also intensifying, against a backdrop of higher user expectations for services, more complex game systems resulting from technological advances in mobile devices, longer development periods, and rising development costs.」

    In addition to slowing growth resulting from market maturity, the risks of higher user expectations, longer development periods, rising development costs and competition among providers continue to be explicitly identified.
  15. FY2021-Q3RestatedAnnual report

    「In Japan's mobile game market, the market remained buoyant and many new titles continued to be released, while popularity remained concentrated in certain hit titles」

    The view that Japan's mobile game market remains buoyant while popularity continues to concentrate in certain hit titles has been reaffirmed.
  16. FY2021-Q2SoftenedAnnual report

    「In Japan's mobile game market, the impact of COVID-19 was limited and the market remained buoyant, but」

    The impact of COVID-19 was limited and the market remained buoyant, partially weakening the risk perception concerning slowing growth.
  17. FY2021-Q1SoftenedAnnual report

    「In Japan's mobile game market, the overall market performed well despite continued intense competition, with users tending to spend more time playing because of restrictions on going out during the COVID-19 pandemic.」

    While intense competition continues, the market as a whole is described as performing well on the back of longer play times resulting from restrictions on going out, partially weakening the risk perception concerning slowing growth.
  18. FY2020WorsenedAnnual report

    「However, in the domestic market, growth is slowing as the spread of mobile devices has reached a plateau and the market has matured. Competition among providers is also intensifying, against a backdrop of higher user expectations for services, more complex game systems resulting from technological advances in mobile devices, longer development periods, and rising development costs.」

    In addition to market maturity and slowing growth in Japan's online game market, higher user expectations, longer development periods, rising development costs and intensifying competition are identified specifically as risks.
  19. FY2018-Q2SoftenedAnnual report

    「In Japan's mobile game market, growth continued as the market received a broad-based boost, with many enduringly popular older titles alongside the release of many new titles.」

    The view changed from the previous quarter's description that market growth was slowing to one that growth is continuing because of a broad-based improvement.
  20. FY2018-Q1WorsenedAnnual report

    「During the consolidated cumulative first quarter, the entertainment industry saw continued distribution of many new games in Japan's mobile game market, where growth was slowing. These included collaborative titles from major home console game makers, social networking services (SNS) and social application providers (SAP), titles using popular intellectual property (IP), and titles targeting specific female audiences.」

    The view that growth in Japan's mobile game market is slowing is stated explicitly.
  21. FY2017RestatedAnnual report

    「The online game market is expected to continue growing, ... If the market's growth falls short of the Group's forecasts, or factors that impede market growth arise, including the introduction of new legal regulations, this could have a material impact on the Group's operating results and future business development.」

    While market growth is expected, the framework identifying failure to meet forecasts and new legal regulations as risks remains in place.
  22. FY2016First statedAnnual report

    「If the growth of the online game market falls short of the Group's forecasts, or factors that impede market growth arise, including the introduction of new legal regulations, this could have a material impact on the Group's operating results and future business development.」

    The growth outlook and regulatory environment for the online game market, which is positioned as an important area, are identified as risks.
Moved together

"Contraction of Japan’s Console Game Market" moved the same way as this thread, in the same document, in 9 of its 22 moves.

988554★123456
  1. ★This thread
  2. 1Contraction of Japan’s Console Game Market9×
  3. 2Sluggish game software sales and dependence on hit titles8×
  4. 3Cancellation of Stage Performances and Insufficient Audience Attendance8×
  5. 4Intensifying competition in the mobile game market5×
  6. 5Impact on Business from the Spread of Infectious Diseases, Including COVID-195×
  7. 6Slowing Growth in the Prize Game Market4×

★ 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
Marvelous's next results are scheduled for 2026-10-30. Read the earnings preview It last moved in the General Meetings of Shareholders of 2026-05-29: "Worsened".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Slowing growth and regulatory restrictions in the online gaming market | Marvelous Inc. (7844) | Komori