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Marvelous (7844) · FactRestated

Slowing Growth in the Prize Game Market

First written in FY2019-Q1. 7 of 20 entries say "Restated". Latest entry: FY2026.

20entries
9years
1from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2019-Q1 – FY2020-Q3WorsenedFY2020 – FY2022-Q2SoftenedFY2022-Q3 – FY2024-Q3RestatedFY2025-H1 – FY20262018: 220182019: 320192020: 320202021: 220212022: 320222023: 220232024: 220242025: 120252026: 22026
Same theme, other companies
Impact of Prize Market Downturn on Facility Customer Traffic and PerformanceA theme 2 companies write about · 2 as a headwind · 0 as a tailwind

Marvelous moved to the "Worse" side of this theme in 2020.

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 Japan's amusement market, the prize category continued to drive the overall market, supported by the active opening of specialty prize game stores, and the market size remained solid as a result.」

    The view that the prize category is driving the market and that Japan's amusement market remained solid continues.
  2. 2026-05-15RestatedOther Disclosures

    「In the amusement industry, prize games are a leading category driving the market, and the market remains vibrant as specialized prize game stores continue to open and expand.」

    The recognition that the prize game market remains vibrant was reaffirmed and presented as the backdrop for introducing the new machine.
  3. FY2026-H1RestatedAnnual report

    「In Japan's amusement market, prize games in particular continued to perform well by attracting a broad range of customers, including families and younger people.」

    It has been reconfirmed that prize games are attracting a broad range of customers and that Japan's amusement market remains strong.
  4. FY2025-H1RestatedAnnual report

    「In Japan's amusement market, prize games, which continued to perform well, drove the overall market, which remained solid.」

    It has been reconfirmed that prize games are driving the overall market and that Japan's amusement market remains solid.
  5. FY2024-Q3SoftenedAnnual report

    「In the amusement market, prize games continued to perform well, while some recovery was seen in medal games, and the market continued on an expansionary trend.」

    In addition to strong prize game performance, the recovery in medal games and the market's expansionary trend were reported, indicating continued improvement in market conditions.
  6. FY2024-Q1SoftenedAnnual report

    「In Japan's amusement market, prize games performed well and lifted the market size back to pre-pandemic levels.」

    It states that strong performance by prize games brought the size of Japan's amusement market back to pre-pandemic levels.
  7. FY2023-Q3SoftenedAnnual report

    「In Japan's amusement market, conditions remained strong, led by prize games, and the market size recovered to pre-pandemic levels.」

    It states that conditions remained strong, led by prize games, and that the market size recovered to pre-pandemic levels.
  8. FY2023-Q2SoftenedAnnual report

    「In the amusement market, visitor numbers temporarily declined from July through August amid a rapid increase in infections, but subsequently entered a recovery trend and are approaching pre-pandemic levels.」

    Although visitor numbers temporarily declined amid the rapid increase in infections, they subsequently entered a recovery trend and are approaching pre-pandemic levels, it states.
  9. FY2023-Q1SoftenedAnnual report

    「The amusement market has continued to recover and is approaching pre-pandemic levels, but the impact of the current resurgence in infections is a concern.」

    While the amusement market was said to have continued recovering and to be approaching pre-pandemic levels, concerns remain about the impact of the resurgence in infections.
  10. FY2022-Q3SoftenedAnnual report

    「In the amusement market, conditions recovered following the lifting of the state of emergency and remained solid.」

    The view changed to one that the amusement market had recovered following the lifting of the state of emergency and remained solid.
  11. FY2022-Q2WorsenedAnnual report

    「In the amusement market, operations were affected by the fourth state of emergency declared from July through September, including reduced store hours and temporary closures.」

    Reduced operating hours and temporary closures resulting from the state of emergency affected the market, and difficult conditions continued in the amusement market.
  12. FY2021-Q3WorsenedAnnual report

    「In the amusement market, sales had been recovering, but the number of visitors to facilities declined from the second half of November as COVID-19 spread, and difficult conditions continued.」

    Conditions in the amusement market remained difficult after the second half of November as visitor numbers declined, reversing the recovery trend.
  13. FY2021-Q2WorsenedAnnual report

    「In the amusement market, customer traffic to facilities was gradually returning after the state of emergency was lifted, but difficult conditions continued.」

    Although customer traffic to facilities was gradually returning, difficult conditions continued in the amusement market.
  14. FY2020WorsenedAnnual report

    「Although the amusement market had remained roughly flat despite the impact of the consumption tax increase, market conditions deteriorated significantly because of requests to refrain from going out and facility closures resulting from the spread of COVID-19.」

    The view changed from the market being roughly flat to conditions deteriorating significantly because of requests to refrain from going out and facility closures related to COVID-19.
  15. FY2020-Q3RestatedAnnual report

    「In the amusement market, the market size remained roughly flat despite concerns about the impact of the higher consumption tax rate.」

    The view that the amusement market size is roughly flat continues. Concerns about the impact of the consumption tax increase were added as a new risk in a separate thread.
  16. FY2020-Q2RestatedAnnual report

    「In the amusement market, conditions remained strong, led by prize games, and market expansion continued.」

    It has been reconfirmed that the amusement market, led by prize games, remains strong and that market expansion is continuing.
  17. FY2020-Q1Continued market expansionAnnual report

    「The amusement market remained strong, and continued market expansion was reported.」

    The view changed from the market size being flat through the previous quarter to the view that the amusement market remained strong and continued to expand.
  18. FY2019-Q3RestatedAnnual report

    「In the amusement market, growth in prize games, which had remained strong, showed some signs of moderating, while the market size remained flat.」

    The view that prize game growth is slowing and the market size is flat continues.
  19. FY2019-Q2Change to a flat market sizeAnnual report

    「In the amusement market, growth in prize games, which had remained strong, showed some signs of moderating, while the market size remained flat.」

    The view changed from the description of market expansion in the previous quarter to the view that the market size was flat, in addition to the slowdown in prize game growth.
  20. FY2019-Q1First statedAnnual report

    「In the amusement market, growth in prize games, which had remained strong, showed some signs of moderating, although the market continued to expand slightly.」

    It states that while growth in prize games showed some signs of moderating, the amusement market as a whole continued to expand slightly.
Moved together

"Contraction of Japan’s Console Game Market" moved the same way as this thread, in the same document, in 9 of its 20 moves.

999765★123456
  1. ★This thread
  2. 1Contraction of Japan’s Console Game Market9×
  3. 2Sluggish game software sales and dependence on hit titles9×
  4. 3Cancellation of Stage Performances and Insufficient Audience Attendance9×
  5. 4Strength of the Live Entertainment Market and Growth in Stage Productions7×
  6. 5Impact on Business from the Spread of Infectious Diseases, Including COVID-196×
  7. 6Expansion of the 2.5D Musical Market5×

★ 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 Other Disclosures of 2026-05-15: "Restated".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Slowing Growth in the Prize Game Market | Marvelous Inc. (7844) | Komori