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Kaga Electronics (8154) · RiskWorsenedLatest Earnings (2026-08-13): "Mitigated"

Sluggish Orders for CG Animation and Game Software Development

First written in FY2018-Q2. 15 of 26 entries say "Mitigated", first in FY2019-Q1. Latest entry: 2026-08-13.

26entries
10years
2from disclosures
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How it moved
ProgressHeldSoftenedWorseMitigatedFY2023-Q1 – FY2024-Q32017: 12018: 320182019: 320192020: 320202021: 320212022: 320222023: 420232024: 220242025: 120252026: 32026
Same theme, other companies

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

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. 2026-08-13MitigatedEarnings

    「CG video production for games and amusement equipment performed well, supported by continuing orders from existing customers and new orders for large projects.」

    After full-year sales and profit declined following the reactionary decline in large orders in the second half of the previous fiscal year, quarterly performance was reported as strong, supported by continuing orders from existing customers and new orders for large projects.
  2. FY2026WorsenedAnnual report

    「In CG video production for games and amusement equipment, we actively pursued new orders, but sales declined because of a reactionary decline following a large order recorded in the second half of the previous consolidated fiscal year.」

    Due to the reactionary decline following large orders in the second half of the previous fiscal year, full-year revenue from CG video production declined 2.4% year on year and segment profit declined 28.2%.
  3. 2026-05-14MaterialisedRevision of earnings forecasts

    「In CG video production for games and amusement equipment, we actively pursued new orders, but sales declined because of a reactionary decline following a large order recorded in the second half of the previous consolidated fiscal year.」

    Recorded lower CG video production sales and a full-year decline in profit due to the reactionary decline following large orders.
  4. FY2025MitigatedAnnual report

    「In this business, orders for CG video production remained strong. Revenue was ¥3,387 million, up 31.9% year on year, and segment profit was ¥509 million, up 37.8%.」

    The order environment for game- and CG-related work remained strong, and the Software Business reported higher revenue and profit for the full fiscal year.
  5. FY2025-H1RestatedAnnual report

    「In this business, orders for CG video production remained solid. Revenue was ¥1,471 million, up 20.1% year on year, and segment profit was ¥256 million, up 127.2%.」

    The company continued to describe orders for CG video production as solid and reported increases in revenue and segment profit.
  6. FY2024-Q3MitigatedAnnual report

    「In this business, orders for CG video production remained generally solid. Revenue was ¥1,816 million, down 12.5% year on year, while segment profit was ¥262 million, up 94.1%, partly due to the effect of containing cost of sales through improvements in operating efficiency and other measures.」

    Orders for game and CG production remained generally solid, and although revenue declined, segment profit increased 94.1% year on year, partly due to the effect of containing cost of sales through improvements in operating efficiency and other measures.
  7. FY2024-Q2MitigatedAnnual report

    「In this business, orders for games and CG video production remained solid. Revenue was approximately at the same level as in the same quarter of the previous year at ¥1,225 million, down 6.3% year on year, while segment profit was ¥112 million, up 18.2%.」

    Orders for game and CG video production remained solid, revenue was roughly at the same level as in the same period of the previous year, and segment profit increased 18.2% year on year.
  8. FY2024-Q1MitigatedAnnual report

    「In this business, orders for large-scale and new projects contributed to smartphone game production and CG production, and higher revenue reduced the overall business loss. As a result, revenue was ¥577 million, up 15.8% year on year, and the segment loss was ¥4 million, compared with a loss of ¥33 million in the same quarter of the previous year.」

    For game and CG production, which had faced a challenging order environment and continued to post losses through the previous fiscal year, revenue increased on orders for large-scale and new projects, narrowing the segment loss from ¥33 million to ¥4 million.
  9. FY2023MitigatedAnnual report

    「In this business, orders for large-scale and new projects in smartphone game production and CG production recovered, while progress in cost reductions improved business profitability.」

    For game and CG production, which had posted a segment loss in the previous fiscal year, the recovery in orders for large-scale and new projects and cost reductions improved performance to segment profit of ¥286 million in the current fiscal year.
  10. FY2023-Q3MitigatedAnnual report

    「In this business, orders for large-scale and new projects in smartphone game production and CG production recovered, and the business remained solid. As a result, revenue was ¥2,076 million, up 12.8% year on year, and segment profit was ¥135 million, compared with a loss of ¥109 million in the same quarter of the previous year.」

    Orders for large-scale and new projects in game and CG production recovered, and the segment moved from a loss in the same period of the previous year to profit of ¥135 million. quantified=true, materialized=false
  11. FY2023-Q2MitigatedAnnual report

    「In this business, profitability improved due to an increase in orders for new projects in game and CG production. As a result, revenue was ¥1,307 million, up 5.6% year on year, and segment profit was ¥95 million, compared with a loss of ¥109 million in the same quarter of the previous year.」

    For game and CG production, which had remained challenging since the previous fiscal year, increased orders for new projects improved performance from a segment loss to profit of ¥95 million.
  12. FY2023-Q1MitigatedAnnual report

    「In this business, the company pursued new orders for game and CG production, but challenging conditions continued. As a result, revenue was ¥498 million, down 12.3% year on year, and the segment loss was ¥33 million, compared with a loss of ¥67 million in the same quarter of the previous year.」

    Although the order environment for game and CG production remained challenging, the segment loss narrowed from ¥67 million in the same period of the previous year to ¥33 million.
  13. FY2022WorsenedAnnual report

    「As a result, revenue was ¥2,767 million, down 5.6% year on year, and the segment loss was ¥26 million, compared with segment profit of ¥263 million in the same period of the previous year.」

    Demand for CG production for smartphone games remained solid, but higher development costs associated with meeting delivery deadlines caused the segment to move from profit in the previous year to a loss of ¥26 million in the current period.
  14. FY2022-Q2WorsenedAnnual report

    「In this business, the company focused on securing orders for CG production for smartphone games against a backdrop of stay-at-home demand, but development and other costs increased. As a result, revenue was ¥1,237 million, down 2.9% year on year, and the segment loss was ¥109 million, compared with segment profit of ¥86 million in the same quarter of the previous year.」

    While the company focused on securing orders for CG production for smartphone games, higher costs caused the segment to move from profit of ¥86 million in the same period of the previous year to a loss of ¥109 million.
  15. FY2022-Q1Game production remained solid, but the loss widened due to higher costsAnnual report

    「In this business, smartphone game production remained solid against a backdrop of stay-at-home demand, but development and other costs increased. As a result, revenue was ¥568 million, up 15.5% year on year, and the segment loss was ¥67 million, compared with a loss of ¥44 million in the same quarter of the previous year.」

    The order environment for CG and game-related work, which had improved in the previous fiscal year, remained solid for smartphone game production, but the segment loss widened from ¥44 million to ¥67 million due to higher development costs. quantified=true, materialized=true
  16. FY2021MitigatedAnnual report

    「In this business, CG animation production and game software development remained solid, owing to an increase in orders supported by stay-at-home demand and customers placing orders earlier than scheduled. As a result, revenue was ¥2,932 million, up 5.5% from the previous fiscal year, and segment profit was ¥263 million, up 11.4%.」

    The order environment, which had deteriorated due to extensions to customers’ development schedules and other factors, became solid against a backdrop of stay-at-home demand and pull-forward orders, improving for the full fiscal year as reflected in higher revenue and segment profit.
  17. FY2021-Q2MitigatedAnnual report

    「In this business, CG animation production and game software development remained solid, owing to an increase in orders associated with the expansion of so-called stay-at-home demand and customers placing orders earlier than scheduled. As a result, revenue was ¥1,274 million, down 4.3% year on year, while segment profit was ¥86 million, up 84.0%.」

    CG animation and game software development, which had been challenging due to extensions to customers’ development schedules and other factors, remained solid on stay-at-home demand and pull-forward orders, with segment profit increasing 84.0% year on year.
  18. FY2021-Q1MitigatedAnnual report

    「Revenue increased in CG animation production and game software development, owing to factors including customers placing orders earlier than scheduled.」

    CG animation and game software development, which had been challenging through the previous fiscal year due to extensions to customers’ development schedules and other factors, generated higher revenue as a result of pull-forward orders. The segment loss also narrowed from ¥61 million in the same period of the previous year to ¥44 million.
  19. FY2020-Q3WorsenedAnnual report

    「In this business, orders for CG animation production and game software development remained challenging due to extensions to customers’ development schedules and reductions in project scale. As a result, revenue was ¥1,788 million, down 8.0% year on year, and segment profit was ¥9 million, down 92.0%.」

    Orders remained challenging, as in the previous quarter, and this time reductions in project scale were identified as an additional factor alongside extensions to customers’ development schedules. The declines in revenue and segment profit were also quantified.
  20. FY2020-Q2WorsenedAnnual report

    「In this business, orders for CG video production and game software development remained challenging, owing to factors including extensions to customers’ development schedules. As a result, revenue was ¥1,332 million, down 5.1% year on year, and segment profit was ¥46 million, down 67.2%.」

    Orders for CG video production and game software development, which had been described as solid through the previous quarter, remained challenging due to extensions to customers’ development schedules. Revenue declined 5.1% year on year and segment profit declined 67.2%, quantifying the risk as an actual deterioration in performance.
  21. FY2020-Q1WorsenedAnnual report

    「In this business, orders for CG animation production and game software development remained challenging, owing to factors including extensions to customers’ development schedules. As a result, revenue was ¥437 million, down 6.0% year on year, and the segment loss was ¥61 million, compared with a loss of ¥19 million in the same quarter of the previous year.」

    Orders for CG animation production and game software development, which had been solid through the previous quarter, became challenging due to extensions to customers’ development schedules, accompanied by lower revenue and an increased segment loss.
  22. FY2019-Q3MitigatedAnnual report

    「In this business, CG animation production and game software development remained solid. As a result, revenue for the cumulative second quarter of the current consolidated fiscal year was ¥1,404 million, up 23.0% year on year, and segment profit was ¥143 million, up 28.1%.」

    CG animation production and game software development remained solid, with revenue and segment profit both increasing year on year, continuing the reported improvement in the risk of sluggish orders.
  23. FY2019-Q2MitigatedAnnual report

    「In this business, CG animation production and game software development remained solid. As a result, revenue for the cumulative second quarter of the current consolidated fiscal year was ¥1,404 million, up 23.0% year on year, and segment profit was ¥143 million, up 28.1%.」

    As in the previous quarter, CG animation production and game software development remained solid, and revenue and segment profit both increased year on year.
  24. FY2019-Q1MitigatedAnnual report

    「In this business, CG animation production and game software development remained solid, but some projects were delayed, resulting in costs being incurred ahead of revenue recognition. As a result, revenue for the cumulative first quarter of the current consolidated fiscal year was ¥465 million, up 3.8% year on year, while the segment loss was ¥19 million, compared with a loss of ¥0 million in the same quarter of the previous year.」

    Orders for CG animation and game software development, which had been described as sluggish through the previous quarter, turned solid this quarter. Meanwhile, the front-loading of costs due to delays in some projects remains.
  25. FY2018-Q3RestatedAnnual report

    「Orders for CG animation production and game software development in the Software Business remained sluggish.」

    The disclosure continues to cite sluggish orders for CG animation production and game software development.
  26. FY2018-Q2First statedAnnual report

    「The Software Business pursued development in new fields such as VR and AR, but orders for CG animation production and game software development remained sluggish. As a result, revenue was ¥1,142 million, down 20.8% year on year, and segment profit was ¥111 million, down 63.6%.」

    Sluggish orders for CG animation production and game software development actually occurred and were quantified as declines in revenue and segment profit.
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"Expansion of Overseas Operations" moved the same way as this thread, in the same document, in 9 of its 26 moves.

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  1. ★This thread
  2. 1Expansion of Overseas Operations9×
  3. 2Product Procurement Capability and Risk of Changes in Supplier Terms9×
  4. 3Improving Revenue Growth and ROE8×
  5. 4Payment of dividends to shareholders7×
  6. 5Allocation of Management Resources to Growth Areas7×
  7. 6Strong performance in the EMS business for electronic equipment in Japan and overseas6×

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Sluggish Orders for CG Animation and Game Software Development | KAGA ELECTRONICS CO.,LTD. (8154) | Komori