Items stated in the management plan
Annual updateEach line is the climb from the baseline the document states to the target it sets. The slope is scaled against the largest climb in this document. The increase shown by the dotted line is calculated from the two reported figures because the company did not provide the amount of growth.
| Item | Details |
|---|---|
| Plan name | Business Plan and Matters Concerning Growth Potential, Fiscal Year Ending January 2026 |
| Plan period | Fiscal year ending January 2027 (planned figures) |
| Progress against the plan | Annual update |
| Sales Target | Actual for the fiscal year ended January 2026: ¥170.7 billion → Plan for the fiscal year ending January 2027: ¥215.0 billion(126% (level relative to actual revenue for the fiscal year ended January 2026)) |
| Net income target | Actual for the fiscal year ended January 2026 (adjusted net income): ¥9.4 billion → Plan for the fiscal year ending January 2027 (adjusted net income): ¥10.6 billion(113% (level relative to actual adjusted net income for the fiscal year ended January 2026)) |
| Segment target | Segment Domestic amusement (including GiGO) / Sales Target ¥92.8 billion / Adjusted EBITDA target ¥14.8 billion, Segment Overseas amusement (primarily North America, China and Europe) / Sales Target ¥58.4 billion / Adjusted EBITDA target ¥7 billion, Segment Prize-related businesses (Fukaya and Ares) / Sales Target ¥18.2 billion / Adjusted EBITDA target ¥1.4 billion, Segment Karaoke (Karaoke BanBan and ENNE) / Sales Target ¥38.4 billion / Adjusted EBITDA target ¥6.1 billion, Segment Tourism / Sales Target ¥4.6 billion / Adjusted EBITDA target ¥2.4 billion, Segment Other / Sales Target ¥13.8 billion / Adjusted EBITDA target ¥2.2 billion |
| Key initiatives | M&A, the pillar of the growth strategy, Completion of the entertainment economy, ① Entertainment business management, PMI, Synergies within the group, ② M&A / finance team, “M&A discipline” at GENDA, ③ Technology, “Offensive and defensive DX” strategy, Examples of AI use |
| Size of the Target Market | Market Overall entertainment market / Scale 2024: ¥2.2 trillion / Source Human Media Co., Ltd., “Japan and Global Media × Content Market Database 2025 Vol. 18 [Final Version]”, Market Oshi-katsu market / Scale Approximately ¥4 trillion / Related figures The oshi-katsu population is expected to exceed 20 million during 2026, with annual spending of ¥209,716 per person / Source Oshi-katsu Research Institute, “Third Survey of Oshi-katsu Activities”, Market Arcade market / Scale 2023: ¥538.4 billion, including ¥364.3 billion for prize games / Source Japan Amusement Industry Association, “Survey of the Amusement Industry”, Market North American licensing, entertainment and character merchandising market / Scale 2024: US$77,706 million; forecast for 2031: US$121,926 million / Source QYResearch Group「Global Licensed Entertainment and Character Merchandise Market Research Report 2025」, Market Inbound tourism market / Scale Preliminary 2025 figures: 42.68 million international visitors to Japan; ¥9,455.9 billion in travel spending / Source Japan National Tourism Organization (JNTO) visitor statistics, Immigration Services Agency of Japan immigration statistics, and Japan Tourism Agency |
| Risks identified | The entertainment industry is highly volatile, with businesses experiencing cycles of rise and decline, Contraction of the television and medal game markets due to substitution by smartphone and online games |
| Publication date | 30 March 2026 |
Items this document does not state (15)
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.The company aims to build the globally deployed “GENDA entertainment economy” by using steady growth in its domestic operations and proactive overseas expansion as its growth base, while accumulating M&A transactions in both the entertainment platform and entertainment content businesses.