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Management planning9166GENDA Inc.Information and Communications, Services and Others

Business Plan and Matters Concerning Growth Potential, Fiscal Year Ending January 2026

Updated the results for the fiscal year ended January 2026 and set plans for the fiscal year ending January 2027 of ¥215.0 billion in revenue, ¥30.0 billion in adjusted EBITDA and ¥10.6 billion in adjusted net income. The company stated that it will continue expanding its entertainment platform and entering content-related businesses over the medium to long term, with M&A as the core strategy.

Worth reading
63In focus
Scored from 3 of 5 sections
Direction
Improvement
Direction inferred from the company’s description.
Scale
2150
¥100 million (revenue plan for the fiscal year ending January 2027)
Wording
Conditional
How definitive the wording is.

Items stated in the management plan

Annual update
Business Plan and Matters Concerning Growth Potential, Fiscal Year Ending January 2026Plan period Fiscal year ending January 2027 (planned figures)
Publication date 30 March 2026
Net Sales+0.0%
基準 2,026Target2,027Hundreds of millions of yen
Net income for the current fiscal year+0.0%
基準 2,026Target2,027Hundreds of millions of yen

Each 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.

Key initiatives
01M&A, the pillar of the growth strategy
02Completion of the entertainment economy
03① Entertainment business management
04PMI
05Synergies within the group
06② M&A / finance team
07“M&A discipline” at GENDA
08③ Technology
09“Offensive and defensive DX” strategy
10Examples of AI use
Segment targetSegment 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
Size of the Target MarketMarket 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 by the company
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
Items stated in the management plan
ItemDetails
Plan nameBusiness Plan and Matters Concerning Growth Potential, Fiscal Year Ending January 2026
Plan periodFiscal year ending January 2027 (planned figures)
Progress against the planAnnual update
Sales TargetActual 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 targetActual 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 targetSegment 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 initiativesM&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 MarketMarket 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 identifiedThe 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 date30 March 2026
Items this document does not state (15)
Operating profit targetOperating profit margin targetROE targetROIC targetPayout ratio / DOE policyTreasury share acquisition policyCost of capitalSelf-assessment of PBR and share priceTotal investment planInvestment amount by sectorNon-financial targetsPlan assumptionsResults under the previous planReason for revision or withdrawalDate of board resolution

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.

How to read this page

This is not the documentKomori reads the disclosure the company filed and writes this summary. Figures are as stated by the company and are not audited.
Weight is not a verdictIt measures how much this changes what the company had already told the market. It is not a view on the shares.
Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Business Plan and Matters Concerning Growth Potential, Fiscal Year Ending January 2026 | GENDA Inc. (9166) timely disclosure | Komori