Expansion of the overseas-led home video game market
First written in FY2016-Q4. 11 of 21 entries say "Restated". Latest entry: 2026-08-07.
No other company in this theme has enough history to compare yet.
- 2026-08-07AdvancedRevisions to earnings forecasts
「In the consumer games market, many new titles have been launched alongside the spread of new game consoles, driving the overall market.」
For the consumer games market, previously described as smaller than the previous year, the disclosure changed to state that the spread of new game consoles and the launch of new titles were driving the overall market. - FY2025-H1WorsenedAnnual report
「In the consumer market, the pace of hardware adoption has settled and developments involving next-generation consoles have attracted attention, while the market has remained below the previous year's level.」
The company explained that in the home-console game market, hardware adoption had settled and the market had declined from the previous year. - FY2024Online purchases exceed half of total purchasesAnnual report
「In the consumer market, the market has remained firm alongside the wider adoption of new hardware and continued attention to developments involving next-generation consoles. The release of new titles has also supported the market, while the fact that online game purchases, including downloads, came to account for more than half of all purchases after the stay-at-home period has contributed to growth in the user base.」
The company newly detailed the wider adoption of online purchases to the point that they account for more than half of all purchases, in addition to the wider adoption of new hardware, as a factor driving expansion of the consumer market. - FY2024-Q1RestatedAnnual report
「The consumer market has continued to expand steadily as hardware adoption and the emergence of hit titles have continued.」
The company explained that the consumer market had continued to expand, driven by the wider adoption of game consoles and the emergence of hit titles. - FY2023-Q2AdvancedAnnual report
「In the consumer market, the market has continued to expand steadily as multiple hit titles have emerged and shortages of new hardware have begun to ease. The PC gaming population has also continued to grow, driven by demand to play popular overseas titles on high-end machines.」
In the consumer market, shortages of new hardware have begun to ease and the market has continued to expand steadily. The PC gaming population has also continued to grow, driven by demand for popular overseas titles. - FY2022RestatedAnnual report
「The global game market has continued to expand and is expected to continue growing.」
The company indicated that while the domestic market was settling after the reversal of the special stay-at-home demand, the global game market was expected to continue expanding. - FY2022-Q3RestatedAnnual report
「In the consumer market, although hit and popular titles have emerged, supply shortages caused by supply-chain disruptions and other factors have caused the pace of platform adoption to level off.」
In the consumer market, hit titles have emerged, but supply shortages caused by supply-chain disruptions and the resulting leveling-off in the pace of platform adoption have continued. - FY2022-Q2WorsenedAnnual report
「In the game industry, as lifestyles shaped by the COVID-19 pandemic have become normalized, the initial surge in demand for games from people staying at home has run its course, and expansion of the market has reached a plateau.」
The company explained that the initial surge in stay-at-home demand caused by the COVID-19 pandemic had run its course and that overall game-market expansion had reached a plateau. In the home-console market, supply shortages caused by supply-chain disruptions also caused the pace of platform adoption to level off. - FY2022-Q1Expansion of the player base and revenue opportunitiesAnnual report
「In the consumer market, the player base has increased substantially, partly because of the impact of hit titles. During the prolonged period of staying at home, activities such as repeated play with friends have made games a venue for communication, driving increases in play time and revenue opportunities.」
The company detailed the increase in the consumer player base, repeated play with friends, longer play time, and revenue opportunities generated by games' communication functions as factors driving game-market expansion. - FY2021RestatedAnnual report
「In the consumer market, many new hits, particularly popular series titles, have emerged, and sales of various dedicated game consoles have also remained strong.」
The company has continued to identify the emergence of new hit titles in the consumer market and strong sales of dedicated game consoles as factors driving market expansion. - FY2021-Q3RestatedAnnual report
「In the consumer market, many new hits, particularly popular series titles, have emerged, and sales of various dedicated game consoles have also remained strong.」
The company has continued to identify the emergence of new hit titles in the consumer market and strong sales of dedicated game consoles as factors driving game-market expansion. - FY2021-Q2AdvancedAnnual report
「The release of next-generation game consoles and corresponding new titles is expected to generate renewed excitement.」
The company stated that the market had progressed from the announcement and anticipation stage for next-generation game consoles through the previous quarter to the release stage for those consoles. - FY2020-Q2Expansion of cross-play and continued online playAnnual report
「As barriers to cross-play have declined, titles designed around online connectivity have become more widespread, and some popular games with large player bases have shown a trend toward continued play.」
The company has newly detailed the expansion of cross-play, the spread of titles premised on online connectivity, and the trend toward continued play in popular games as structural changes in the game market. - FY2020-Q1Focus on major titles and new platformsAnnual report
「As rich gaming experiences offered by AAA titles and titles designed for continued play, such as F2P titles, become more widespread, long-term business strategies have become important for major titles. This includes launch quality, planned additional content, support for multiple platforms, and the provision of continued enjoyment through events and other initiatives. Developments involving new game platforms and next-generation consoles are also attracting attention.」
In addition to expansion of the home-console and PC game markets, AAA and F2P titles, launch quality, additional content, multiplatform support, and new platforms and next-generation consoles were identified as specific key market factors. - FY2018RestatedAnnual report
「In the consumer market, strong sales of leading game consoles have increased their value as platforms, and the market has expanded.」
The company has continued to describe strong sales of leading game consoles, expansion of the consumer market, and interest in new gaming experiences through VR and other technologies as market conditions. - FY2018-Q2RestatedAnnual report
「In addition, expectations for new gaming experiences through VR and input devices have attracted broad interest, from casual to core users.」
The company has continued to describe the expanding home-console game market environment, including interest in new gaming experiences through VR and input devices. - FY2018-Q1RestatedAnnual report
「In addition, expectations for new gaming experiences through VR and input devices have attracted broad interest, from casual to core users.」
The company has continued to describe the expanding home-console game market environment, including interest in new gaming experiences through VR and input devices. - FY2017-Q4RestatedAnnual report
「In the consumer market, sales of the leading consoles from major game-console manufacturers have remained strong as the range of titles has expanded. The creation of new gaming experiences through VR and input devices has also attracted broad interest, from casual to core users.」
The company has continued to describe strong sales of home game consoles, an expanding range of titles, and interest in new experiences through VR and input devices as market conditions. - FY2017-Q2RestatedAnnual report
「In the consumer market, total global PlayStation 4 sales exceeded 50 million units. In addition to the wider adoption of game consoles and the expanding range of titles, expectations for new gaming experiences through VR and AR have contributed to strong performance in both hardware and software.」
The company described market expansion driven by the wider adoption of home game consoles and titles, together with expectations for new gaming experiences through VR and AR. - FY2017-Q1RestatedAnnual report
「Users seeking a high-end entertainment experience have welcomed the release of titles compatible with PCs, while in the consumer market, users are also expecting an outstanding graphics experience from new-generation consoles.」
The company has continued to describe demand for and expectations of high-quality experiences through PC-compatible titles and new game consoles as part of the home-console game market environment. - FY2016-Q4First statedAnnual report
「In the consumer market, the home-console game software and game content markets have expanded, particularly overseas, amid the wider adoption of game consoles such as PlayStation 4 and the expanding range of released titles.」
The company explained that the home-console game software and game content markets are expanding, particularly overseas, driven by the wider adoption of home game consoles and the broader range of titles.