Komori
AlphaPolis (9467) · TargetDropped

Establishing a Profitable Game Business Model

First written in FY2017. 2 of 16 entries say "Restated". Latest entry: FY2024.

16entries
8years
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How it moved
ProgressHeldSoftenedWorseRestatedFY2018 – FY2021-Q1OtherFY2021-Q3 – FY2022WorsenedFY20232017: 120172018: 220182019: 120192020: 320202021: 320212022: 420222023: 120232024: 12024
Same theme, other companies
Establishing a revenue model for the game businessA theme 1 companies write about · 0 as a headwind · 1 as a tailwind

No other company in this theme has enough history to compare yet.

Full recordFilings, disclosures and news, newest first
  1. FY2024DroppedAnnual report

    「The former affiliate 株式会社アルファゲームス completed its liquidation on 27 March 2024.」

    The liquidation of the related company responsible for the profitable game business model has been completed. There is no statement indicating new progress on the model, and the previous initiative is moving toward conclusion.
  2. FY2023WorsenedAnnual report

    「株式会社アルファゲームス resolved to dissolve at its extraordinary general meeting of shareholders held in September 2022 and is currently undergoing liquidation. Amount of investment loss (△) if the equity method is applied: △8,281 thousand yen」

    In addition to the dissolution and liquidation of the related company responsible for monetizing the game business, the company disclosed an equity-method investment loss of ¥8 million for the fiscal year and an impairment loss of ¥9 million on shares in affiliated companies.
  3. FY2023-Q2Dissolution and Liquidation of a Related Company and Investment LossesAnnual report

    「Our related company 株式会社アルファゲームス resolved to dissolve at its extraordinary general meeting of shareholders held in September 2022 and is currently undergoing liquidation. Amount of investment loss (△) if the equity method is applied: △554 thousand yen; △8,281 thousand yen」

    The company disclosed that the related company responsible for monetizing the game business was undergoing dissolution and liquidation, and that the equity-method investment loss for the cumulative second quarter was ¥8 million. There is no statement indicating that the monetization target was achieved.
  4. FY2023-Q1WorsenedAnnual report

    「Amount of investment loss (△) if the equity method is applied: △546 thousand yen △5,191 thousand yen」

    The equity-method investment loss increased from ¥546 thousand in the same period of the previous year to ¥5 million in the cumulative first quarter. The filing does not explain a causal relationship with monetization of the game business.
  5. FY2022Reduction in loss on equity-method investmentsAnnual report

    「Amount of investment loss (△) if the equity method is applied: △4,957 thousand yen; △1,138 thousand yen」

    The equity-method investment loss narrowed from ¥5 million in the previous fiscal year to ¥1 million. However, the filing does not explain a causal relationship with monetization of the game business.
  6. FY2022-Q3Reduction in loss on equity-method investmentsAnnual report

    「Amount of investment loss (△) if the equity method is applied: △1,995 thousand yen; △1,346 thousand yen」

    Against an equity-method investment loss of ¥2 million in the same period of the previous year, the cumulative third quarter recorded a loss of ¥1 million, narrowing the loss. The filing does not explain a causal relationship with monetization of the game business.
  7. FY2022-Q1Equity-Method Investment Losses IncurredAnnual report

    「Amount of investment gain or investment loss (△) if the equity method is applied: 110 thousand yen; △546 thousand yen」

    The equity-method investment gain of ¥110 thousand in the same period of the previous year turned into an investment loss of ¥546 thousand in the cumulative first quarter. The filing does not explain a causal relationship with monetization of the game business.
  8. FY2021Recognition of Valuation Losses on Shares of AffiliatesAnnual report

    「During the fiscal year, an impairment loss of ¥11 million was recognized on shares in affiliated companies.」

    An impairment loss of ¥11 million was recognized on shares in affiliated companies, including アルファゲームス. The equity-method investment loss narrowed from ¥13 million in the previous fiscal year to ¥5 million, but the filing does not explain a causal relationship with monetization of the game business.
  9. FY2021-Q3Reduction in loss on equity-method investmentsAnnual report

    「Amount of investment loss (△) if the equity method is applied: △8,971 thousand yen; △1,995 thousand yen」

    Against an equity-method investment loss of ¥9 million in the same period of the previous year, the cumulative third quarter recorded a loss of ¥2 million, narrowing the loss. The filing does not explain a causal relationship with monetization of the game business.
  10. FY2021-Q2AdvancedAnnual report

    「Amount of investment gain or investment loss (△) if the equity method is applied: △9,717 thousand yen; 469 thousand yen」

    The equity-method investment loss of ¥10 million in the same period of the previous year turned into an investment gain of ¥469 thousand in the cumulative second quarter, expanding the surplus. The filing does not explain a causal relationship with monetization of the game business.
  11. FY2021-Q1Equity-method investment income turned profitableAnnual report

    「Amount of investment gain or investment loss (△) if the equity method is applied: △6,924 thousand yen; 110 thousand yen」

    Against an equity-method investment loss of ¥7 million in the same period of the previous year, the cumulative period under review produced an investment gain of ¥110 thousand. The filing does not explain a causal relationship with monetization of the game business.
  12. FY2020-Q3Disclosure of Losses on Investments in a Related CompanyAnnual report

    「Amount of investment gain or investment loss (△) if the equity method is applied: △8,971 thousand yen」

    For the cumulative third quarter, the company disclosed an investment loss of ¥9 million if the equity method is applied. The filing does not explain a causal relationship with monetization of the game business.
  13. FY2019RestatedAnnual report

    「The related company 株式会社アルファゲームス operates a business developing and managing original games.」

    The structure for pursuing game-business monetization and growth through the related company アルファゲームス continues, but this filing does not present any new earnings results.
  14. FY2018RestatedAnnual report

    「Following the transfer of the business, we will seek to monetize and grow our game business through the newly established related company 株式会社アルファゲームス.」

    We continue to pursue the goal of monetizing and growing the game business through the related company アルファゲームス.
  15. FY2018-Q3ReframedAnnual report

    「Following the transfer of the business, we will seek to monetize and grow our game business through the newly established related company 株式会社アルファゲームス.」

    While maintaining the goal of monetizing and growing the game business, the plan was changed so that the newly established related company would be responsible for achieving it.
  16. FY2017First statedAnnual report

    「③ Establishing a profitable game business model The games we have provided to date, led by the smartphone apps Re:Monster and THE NEW GATE and the PC browser game One More Free Life Online, achieved results above our expectations in terms of preregistrations and initial sales. As a result, there were occasions when we gained greater confidence in the popularity and customer-attraction capabilities of our IP. However, after the games were launched, numerous problems arose due to our lack of experience and expertise in the game business, making it difficult to maintain revenue and profit.」

    While recognizing the initial customer-attraction strength of the game business, we identified challenges in maintaining sales and profit after launch and, for the first time, explicitly identified establishing a profitable business model as an issue.
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