Execution risks associated with new businesses such as games
First written in FY2016. 6 of 14 entries say "Worsened", first in FY2017-Q2. Latest entry: 2026-05-15.
AlphaPolis moved to the "Worse" side of this theme in 2016, 7 years before the typical company in this theme (2023).
The whole theme swung hardest in 2025: 15 of 49 companies on the "Worse" side.
25 other companies' latest entry also says "Materialised".
- 2026-05-15MaterialisedRevision of earnings forecasts
「当セグメントの概況につきましては、受注済みの大型案件の納品が進み売上を計上したものの、一部の納品時期が翌期に跨いだことにより、当連結会計年度における売上計上額に一部、次期への持ち越しが発生いたしました。」
アニメ制作事業で一部大型案件の納品時期が翌期に跨ぎ、売上計上の持ち越しが発生した。 - FY2024RestatedAnnual report
「If additional expenses are incurred to secure new personnel, invest in systems, conduct advertising and publicity, or otherwise pursue these new businesses, if new risks arise that the company has not previously anticipated, or if business development does not progress as expected, this may affect the company’s financial position and operating results.」
The company continues to disclose additional expenses, unforeseen risks and delays in progress associated with new businesses such as video content, merchandise, games and apps. - FY2023RestatedAnnual report
「If additional expenses are incurred to secure new personnel, invest in systems, conduct advertising and publicity, or otherwise pursue these new businesses, if new risks arise that the company has not previously anticipated, or if business development does not progress as expected, this may affect the company’s financial position and operating results.」
The company continues to disclose additional expenses, unforeseen risks and delays in progress associated with new businesses such as video content, merchandise, games and apps. - FY2021RestatedAnnual report
「If additional expenses are incurred to secure new personnel, invest in systems, conduct advertising and publicity, or otherwise pursue these new businesses, if new risks arise that the company has not previously anticipated, or if business development does not progress as expected, this may affect the company’s financial position and operating results.」
The company continues to disclose additional expenses, unforeseen risks and delays in progress associated with new businesses such as games, video content, merchandise and apps. - FY2019RestatedAnnual report
「If additional expenses are incurred to secure new personnel, invest in systems, conduct advertising and publicity, or otherwise pursue these new businesses, if new risks arise that the company has not previously anticipated, or if business development does not progress as expected, this may affect the company’s business and performance.」
The company continues to disclose additional expenses, unforeseen risks and delays in progress associated with new businesses such as games, video content, merchandise and apps. - FY2018MitigatedAnnual report
「However, given the challenging competitive environment and the company’s insufficient accumulation of game development and operating expertise, we determined that monetization by the company alone would be difficult. We therefore decided to work with 株式会社キューマックス, which has the resources of a game development and operating team and extensive expertise in the games business, to substantially strengthen the games business and pursue its next phase of growth.」
While a risk arose that monetizing the games business would be difficult, the company addressed it by transferring the business to a jointly funded company with QMAX, which has external expertise. - FY2018-Q3WorsenedAnnual report
「As a result, revenue from the games business for the cumulative period through the third quarter was ¥315,927 thousand, up 11.4% year on year, and the segment loss was ¥147,369 thousand, compared with a segment loss of ¥85,030 thousand in the same period of the previous year.」
Although the games business generated higher revenue, the segment loss widened from ¥85,030 thousand in the same period of the previous year to ¥147,369 thousand. - FY2018-Q2WorsenedAnnual report
「As a result, revenue from the games business for the cumulative period through the second quarter was ¥218,744 thousand, up 36.0% year on year, and the segment loss was ¥132,040 thousand, compared with a segment loss of ¥44,412 thousand in the same period of the previous year.」
Although revenue from the games business increased, the segment loss widened from ¥44,412 thousand in the same period of the previous year to ¥132,040 thousand. - FY2018-Q1WorsenedAnnual report
「As a result, revenue for the cumulative period through the first quarter was ¥124,318 thousand, up 55.0% year on year, and the segment loss was ¥88,957 thousand, compared with a segment loss of ¥28,962 thousand in the same period of the previous year.」
Although revenue from the games business increased, the segment loss widened from ¥28,962 thousand in the same period of the previous year to ¥88,957 thousand. Conditions were also challenging for the recovery of revenue from “THE NEW GATE” and the acquisition of users for new titles. - FY2017WorsenedAnnual report
「As a result, revenue from this business was ¥385,383 thousand, up 760.6% year on year, and the segment loss was ¥208,163 thousand, compared with a segment loss of ¥46,170 thousand in the previous fiscal year.」
Although revenue from the games business expanded, the segment loss widened from ¥46,170 thousand in the previous year to ¥208,163 thousand. - FY2017-Q3WorsenedAnnual report
「Meanwhile, the smartphone app “TEH NEW GATE,” released in October 2016, attracted more pre-registrations and a stronger initial response than expected, but the company struggled thereafter to retain users and acquire new users.」
The company struggled with user retention and new-user acquisition for the new game, and the games business recorded a segment loss of ¥85,030 thousand for the cumulative period through the third quarter. The company also describes declines in user numbers and retention rates for existing games. - FY2017-Q2WorsenedAnnual report
「However, costs such as game operating expenses and advertising and promotional expenses were burdensome for all games. Revenue from this business was ¥160,814 thousand (none recorded in the same period of the previous year), and the segment loss was ¥44,412 thousand (a segment loss of ¥6,092 thousand in the same period of the previous year).」
The games business continued to bear heavy operating and advertising and promotional expenses, and the loss widened from ¥6,092 thousand in the same period of the previous year to ¥44,412 thousand in the cumulative period through the current quarter. - FY2017-Q1MaterialisedAnnual report
「However, operating and advertising and promotional expenses were burdensome for all games. Revenue from this business was ¥80,218 thousand (none recorded in the same period of the previous year), and the segment loss was ¥28,962 thousand (a segment loss of ¥2,353 thousand in the same period of the previous year).」
The games business bore heavy operating and advertising and promotional expenses, resulting in a segment loss of ¥28,962 thousand alongside the recognition of revenue. - FY2016First statedAnnual report
「If business development does not progress as expected, it may affect the company’s business and performance.」
The company identifies additional spending on personnel, systems investment and advertising and promotional expenses associated with expanding into games and other businesses, as well as unforeseen risks.