Growth in the Number of Creators and Diversification of Revenue Streams
First written in FY2022. 8 of 13 entries say "Advanced", first in FY2023-Q2. Latest entry: 2026-09-24.
3 other companies' latest entry also says "Advanced".
- 2026-09-24AdvancedManagement plan
「Research service “SCOP Survey” Launch scheduled for August 2026」
Regarding revenue opportunities using creators and streamers, the Company discloses the launch of a research service for gamers in addition to its advertising solutions. - FY2026RestatedAnnual report
「In agency services, demand for PR and events featuring influencers such as streamers and professional gamers remained solid. The company also continued to provide solutions in areas outside events, including community marketing and merchandising.」
The company reaffirmed its policy of expanding its solutions beyond influencer engagements to community marketing and merchandising. - FY2026-H1AdvancedAnnual report
「In agency services, although there had been a large promotional project for a specific client in the same period of the previous year, recurring services such as community management expanded, offsetting the impact of one-off projects and contributing to improved earnings continuity and visibility. In addition, revenue contribution began with the launch of the full version of SCOP, a live-stream advertising platform. As a result, revenue increased 22.5% year on year.」
Recurring services such as community management expanded, and SCOP began contributing to revenue, resulting in a 22.5% year-on-year increase in agency services revenue. - FY2025AdvancedAnnual report
「Orders also increased for community marketing, merchandising and station advertising, advancing the creation of a track record and the accumulation of know-how in new areas.」
The company states that, in addition to influencer marketing, it expanded its order scope to community marketing, merchandising and station advertising, advancing its track record and accumulation of know-how. - FY2025-H1AdvancedAnnual report
「In agency services, centered on influencer marketing, the proportion of projects in new business areas such as community marketing, social media marketing and OOH advertising has increased, and the company aims to further expand its business areas.」
In addition to influencer marketing, the proportion of projects in new areas such as community marketing, social media marketing and OOH advertising has increased. - FY2024AdvancedAnnual report
「In brand production services, which create new value in esports, demand was strong for PR and events featuring influencers such as streamers and professional gamers, resulting in higher revenue related to influencer marketing.」
Revenue related to influencer marketing increased as demand for PR and events featuring influencers grew. - FY2024-Q2AdvancedAnnual report
「As a result, projects increased involving new tie-ups, sponsorship brokerage and casting for events, designed to maximize the value of partner professional gamers, commentators and analysts for popular game titles, and streamers.」
The company states that tie-up, sponsorship brokerage and casting projects involving professional gamers, commentators and analysts, and streamers increased. - FY2024-Q1RestatedAnnual report
「The company also cast professional gamers active in Japan and overseas, commentators and analysts for popular game titles, and streamers, leveraging its deep understanding of games and communities and its industry-leading connections.」
The company continues to cast professional gamers in Japan and overseas, commentators and analysts, and streamers by leveraging its understanding of games and communities and its industry connections. - FY2023AdvancedAnnual report
「As the esports market expands, opportunities for esports players, commentators, analysts and influencers have increased, and the expansion of non-event revenue sources, such as talent casting, has contributed to revenue.」
The company explains that non-event revenue sources, such as talent casting, contributed to revenue, demonstrating the results of its monetization diversification. - FY2023-Q3RestatedAnnual report
「The company plans and brokers character merchandise and tie-ups using the intellectual property of esports teams and influencers, and seeks to enhance partner value.」
The company continues to pursue a policy of enhancing partner value through the planning and brokerage of merchandise and tie-ups using partners' intellectual property. - FY2023-Q2AdvancedAnnual report
「The company has won numerous tie-up and collaboration projects from corporations and seeks to enhance partner value by providing partners with opportunities to pursue activities.」
The company won numerous corporate tie-up and collaboration projects and provided partners with opportunities to pursue activities. - FY2023-Q1RestatedAnnual report
「In partner solution services, the company focused on developing services that create opportunities for influencers to pursue activities.」
The company states that, in line with its existing policy of supporting creators and expanding monetization opportunities, it focused on creating opportunities for influencers to pursue activities. - FY2022First statedAnnual report
「In partner solution services, the company will increase the number of creators through creator support while enhancing the value of creators themselves through offerings such as sponsorship brokerage.」
The company outlined a policy of expanding the number of supported creators and monetization opportunities through creator support and sponsorship brokerage.