Contents of this document
- Diversification of payment methods
- Optimization of operating costs
- Launch and release of new titles in the fiscal year ending March 2026
- HD game sales¥765 100 millionYear on year against the same period last year+¥1.4 billion
- MMO sales¥410 100 millionYear on year against the same period last year−¥14.5 billion
- Sales on smart devices, PC browsers and other platforms¥552 100 millionYear on year against the same period last year-¥20.6 billion
- HD game operating profit¥141 100 millionYear on year against the same period last year+¥10.8 billion
- MMO operating profit¥151 100 millionYear on year against the same period last year-¥6.8 billion
- Operating profit from smart devices, PC browsers and other platforms¥140 100 millionYear on year against the same period last year+¥5.5 billion
- Units sold by region (total)2,668 10,000 unitsYear on year against the same period last year+1.23 million units
- Employees at period-end4,290 peopleYear on year against the same period last year-314 people
- Digital Entertainment businessNet Sales¥1,728 100 million (YoY -16.3%)Operating profit¥433 100 million (YoY +28.1%)
- Amusement BusinessNet Sales¥721 100 million (YoY +1.3%)Operating profit¥88 100 million (YoY +12.8%)
- Publishing BusinessNet Sales¥297 100 million (YoY -3.3%)Operating profit¥98 100 million (YoY -10.1%)
- Rights and Properties businessNet Sales¥250 100 million (YoY +31.6%)Operating profit¥112 100 million (YoY +86.7%)
| Item | Details |
|---|---|
| Document type | Financial results presentation |
| Fiscal Period Covered | Fiscal year ending March 2026, full year |
| Net Sales | ¥2,976 100 million (YoY -8.3%) |
| Operating profit | ¥547 100 million (YoY +35.1%) |
| Ordinary income | ¥644 100 million (YoY +57.5%) |
| Net income | ¥296 100 million (YoY +21.3%) |
| Operating profit margin | 18.4 % |
| Segment results | Segment Digital Entertainment business / Net Sales ¥1,728 100 million (YoY -16.3%) / Operating profit ¥433 100 million (YoY +28.1%), Segment Amusement Business / Net Sales ¥721 100 million (YoY +1.3%) / Operating profit ¥88 100 million (YoY +12.8%), Segment Publishing Business / Net Sales ¥297 100 million (YoY -3.3%) / Operating profit ¥98 100 million (YoY -10.1%), Segment Rights and Properties business / Net Sales ¥250 100 million (YoY +31.6%) / Operating profit ¥112 100 million (YoY +86.7%) |
| Key KPIs | Indicator name HD game sales / Value ¥765 100 million / Year on year against the same period last year +¥1.4 billion, Indicator name MMO sales / Value ¥410 100 million / Year on year against the same period last year −¥14.5 billion, Indicator name Sales on smart devices, PC browsers and other platforms / Value ¥552 100 million / Year on year against the same period last year -¥20.6 billion, Indicator name HD game operating profit / Value ¥141 100 million / Year on year against the same period last year +¥10.8 billion, Indicator name MMO operating profit / Value ¥151 100 million / Year on year against the same period last year -¥6.8 billion, Indicator name Operating profit from smart devices, PC browsers and other platforms / Value ¥140 100 million / Year on year against the same period last year +¥5.5 billion, Indicator name Units sold by region (total) / Value 2,668 10,000 units / Year on year against the same period last year +1.23 million units, Indicator name Employees at period-end / Value 4,290 people / Year on year against the same period last year -314 people |
| Number of employees | Number of Employees 4,290 people / Change during the period -314 people |
| New initiatives | Diversification of payment methods, Optimization of operating costs, Launch and release of new titles in the fiscal year ending March 2026 |
Items this document does not state (20)
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.Improved profitability in the Digital Entertainment business. In the Digital Entertainment business, sales of new and catalog HD game titles, diversification of payment methods for smart devices, PC browsers and other platforms, and optimization of operating costs were identified as factors driving higher profit. Conversely, the negative impact of the timing of MMO expansion pack launches and lower sales on smart devices, PC browsers and other platforms were identified as factors driving lower revenue.