Komori
Capcom (9697) · RiskMitigated

Seasonal fluctuations in quarterly results

First written in FY2017. 1 of 4 entries say "Materialised", first in FY2018-Q1. Latest entry: FY2021.

4entries
5years
0from disclosures
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How it moved
ProgressHeldSoftenedWorseMaterialisedFY2018-Q1RestatedFY20202017: 220172018: 020182019: 020192020: 120202021: 12021
Same theme, other companies
Seasonality in performance due to concentration of demand in DecemberA theme 19 companies write about · 19 as a headwind · 0 as a tailwind

The whole theme swung hardest in 2020: 2 of 9 companies on the "Worse" side.

1 other company's latest entry also says "Mitigated".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 19 companies compared. The sentences above are computed from all 19.
Full recordFilings, disclosures and news, newest first
  1. FY2021MitigatedAnnual report

    「As countermeasures, we strive to extend the sales life of game software and stabilize earnings by strengthening digital sales and implementing flexible pricing initiatives.」

    In response to seasonal quarterly fluctuations, strengthening digital sales and implementing flexible pricing initiatives were specified as countermeasures.
  2. FY2020RestatedAnnual report

    「Supply and demand in the game market fluctuate significantly throughout the year, with the peak demand period occurring from the Christmas season at year-end through the New Year period. Accordingly, performance may fluctuate substantially from quarter to quarter, with the first quarter tending to be relatively less active.」

    The concentration of demand around the year-end and New Year holidays and the risk of fluctuations in quarterly results continue to be disclosed.
  3. FY2018-Q1MaterialisedAnnual report

    「As a result, although the first quarter under review served as a period of preparation ahead of a full-scale push in the second half,」

    The concentration of titles and initiatives in the second half resulted in the first quarter becoming a preparatory period before the full-scale push, and this quarterly fluctuation was reflected in the company's actual business explanation.
  4. FY2017First statedAnnual report

    「Supply and demand for games fluctuate significantly throughout the year, with the peak demand period running from the Christmas season through the New Year. Consequently, operating performance may vary substantially from quarter to quarter, with the first quarter tending to be relatively subdued.」

    The concentration of demand around the year-end and New Year holidays and the relatively weak first quarter were disclosed as risks of fluctuations in quarterly results.
Moved together

None of this company's other threads moved the same way in the same document twice or more.

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