5 Shadowverse

Total Page:16

File Type:pdf, Size:1020Kb

5 Shadowverse [Forward-looking statement] The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and uncertainties. 1 0. Contents 1. Quarterly Results (April - June 2020) 2. Forecast 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. FY2020 2 1. Quarterly Results Quarterly Results April - June 2020 3 1. Quarterly Results Results were in line with the forecast despite COVID-19 FY2020 impact. Sales: 112.8 billion yen down 0.7% YoY Q3 OP: 8.2 billion yen down 12.3% YoY WAU* of “ABEMA” remain stable after lifting of the stay-at- home request. Media Sales: 13.3 billion yen UP 19.2% YoY OP: -4.0 billion yen Sales stay flat year over year despite the effect of COVID- 19. Ad Sales: 64.3 billion yen UP 0.01% YoY OP: 4.7 billion yen down 6.0% YoY Quarterly revenue declined after the anniversaries; however, overall performance went well. Game Sales: 36.7 billion yen down 4.0% YoY OP: 7.5 billion yen down 9.5% YoY *WAU: Weekly Active Users 4 1. Quarterly Results [Consolidated Sales] COVID-19 has impacted on the advertising business. Sales were 112.8 billion yen, down 0.7% year over year. 129.1 117.3 115.6 113.6 111.7 112.8 109.5 110.8 107.5 104.4 101.8 97.9 93.3 89.5 (Billion Yen) 85.6 86.5 76.4 74.0 74.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2016 FY2017 FY2018 FY2019 FY2020 5 1. Quarterly Results [Consolidated OP] 8.2 billion yen, down 12.3% year over year (Billion Yen) 12.9 12.4 11.4 11.2 9.8 9.4 8.6 8.3 8.2 8.2 7.9 7.7 7.4 6.8 6.5 6.3 5.3 4.2 3.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2016 FY2017 FY2018 FY2019 FY2020 6 1. Quarterly Results [SG&A Expenses] Decreased 3.2 billion yen quarter on quarter to 23.7billion yen, due to advertising expenses and cost reduction by remote Earnings Incentives working. 28.9 Other * 27.3 26.3 26.9 Sales related costs 25.6 24.9 25.0 Office costs 24.6 24.5 7.5 25.0 23.7 Personnel 3.1 23.0 23.1 23.4 22.6 7.3 7.0 Advertisement cost 21.6 5.8 7.7 6.4 6.8 7.0 6.8 1.2 4.4 4.9 5.0 6.3 6.5 18.7 7.0 1.2 2.1 (Billion Yen) 5.3 1.2 1.7 2.0 1.3 1.2 1.2 1.3 1.2 1.3 1.3 15.6 16.0 3.9 1.3 1.7 2.1 1.4 1.4 1.5 1.1 2.2 1.5 1.1 1.8 2.0 2.1 1.2 2.2 1.8 2.1 3.5 3.5 1.3 1.6 8.0 2.1 1.3 5.3 6.1 7.9 8.5 1.4 1.2 6.8 7.1 8.4 1.2 7.7 7.6 1.2 6.6 6.8 8.5 8.6 7.2 5.5 7.6 5.0 5.5 9.9 9.1 9.9 7.9 8.1 8.1 7.8 7.0 7.1 6.8 7.3 6.5 6.7 6.1 5.8 6.4 4.4 4.4 5.3 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2016 FY2017 FY2018 FY2019 FY2020 7 *Other: Outsourcing expenses, R&D expenses, entertainment expenses etc. 1. Quarterly Results [No. of Employees] Total headcount was 5,467 at the end of June. (295 new graduates joined in April) (headcount) 5,433 5,467 11 14 5,282 5,215 11 5,162 370 Investment Development 5,109 5,111 369 11 4,988 12 4,902 14 12 370 Headquarters 15 366 362 15 372 362 Other 350 601 603 4,543 4,537 4,576 352 4,523 608 Game 17 15 596 18 15 490 487 578 Internet Ad 336 344 330 503 4,153 335 501 Media 4,054 3,971 18 3,894 19 425 19 310 357 406 406 22 296 3,623 3,623 297 290 301 1,670 22 21 285 1,644 1,643 1,786 267 303 297 259 1,522 1,554 1,612 1,453 1,459 263 266 1,330 1,346 1,347 1,349 1,267 1,272 1,215 1,253 1,149 1,139 1,964 1,900 1,881 1,894 1,883 1,903 1,822 1,819 1,786 1,802 1,778 1,758 1,754 1,560 1,633 1,530 1,539 1,392 1,401 753 767 830 802 844 798 780 754 791 622 624 681 660 667 703 494 499 578 596 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2016 FY2017 FY2018 FY2019 FY2020 8 *FY2020 Segment reclassification is reflected from FY2019. 1. Quarterly Results [PL] FY2020 3Q FY2019 3Q FY2020 2Q million yen YoY QoQ Apr-Jun. 2020 Apr-Jun. 2019 Jan.-Mar. 2020 Net Sales 112,854 113,667 -0.7% 129,172 -12.6% Gross profit 32,003 32,917 -2.8% 39,422 -18.8% SG&A expenses 23,724 23,473 1.1% 26,924 -11.9% Operating profit 8,279 9,444 -12.3% 12,498 -33.8% OPM 7.3% 8.3% -0.9pt 9.7% -2.3pt Ordinary profit 8,229 9,444 -12.9% 12,509 -34.2% Extraordinary income 7 112 -93.1% 78 -90.1% Extraordinary loss 3,009 3,237 -7.0% 1,532 96.4% Income before income taxes 5,228 6,319 -17.3% 11,055 -52.7% and non-controlling interests Net profit* 1,118 689 62.2% 3,304 -66.1% *Net profit: Profit attributable to shareholders of parent. Affected by the fact that AbemaTV, Inc. is exempted from consolidated tax payment, and non-controlling equity interest (minority interest) of Cygames, Inc. 9 1. Quarterly Results [BS] We maintain a strong financial position. End of End of End of million yen YoY QoQ June 2020 June 2019 Mar. 2020 Current assets 181,182 161,862 11.9% 183,524 -1.3% Cash deposits 90,425 79,908 13.2% 84,960 6.4% Fixed assets 54,629 53,772 1.6% 57,542 -5.1% Total assets 235,860 215,679 9.4% 241,118 -2.2% Current liabilities 71,661 63,570 12.7% 82,795 -13.4% (Income tax payable) 5,946 2,997 98.3% 8,660 -31.3% Fixed liabilities 43,836 43,329 1.2% 43,841 -0.01% Shareholders' equity 77,786 74,053 5.0% 76,671 1.5% Net Assets 120,362 108,780 10.6% 114,482 5.1% 10 2. Forecast FY2020 Forecast October 2019 - September 2020 11 2. Forecast 465.0 453.6 Sales 465 billion yen(UP 2.5% YoY) 419.5 OP 28~32 billion yen 371.3 310.6 36.7 32.7 32.0 254.3 30.7 30.1 30.8 205.2 28.0 22.2 162.4 141.1 (billion yen) 17.4 119.5 Sales 14.3 Continue up-front 93.8 96.6 OP 87.0 10.3 investment in 76.0 9.3 60.1 Investment in ABEMA 43.2 5.5 Smartphone 4.3 4.6 4.4 26.7 2.6 business 10.8 16.2 1.7 3.2 6.3 Investment in blog service -0.1 -0.2 -0.1 -1.6 FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 FY2020E 12 2. Forecast [Progress to Full-year Forecast] The accumulated total of the operating profit and the ordinary profit have achieved minimum forecast. 465B 売上高Sales 357.7B 77% Operating営業利益 Profit 28.5B 89%~102% 28B ~ 32B Ordinary経常利益 Profit 28.4B 89%~102% 28B ~ 32B 当期純利益Net Profit* 5.8B 59%~73% 8B ~ 10B 0% 25% 50% 75% 100% *Net profit: Profit attributable to shareholders of parent. Affected by the fact that AbemaTV, Inc. is exempted from consolidated tax payment, and non-controlling equity interest (minority interest) of Cygames, Inc. 13 3. Internet Advertisement Business Internet Advertisement 14 3. Internet Advertisement Business [Quarterly Sales] Q3 64.3 billion yen (up 0.01% YoY) As COVID-19 has impacted on sales, we focused on advertisers with strong stay-at-home consumer demand. 72.7 66.6 67.3 64.3 63.3 64.3 61.4 61.3 62.2 60.2 57.6 55.6 52.5 (Billion yen) 51.0 47.8 48.6 43.6 43.0 40.5 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q FY2016 FY2017 FY2018 FY2019 FY2020 *FY2020 Segment reclassification: Some EC businesses that were included in Internet Advertisement Business has transferred to Media business and reflected from FY2016.
Recommended publications
  • Esports Insights
    GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD.
    [Show full text]
  • Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
    arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions.
    [Show full text]
  • Pocketgamer.Biz Top 50 Developer 2020
    2020 2020 in association with The mobile movers & shakers of the last 12 months Top 50 Developer 2020 in association with 1 2020 2020 Contents a-z Welcome… 2020 Our Top 50 Mobile Game Makers list is now in its 11th year, in association with From breaking industry stories and and what a year it’s been already. p27 p6 p21 p15 p10 in-depth interviews with key executives to updates on industry 2020 will be remembered for a lot of things, but in the events and detailed analysis of mobile mobile games industry it will likely be remembered for the games metrics, PocketGamer.biz is the continued growth of hypercasual as a genre, some first port of call for mobile game impressively large acquisitions, and a string of battles waged developers, publishers, operators, handset manufacturers, investors, and across and about the app stores. p4 p19 p19 p14 p5 p14 p25 service providers. We’ve seen Apple Arcade offer a new avenue for premium mobile developers, while free-to-play revenues have surged www.pocketgamer.biz thanks to people spending more time at home. And we’ve seen streaming services start kicking into high gear, with Stadia and xCloud battling it out on smaller screens with p6 p13 p15 p9 p7 p4 p7 console titles. It’s been tough picking out the developers we consider to be “the best” amongst all the chaos of 2020. It’s been a difficult year, and it isn’t getting any easier. Realistically, every Your top 50 p11 p9 p10 p13 p12 company still hanging on deserves recognition of some kind.
    [Show full text]
  • Shadowverse: Champion’S Battle Se Lanzará En Verano De 2021 En Switch
    Shadowverse: Champion’s Battle se lanzará en verano de 2021 en Switch Shadowverse: Champion’s Battle para Nintendo Switch llegará a Europa este verano con localización en inglés. Basado en la adaptación anime de Shadowverse, el exitoso juego de cartas estratégico multijugador para móviles de Cygames, Shadowverse: Champion’s Battle lleva las complejas mecánicas de construcción de mazos a una nueva plataforma y las combina con una experiencia narrativa original y perfecta tanto para los jugadores nuevos como para los experimentados. Shadowverse: Champion’s Battle estará disponible en formato físico en Europa. Además, llegará con un código promocional especial que otorgará 2 cartas con ilustración alternativa (3 copias de cada una), 10 esferas animadas y objetos canjeables en la versión de móvil o PC de Shadowverse. Shadowverse: Champion’s Battle es una nueva versión del juego de cartas estratégico multijugador para móviles en Nintendo Switch™. A medida que los jugadores progresan en el juego, pueden coleccionar nuevas cartas para construir mazos más poderosos. El juego puede jugarse en solitario o puede conectarse a Internet para jugar en modo multijugador y probar nuevas y complejas estrategias contra otros jugadores. Shadowverse: Champion’s Battle también contará con un sistema de pase de batalla con recompensas de skins de líder y otras bonificaciones en el juego que se desbloquean al completar misiones, como ganar partidas en línea.Esta versión de Nintendo Switch™ también añade animaciones espectaculares a las batallas para una experiencia más inmersiva. En Shadowverse: Champion’s Battle, los jugadores toman el papel de un estudiante recién llegado a la Academia Tensei, donde enseguida aprende a jugar al juego de cartas Shadowverse gracias a su compañero de clase Hiro Ryugasaki.
    [Show full text]
  • FY2020 Q3 Onward
    0. Contents 1. Quarterly Results (January - March 2020) 2. Forecast 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. FY2020 1 1. Quarterly Results Quarterly Results January - March 2020 2 1. Quarterly Results Q2 was strong. The impact of COVID-19 will appear from FY2020 Q3 onward. Sales: 129.1 billion yen UP 10.1% YoY Q2 OP: 12.4 billion yen UP 45.3% YoY WAU* of “ABEMA” has increased drastically, reflecting high demand from stay-at-home users. Media Sales: 13.8 billion yen UP 18.8% YoY OP: -4.2 billion yen Solid growth by meeting advertisers’ demand. The impact of COVID-19 will appear from Q3 onward. Ad Sales: 72.7 billion yen UP 9.2% YoY OP: 6.7 billion yen UP 23.7% YoY Three anniversary titles and new titles went well. Game Sales: 44.8 billion yen UP 12.4% YoY OP: 10.4 billion yen UP 39.8% YoY *WAU: Weekly Active User 3 1. Quarterly Results [Consolidated Sales] Hit record high sales of 129.1 billion yen, up 10.1% year over year. 129.1 117.3 115.6 113.6 109.5 110.8 111.7 107.5 104.4 101.8 97.9 93.3 (Billion Yen) 89.5 85.6 86.5 76.4 74.0 74.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q FY2016 FY2017 FY2018 FY2019 FY2020 4 1. Quarterly Results [Consolidated OP] 12.4 billion yen, up 45.3% year over year Driven by the increase in advertising and game business profit.
    [Show full text]
  • Shadowverse: Champion’S Battle Ya Tiene Su Edición Física Disponible Para Nintendo Switch
    Shadowverse: Champion’s Battle ya tiene su edición física disponible para Nintendo Switch Shadowverse: Champion’s Battle, un emocionante juego de rol con batallas de cartas basado en la adaptación al anime del exitoso juego multijugador para móvil/PC de Cygames, ya tiene su edición física disponible en Nintendo Switch. En Shadowverse: Champion’s Battle los jugadores iniciarán un duro camino para convertirse en campeones con el objetivo de restaurar el Club Shadowverse en la Academia Tensei. A medida que los jugadores avanzan en esta aventura, aprenderán más sobre el juego de cartas y recogerán nuevas paraconstruir mazos más poderosos. El juego se puede disfrutar en solitario o en línea para partidas multijugador donde probar complejas estrategias. Shadowverse: Champion’s Battle está disponible con un precio recomendado de 49,99 euros en formato físico y existe también una demo gratuita, que permite a los fans experimentar la totalidad del primer capítulo de Shadowverse: Champion’s Battle disponible para su descarga en la Nintendo eShop. Los datos de guardado de esta demo jugablepueden transferirse posteriormente al juego completo. Junto con el lanzamiento de Shadowverse: Champion’s Battle, Marvelous Europe Limited ha confirmado hoy queel contenido descargable lanzado anteriormente en Japón tambiénestá disponible en esta edición. Este contenido descargable ampliará el juego con skins adicionales y expandirá la ya extensa gama de cartas de Shadowverse disponibles en el juego. Skins Se pueden adquirir de forma individual en la Nintendo eShop. ⦁ Skin de líder: «Seiya Kibakura» ⦁ Skin de líder: «Takuma Kibakura» ⦁ Skin de líder: «Vivian Joubert» ⦁ Skin de líder: «Vanessa Joubert» ⦁ Skin de líder: «Marcel Tabeoka» ⦁ Skin de líder: «Miyabi Zaizenji» ⦁ Skin de líder: «Ko Hebigami» ⦁ Skin de líder: «Zuo Onizuka» ⦁ Skin de líder: «León Aurenche» ⦁ Skin de líder: «Rei Saotome» ⦁ Skin de líder: «Rey del Shadowverse: Rei» Pases Premium Estos Pases Premium se pueden comprar directamente desde el juego.
    [Show full text]
  • FY2019 4Q Presentation Material
    0. Contents 1. FY2019 Full Year Results (October 2018 - September 2019) 2. FY2020 Forecast (October 2019 - September 2020) 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. FY2020 7. References Quarterly Results (July – September 2019) 1 1. FY2019 Full Year Results FY2019 Full Year Results October 2018 - September 2019 2 1. FY2019 Full Year Results Marked a record-high sales. OP surpassed the forecast. FY2019 Sales: 453.6 billion yen UP 8.1% YoY OP: 30.8billion yen (Existing Business* 51.1B,”AbemaTV”etc -20.3B) Three and a half years since AbemaTV launched. WAU reached over 10 million. Media Sales: 37.3 billion yen UP 18.5% YoY OP: -17.8billion yen (”AbemaTV”etc -20.3B) Focused on new customer acquisition resulted in a steady performance. Ad Sales: 260.2 billion yen UP 8.4% YoY*** OP: 20.6 billion yen Down 3.4% YoY Strong major titles delivered sales and OP rose. Game Sales: 152.2 billion yen UP 3.9% YoY OP: 26.0 billion yen UP 2.9% YoY *Existing Business:Advertisement, Game, “Ameba,” “Tapple,” in Media and Investment development business. **WAU:Weekly Active User 3 ***YoY comparison: Excluding Cyber Buzz, Inc. that became unconsolidated (FY2018 full year sales: 1.51 billion yen) 1. FY2019 Full Year Results [Consolidated Sales] 453.6 453.6 billion yen (up 8.1% YoY) 419.5 Marked a new record high 371.3 310.6 254.3 205.2 162.4 141.1 119.5 93.8 96.6 87.0 76.0 Unit:billion yen 60.1 43.2 26.7 10.8 16.2 3.2 6.3 FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 4 1.
    [Show full text]
  • Shadowverse: Champion's Battle Erscheint Im Sommer 2021 Für
    PR-Kontakt: ToLL Relations [email protected] Pressemeldung Shadowverse: Champion’s Battle erscheint im Sommer 2021 für Nintendo Switch™ Marvelous Europe Limited und Cygames schließen sich zusammen, um die storybasierte Neuinterpretation des erfolgreichen Multiplayer- Kartenstrategiespiels für Mobilgeräte nach Europa zu bringen. London, United Kingdom – 30. März 2021 – Marvelous Europe Limited freut sich, bekanntgeben zu können, Shadowverse: Champion’s Battle für Nintendo Switch im Sommer in Europa und Australien zu veröffentlichen. Shadowverse: Champion’s Battle wird für Nintendo Switch nur auf Englisch verfügbar sein. TRAILER: https://youtu.be/4YwLoK58DDI Shadowverse: Champion’s Battle basiert auf der Anime-Adaption von Cygames’ erfolgreichem Multiplayer-Kartenstrategiespiel für Mobilgeräte Shadowverse. Die Neuinterpretation bringt die vielschichtigen Mechaniken zum Zusammenstellen des eigenen Kartendecks auf eine neue Plattform und serviert sie mit einer originellen Erzählweise, die sich sowohl für Einsteiger als auch für Kenner des Originals eignet. Shadowverse: Champion’s Battle erscheint in Europa physisch und digital und in Australien digital, wobei alle Versionen einen Code für das Spiel Shadowverse (PC und Mobile) beinhalten, der für drei Karten je zwei exklusive Illustrationen, zehn Premiumsphären und kosmetische Gegenstände gewährt. Shadowverse: Champion’s Battle ist eine Neuinterpretation des mobilen Kartenstrategiespiels für Heimkonsolen. Spieler können im Laufe des Spiels neue Karten sammeln und so stärkere Decks bauen, die mächtigere Kombinationen ermöglichen. Shadowverse: Champion’s Battle kann sowohl alleine als auch in Multiplayer-Duellen erlebt werden, um neue komplexe Strategien gegen andere Spieler auszuprobieren. Shadowverse: Champion’s Battle bietet den Spielern via Battle Pass-System kosmetische Belohnungen und weitere Ingame-Boni, die durch erfolgreich beendete Missionen wie gewonnene Online-Matches freigeschaltet werden können.
    [Show full text]
  • Growth Strategy and Competitive Advantages
    01 Introducing results from our three leading businesses, namely our Internet Advertisement, Game and Media businesses, as well as our Growth Strategy and mid-to-long term growth strategy. We also feature some new businesses that have excellent potential for high future growth such Competitive Advantages as esports and dating service. Growth Strategy and Competitive Advantages 14 Growth Strategy and Operating profit image Track Record Repeated cycle of upfront investment Media Business and reward-reaping to promote growth Investment in Video content 20 years after its founding, CyberAgent is still business achieving sustainable business expansion as a result of identifying growth industries and making two major Investment in Game Business upfront investments in the past. Now that watching Smartphone videos through smart devices has become a way of business life for the younger generation, CyberAgent is making its third upfront investment in internet TV station Investment in blogs "AbemaTV" as a pillar of its medium to long-term strategy. AD Business Two Major Upfront Investments in the Past Investment in Blog Business in 2004 The Shift to Smartphone Business in 2013 With CyberAgent's advertising business smoothly on We shifted significant personnel and management track, we turned our focus towards setting up a blog to resources to smartphone business. By pursuing improve profitability. By 2009, it had become one of the Ameba, ads, and games for smartphones, by 2015, largest blogging services in Japan, achieving 80% of our consolidated sales had shifted to profitability by 2010. smartphone business. Ameba Business Operating Profit 7.1billion yen Media Advertisement Game Captured top 2.3 billion yen Transitioned smartphone Hit Ameba to ads smartphone smartphones market share games 2007 2008 2009 2010 2011 Growth Strategy and Competitive Advantages Growth Strategy and Track Record 15 We develop business based on a three-pillar business portfolio centered on Business Activities and internet industries.
    [Show full text]
  • 1St Quarter Results for Fiscal Year Ending March 2021
    1st Quarter Results for Fiscal Year Ending March 2021 Financial Results Explanatory Material Nintendo Co., Ltd. Aug. 6, 2020 1 Nintendo Co., Ltd. 1 1. Consolidated Financial Results and Outlook 2 Nintendo Co., Ltd. 2 Consolidated Financial Highlights FY20/Q1 FY21/Q1 Comparison Net sales 172.1 bn yen 358.1 bn yen +108.1 % Operating profit 27.4 bn yen 144.7 bn yen +427.7 % Operating profit ratio 15.9 % 40.4 % +24.5 pt. Ordinary profit 22.2 bn yen 150.3 bn yen +576.2 % Net profit 16.6 bn yen 106.4 bn yen +541.3 % Netprofitratio 9.6 % 29.7 % +20.1 pt. *Net profit: Profit attributable to owners of parent *FY = Fiscal Year: FY21/Q1 indicates the period between April 1, 2020 and June 30, 2020. 3 • Year-on-year, net sales for this first quarter rose 108.1% to 358.1 billion yen, operating profit rose by 427.7% to 144.7 billion yen, ordinary profit rose by 576.2% to 150.3 billion yen, and net profit attributable to owners of parent rose by 541.3% to 106.4 billion yen. Nintendo Co., Ltd. 3 Consolidated Sales FY20/Q1 FY21/Q1 Comparison Net sales 172.1 bn yen 358.1 bn yen +108.1 % Dedicated video game platform*1 161.6 bn yen 344.5 bn yen +113.2 % Mobile, IP related income, etc.*2 10.0 bn yen 13.2 bn yen +32.7 % Playing cards, etc. 0.4 bn yen 0.2 bn yen -37.3 % *1 Includes hardware, software (including downloadable versions of packaged software, download-only software, add-on content, and Nintendo Switch Online) and accessories.
    [Show full text]
  • Cyberagent Way 2019 Integrated Report
    Business model CyberAgent is implementing a three-pillar business portfolio with specific focus on internet industries. Business Models Synergies and Business 2 0 Business Models and Synergies AbemaTV CyberAgent's Business Model Ameba AWA Tapple CyberAgent’s main focuses are on media, internet advertising and game businesses. In each of these, we are expanding business by Media using our operational advantages as a competitive Business edge, also leveraging our strengths in content production, customer attraction, marketing, and sales to generate business synergies. Content Attract Customers Ad Sales Ad Spaces Outcome Economic value Synergy Sales Profit Cash Internet Ad Marketing Game Business Ad Placement Business Outcome Social value Creation of new industries Employment promotion Esports New info infrastructures AI Business Unit Sengoku Enbu-KIZNA- Development of IT Talent Internet Advertising Business Unit Granblue Fantasy Entertainment provision CA Dashboard Shadowverse Ad Creative BanG Dream! Girls Band Party! © Cygames, Inc. ©BanG Dream! Project ©Craft Egg Inc. ©bushiroad All Rights Reserved 33 Business Models and Synergies Business Synergy Examples Our internet ad business sells ads on AbemaTV which Media Business Internet Advertising Business is deployed through our media business Advertiser Nestle Japan takes advantage of AbemaTV to boost awareness of NESCAFE GOLDBLEND BARISTA coffee machines CyberAgent In this promotion example, a spin-off movie of this blockbuster was distributed on AbemaTV, achieving widespread attention by merging synergy content with advertising. As a result of a maximizing viewer motivation to view this episode and achieving seamless advertising contact, this effort generated an impressive response with some Business 80,000 comments posted on the commercial. This also established a new kind of communication design in which users themselves can become influencers by interacting with others in the comment section.
    [Show full text]
  • In Association With
    2021 IN ASSOCIATION WITH Panton 7708 C C94 M51 Y31 K30 R0 G85 B112 01 Develop 100 Cover.indd 1 11/12/2020 08:16 Panton 151 C C0 M100 Y60 K0 R245 G130 B32 MCV DEV100 - INDIGO PEARL:Layout 1 14/12/2020 15:38 Page 1 In association with 100 Welcome back Develop 100 株式会社角川アスキー総合研究所/ロゴ WITH THANKS TOPanton OUR DATA7708 C PROVIDERS C94 M51 Y31 K30 There has never been a more exciting R0 G85 B112 time to be a game developer. 2020 has FAMITSU presented its fair share of challenges, Famitsu is a Japanese and still, our industry reacted, adapted video game magazine to deliver its most successful year. started in 1986. Publicly listed publishers delivered Panton 151 C We started to run a databaseC0 with M100 Famitsu Y60 resources K0 in an average 30 per cent growth in the 1997. Now our team belongs to KADOKAWA ASCII Research second calendar quarter, while Newzoo R245 G130 B32 Laboratories Inc. Recently, we have published various white upgraded its annual forecasted growth to nearly 20 per cent papers and reports. And we have partnered with MCV over year-on-year. 15 years. For more details on Japanese market data visit In a world where almost everyone is either a current or www.f-ism.net or contact [email protected]. potential gamer, our cultural relevance has never been greater. Game engines are branching out of games and enhancing more aspects of our lives, for example by replacing traditional dashboards with interactive displays. And when cultural scenes GSD became out of reach due to the pandemic, virtual music concerts GSD is a unique opportunity to access and and digital art exhibitions started to fill the void.
    [Show full text]