the future information, such as earnings forecast, written
TRANSCRIPT
[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
Internet Advertisement Business
Game Business
Media Business
References
1. FY2021 Full Year Results (October 2020 - September 2021)
2. FY2022 Forecast (October 2021 - September 2022)
3.
4.
5.
7.
6.
0. Contents
2
8.
Purpose
Medium to Long-Term Strategy
- Quarterly Results (July – September 2021)- Purpose (the backgrounds of purpose being made)
1. FY2021 Full Year Results
FY2021Full Year ResultsOctober 2020 - September 2021
3
The successful game title significantly increased sales and OP.
Revenue increase of ABEMA and related businesses resulted in a reduction of operating loss.
Achieved double-digit growth driven by operation and technical capability.
Hit a new record high after two upward revisions.
Game
Media
Ad
FY2021
4
1. FY2021 Full Year Results
Sales: 82.8 billion yen up 45.1% YoY
OP: -15.1 billion yen +3.1 billion yen YoY
Sales: 321.3 billion yen up 19.3% YoY
OP: 22.5 billion yen up 7.1% YoY
Sales: 262.7 billion yen up 68.6% YoY
OP: 96.4 billion yen up 3.2X YoY
Sales: 666.4 billion yen up 39.3% YoY
OP: 104.3 billion yen up 3.1X YoY
3.2 6.3 10.8 16.2 26.7 43.2
60.1 76.0 87.0 93.8 96.6
119.5 141.1
162.4
205.2
254.3
310.6
371.3
419.5
453.6 478.5
666.4
FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 FY2020 FY2021
666.4 billion yen (up 39.3% YoY)All segments performed well andachieved a record high sales.
[Consolidated Sales]
5
1. FY2021 Full Year Results
Billion Yen
-1.6-0.1 -0.2 -0.1
1.7 2.64.3 5.5 4.6 4.4
9.3
14.317.4
10.3
22.2
32.7
36.7
30.730.1
30.833.8
104.3
FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 FY2020 FY2021
104.3 billion yen (up 208.1% YoY)Profits increased 3.1 times year over year driven by the game business.
[Consolidated OP]
6
1. FY2021 Full Year Results
Billion Yen
660 767 798 804 823
1,7781,900 1,883 1,871
1,979
1,3461,453 1,612 1,826
2,150406
503608
605
730
336
350
370374
395
17
15
1113
12
4,543
4,988
5,2825,493
6,089
FY2017 FY2018 FY2019 FY2020 FY2021
Investment Development
Headquarters
Other
Game
Internet Ad
Media
32.0 29.1 27.2 29.941.2
27.5 30.8 33.0 31.6
36.16.5 7.8 8.5 8.7
8.9
4.8 5.0 5.1 6.3
6.1
21.327.0 28.5
28.7
33.61.4
1.4
92.2
99.8102.4
106.7
127.6
FY2017 FY2018 FY2019 FY2020 FY2021
Special incentives
Other*
Sales related costs
Office costs
Personnel
Advertisement costs
127.6 billion yen[SG&A Expenses]
6,089 employees[No. of Employees]
7
1. FY2021 Full Year Results
Other: Outsourcing expenses, research and development expenses, external standard taxation, entertainment expenses, etc.
Billion Yen headcount
Unit: million yen FY2021 FY2020 YoY
Net Sales 666,460 478,566 39.3%
Gross profit 231,995 140,648 64.9%
SG&A expenses 127,613 106,768 19.5%
Operating profit 104,381 33,880 208.1%
OPM 15.7% 7.1% 8.6pt
Ordinary profit 104,694 33,863 209.2%
Extraordinary income 2,201 88 2384.1%
Extraordinary loss* 6,173 5,749 7.4%
Income before income taxes and non-controlling interests
100,722 28,202 257.1%
Net profit* 41,553 6,608 528.8%
[PL]
8
1. FY2021 Full Year Results
*Net profit: Profit attributable to shareholders of parent is affected by the fact that AbemaTV, Inc. is exempted from consolidated tax payment, and non-controlling equity interest (minority interest) of Cygames, Inc.
Net profit increased 6.3 times year over year.
Unit: million yen End of Sept. 2021 End of Sept. 2020 YoY
Current assets 301,650 203,674 48.1%
Cash deposits 181,451 102,368 77.3%
Fixed assets 80,885 57,047 41.8%
Total assets 382,578 260,766 46.7%
Current liabilities 140,714 87,867 60.1%
(Income tax payable) 29,723 9,458 214.3%
Fixed liabilities 47,718 45,220 5.5%
Shareholders' equity 119,128 78,466 51.8%
Net assets 194,145 127,678 52.1%
[BS]
9
1. FY2021 Full Year Results
FY2022Forecast
2. FY2022 Forecast
October 2021 - September 2022
10
Billion Yen
3.2 6.3 10.8 16.226.7
43.260.1
76.087.0 93.8 96.6
119.5
141.1
162.4
205.2
254.3
310.6
371.3
419.5
453.6
478.5
666.4
-1.6 -0.1 -0.2 -0.1
1.7 2.64.3 5.5 4.6 4.4
9.3
14.317.4
10.3
22.2
32.7
36.7
30.7 30.1 30.833.8
104.3
FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 FY2020 FY2021
Sales
OP
11
2. FY2022 Forecast
Continue up-front investment in ABEMA
Invest in Smartphone
businessInvest in blog service
We expect that the performance of the game business will fluctuate, and thus it is difficult to calculate a reasonable forecast. At this point we refrain from disclosing the forecast for fiscal year 2022.
Internet Advertisement
12
3. Internet Advertisement Business
207.8
240.6
256.6269.3
321.3
FY2017 FY2018 FY2019 FY2020 FY2021
18.12
20.84
19.63
21.07
22.57
8.7% 8.7%7.7% 7.8% 7.0%
FY2017 FY2018 FY2019 FY2020 FY2021
OPOPM
13
[Full Year Sales] [Full Year OP]
Billion yenBillion yen
321.3 billion yen (up 19.3% YoY) 22.5 billion yen (up 7.1% YoY)
6.6%
15.8%
5.0%
19.3%
3. Internet Advertisement Business
Achieved higher growth rate than the last four years.
48.6
52.551.0
55.657.6
61.4 60.2 61.3 62.2
66.664.3 63.3
67.3
72.7
64.3 64.9
76.5
80.6 81.8 82.2
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
3. Internet Advertisement Business
[Quarterly Sales] Q4 82.2 billion yen (up 26.6% YoY)
14
Billion yen
Sales reached a new record high.
4.58
5.13
3.96
4.44
5.52
6.37
4.69
4.24 4.23
5.43
5.044.91
5.66
6.72
4.744.52
5.70
7.23
5.20 4.99
9.4% 9.8%
7.8% 8.0%
9.6% 10.4%
7.8% 6.9% 6.8%8.2% 7.8% 7.8% 8.4%
9.2%
7.4% 7.0% 7.5%9.0%
6.4%6.1%
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
OP
OP Margin
3. Internet Advertisement Business
15*Quarterly OP and OPM: Special incentives in FY2020 and FY2021 are excluded.
Billion yen
[Quarterly OP] OP was 4.9 billion yen (up 10.5% YoY)
Strengthen an upfront investment in AI and DX field.
Technical CapabilitiesOperational Capabilities
Maximize the advertising effectiveness
16
×<Creativity><AI>
*As of FY2021 Q4, 80% of advertisers who are able to implement AI products who place display and search-linked ads have implemented KIWAMI Prediction AI series.
3. Internet Advertisement Business
[Competitive Advantage]
Maximize the advertising effectiveness by taking advantage of our operational and technical capabilities.
*
17
Our capabilities in DX business
Retail
Public offices
Healthcare
Events
3. Internet Advertisement Business
Expertise and technical capability in the digital field
A dedicated team with over 300 staffs
Research & development capability of AI
We support a new shopping experience that integrates digital and analog.
We support digitalizing every procedures at public offices.
We support online doctor visits and medication guidance.
We support online launch events or trade shows.
We are expanding DX business to a wide range of industries by utilizing our extensive knowledge and technical capabilities.
[Focus Area]
Card Transaction Data Purchase Data In-store retail advertising
Promoting DX in retail and distribution companies
Consumer Electronics Store“YAMADA DENKI”
In-store DX“AWL x SATUDORA”
With YAMADA-DENKI Co., Ltd. we provide "Yamada Digital Ads," an official advertising menu that utilizes original purchasing data.
Provides solutions such as “Next-Gen Smart Advertising Platform" with NTT Communications Corporation
Partnering with AWL, Inc. and SAPPORO DRUG STORE CO.,LTD. to support promotion of DX in retail stores using AI cameras.
As an approved partner of LINE POP Media, we support installing a beacon and delivering advertisements in retail stores.
Established CASM, Inc. with Credit Saison Co., Ltd. to provide solutions utilizing card transaction data.
Together with ITOCHU Corporation, FamilyMartCo., Ltd. and NTT DOCOMO, Inc. we established Data One, Inc. to develop an advertising business that utilizes the purchase data of retail businesses.
Business Alliance
Founding of New Companies Certified Partner
3. Internet Advertisement Business
[Focus Area] To support promotion of DX in the retail industry, we collaborate with various companies.
18
Game
19
4. Game Business
26.50 25.30 26.04
30.33
96.44
FY2017 FY2018 FY2019 FY2020 FY2021
140.3146.5
152.2 155.8
262.7
FY2017 FY2018 FY2019 FY2020 FY2021
[Full Year Sales] [Full Year OP]
20
4. Game Business
[Full Year Sales] [Full Year OP]
262.7 billion yen (UP 68.6% YoY) New successful titles delivered a strong growth.
96.4 billion yen (UP 217.9% YoY)
Billion yen
Billion yen
4. Game Business
21
34.6 35.833.4
36.333.7
40.435.5 36.8 36.3
39.9 38.2 37.735.2
44.8
36.739.0
29.9
63.9
92.3
76.4
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
[Quarterly Sales] Q4 76.4 billion yen (up 95.7% YoY)
The sales of UMA MUSUME Pretty Derby* were slower than in the beginning. However, it still had a steady performance.
*Uma Musume Pretty Derby* : © Cygames, Inc.
Billion Yen
7.91 8.55
7.47 8.37
10.44
7.58 7.49
44.24
28.13
6.45 6.89 5.23 5.64 6.77
4.33 3.19
7.00 5.11
1.13
23.20
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
[Quarterly OP]
4. Game Business
22
Q4 28.1 billion yen (up 275.6% YoY)
*Quarterly OP : Special incentives in FY2020 and FY2021 are excluded.
Billion Yen
Mar.173M
The number of downloads
Feb. 24 Sep. 20
Launched for iOS/Android
Mar.102M
Mar.11M
Feb 24Launch
Mar.304M
Apr.276M
May.147M
Jun.108M
Jul.209M
Sep.2010M
Apr.85M
4. Game Business
Exceeded 10 million downloads in seven months since the launch.It aims to be a long-term game by adding more characters and events.
[Uma Musume Pretty Derby*]
*Uma Musume Pretty Derby* : © Cygames, Inc.23
¥0
¥1,000
FY2013 FY2014 FY2015 FY2016 FY2017 FY2018 FY2019 FY2020 FY2021 24
NieRRe[in]carnation
[Competitive Advantage]
Changes in Sales
4. Game Business
We create successful games continuously.
GRANBLUEFANTASY
Shadowverse
BanG Dream! Girls Band Party!
PRINCESS CONNECT!Re:Dive
DragaliaLost
Sengoku Enbu
-KIZNA-
Dragon Quest MonstersSuper Light
THE iDOLM@STER CINDERELLA GIRLS STARLIGHT STAGE
Project SEKAI Colorful Stage! Feat. Hatsune Miku
Uma MusumePretty Derby
Billion Yen
100
*The copyrights are listed on the last page.
25
RPG「D_CIDE TRAUMEREI※」 メディアミックスプロジェクト
(株)サムザップ/(株)ドリコム/(株)ブシロード
RPG
4. Game Business
“Pride of Orange! SMILE PRINCESS”**
CyberAgent Anime Business Unit/EXNOA
Mixed media project
“D-CIDE TRAUMERAI”*Sumzap, Inc./ Drecom Co., Ltd./Bushiroad Inc.
Mixed media project
Released onSep. 30
“FINAL FANTASY VII EVER CRISIS”***SQUARE ENIX CO., LTD. / Applibot, Inc. To be released
in 2022
Sumzap, Inc. / TOHO CO., LTD.
“Jujutsu Kaisen Phantom Parade”****
4. Game Business
[Upcoming Games] Aim to create a new successful game by launching four to five new titles in the coming year.
*D_CIDE TRAUMEREI”: © D_CIDE TRAUMEREI **Pride of Orange! SMILE PRINCESS”: ©2020 Pride of Orange! Media Mix Partners***”FINAL FANTASY VII EVER CRISIS”: © 1997, 2021 SQUARE ENIX CO., LTD. All Rights Reserved. Powered by Applibot,Inc. CHARACTER DESIGN: TETSUYA NOMURA CHARACTER ILLUSTRATION: LISA FUJISE****” Jujutsu Kaisen Phantom Parade”: © Gege Akutami/ Shueisha, Jujutsu Kaisen Production Committee © Sumzap, Inc
RPG
To be releasedin 2022
Release DateTBA
Media
5. Media Business
26
28.4
38.2
46.5
57.0
82.8
FY2017 FY2018 FY2019 FY2020 FY2021
-17.9-17.2 -16.8
-18.2
-15.1
FY2017 FY2018 FY2019 FY2020 FY2021
[Full Year Sales]
27
5. Media Business
[Full Year OP]
Sales increase driven by ABEMA.
82.8 billion yen (up 45.1% YoY) Operation Loss of the media business
decreased to 15.1 billion yen.
Billion Yen
Billion Yen
-4.4
-4.9
-4.5
-4.0
-3.3
-4.0
-4.7
-5.0
-4.6
-4.3-4.1
-3.6
-5.0
-4.2-4.0
-4.6
-3.9
-3.4
-3.8
-3.5
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
6.47.1 7.2 7.6
9.1 9.0 9.3
10.611.411.6
11.212.2 12.2
13.813.3
17.6
20.419.819.9
22.6
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
5. Media Business
[Quarterly Sales] [Quarterly OP]
28*Quarterly OP: Special incentives in FY2020 and FY2021 are excluded.
Operation loss of -3.5 billion yen. 22.6 billion yen (up 28.5% YoY)
Billion Yen
Billion Yen
Apr
.
Jun
.
Sep
.
Dec
.
Mar
.
Jun
.
Sep
.
Dec
.
Mar
.
Jun
.
Sep
.
Dec
.
Mar
.
Jun
.
Sep
.
Dec
.
Mar
.
Jun
.
Sep
.
Dec
.
Mar
.
Jun
.
Sep
.
5. Media Business
Exceeded 73 million downloads in five and a half years after the launch.
Downloads
73MDL
April 112016
Release
2016 20192017 2018 2020 292021
1.18
2.67
2.69
4.75
3.52
5.505.68
4.18
5.10
7.29
6.58
5.916.23
5.50
6.286.79
9.18
7.32
8.55
10.70
8.43
13.30
10.05
9.28
12.69
10.38
8.29
11.98
10.87
14.31
14.90
13.21
10.38
14.56
13.25
14.03
11.42
14.23
12.83
10.77
12.19
10.27
12.75
10.34
12.3912.18
10.25
13.15
14.49
13.89
18.25
15.46
13.31
14.89
13.03
Apr. Jun. Sep. Dec.
Mar.
Jun. Sep. Dec.
Mar.
Jun. Sep. Dec.
Mar.
Jun. Sep. Dec.
Mar.
Jun. Sep. Dec.
Mar.
Jun. Sep.
302016 2017 2018 2019 2020©AbemaTV, Inc.
5. Media Business
Growth of WAU*
[ABEMA]
*WAU: Weekly Active Users
million
2021
Weekly active users (WAU) reached 18.25 million.MLB and other sports content expanded the user base.
31
Viewing Device Composition
Sept.2017
More users watch ABEMA via TV devices.
Smart Phone68%
Tablet13%
PC14%
TV4%
Smart Phone69%
Tablet13%
PC10%
TV7%
Compatible TV brands
5. Media Business
[ABEMA]
Sept.2019
Sept.2021
Smart Phone66%
Tablet7%
PC13%
TV14%
ABEMA brings the best of TV to the internet and aims to be the new TV for the future.
Drama・Variety shows
Device compatibility ・Downloadable contents
News・Sports
On-demand・Time-shifting replay
Free of charge & Spontaneity
Freeing users from time and place
TV for the future©AbemaTV, Inc.
5. Media Business
[ABEMA]
32
©AbemaTV, Inc.
Original Programs
Collaboration Programs -ABEMA Exclusive
Sports Content –ABEMA Exclusive
Ramps up the content
5. Media Business
[ABEMA]
33
FY2016 FY2017 FY2018 FY2019 FY2020 FY202134
13.8
6.3
1.9
21.1
0.2
MonthlySubscription
Related Businesses
5. Media Business[Sales of ABEMA & Related Businesses (Full-year)]
Increased by 2.1x YoY driven by the growth of related businesses.
Ads
[OP of ABEMA & Related Businesses (Full-year)]
Entered a phase of loss reduction since FY 2020.
FY2016 FY2017 FY2018 FY2019 FY2020 FY2021
Loss of ABEMA & related businesses (Quarterly)*
1Q 2Q 3Q 4Q
FY2021
-18.5
-20.6-20.1-19.8
-16.4
44.9
-8.8
-4.7
-3.6-3.9-3.8
PPV
*Loss of ABEMA & related businesses (Quarterly) : Special incentives are excluded.
Billion Yen
Billion Yen
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2016 FY2017 FY2018 FY2019 FY2020 FY202135
Official Shopping Channel of ABEMA
MonthlySubscription
Related Businesses
5. Media Business
[Sales of ABEMA & Related Businesses (Quarterly)]
Q4 13.3 billion yen (up 1.7X) Advertising and subscription went well in addition to the related business.
Ads
“ABEMA PPV ONLINE LIVE”
Online Sports Betting “WINTICKET”
0.02 0.040.04 0.2 0.3 0.4 0.5
1.41.1
1.62.0
3.23.6
3.33.5
7.9
10.3
3.9
4.74.5
10.4
PPV
Ads
0.5
10.5
13.3
Billion Yen
3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2019 FY2020 FY2021
Billion yen
[WINTICKET]
0.41.7
0.8
3.5
7.2
13.7
19.2
31.9
39.3
44.6
5. Media Business
The transaction amount increased by 3.2x year over year.
Quarterly Transaction Amount*
*Quarterly Transaction Amount: Transaction amount of WinTicket, Inc. that operates internet betting system of Keirin races. (includes loyalty point campaign)
Four Features of WINTICKET
Live streaming of all races
Racing Prediction
With AIExtensive Database
Racing Programming
on ABEMA
36
25%
2020Jul. to Sept.
128 billion yen
11%
The market grew
1.3X
5. Media Business
[WINTICKET] Rapidly expanding the market share in the growing market.
2021Jul. to Sept.
169 billion yen
Keirin Online Betting Market*
*Keirin Online Betting Market: July-September 2020 and July-August 2021 are taken from JKA's public relations KEIRIN "Telephone Betting" sales. September 2021 is estimated by us. 37
Subscription
Advertising
RelatedBusiness etc.
Accelerate monetization by related businesses etc.
while increasing advertising and subscription revenues.
Medium and Long-Term Sales Pipeline
5. Media Business
[ABEMA]
38
Medium to Long-Term Strategy
6. Medium to Long-Term Strategy
39
Game
Ad
Media
Make successful games and enhance the operational capability to run long term games
Aim to increase the market share by maximizing advertising effectiveness.
Grow ABEMA larger and increase monetization
40
6. Medium to Long-Term Strategy
[Directions of each business]
[Operating Profit in Medium to long-term (Image)]
Accumulate profit through the Ad Business andGame Business, invest in the Media Businessto grow as a pillar for the medium to long-term.
6. Medium to Long-Term Strategy
41
42
Purpose
7. Purpose
43
7. Purpose
CyberAgent had defined a new "Purpose" that clearly states the significance of its existence.
Aiming to be a company with medium to long-term supporters
8. Reference
Reference
45
- Quarterly Results (July – September 2021)- Purpose (the backgrounds of purpose being made)
86.593.3
89.5
101.897.9
109.5104.4 107.5
110.8117.3
113.6 111.7115.6
129.1
112.8
120.8
131.0
163.4
192.2
179.7
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021 46
Billion Yen
8. Reference_ Quarterly Results (July – September)
[Consolidated Sales] Q4 179.7 billion yen (up 48.7% YoY)
6.3
7.9
6.5
9.8
8.2
11.4
6.8
3.6
5.3
8.6
9.4
7.47.7
12.4
8.2
5.3
7.0
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021 47
Billion Yen
8. Reference_ Quarterly Results (July – September)
[Consolidated OP] 26.8 billion yen (up 400.4% YoY) 44.5
25.8
26.8
9.1 7.9 6.78.1 7.0 7.1 6.8 8.1
9.9
6.1 5.3 5.87.8 7.3 6.4
8.210.1 9.5 10.0
11.5
6.16.8
6.6
7.96.8 7.7 7.6
8.58.0
8.57.6
8.67.1 8.4
7.2
8.77.3 9.4 8.6
10.71.5 1.51.6
1.7
1.81.8 2.0
2.02.1
2.12.1
2.2 2.22.1
2.1
2.1 2.22.2 2.2
2.2
1.2 1.31.1
1.2
1.11.3 1.2
1.21.2
1.31.2
1.3 1.31.7
1.4
1.7 1.41.8 1.3
1.5
4.9 5.05.3
5.8
6.36.4 6.8
7.37.5
6.87.0
7.07.7
7.0
6.5
7.3 7.7
7.6 8.6
9.6
1.4
1.4
23.0 22.621.6
24.923.1
24.6 24.5
27.328.9
25.023.4
25.026.3 26.9
23.7
29.728.9
30.6 30.8
37.1
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
Special incentivesOther*Sales related costsOffice costsPersonnelAdvertisement cost
48Other: Outsourcing expenses, research and development expenses, external standard taxation, entertainment expenses, etc.
[SG&A Expenses]
Billion Yen
8. Reference_ Quarterly Results (July – September)
37.1 billion yen in Q4.
622 624 681 660 667 703 753 767 830 802 844 798 780 754 791 804 799 789 841 823
1,560 1,6331,802 1,778 1,758 1,754 1,822 1,900 1,881 1,894 1,964 1,883 1,819 1,786
1,903 1,871 1,834 1,7981,967
1,979
1,272 1,267
1,330 1,346 1,347 1,3491,459 1,453 1,522 1,554
1,6441,612
1,6431,670 1,786 1,826 1,924 1,942
2,1052,150
285 301
357 406 406 425
501 503490 487
601608 596 578
603 605 610 620
649 730
296310
335 336 344 330
352 350372 362
369370 366 362
370 374 370 374
384395
1918
18 17 15 15
15 1514 12
1111 11 12
14 13 12 12
1212
4,054 4,153
4,523 4,543 4,537 4,576
4,902 4,9885,109 5,111
5,4335,282 5,215 5,162
5,467 5,4935,549 5,535
5,9586,089
1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q
FY2017 FY2018 FY2019 FY2020 FY2021
Investment Development
Headquarters
Other
Game
Internet Ad
Media
49
[No. of Employees] Total headcount was 6,089 at the end of September.
headcount
8. Reference_ Quarterly Results (July – September)
million yen FY2021 Q4 FY2020 Q4 YoY FY2021 Q3 QoQ
Net Sales 179,728 120,858 48.7% 192,234 -6.5%
Gross profit 64,065 35,157 82.2% 75,433 -15.1%
SG&A expenses 37,197 29,788 24.9% 30,851 20.6%
Operating profit 26,867 5,369 400.4% 44,581 -39.7%
OPM 14.9% 4.4% 10.5pt 23.2% -8.3pt
Ordinary profit 26,894 5,399 398.1% 44,770 -39.9%
Extraordinary income 90 0 17139.4% 1,647 -94.5%
Extraordinary loss 3,411 255 1234.2% 527 546.8%
Income before income taxes and non-controlling interests
23,573 5,144 358.2% 45,890 -48.6%
Net profit* 8,509 729 1067.0% 19,349 -56.0%
50
[PL]
*Net profit: Profit attributable to shareholders of parent is affected by the fact that AbemaTV, Inc. is exempted from consolidated tax payment, and non-controlling equity interest (minority interest) of Cygames, Inc.
8. Reference_ Quarterly Results (July – September)
million yenEnd of
Sept. 2021End of
Sept. 2020YoY
End ofJune. 2021
QoQ
Current assets 301,650 203,674 48.1% 272,884 10.5%
Cash deposits 181,451 102,368 77.3% 146,607 23.8%
Fixed assets 80,885 57,047 41.8% 70,785 14.3%
Total assets 382,578 260,766 46.7% 343,717 11.3%
Current liabilities 140,714 87,867 60.1% 120,510 16.8%
(Income tax payable) 29,723 9,458 214.3% 18,870 57.5%
Fixed liabilities 47,718 45,220 5.5% 45,118 5.8%
Shareholders' equity 119,128 78,466 51.8% 110,514 7.8%
Net Assets 194,145 127,678 52.1% 178,088 9.0%
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[BS]
8. Reference_ Quarterly Results
52
8. Reference_ Purpose
CyberAgent Official Media “FEATUReS”President & CEO Susumu Fujita and Outside Director Koichi Nakamura discussed the background to creating the purpose and the ideas behind it. Learn more
https://www.cyberagent.co.jp/en/ir/library/annual/
Integrated ReportCyberAgent Way 2020
Click!!Integrated Report CyberAgent Way 2020
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“CyberAgent Way 2019” won the Silver award in PDF Version of Annual Report: Internet Service Provider category at the 2020 ARC Awards hosted by MerComm Inc.
FY2022 Q1 earnings release is scheduled to be released at 3 pm or later on Wednesday, January 26, 2022.
The New Normal is a theme of the report whichdescribes CyberAgent's strength in respondingto change, creating new business opportunities,and a new structure that separates supervisionand execution to strengthen governancefurther. Also, to provide increasingly diverseESG information, we started disclosingenvironmental data this fiscal year.
© Cygames, Inc.© 2014-2021 ARMOR PROJECT/BIRD STUDIO/SQUARE ENIX All Rights Reserved.©Developed by Cygames, Inc. Publisher: Square Enix© BANDAI NAMCO Entertainment Inc. Developed and operated by BANDAI NAMCO Entertainment Inc. and Cygames, Inc. © BanG Dream! Project ©Craft Egg Inc. ©bushiroad All Rights Reserved.© Nintendo / Cygames Publisher: Nintendo© SEGA / © Colorful Palette Inc. / © Crypton Future Media, INC. www.piapro.net All rights reserved.© 2021 SQUARE ENIX CO., LTD. All Rights Reserved. Developed by Applibot,Inc.
[P24 Copyrights of game titles]
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