Sales expected to rise 17.8% year on year; operating income projected to fall 22.5% due to strategic investment
Driven by tie-up advertisements and network advertisements (videos), sales are expected to increase 17.8% year on year to 3,154 million yen, but operating income will decline 22.5% year on year to 905 million yen due to posting 291 million yen as allowance for strategic investment in overseas development, new businesses, organizations, and human resources. Excluding strategic investment expenses, operating income will grow 2.5% year on year to 1,197 million yen, offsetting the rents (which augmented 43 million yen) and increases in server expenses (which augmented 23 million yen).
4. Mid-term Business Strategy and Progress
[Outline of midterm business strategy]
In the fiscal year ending May 2021, GameWith is aiming for sales of over 5.5 billion yen (over 3.85 billion yen in existing businesses, over 830 million yen in overseas businesses, and over 830 million yen in new businesses). While pursuing stable growth in the domestic media business, which is the company's base of revenue, the company will expand overseas business by focusing on growing business in English-speaking countries, and develop new game-related businesses in other fields besides media.
[Progress]
Regarding overseas development, business was deemed to be feasible in English-speaking countries which is one of the major languages, therefore development has been accelerated. Under new businesses, GameWith released the web comic service "MangaWith," and is also developing a blockchain game called "EGGRYPTO," aiming to release it in spring 2019.
Overseas development
In English-speaking countries, where there is huge potential for growth due to the number of gamers being roughly 8 times that of Japan, the English version of GameWith reached 10 million monthly PVs in the five months since its release in Jul. 2018. According to the company's data (source: Newzoo International B.V.), there are 65 million gamers in Japan, while the number of gamers in English-speaking countries is estimated at 520 million (180 million in North America, 32 million in the UK, 11 million in Australia, and the remaining 269 million spread across various other countries). In these countries, the major gaming platforms are PCs and consoles, as opposed to Japan, where the most popular platform is the smartphone.
North America accounts for more than 60% of PVs for the English version of GameWith (specifically, North America accounts for 60.4%, UK 9.3%, Australia 4.3%, and others 26.0%). Although advertisement operation has not yet begun, the PV unit price is about 1.3 times greater than that of the Japanese version (assuming a unit price of 100 in Japan, the English version would be 127). GameWith aims to further increase the unit price.
GameWith also released a Taiwanese version of "GameWith" in Dec. 2017, and in May 2018 the company invested in GCUBE ASIA PTE. LTD. (whose headquarters is in Singapore), a company that manages game strategy media for Southeast Asia. The English version of "GameWith" released in July 2018 builds up the structure which can update article qualities thanks to making writers in house, and it has enriched the availability of information for globally popular games. In the future, the company will also focus on acquiring writers for game strategy guides for the English version of "GameWith."
New businesses
Web comic service "MangaWith"
In Dec. 2018, GameWith released the web comic service "MangaWith" for smartphones. MangaWith is a platform service that distributes and sells over 150,000 comic series licensed from more than 100 publishers and agents, such as Kodansha and Shueisha. MangaWith provides functions such as "Store," where users can purchase individual volumes of comic; "Series," where the latest comic chapters are released once per week, free of charge; and "Bookshelf," where users can manage their favorites and comic series purchased at the store. MangaWith is available on smartphones, tablets, and PCs through the web browser, so users are not required to download the application.
Features of "MangaWith" include: 1) collaboration with game companies, 2) a capacity to reach young male gamers, and 3) user acquisition at low cost. For 1), publishers and agents can utilize GameWith's expertise in the field of gaming to partner up with game companies. As a first step towards this, the company began providing comic along with game-related items. For 2), GameWith can help other online comic services that struggle to reach young male users to make contact with these user groups through MangaWith. Lastly, for 3), it becomes possible to acquire users at a low cost by increasing access from GameWith, which is proficient in search engine optimization.
Using "MangaWith" to create intellectual property for games
The goal of MangaWith is to provide an infrastructure for the creation of intellectual property for games by collaborating with game companies and publishing companies. By creating new intellectual property for games through MangaWith, GameWith hopes to create a virtuous circle that contributes to improving the performance of their own business as well.
Blockchain game "EGGRYPTO"
In collaboration with Kyuzan Inc. (Representative: Takumi Takahashi, Bunkyo-ku, Tokyo), GameWith is developing their first blockchain game, "EGGRYPTO," and is planning to release it in spring 2019.
Two advantages of "EGGRYPTO" is that it is "free" and "easy." Unlike traditional blockchain games, users can play games for free, and it is easy to learn even for those who are unfamiliar with blockchain games. Also, many traditional blockchain games require pre-purchase of items in order to play the game, which in turn requires creating a wallet (an account specifically for managing the virtual currency) to purchase the items. On the other hand, "EGGRYPTO" is free to start and does not require any pre-purchase of items, so there is no need to create a wallet (charges and fees will still be incurred when buying pre-sale items or making transactions at the marketplace).
Achieving their mission by making the development of blockchain games the new business model
In blockchain games, digital items become assets and games are treated as work. Specifically, decentralized management which is the nature of blockchain makes it possible to own and trade digital items in the game, just like real property. In addition, time spent on the game and activities in the game become digital items that can be traded or sold, and by capitalizing and monetizing these items, users can be proud to consider the game as work. GameWith believes that "because users of blockchain games can capitalize and monetize their efforts, we hope to use this as our new business model in order to achieve our mission to create a more enjoyable gaming experience."
