Mynet Inc.
3928・Standard Market・Information & Communication
Game Business
A game-focused segment built on mobile game operation outsourcing, expanding into sports DX and development solutions
| Period | Current | Previous | Change |
|---|---|---|---|
| Net sales (external customers) - Q1 FY2026 (ending December 2026) cumulative | ¥1,735 million | ¥1,974 million (Q1 FY2025 (ending December 2025) cumulative) | ↓ |
| Segment operating income (loss) - Q1 FY2026 (ending December 2026) cumulative | △¥118 million (operating loss) | ¥131 million (Q1 FY2025 (ending December 2025) cumulative) | ↓ |
| Net sales (external customers) - full year FY2025 (ending December 2025) | ¥6,797 million | - | — |
| Segment operating income - full year FY2025 (ending December 2025) | ¥318 million | - | — |
| Depreciation - Q1 FY2026 (ending December 2026) cumulative | ¥55 million (including intangible fixed assets and long-term prepaid expenses, excluding goodwill) | ¥1 million (Q1 FY2025 (ending December 2025) cumulative) | ↑ |
| Goodwill amortization - Q1 FY2026 (ending December 2026) cumulative | ¥9 million | ¥9 million (Q1 FY2025 (ending December 2025) cumulative) | — |
Business Details
Long-term operation of smartphone game titles procured from game makers (Secondary Domain) forms the existing revenue base, while staffing/development support for partner companies (Development Solutions Domain / Talent Matching Domain) and development/operation of J.LEAGUE's official fantasy game (Sports Content Domain) are being cultivated as new revenue pillars. This is the core segment, accounting for approximately 87% of consolidated net sales.
Recent Overview
Upfront investment in the Sports Content Domain led to a Q1 operating loss of ¥118 million
In the Game Business segment for Q1 FY2026 (ending December 2026), net sales were ¥1,735 million (down ¥0 million year on year), remaining nearly flat, while operating loss was ¥118 million (a deterioration of ¥249 million year on year). This is mainly attributable to increased upfront investment costs associated with the January 2026 launch of development and operation of J.LEAGUE FANTASY CARD. The Secondary Domain continued to perform well, and the Development Solutions / Talent Matching Domain also expanded steadily. User acquisition in the Sports Content Domain progressed, with new registered users surpassing 110,000.
Key Products
Growth Drivers
- Capturing outsourcing demand in the game industry through expanded customer acquisition in the Development Solutions Domain / Talent Matching Domain
- Transition to a monetization phase in the Sports Content Domain, starting from J.LEAGUE FANTASY CARD surpassing 110,000 new registered users
- Promoting the sourcing and acquisition of new titles in the Secondary Domain that meet investment criteria
- Strengthening competitiveness in acquiring major titles through flexible contract schemes such as profit sharing
- A stable market environment backed by the domestic mobile game market of approximately ¥1,663.4 billion (Famitsu Mobile Game White Paper 2026)
Risks
- Risk of delayed monetization during the upfront investment phase in the Sports Content Domain (J.LEAGUE FANTASY CARD, etc.)
- Increasing difficulty in sourcing Secondary Domain deals due to game makers' growing caution regarding title sales
- Uncertainty in revenue recognition timing due to shifts in deal closing and start timing between periods
- Risk of fee policy changes by platform operators (Apple, Google, etc.)
- Risk of divergence from plans due to changes in market environment and intensifying competition during the launch phase of new domains and businesses
Last updated: March 27, 2026

