ROUND ONE Corporation
4680・Prime Market・Services
Japan Segment
Core business operating indoor complex leisure facilities across 99 locations in Japan
| Period | Current | Previous | Change |
|---|---|---|---|
| Revenue (Full Year) | ¥108,689 million | ¥102,488 million | ↑ |
| Segment Operating Profit (Full Year) | ¥22,810 million | ¥17,011 million | ↑ |
| Operating Margin (Full Year) | 21.0% | 16.6% | ↑ |
| Depreciation and Amortization (Full Year) | ¥25,376 million | ¥27,710 million | ↓ |
| Impairment Loss (Full Year) | ¥165 million | ¥994 million | ↓ |
Business Details
Operates indoor complex leisure facilities domestically, offering a combination of Bowling, Amusement (primarily Crane Games), Karaoke, and SPOCHA (time-based sports facilities). The company provides visitor-based entertainment targeting a wide range of age groups, aiming to acquire new customers and increase visit frequency among existing customers through collaboration campaigns with artists and anime content as well as expansion of original prizes. Candidate sites for new store openings in Japan are largely saturated, making maximization of revenue from existing stores and development of new services the primary challenges.
Recent Overview
Revenue increased across all service categories, and segment operating margin improved significantly
In the Japan Segment for FY2026 (ending March 2026), revenue was ¥108,689 million (up 6.1% year on year), and segment operating profit was ¥22,810 million (up 34.1% year on year), achieving a substantial increase in profit. The operating margin improved from 16.6% to 21.0%. Revenue increased across all categories, with Bowling revenue up 5.9%, Amusement revenue up 6.2%, Karaoke revenue up 6.6%, and SPOCHA revenue up 5.9%. While a new store opened in Sendai Izumi (Miyagi Prefecture) in December 2025, the Kozu store (Kanagawa Prefecture) closed in April 2025 and the Hirakata store (Osaka Prefecture) closed in August 2025, bringing the total to 99 stores. Impairment loss decreased substantially from ¥994 million to ¥165 million.
Key Products
Growth Drivers
- Continued high demand for crane games and improvement in per-customer spending and visit frequency through expansion of original prizes and diverse prize offerings
- Acquisition of new customers and strengthened customer draw through limited-time collaboration campaigns with artist, game, and anime content
- Improvement in average revenue per unit through strategically timed price increases
- Development of a wide range of customer segments including families through expanded free kids area installations and free campaigns for elementary and junior high school students
- Improved utilization of existing facilities through new service offerings such as remote events in Bowling
Risks
- Structural medium- to long-term risk of declining visitor numbers due to the shrinking domestic youth population
- Impact on profit margins from cost pressures such as rising prices and increasing labor costs
- A sense of ceiling on organic growth due to limited candidate sites for new stores in Japan (currently 99 stores, with openings in high-revenue areas largely complete)
- Intensifying competition from diversifying entertainment options and digital content
- Impact on profit from changes in accounting estimates, such as revisions to asset retirement obligation estimates (reduced operating profit by ¥303 million for the period)
Last updated: June 26, 2026

