ENVALITH
株式会社ミラティブ logo

Mirrativ,Inc.

472AGrowth MarketInformation & Communication

株式会社ミラティブ logo
Mirrativ,Inc.472A

Business

Mirrativ, Inc. operates under the mission "Let's connect wishes to understand each other," developing and operating "Mirrativ," a platform that enables game commentary and live streaming using just a smartphone. The service was originally launched by DeNA in 2015, and Mirrativ, Inc. took over the business in 2018 to become independent. As of the end of December 2025, the cumulative number of streamers exceeded 5.8 million, and the monthly active streamer count exceeded 110,000, making it one of the largest platforms of its kind in Japan. The 3D avatar feature "Emomo," which allows users to stream without showing their face, lowers the barrier to streaming and has formed a community where amateur streamers who love games and viewers exchange gifts with one another. In December 2025, the company listed on the Tokyo Stock Exchange Growth Market.

Business Model

Users purchase Mirrativ coins via the App Store, Google Play, and the web, and consume them on gifts to streamers, Emomo item gacha, and participation in Live Gaming. In FY2025 (ending December 2025), payment revenue was ¥6,759,174 thousand, accounting for 94.0% of consolidated sales, while advertising revenue accounted for 5.0%. Returns to streamers (via the Mirrativ Stars program) are recorded as cost of sales, while the platform has a unique revenue structure in which 75.8% of payment revenue recirculates as mutual gifting. Improvement in profitability is also being driven by a reduction in the payment fee rate resulting from an increased proportion of web-based payments.

Company Strengths

In FY2025 (ending December 2025), 30.3% of monthly active users were streamers, a notably high figure compared to typical live streaming platforms. The streamer share of paid revenue reached 90.4% (as of December 2025), and deep usage is confirmed with average daily streaming time of 93.0 minutes and average viewing time of 101.6 minutes.

Paid revenue expanded approximately 4.6x, from ¥1,478,054 thousand in FY2020 (ending December 2020) to ¥6,759,174 thousand in FY2025 (ending December 2025). The number of loyal users (monthly spend of ¥10,001 or more) increased from 8,205 in FY2024 (ending December 2024) to 8,915 in FY2025 (ending December 2025), and ARPPU also rose from ¥14,088 to ¥18,247 over the same period. A stable revenue structure built on the accumulation of loyal users has been established.

Live Gaming, invented by the company, operated 12 titles as of the end of December 2025. The average outsourced development cost, excluding third-party development, is approximately ¥29 million, significantly lower than the average development cost of ¥492 million for existing smartphone games (per JOGA survey). Through API openization, the company is also increasingly accepting externally developed titles.

ENVALITH's Perspective

In Q1 of FY2026 (ending December 2026) (January–March 2026), the company recorded net sales of ¥1,952 million, operating profit of ¥257 million, and profit attributable to owners of parent of ¥223 million. Against the full-year forecast (net sales of ¥8,398 million, operating profit of ¥1,109 million), the Q1 progress rates were approximately 23.2% and approximately 23.2%, respectively, which is broadly in line with plan even accounting for seasonality. The earnings forecast remains unchanged from the disclosure on February 13, 2026. Since no comparative data for the same quarter of the previous year exists, evaluating rates of change is difficult, but the continuation of a profitable trend can be confirmed.

Cost of sales of ¥1,232 million (approximately 63.1% of net sales) is mainly composed of platform fees and server costs, and as long as the proportion of billing via Apple/Google remains high, the fee burden will continue. Efforts to raise the web payment ratio are being led in-house, but the risk of platform operators changing their terms of service remains high. As an external factor, the domestic digital entertainment market continues to expand, supported by government initiatives such as the "Entertainment and Creative Industry Strategy," providing a favorable market environment, but competition for users with rival live streaming and VTuber platforms is intensifying.

VTuber-based promotions and music events by consolidated subsidiary iBraid Inc., as well as expansion to streamers outside Mirrativ via CastCraft, are strategically important, but their contribution to revenue is currently limited and segment disclosure has been omitted. In Live Gaming, the company operates 12 titles and is opening up its API to accept third-party development, with attention focused on whether expanding new titles will contribute to incremental paid revenue over the medium term. The equity ratio stood at 72.7% (as of the end of March 2026), indicating high financial soundness and sufficient capacity for growth investment.

Growth Strategy

Simultaneous improvement of revenue scale and profit margin through three pillars: expansion of Live Gaming, improvement of Web payment ratio, and expansion outside Mirrativ

Operating 12 titles of "Live Gaming," which fuses games with game live-streaming, and promoting entry by 3rd-party developers through API opening. Aims to expand coin consumption opportunities and boost paid revenue through the addition of new titles.

Expanding Web payment methods such as PayPay adoption and the Mirrativ Epos Card, and improving the cost of sales ratio by gradually lowering the proportion of billing via Apple/Google. Gross profit margin for the first quarter of FY2026 (fiscal year ending December 2026) recorded approximately 36.9%.

Promoting expansion outside Mirrativ, which has over 14,000 active streamers via CastCraft (operated by CasCode Inc.). Expanding the ecosystem by providing content and revenue opportunities that enliven live-streaming, thereby diversifying platform dependence.

Consolidated subsidiary iBraid Inc. is developing VTuber promotion measures for game publishers and music events. Aims to diversify revenue by fostering revenue sources other than Mirrativ paid revenue. At present, the revenue contribution is limited.

Last updated: July 17, 2026