GameWith, Inc.
6552・Standard Market・Services
Business
GameWith, Inc. was established in 2013 under the corporate philosophy of "creating a world where games can be enjoyed more." In September 2013, the company launched the game strategy information site "GameWith," and currently operates three segments: (1) Media, providing game strategy and introduction information along with advertising revenue; (2) Esports & Entertainment, comprising the operation of one of Japan's leading esports teams, "DetonatioN FocusMe," and creator management; and (3) Other new businesses, including the outsourced operation of the NFT game "EGGRYPTO" and the fiber-optic internet service "GameWith Hikari." The company consists of five consolidated subsidiaries and one equity-method affiliate, and is listed on the Standard Market of the Tokyo Stock Exchange. Its primary users are gaming fans in Japan and overseas, centered on game players, while advertisers and sponsor companies serve as its BtoB customers.
Business Model
In the Media business, revenue is generated by attracting page views (PV) through game walkthrough articles, monetized via two channels: network advertising (Media Advertising) and tie-ups with game companies (Media Solutions). The Esports business employs multi-faceted monetization including sponsorship income, tournament prize money, publisher support funds, merchandise sales, and fan clubs. In the Other business, revenue sources include commissioned NFT game promotions and stock-business-type fiber-optic line contract fees. The company is also working to reduce its reliance on advertising by developing an Out-of-App Payment Funnel.
Company Strengths
The Media segment recorded net sales of ¥2,124 million and operating profit of ¥637 million in FY2025 (ended May 2025), achieving an operating margin of approximately 30%. Even amid headwinds in the mobile game market, this segment functions as the company's sole source of profit, with PV unit price reaching its highest level in the past five years in the fourth quarter of FY2025 (ended May 2025).
"DetonatioN FocusMe," operated by consolidated subsidiary DetonatioN Corporation, has demonstrated improved competitive results, including finishing as runner-up—as the only Japanese team to participate—in the VALORANT division of the officially sanctioned off-season tournament "VALORANT Radiant Asia Invitational" held in Chengdu, China. The company has also concluded a long-term partnership with Riot Games.
A capital and business alliance with ARTERIA Networks Corporation (June 2022) has enabled high-quality fiber-optic line services. The company is pursuing business expansion through external partnerships, including entry into the South Korean market via a strategic partnership with DIGITAL HEARTS Seoul Co., Ltd. (a partnership through Digital Hearts Holdings Co., Ltd., concluded July 2024), and joint promotion of the out-of-app payment business with Digital Garage, Inc. (basic agreement reached in September 2024).
ENVALITH's Perspective
Performance Trend
Revenue peaked at ¥3,512 million in FY2023 (up from ¥3,121 million in FY2022), then declined slightly in FY2024 and FY2025, before reaching ¥4,047 million in FY2026, up 17.2% year-on-year and marking a record-high level. Operating profit deteriorated from ¥67 million in FY2024 to a loss of ¥197 million in FY2025, but turned positive again in FY2026 at ¥101 million. The main drivers were multiple high-value tournament prize payouts in the Esports business and improvements in PV (page view) unit pricing along with strong tie-up performance in the Media business. Operating cash flow also turned positive at ¥302 million, and cash balance increased to ¥2,320 million. However, due to extraordinary losses (a ¥9 million valuation loss on investment securities and a ¥5 million impairment loss) and a heavy corporate tax burden (¥76 million), net income was limited to ¥25 million. Earnings guidance for FY2027 (ending May 2027) has not yet been determined.
Growth Strategy
Pursuing media re-growth and stabilization of esports revenue, while seeking profitability in ISP and new businesses
Continuing measures to improve PV unit price through ad space optimization, aiming to expand Media Advertising revenue. Further strengthening of tie-up merchandise sales is also being promoted, but profit margin management remains a challenge due to accompanying cost increases. In FY2026 (ending May 2026), sales grew 8.9% year-on-year.
In parallel with improving article production efficiency through AI utilization, launching new media such as walkthrough platforms and creator media, aiming to diversify PV numbers and create new revenue sources. The company has explained that this stage requires scrutiny of revenue contribution, and software in progress increased by ¥108 million.
Continuing to secure major corporate sponsors and expand tie-up deals through enhanced team value driven by improved competitive results. Structural transformation from dependence on tournament prize money to stable revenue sources remains a mid-to-long-term challenge. In FY2026 (ending May 2026), operating loss improved to ¥16 million (from ¥222 million loss in the previous period).
Continuing steady growth in the number of subscribers and cost control through operational efficiency improvements, aiming for profitability through the accumulation of recurring revenue. In FY2026 (ending May 2026), sales were ¥431 million (up 22.4% year-on-year), with operating loss significantly improving to ¥12 million (from ¥107 million loss in the previous period).
Planning to release the new NFT game "EGGRYPTO X" in collaboration with investee Kyuzan. The release timing may fluctuate due to external factors such as store review processes and overlap with the promotional timing of major titles from other companies, making the timing of sales recognition uncertain.
Last updated: July 17, 2026

