ENVALITH
株式会社コンフィデンス・インターワークス logo

Interworks Confidence Inc.

7374Growth MarketServices

株式会社コンフィデンス・インターワークス logo
Interworks Confidence Inc.7374

HR Solutions Business: Staffing & Outsourcing

The largest segment, centered on staffing and outsourcing specialized in the gaming and entertainment industries

PeriodCurrentPreviousChange
Segment net sales (full year)¥6,938 million¥5,340 million
Segment profit (full year)¥1,203 million¥1,216 million
Segment profit margin (full year)17.3%22.8%
Net sales YoY change+29.9%
Segment profit YoY change-1.0%
Goodwill balance at period end (segment total)¥364 million¥0 million (no goodwill in the HR Staffing & Outsourcing segment in the prior period)

Business Details

Deploys staffing services for game companies (creator staffing) as well as outsourcing services centered on game title debugging operations. Also includes freelance matching by subsidiary Confidence Pro, creator-specialized staffing services by Let's-I Inc., and services for the video production industry by BRAISE Inc. and G's Corporation. In FY2026 (ending March 2026), this is the core segment, accounting for approximately 70% of consolidated net sales of ¥9,971 million. Based on a stock-type revenue model, with the number of staff placed being the key revenue driver.

Recent Overview

Net sales increased substantially due to M&A effects, but profit declined slightly due to a decrease in the number of staff placed in existing game staffing operations

Segment net sales for FY2026 (ending March 2026) reached ¥6,938 million (up 29.9% year on year), a substantial increase. This was mainly attributable to the consolidation of Let's-I (April 2025) and BRAISE / G's Corporation (July 2025) as subsidiaries, with outsourcing and other revenue surging from ¥222 million in the prior period to ¥1,006 million in the current period. Meanwhile, in the core staffing business for game companies, the number of creators placed declined compared to the end of the previous fiscal year amid weak performance across the gaming industry as a whole, resulting in segment profit of ¥1,203 million (down 1.0% year on year), a slight decrease. The profit margin declined from 22.8% to 17.3%.

Key Products

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Staffing Services for Gaming & Entertainment

The core service dispatching creators to game software and application development companies. Staffing revenue in FY2026 (ending March 2026) was ¥5,851 million. Measures were promoted to offset the decline in demand from existing clients through new business development, but the number of staff placed decreased compared to the end of the previous fiscal year.

platform
Freelance Matching Service

A service for the freelance matching market entered with the aim of diversifying contract forms. Matches creators in the gaming and entertainment industries with companies, functioning as a revenue source outside of staffing.

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Game Debugging Outsourcing Service

A dedicated office was established in Shinjuku Ward to primarily handle debugging operations for highly confidential game titles. Currently operating projects are proceeding stably, and while pursuing collaboration with the staffing business, the company is focusing on increasing the number of leads for new projects.

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Creator-Specialized Staffing Service (Let's-I)

Operated by Let's-I Inc., which was made a consolidated subsidiary in April 2025. Responsible for diversifying job types, including Web-related roles, and expanding the customer base in the Kansai region. Contributed to the segment's overall revenue growth.

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Staffing & Outsourcing Services for the Video Production Industry (BRAISE / G's Corporation)

Operated by BRAISE Inc. and G's Corporation, which were made consolidated subsidiaries in July 2025. Enabled new entry into the video production industry and contributed to a substantial increase in outsourcing and other revenue (from ¥222 million in the prior period to ¥1,006 million in the current period).

Growth Drivers

  • Expansion of the scope of consolidation through M&A (Let's-I, BRAISE, G's Corporation) drove net sales, expanding outsourcing and other revenue to approximately 4.5 times the prior-period level
  • Diversification of the revenue base through new entry into areas adjacent to gaming and entertainment as well as the video production industry
  • Diversification of contract forms and expansion of revenue sources through entry into the freelance matching market
  • Improved geographic coverage through expansion into the Kansai region (Let's-I)
  • Expectations of mid-to-long-term demand recovery from the rebound in the domestic home video game market, up 138.8% year on year (2025)
  • Diversification of recruitment channels through development of new clients by department and title, and the launch of a proprietary job listing media

Risks

  • Sluggish growth in the number of creators placed due to continued weak performance among game companies (decreased compared to the end of the previous fiscal year again in the current period)
  • Structural difficulties in the mobile and console game markets due to soaring development costs, longer development periods, and the rise of overseas companies
  • Downward pressure on segment profit margin from increased amortization burden of goodwill arising from M&A (¥364 million for the segment total, ¥1,574 million company-wide)
  • Intensifying competition for creator recruitment and rising talent acquisition costs
  • Risk of dependence on specific clients and demand fluctuations due to reliance on hit titles in the gaming industry
  • Risks related to the integration and profitability of newly consolidated subsidiaries (BRAISE, G's Corporation, etc.)

Last updated: June 26, 2026