Interworks Confidence Inc.
7374・Growth Market・Services
HR Solutions Business: Staffing & Outsourcing
The largest segment, centered on staffing and outsourcing specialized in the gaming and entertainment industries
| Period | Current | Previous | Change |
|---|---|---|---|
| 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
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

