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COVER (5253) investor relations material
COVER Q4 2026 earnings summary
Complete event summary combining all related documents: earnings call transcript, report, and slide presentation.Executive summary
Revenue for FY2026/3 reached 49,330 million yen, up 13.7% year-over-year, driven by strong growth in Concerts/Events, Merchandising, and Licensing/Collaborations, despite declines in Streaming/Content and E-commerce due to talent and community changes.
Operating profit declined 11.8% year-over-year to 7,056 million yen, and net profit dropped 45.7% to 3,016 million yen, mainly due to one-time non-cash costs from inventory write-downs and impairment losses on Holoearth development assets.
Strategic asset optimization included retirement and write-down of slow-moving inventory and impairment of Holoearth development assets, impacting reported profits but not cash flow.
The company is transitioning from quantitative to qualitative growth, focusing on talent value creation, global expansion, and capital efficiency.
Financial highlights
Full-year revenue: 49,330 million yen (+13.7% YoY); gross profit: 23,507 million yen (+7.8% YoY); operating profit: 7,056 million yen (−11.8% YoY); net profit: 3,016 million yen (−45.7% YoY).
Concerts/Events revenue grew 18.7% YoY; Licensing/Collaborations up 25.3% YoY; Merchandising up 15.6% YoY; Streaming/Content down 2.0% YoY.
One-time non-cash costs: 1,800 million yen for inventory write-downs and 3,199 million yen for Holoearth impairment.
Cash and cash equivalents at year-end: 16,008 million yen, up 4,510 million yen from the previous year.
Gross profit margin at 48%; operating margin at 14%; net margin at 6%.
Outlook and guidance
FY2027/3 revenue forecast: 51,350 million yen (+4.1% YoY); operating profit: 7,000 million yen (flat YoY); net profit: 4,900 million yen (+62.5% YoY).
Guidance is conservative, reflecting ongoing adjustment in Streaming/Content and upfront investments in talent support.
Upside catalysts include the launch of "hololive Dreams" and new talent debuts; downside risks include rising procurement costs and weaker overseas demand.
Capital allocation will prioritize creative production, talent management, and R&D, with a cumulative growth investment and M&A budget of 50 billion yen.
- Revenue and net profit increased, driven by strong merchandising and licensing growth.5253
Q3 202612 Feb 2026 - Revenue up 27.2% but profit down on higher costs; strong growth in concerts and merchandising.5253
Q2 202611 Nov 2025 - Quarterly revenue jumped 50.1% YoY, led by TCG and merchandising, despite margin pressure.5253
Q1 202612 Aug 2025 - Merchandising and Licensing/Collaborations fueled strong profit and sales growth, with robust outlook.5253
Q2 202513 Jun 2025 - Q1 revenue jumped 24.8% YoY, driven by merchandising, licensing, and global fan growth.5253
Q1 202513 Jun 2025 - Record revenue and profit growth driven by merchandising and global expansion.5253
Q4 20256 Jun 2025 - Merchandising and live events fueled record growth and an upward revision to guidance.5253
Q3 20256 Jun 2025
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