Figures from this source
- ReportedGame segment 売上収益 (DeNA's recognised revenue, its take; NOT user spend), Q1 year to March 2026¥18.1bn
- ReportedGame segment セグメント利益 (segment profit), Q1 year to March 2026¥10.1bn
- ReportedGame segment 売上収益 (DeNA's recognised revenue, its take; NOT user spend), Q2 year to March 2026¥15.4bn
- ReportedGame segment セグメント利益 (segment profit), Q2 year to March 2026¥7bn
- ReportedGame segment 売上収益 (DeNA's recognised revenue, its take; NOT user spend), Q3 year to March 2026¥14.7bn
- ReportedGame segment セグメント利益 (segment profit), Q3 year to March 2026¥6.3bn
- ReportedGame segment 売上収益 (DeNA's recognised revenue, its take; NOT user spend), Q4 year to March 2026¥16.1bn
- ReportedGame segment セグメント利益 (segment profit), Q4 year to March 2026¥6.4bn
- ReportedGame segment 売上収益 (DeNA's recognised revenue, its take; NOT user spend), Q1 year to March 2027¥12.1bn
- ReportedGame segment セグメント利益 (segment profit), Q1 year to March 2027¥3.8bn
- ReportedOverseas share of ポケポケ virtual currency consumption (gross spend), Q1 year to March 2027 (Apr-Jun 2026)
- ReportedAverage monthly active users of Pokémon TCG Pocket in April–June 202623m
- ReportedDeNA revenue-recognition basis for Pocket, year to March 2025-Q1 year to March 2027
- ReportedManagement commentary on Pocket trend, Q1 year to March 2027
- EstimateQ1 year to March 2027 game segment ユーザー消費額 quarterly values (total/国内/海外), Q1 year to March 2025-Q1 year to March 2027