Figures from this source
- Filedユーザー消費額 yen values year to March 2026 Q1-Q4 and year to March 2027 Q1, Q1 year to March 2026-Q1 year to March 2027
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q1 year to March 2026 (Apr-Jun 2025)¥18.1bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q1 year to March 2026 (Apr-Jun 2025)¥10.1bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q2 year to March 2026 (Jul-Sep 2025)¥15.4bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q2 year to March 2026 (Jul-Sep 2025)¥7bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q3 year to March 2026 (Oct-Dec 2025)¥14.7bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q3 year to March 2026 (Oct-Dec 2025)¥6.3bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q4 year to March 2026 (Jan-Mar 2026)¥16.1bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q4 year to March 2026 (Jan-Mar 2026)¥6.4bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q1 year to March 2027 (Apr-Jun 2026)¥12.1bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q1 year to March 2027 (Apr-Jun 2026)¥3.8bn
- ReportedOverseas share of virtual currency consumption (Pocket), Q1 year to March 2027 (Apr-Jun 2026)
- ReportedVirtual currency consumption definition, year to March 2027 Q1 deck
- ReportedAverage monthly players, Q1 year to March 2027 (Apr-Jun 2026)23 millions
- ReportedDAU, all
- ReportedManagement commentary: Q1 year to March 2027, Q1 year to March 2027
- ReportedLogmi/kabutan transcripts, all