Figures from this source
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q1 year to March 2025 (Apr-Jun 2024)¥11.2bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q1 year to March 2025 (Apr-Jun 2024)¥0.9bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q2 year to March 2025 (Jul-Sep 2024)¥11.3bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q2 year to March 2025 (Jul-Sep 2024)¥1.5bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q3 year to March 2025 (Oct-Dec 2024)¥28bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q3 year to March 2025 (Oct-Dec 2024)¥18.6bn
- ReportedGame segment 売上収益 (DeNA's recognised take, NOT user spend), Q4 year to March 2025 (Jan-Mar 2025)¥27.5bn
- ReportedGame segment profit (セグメント利益; deck term 'segment profit/loss'), Q4 year to March 2025 (Jan-Mar 2025)¥17.6bn
- ReportedOverseas share of virtual currency consumption (Pocket), Q2 year to March 202660 percent approx
- ReportedDeNA revenue recognition, Q2 year to March 2026
- ReportedAverage monthly players, Q2 year to March 2026 (Jul-Sep 2025)30 millions
- ReportedQ2 year to March 2027 deck publication status, Q2 year to March 2027 (Jul-Sep 2026)