Professional Documents
Culture Documents
20240513134452391s
20240513134452391s
for FY2024/3
May 13th, 2024
Financial Results for FY2024/3
2
Financial Highlights -Summary for FY2023/3- #1
85
Operating Profit 5,536 million(JPY) (as of March 31, 2024)
(YoY+62.0%)
(compared with the forecast +5.8%)
Yearly Revenue Per VTuber*3
*1:Aggregated from each channel and official channel on YouTube as of March 31, 2024
*2:Fuwawa Abyssgard and Mococo Abyssgard, who shared a channel, were counted as one person
*3:Calculated by dividing FY2024/3 revenue by the number of enrolled VTubers at the end of FY2024/3 3
Financial Highlights -Summary for FY2023/3- #2 Full-year Results
4
Financial Highlights -Summary for FY2023/3- #3 Q4 Results
5
Current Status of Growth in Number of Fans
In addition to continuing to gain recognition from a wide range of audiences through music,
the number of fans continued to expand both domestically and internationally, due to increased
enthusiasm among potential fans through large-scale events, etc.
■ # of ch. Subs. / # of channels with 1M+ Subs. * ■ # of ch. Subs. by languages and regions of VTuber
86.3
88.4 (as of March 31, 2024)
# of JP ch. Subs. (MM) 83.2
# of INT ch. Subs. (MM) 77.8
75.6
# of Official ch. Subs. (MM) 72.4
# of channels with 1M+ Subs.
65.3
70.0
33
38 Japan 54.27 million(YoY+15.4%)
61.4 32 36 36
29.91 million(YoY+19.1%)
58.0 31
30
50.8
27
Overseas
44.2 23
22 Breakdown of “Overseas”
37.3 21
English-
28.8
18
speaking 20.22 million(YoY+22.9%)
countries
18.1
11
Indonesia 9.69 million(YoY+11.9%)
10.0
6.1 4
3.5
1.5 2.2
0.2 0.4 0.6 1.0
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
FY2021/3 FY2022/3 FY2023/3 FY2024/3 FY2021/3 FY2022/3 FY2023/3 FY2024/3
*1: Calculated by dividing quarterly revenue by the number of enrolled VTubers at the end of each quarter
*2: Fuwawa Abyssgard and Mococo Abyssgard, who shared a channel, were counted as one person
7
*3: Calculated by dividing annual revenue for the four most recent quarters by the number of enrolled VTubers at the end of the quarter
Historical Trends in Full-year Financial Results
Revenue Gross Profit / Margin Operating Profit / Margin Net Profit / Margin
57.6% 4,137
13,988 5,536
30,166
21.3%
48.5%
45.9% 46.4%
29.7%
20,451 38.6% 9,396
3,417 2,508 13.7%
12.3%
11.9%
13,663
9.1%
5,274
1,855
1,698 18.4% 1,220 1,244
16.4% 16.7%
2,777
5,724
13.6%
852
1,479 243 176
FY2020/3 FY2021/3 FY2022/3 FY2023/3 FY2024/3 FY2020/3 FY2021/3 FY2022/3 FY2023/3 FY2024/3 FY2020/3 FY2021/3 FY2022/3 FY2023/3 FY2024/3 FY2020/3 FY2021/3 FY2022/3 FY2023/3 FY2024/3
10
Historical Trends in Cost of Sales
In Q4, the cost level rose due to increases in production costs and performers’ remuneration against
a backdrop of an increase in Merchandising transactions in addition to large-event-related expenses
3,996
3,801 3,791
1,215
3,089
1,589 1,580 2,060
2,656 2,636
701 2,508
2,335
2,086
998 1,060 1,314
1,131 468
1,171 946 727
473
1,429 898
1,213 318 185 574
161 332
1,006 1,036 547
134
124 27
175 340 220
130 215 246
181 258 488
94
523 75 117 79 41 136 1,305
1,488
381 94 2
52 65 87 1,204 1,092 1,030 998 1,050 1,152 1,168
59 910
0 654 633 595 650
268 18 386
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
(MM JPY)
4,864
52.7% 53.3%
49.9% 51.2%
47.4% 47.8% 46.7%
46.2% 45.4%
44.3% 44.0%
41.0% 41.0% 42.1%
39.9% 3,652
3,331
3,157
29.7%
2,634
2,373
1,767 1,854
1,514
1,210 1,305
1,146
992
720
583
326
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
1,738
1,517 633 569 630
1,338 541
946
1,159 1,153 463
337
1,009
292 650 605
395 708
556
281
665 450 507
585 301
283
204 311
360 198
340 128
879
230 703 734
121 129 628 640
147 1 180 479 558 551 546
68 333 416
45 25 236 1 257
4 137 158
96
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
856 895
785 757
624
516
353 379 361
326
179 145
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
FY2021/3 FY2022/3 FY2023/3 FY2024/3
14
Overview of Service Mix and Product Mix
The composition ratio of the commerce domain to revenue increased compared with the previous year.
Expanding retail sales channels also helped to grow the product-purchasing customer base
■ % of Revenue by Service Segments ■ Monthly Sales Ratio of Each Product in our EC websites*1
Streaming/Content Merchandising Made-to-order anniversary goods Other in-house planned goods
Concerts/Events Licensing/Collaborations Shipping goods related to large events
100%
7.5% 10.1% 13.1% 14.7% 90%
80%
32.3%
35.4% 70%
39.1%
41.4%
60%
14.2%
50%
16.1%
16.8% 40%
18.6%
30%
46.0%
38.4% 20%
31.0%
25.3% 10%
0%
4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3
FY2021/3 FY2022/3 FY2023/3 FY2024/3 15
*1:including hololive production official shop and Geek Jack
2022 2023 2024
Medium- to Long-term Strategies
16
Mission
Together,
Let's Create Culture Loved by All.
We are continuing to build a platform to bring together unique and
diverse content creators.
With the latest technology, users are exposed to new, exciting, high-quality
experiences every single day.
We bring about the best 2D entertainment loved by all, regardless of age,
gender, and nationality.
To bring all this to fruition, we continue to challenge the norm.
17
From VTuber Agency to an Expanding IP Business
Development of various businesses opportunities by leveraging hololive’s brand
recognition and the fan community gained through livestreams and live events
Services
Major Event production costs, Sales Commission, Raw Materials, Production Costs,
Platform Fees, Rev. share w/ VTubers
Cost Items Rev. share w/ VTubers Rev. share w/ VTubers Rev. share w/ VTubers
(Unit: JPY)
2021/3期
FY2021/3 2022/3期
FY2022/3 2023/3期
FY2023/3 2024/3期
FY2024/3 19
Milestones towards Mission Accomplishment
the Company has developed its medium- to long-term strategy and
has established a new three-step business strategy.
Aim to gradually expand into a large-scale IP business while ensuring reproducibility
Medium-term
goal
Step
Expansion of creator
3 economic zone
1 Establish the VTuber business and regions familiar with anime culture and the
culture of Oshikatsu (supporting your favorite
things in various ways, such as admiring and
supporting idols and characters)
Modeling the planning, production, and hit
process of VTuber using video media, SNS, etc.
Recognition and brand establishment of Create a new content culture
hololive Production
Fostering a passionate fan community and global economic zone
originating from Japan
20
Expansion of Creator Economic Zone through Extended Reinvestment
Development of mass-
targeted content such as
anime and games
Provide content globally to
diverse entertainment fan
Deployment of
base
IP content such as MD
Light fandom
VTuber
streaming for fans
Middle fandom
Expand awareness among
fans who enjoy
Core fandom entertainment content
Participation in the
VTuber community
21
Areas to Consider for Strategic Partnerships or M&A
In addition to in-house business development, we will actively consider strategic partnerships and
M&A in areas where we can expect to increase corporate value through synergies
with our IP and developed businesses
Expansion of technical and
production capabilities Expanding the content areas Localization development
22
Expanded Image of TAM Linked to Medium- to Long-Term Strategy
Step 2
Step 1
Content width
*1: Refer to the VTuber market size forecast for 2023 from Yano Research Institute’s “Survey on the VTuber market”
*2: Refer to the 2022 anime industry market (broadly defined anime market) from The Association of Japanese Animations “Anime Industry Report 2023”
*3: Refer to the global market size of the content industry in 2019 described in "Basic Materials of the No. 23 New Capitalism Realization Conference" of the Cabinet Secretariat
23
Business Plan for FY2025/3
24
Earnings Forecasts for FY2025/3
Continuous business expansion is expected this fiscal year, along with an improvement
in marginal profit through an improved sales mix.
Continuing from the previous year, we expect performance progress to be weighted heavily
in the second half due to the seasonality of MD sales and large-scale events
Reference: Financial Results Earnings Forecasts Change
for FY2024/3 for FY2025/3 (Rate of change)
Full-year earnings
Full-year results Full year
forecast First-half earnings Second-half
MM JPY First-half results Second-half results First half Second half
forecast earnings forecast
+927 +8 +918
Net profit 4,137 1,657 2,480 5,064 1,665 3,399
(+22.4%) (+0.5%) (+37.0%)
The expansion of our VTuber IP presence in the music scene has resulted in a significant influx of new fans.
High-quality PGC will generate more user generated content (UGC) and expand customer contacts
90
Primary
creation 80 20
PGC 70
60 15
50
40 10
Derivative
works Derivative 30
Wide spreading
on UGC works
YouTube PGC 20 5
Tik Tok 10
X(former
0 0
Twitter)
2022/3期
FY2022/3 2023/3期
FY2023/3 2024/3期
FY2024/3
チャンネル登録者数(左軸)
# of Subscribers (left) # of average monthly UU (right)
平均月間UU数(右軸)
Increase IP contact points with potential fans globally through partnerships with
influential advertising and sales agencies and retailers in each region
Expansion of the agency network Development of retail stores
• Develop agency companies in more than 140 countries around • Expanding sales channels utilizing local e-commerce (EC)
the world and consider collaboration with more than 250 client and retail stores in North America and Asia, the main e-
companies commerce regions
• By expanding our B2B network with partner companies, we will • In addition to expanding the range of products that are
increase awareness and promote products globally through easy to stock in stores, develop a sales network that can
mutual customer referrals reach a wide range of fan bases
28
Increase in IP Contact Opportunities for Potential Fans via Expansion of MD Business
Expand product purchasing opportunities for potential fans by promoting distribution of
products to retail stores globally.
Plan cross-selling to specific VTuber fans through series products such as trading card games, etc.
2,500
2,000
1,500
1,000
500
0
Sales channel/ FY2022/3 FY2023/3 FY2024/3
sales region
Service
development
500,000
Current status 5th Fes. / EXPO 400,000 25
# of overseas audience members: 300,000
8,000 200,000
100,000
FY2023/3 Overseas events
0
31
Anime-look Metaverse “Holoearth”
The function expansion of the open beta version will be executed in 2024 gradually
Summary
Metaverse platform developed in-house by the Company
Provide users with interaction opportunities and content
experiences in a virtual space community via their avatars
32
Appendix
33
Revenue Diversification of COVER’s VTubers and Overseas Sales
7,553
4.0% 40%
20,451
3.0% 30%
4,750
2.0% 20%
22,613
15,701
1.0% 10%
0.0% 0%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 FY2023/3 FY2024/3
*1:The revenue ratio (left axis) is the ratio of the revenue of the top 20 VTubers to the total revenue of all VTubers belonging to our Company. The cumulative revenue ratio (right axis) is the cumulative value from the top of the revenue ratio
*2: Aggregate revenue of items for which overseas revenue can be reasonably estimated and aggregated by each service, as opposed to overseas revenue by location. Revenue for which overseas transactions cannot be estimated is aggregated as domestic sales.
34
Conceptual Image of Expanding the VTuber Economic Zone
Make VTubers elevate to the culture of the youth generation, especially in countries with an anime
culture, and penetrate the global content market that transcends countries and generations
VTuber business will expand into anime market, mainly in countries with
high affinity for anime and IP content 2,900 billion yen
North
America
East Asia
Southeast
Asia
Europe ...... Global Anime
Market
Anime Revolution (Canada) Seoul POPCON (Republic of Korea) hololive Meet x TAIPEI (Taiwan)
36
What is UGC?
In recent years, UGC as well as PGC has been attracting much attention
37
Create an Environment that Promotes UGC
We have established Derivative Works Guidelines with the aim of ensuring that more fans can enjoy
the content provided by the Company in a variety of ways
Although derivative works are usually limited to that for non-profit purposes, the monetization function provided by the
video-sharing site can be used for clipped videos, and derivative work games can be distributed for a fee by posting
them on Steam using the game brand “holo Indie” for derivative work games.
Build a reward ecosystem that allows creators to monetize under certain conditions and increases their desire to create
38
“holo Indie” Project
Holo Parade
Idol Showdown
In November 2023, we launched “holo Indie,” a new game brand
for derivative work games, to co-create with fans and creators
around the world.
The Game Creator Support Program* is provided as a reward
ecosystem to support the continued activities of derivative work Holo X Break
game creators.
As a result, in the market of derivative work games, which are
normally produced for free, distribution of games for a fee is
permitted, and creative activities of derivative work games are
supported.
Miko in Maguma
* A system that consolidates the publishing of derivative work games and
returns rewards to creators by posting, reviewing, managing, and doing
other necessary management tasks on websites such as Steam accounts
though our subsidiary CCMC Corp. (head office: Minato-ku, Tokyo)
WOWOWOW KORONE BOX
39
ESG-related Activities
To support the activities of our content creators, we are working with various industry associations
to improve their working environment and implement various anti-defamation measures, etc.
Music Publishers Association of Japan (MPA) In June 2023, we released an additional joint statement announcing the
Joined as an industry organization involved in the processing and
formation of a “Anti-Defamation Study Group” with the cooperation of
distribution of rights around music. Google LLC, note inc., UUUM Co., Ltd., ANYCOLOR, Inc., and related
experts.
Safer Internet Association (SIA)
Joined as an industry organization addressing Internet issues such as About the company’s streaming moderator system
defamation and underage protection. Cooperate in exchanging
opinions and conducting research on various issues related to our
Stream moderation services are in Japanese, English and Indonesian, 24
services. hours a day by approximately 70 moderators.
*As of March 31, 2024
40
CSR-related Activities
Contribute to public awareness and PR activities by leveraging the communication skills
of affiliated VTubers
■ Awareness campaign with the Japan AED ■ Appointment as Tokyo Tourism Ambassador
Foundation
Shirakami Fubuki, a talent associated with hololive, hololive production talents have been selected as “Tokyo
supports the foundation’s activities as a “Lifesaving Tourism Ambassadors” to promote the appeal of Tokyo both
Supporter” in the “Lifesaving Supporter Project team domestically and internationally.
ASUKA.” “Sakura Miko” is affiliated with hololive, “Mori Calliope” and
AED training videos and other information are available on “Gawr Gura” affiliated with hololive English, were appointed.
the YouTube channel of the Japan AED Foundation.
41
Organizational Structure
COVER boasts an industry-leading and diverse workforce with a large number of
specialized employees
VTuber Branding Advertisement・PR Talent Management Media Mix Expansion Corporate Planning
42
Historical Trends in Employees
509
492
480
455
409
392
373 376
300
262
215
170
132
110
93
75
48 51
36
3 3 4 9 13 22
2 2 2 2 2 2 2
6 9 12 3 6 9 12 3 6 9 12 3 6 9 12 3 6 9 12 3 6 9 12 3 6 9 12 3 6 9 12 3
2016 2017 2018 2019 2020 2021 2022 2023 2024
43
Objective Indicators to Judge the Achievement of Management Goals
We define the following KPIs as important management indicators; "Total # of ch. Subs.",
a direct indicator of # of hololive fans, and “Total revenue" / “Total revenue by service",
which are the source of attractive content production
Total # of ch. Subs. (MM) 1,003 1,808 2,884 3,733 4,418 5,081 5,799 5,986 6,525 7,002 7,238 7,558 7,782 8,319 8,625 8,841
Revenue(MM JPY) 708 1,107 2,152 1,756 2,423 2,422 4,423 4,394 3,601 4,190 5,010 7,648 5,142 7,133 6,949 10,941
Streaming / Content 420 571 797 844 1,220 1,200 1,416 1,412 1,450 1,572 1,575 1,744 1,651 1,799 2,038 2,157
Concerts / Events 0 58 515 240 293 287 563 1,059 193 581 466 2,187 376 1,285 954 2,985
Merchandising 262 424 656 503 756 713 1,904 1,457 1,574 1,597 2,090 2,740 2,091 3,269 2,701 4,414
Licensing / Collaborations 24 52 182 168 152 220 540 464 382 439 878 976 1,023 778 1,254 1,383
44
PL Summary
45
BS Summary
Cash and
Cash Equivalents
1,899 4,644 7,793 8,666
46
CF Summary
47
Handling of these Materials
This material has been prepared by COVER Corporation (the “Company”) solely for information purpose only,
and does not constitute an offer to sell or a solicitation of an offer to buy any securities of the Company in the
United States, Japan or any other jurisdictions. Any information contained in this material other than facts in the
past and at present is referred to as such forward-looking statements. Forward-looking statements include but
are not limited to expressions such as “believe”, “strive to", “anticipate”, “predict", “expect", “confirm", “continue",
“try", “estimate“, “forecast“ “to take measures to", “hope”, “intend", “attempt", “it is possible…", “plan“, “strategy”,
“potential", “probability", “project", “risk", “pursue", “should be…", “working to…", “have the goal of…“ and
“planning to" as well as other similar expressions to explain future business activities, achievements, events and
circumstances. Forward-looking statements are predictions about the future that reflect management's judgment
based on currently-available information. As such, these forward-looking statements are subject to various risks
and uncertainties. It is possible that the actual business content, results and the like in the future may
significantly differ from those expressed in or suggested by the forward-looking statements. Therefore, please do
not rely on forward-looking statements.
The Company undertakes no obligation to update this material after the date of this material.
48
Together,
Let’s Create Culture Loved by All
Corporate Website:https://cover-corp.com/