Mobile gaming and IT company founded in 2013. Achieved rapid growth with Mobage and pursued diversified business expansion into sports, healthcare, automotive, and other fields.
1999
Strategic Decision
Established DeNA Co., Ltd.
How fundraising and debt-free management preserved optionality after the Bidders defeat
2004
Strategic Decision
Launched Moba-oku mobile auction service
How defeat in PC auctions structurally triggered the mobile pivot
2005
Strategic Decision
Partnered with KDDI
Mobile strategy designed to secure distribution channels through carrier partnership
2005
Listed on TSE Mothers
2005Listed on TSE Mothers
2009
Strategic Decision
Released Kaito Royale
Revenue structure redesign that locked in the shift from advertising to billing model
2010
Strategic Decision
Acquired ngmoco (US)
A $400 million advance investment upon recognizing the impossibility of exporting the domestic feature phone model overseas
2011
Isao Moriyasu appointed as President and Representative Director
2011Isao Moriyasu appointed as President and Representative Director
2011
Acquired shares of Yokohama BayStars
2011Acquired shares of Yokohama BayStars
2012
Relocated headquarters to Shibuya Hikarie
2012Relocated headquarters to Shibuya Hikarie
2012
Complete gacha controversy
2012Complete gacha controversy
2013
Achieved record-high profit but faced challenges in earnings stability; entered multiple new businesses
2013Achieved record-high profit but faced challenges in earnings stability; entered multiple new businesses
2014
Acquired iemo Inc. and Peroli Inc.
2014Acquired iemo Inc. and Peroli Inc.
2015
Acquired shares of Yokohama Stadium Co., Ltd.
2015Acquired shares of Yokohama Stadium Co., Ltd.
2015
Sold DeNA BtoB Market
2015Sold DeNA BtoB Market
2016
Acquired investment securities
2016Acquired investment securities
2016
Strategic Decision
WelQ controversy erupted; third-party committee established
How the 'eternal venture' slogan became a license that led to lack of control in the public domain
2018
Strategic Decision
Expanded new business investment to ¥8 billion; launched taxi dispatch app 'MOV'
Diversified investment across three areas to break free from gaming dependence, and its outcome
2019
Announced share buyback
2019Announced share buyback
2020
Fell into net loss
2020Fell into net loss
2020
Founder Tomoko Namba appointed as Vice Chair of Keidanren
2020Founder Tomoko Namba appointed as Vice Chair of Keidanren
2021
Strategic Decision
CEO replaced due to poor performance
The contradiction of a 'venture without growth' born from growth-premised organizational scale and stagnant earnings
2021
Acquired IRIAM
2021Acquired IRIAM
2022
Acquired Allm
2022Acquired Allm
2023
Fell into net loss
2023Fell into net loss
View Performance
RevenueDeNA:Revenue
Non-consol. | Consolidated (Unit: ¥100M)
¥135B
Revenue:2023/3
ProfitDeNA:Net Profit Margin
Non-consol. | Consolidated (Unit: %)
6.5%
Margin:2023/3
View Performance
PeriodTypeRevenueProfit*Margin
2000/2Non-consol. Revenue / Net Income¥0B--
2001/3Non-consol. Revenue / Net Income¥0B-¥1B-493.7%
2002/3Non-consol. Revenue / Net Income¥1B-¥1B-141.6%
2003/3Non-consol. Revenue / Net Income¥1B-¥0B-28.8%
2004/3Non-consol. Revenue / Net Income¥2B¥0B12.9%
2005/3Non-consol. Revenue / Net Income¥3B¥0B15.2%
2006/3Consolidated Revenue / Net Income¥6B¥1B23.1%
2007/3Consolidated Revenue / Net Income¥14B¥3B17.9%
2008/3Consolidated Revenue / Net Income¥30B¥7B22.7%
2009/3Consolidated Revenue / Net Income¥38B¥8B21.1%
2010/3Consolidated Revenue / Net Income¥48B¥11B23.4%
2011/3Consolidated Revenue / Net Income¥113B¥32B28.0%
2012/3Consolidated Revenue / Net Income¥147B¥31B21.2%
2013/3Consolidated Revenue / Net Income¥202B¥46B22.4%
2014/3Consolidated Revenue / Net Income¥181B¥32B17.4%
2015/3Consolidated Revenue / Net Income¥142B¥15B10.4%
2016/3Consolidated Revenue / Net Income¥144B¥11B7.8%
2017/3Consolidated Revenue / Net Income¥144B¥31B21.4%
2018/3Consolidated Revenue / Net Income¥139B¥23B16.4%
2019/3Consolidated Revenue / Net Income¥124B¥13B10.2%
2020/3Consolidated Revenue / Net Income¥121B-¥49B-40.5%
2021/3Consolidated Revenue / Net Income¥137B¥26B18.6%
2022/3Consolidated Revenue / Net Income¥131B¥31B23.3%
2023/3Consolidated Revenue / Net Income¥135B¥9B6.5%
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1999
3

Established DeNA Co., Ltd.

How fundraising and debt-free management preserved optionality after the Bidders defeat

DeNA's founding period saw its auction business 'Bidders' attempt to compete with Yahoo! Auctions, but it could not overcome the difference in network effects and failed to capture market share. However, the cash secured through two rounds of fundraising during the internet bubble and the maintenance of debt-free management preserved the financial flexibility for re-selection rather than business withdrawal. The fact that the company could still hold approximately ¥500 million in cash even after drawing down ¥2.3 billion in capital post-bubble was the structural factor by which the founding-period funding strategy enabled the subsequent mobile pivot.

BackgroundEntrepreneurship and market selection during the dot-com bubble

In March 1999, Tomoko Namba left McKinsey and established DeNA Co., Ltd. It was the height of the internet bubble, and an environment conducive to attracting capital and talent existed in fields such as e-commerce and auctions. Mobile phone adoption was also beginning, and barriers to entry were seen as lower compared to existing industries.

DeNA chose the auction service 'Bidders' as its initial business, but Yahoo Japan was already operating 'Yahoo! Auctions' in this space and beginning to form strong network effects. Additionally, Rakuten Ichiba was growing as an e-commerce mall, making the market environment tough for the late-entering DeNA. Nevertheless, in the environment at the time, e-commerce and auctions appeared to be the most rational growth areas.

DecisionBusiness continuity through fundraising and in-house development

DeNA raised ¥1.3 billion in March 2000 and ¥910 million in 2001. Although the valuation declined due to the dot-com bubble burst, securing sufficient cash during the founding period preserved room for business continuity. Meanwhile, operational issues surfaced, including the discovery that system development, which had been outsourced, was not functioning and that no progress had been made.

In response, Namba decided to bring system development in-house and directed internal engineers to rebuild the system in a short period. As a result, 'Bidders' was launched in November 1999, but the gap with Yahoo! Auctions could not be closed, and DeNA was at a disadvantage in user acquisition competition. Still, DeNA chose not to withdraw and decided to continue the business while burning through cash.

ResultBusiness stagnation and financial war of attrition

The Bidders business ultimately failed to capture market share, and DeNA's performance deteriorated. By 2003, the company had drawn down ¥1.4 billion in capital reserves and ¥900 million in stated capital, totaling ¥2.3 billion, to cover accumulated losses. While the business results were far from successful, the capital raised during the founding period remained, allowing the company to explore its next options while maintaining approximately ¥500 million in cash.

Additionally, DeNA maintained a debt-free management structure, avoiding a fatal financial crisis despite the sudden changes in the external environment caused by the dot-com bubble burst. This period, while a business failure, can be described as a phase where the company 'bought time' that would later enable its pivot to mobile.

Table
FYTotal assetsEquity ratioEmployees
2000/32.03B yen95.3%18
2001/31.75B yen85.8%50
2002/31.10B yen87.7%62
2003/3910M yen75.6%70
FY
2000/3
Total assets
2.03B yen
Equity ratio
95.3%
Employees
18
How fundraising and debt-free management preserved optionality after the Bidders defeat

DeNA's founding period saw its auction business 'Bidders' attempt to compete with Yahoo! Auctions, but it could not overcome the difference in network effects and failed to capture market share. However, the cash secured through two rounds of fundraising during the internet bubble and the maintenance of debt-free management preserved the financial flexibility for re-selection rather than business withdrawal. The fact that the company could still hold approximately ¥500 million in cash even after drawing down ¥2.3 billion in capital post-bubble was the structural factor by which the founding-period funding strategy enabled the subsequent mobile pivot.

TestimonyTomoko Namba (DeNA Founder)

In 1999, I started DeNA. The passion I had at that time was like being struck with a fever.

At the time, I was a consultant at McKinsey and had become a partner there. I came up with the idea that it would be interesting to run an auction site on mobile phones, which were becoming widely adopted, and I enthusiastically recommended it to acquaintances at other companies as a consultant. Then one of them said to me, 'Why don't you do it yourself?' My job was to advise others, so I hadn't thought of doing it myself. For a moment I thought, 'Huh?' but the very next moment, passion came welling up inside me.

TestimonyTomoko Namba (DeNA Founder)

We really just created the plans and completely outsourced development to a remote systems development company. And then, on what was supposed to be the day development was finished and testing would begin the next day, we were hit with the situation where not a single line of code had been written. I shouldn't say it as if I were a victim, since it was a problem I created myself. But that's what happened.

Competitors like 'Yahoo! Auctions' had already launched, and we had already redone the plans multiple times, so we couldn't afford any more delays. On the day when development was supposed to be finished and there was no code, what did I do? Well, I panicked.

That's when this person, who was our fourth employee, our company's first and at that time only engineer—Yuki Shigeiwa, who wishes to remain anonymous. He worked incredibly hard. From that very day when not a single line of code had been written, he stopped going home, gave up his apartment, and transferred his resident registration to the office. He really didn't go home. And not for just a week or two. For months.

TimelineEstablished DeNA Co., Ltd. — Key Events
3/1999Established DeNA Co., Ltd.
11/1999Launched the Bidders service
3/2000Fundraising (estimated valuation ¥15.2 billion)
Capital raised13100M JPY
2001Fundraising (estimated valuation ¥13 billion)
Capital raised9.1100M JPY
8/2003Drew down stated capital and capital reserves to cover losses
Amount drawn down23100M JPY
2004
3

Launched Moba-oku mobile auction service

How defeat in PC auctions structurally triggered the mobile pivot

DeNA's mobile pivot was driven by its defeat against Yahoo! Auctions in the PC auction space. The plateauing of the existing business made the shift to mobile as a new competitive axis a management imperative. The decision to quickly concentrate resources on the mobile market, where major players had not yet entered, formed the foundation for the subsequent rapid growth in Mobage and social gaming.

BackgroundPivot from PC auction defeated by Yahoo! Auctions

In March 2004, DeNA launched 'Moba-oku,' a mobile (feature phone) auction service. Until then, DeNA's main business had been the PC-based auction service 'Bidders,' but Yahoo Japan's 'Yahoo! Auctions' had formed overwhelming network effects in this space, making it difficult for the late-entering DeNA to capture share. As Bidders' growth plateaued, DeNA needed a new growth axis as a venture company.

From 2004 onward, feature phone adoption was rapidly advancing in Japan, and internet usage from mobile devices was expanding. The mobile space had different user flows and billing structures from PC-based services, and was a market where major incumbents had not yet entered in earnest. For DeNA, the mobile space was one of the few options where it could acquire the competitive advantage it had failed to build in PC auctions.

DecisionMobile-dedicated service design and shift in business center of gravity

DeNA designed Moba-oku as a service fully dedicated to feature phone access, built on the premise of a user experience different from PC. This decision was not a mobile port of Bidders but rather the introduction of a new service optimized for the operability and usage frequency specific to mobile. By FY2005/3Q (December 2005), mobile revenue had surpassed Bidders, and DeNA's core business clearly shifted from PC auctions to mobile content.

Through this business pivot, DeNA transformed into a mobile content service company. The decision to avoid head-on competition with Yahoo! Auctions and concentrate resources on the mobile space with growth potential became the starting point for the growth that would later lead to Mobage and Kaito Royale. The revenue growth that could not have been achieved with Bidders alone was realized through the expansion of the mobile domain.

How defeat in PC auctions structurally triggered the mobile pivot

DeNA's mobile pivot was driven by its defeat against Yahoo! Auctions in the PC auction space. The plateauing of the existing business made the shift to mobile as a new competitive axis a management imperative. The decision to quickly concentrate resources on the mobile market, where major players had not yet entered, formed the foundation for the subsequent rapid growth in Mobage and social gaming.

2005
1

Partnered with KDDI

Mobile strategy designed to secure distribution channels through carrier partnership

The KDDI partnership was a decision where DeNA prioritized securing the distribution channel of a mobile carrier over its own profit margins. The OEM supply model through a subsidiary involved partial profit transfer, but by securing customer acquisition power from the carrier's official menu, it stabilized the business foundation in the mobile space. In the question of how content providers design their relationships with carriers, DeNA's choice represents one typology.

BackgroundConcept for expanding mobile business through carrier partnership

In January 2005, DeNA announced a business partnership with KDDI. The core of the partnership was to establish a subsidiary, Moba-oku Inc., to operate 'Moba-oku' as a content service for KDDI, with KDDI investing ¥300 million through a third-party allotment. At the time, in the mobile content market, mobile carriers held the right to list content on official menus, and building relationships with carriers was critically important for content providers in terms of both customer acquisition and revenue.

DeNA was building its business foundation in the mobile space through the launch of Moba-oku, but as a content provider it needed to establish a structure for stably supplying services on the carrier's platform. KDDI was expanding services for au and was seeking content providers in the auction space. The partnership materialized as the interests of both parties aligned.

DecisionAdoption of an OEM supply model through a subsidiary

For the KDDI partnership, DeNA chose to supply auction services to au users as an OEM through its subsidiary Moba-oku. In 2006, the service name for au was changed to 'au Auction,' while services for NTT Docomo and SoftBank continued under the 'Moba-oku' brand. While the subsidiary structure involved partial profit transfer to KDDI, DeNA prioritized securing a stable business relationship with the carrier.

This was a strategy of securing the distribution channel of a mobile carrier even at the cost of partially sacrificing its own profit margins. In the mobile content market, the customer acquisition power from carrier official menus was overwhelming, and DeNA established a structure to expand its mobile business scale with the KDDI relationship as its axis.

Mobile strategy designed to secure distribution channels through carrier partnership

The KDDI partnership was a decision where DeNA prioritized securing the distribution channel of a mobile carrier over its own profit margins. The OEM supply model through a subsidiary involved partial profit transfer, but by securing customer acquisition power from the carrier's official menu, it stabilized the business foundation in the mobile space. In the question of how content providers design their relationships with carriers, DeNA's choice represents one typology.

TimelinePartnered with KDDI — Key Events
1/2005Partnered with KDDI
1/2005Launched au Auction service
6/2005Established Moba-oku Inc.
2/2006Launched Mobage Town
5/2006Established Paygent Inc.
2005
Listed on TSE Mothers
2009
10

Released Kaito Royale

Revenue structure redesign that locked in the shift from advertising to billing model

The release of Kaito Royale was the turning point where DeNA clearly pivoted from an advertising-dependent business structure to a mobile gaming business premised on item-based in-app purchases. Beyond the commercial results of a single title, the essence of this decision lies in the design philosophy of converting competition and cooperation among users into billing motivation, and in building a revenue collection structure on its own platform independent of external payment systems. DeNA's subsequent growth model was built on this structure.

BackgroundDifficulty monetizing in the domestic SNS market

In the late 2000s, although user numbers for SNS and community services were expanding in Japan's internet industry, it was difficult to secure stable revenue through advertising models alone. DeNA was generating a certain level of revenue through its auction business and portal operations, but faced a structure where user growth and revenue growth did not necessarily correlate. In the domestic market, incumbents had established dominance in search-linked and display advertising, leaving limited room for new entrants to scale using the same methods.

Meanwhile, as mobile phones became more advanced and flat-rate data plans became widespread, time spent on mobile content was rapidly increasing. Unlike traditional web services, the mobile space was beginning to show characteristics of high usage frequency and individual-level billing viability. Within DeNA as well, there was a growing recognition that without building a model independent of advertising revenue, achieving both business scale expansion and profitability would be difficult, and the search for new revenue sources had emerged as a pressing management issue.

DecisionLaunching social games premised on in-app purchases

Based on changes in user behavior in the mobile space, DeNA decided to develop and provide social games premised on item-based in-app purchases. The emblematic initiative was 'Kaito Royale,' released in 2009. This title was designed not around the completeness or controls of traditional console games, but around short-session repetitive use and relationships with other users. A structure was intentionally built in which competition and cooperation among users stimulated content consumption.

Furthermore, the billing elements were positioned to directly influence game progression—participation was possible without paying, but payments were required to gain time savings or advantages. DeNA deployed this system on its own platform, establishing a structure to collect revenue without depending on external payment systems. The shift from the advertising model was not a temporary experiment but was positioned as a decision to move the core of the business, and human resources and development structures were also reallocated toward social games.

ResultRapid revenue expansion through high-frequency billing model

After the launch of Kaito Royale, DeNA's revenue composition changed dramatically in a short period. Where advertising revenue and transaction fees had previously been central, in-game item purchases emerged as the primary revenue source, pushing up quarterly revenue levels. Even though per-user spending was limited, the structure of expanding total revenue through high usage frequency and growing user numbers was formed.

As a result, DeNA established a business model centered on mobile social games and gained a foundation for introducing subsequent titles and advancing partnerships with external parties. At the same time, a structure emerged where much of the revenue was concentrated in a specific genre, and the new issue of business portfolio imbalance became apparent. The release of Kaito Royale was positioned not merely as a single title's success but as the catalyst that transformed DeNA's revenue structure itself.

Revenue structure redesign that locked in the shift from advertising to billing model

The release of Kaito Royale was the turning point where DeNA clearly pivoted from an advertising-dependent business structure to a mobile gaming business premised on item-based in-app purchases. Beyond the commercial results of a single title, the essence of this decision lies in the design philosophy of converting competition and cooperation among users into billing motivation, and in building a revenue collection structure on its own platform independent of external payment systems. DeNA's subsequent growth model was built on this structure.

TimelineReleased Kaito Royale — Key Events
10/2009Released 'Kaito Royale'
3/2011Rapid growth in gaming business
2010
10

Acquired ngmoco (US)

A $400 million advance investment upon recognizing the impossibility of exporting the domestic feature phone model overseas

The $400 million acquisition of ngmoco was a decision where DeNA recognized that the highly profitable model of domestic feature phone social gaming could not be directly exported overseas, and sought immediate entry through incorporating a local company. However, gaps existed between the Japanese-originated operation-style gaming model and the US product-oriented development culture, and immediate revenue contribution was not achieved. This experience served as an investment in learning the realistic difficulty of global expansion, becoming the starting point for subsequent strategic redesign.

BackgroundDomestic dependency and delayed overseas expansion

From 2009 onward, DeNA was achieving rapid growth through its mobile social gaming business spearheaded by Kaito Royale, but its revenue base was heavily dependent on the Japanese domestic market. While feature phone games in Japan had high profitability, the market environment, regulations, and platform structures differed significantly from overseas, making it difficult to directly export this success model abroad.

At the same time, smartphones were rapidly proliferating primarily in the US, and an app ecosystem centered on the App Store was forming. The center of gravity in the gaming market was beginning to shift from feature phones to smartphones, and there was growing urgency within DeNA that resting on domestic success would mean losing medium- to long-term growth opportunities. However, the company lacked the time and experience needed to enter overseas markets independently and adapt to local development cultures and platform specifications.

DecisionMajor acquisition of an overseas gaming company

Against this backdrop, in October 2010, DeNA decided to acquire the US mobile game developer ngmoco for approximately $400 million. ngmoco had a track record in iPhone game development and possessed development capabilities and platform understanding in the US market. DeNA sought to simultaneously achieve immediate entry into overseas markets and acquisition of expertise in the smartphone domain by incorporating this company.

This acquisition was DeNA's first full-scale global M&A, in that it positioned a local company as the core rather than laterally expanding the high-profit model established domestically. The choice was made to incorporate an external development organization and talent as a whole, prioritizing rapid business launch over gradual in-house expansion.

ResultAcquisition of overseas expansion base and emergence of friction

Through the ngmoco acquisition, DeNA secured a base and development capabilities in overseas gaming markets centered on North America, and acquired knowledge in smartphone game development. However, gaps existed between the Japanese-originated operation-style social game model and the US-led product-oriented development culture, and integrating organizational operations and strategy was not easy.

As a result, the acquisition did not immediately deliver significant revenue contributions, and the overseas business continued through a phase of trial and error. Nevertheless, this experience became an important learning opportunity for DeNA to recognize the realistic difficulty of overseas expansion and to redesign its subsequent global strategy. The ngmoco acquisition came to be positioned as an advance investment during a period of business model transition rather than an extension of growth.

A $400 million advance investment upon recognizing the impossibility of exporting the domestic feature phone model overseas

The $400 million acquisition of ngmoco was a decision where DeNA recognized that the highly profitable model of domestic feature phone social gaming could not be directly exported overseas, and sought immediate entry through incorporating a local company. However, gaps existed between the Japanese-originated operation-style gaming model and the US product-oriented development culture, and immediate revenue contribution was not achieved. This experience served as an investment in learning the realistic difficulty of global expansion, becoming the starting point for subsequent strategic redesign.

TestimonyDeNA Management (FY2010/3Q Earnings Briefing)

'Domestically, smartphone adoption has been faster than anticipated, and we recognize that swiftly achieving smartphone compatibility both domestically and internationally is a key challenge. We believe 2011 will be a year that significantly shapes our company's future, but we also see challenges as opportunities, and we will work as a unified group to expand our business from existing feature phones to smartphones for global deployment. We believe it is important to compete on the world stage without clinging to our domestic success, and we will approach this with the conviction that if we cannot do it, who can.'

SourceFY2010/3Q DeNA: FY2010/3Q Earnings Briefing
TimelineAcquired ngmoco (US) — Key Events
10/2010Acquired shares of ngmoco
3/2014Revenue target missed
10/2016Dissolution of ngmoco
3/2020Impairment recorded in gaming business
Impairment loss511100M JPY
2011
Isao Moriyasu appointed as President and Representative Director
2011
Acquired shares of Yokohama BayStars
2012
Relocated headquarters to Shibuya Hikarie
2012
Complete gacha controversy
2013
Achieved record-high profit but faced challenges in earnings stability; entered multiple new businesses
2014
Acquired iemo Inc. and Peroli Inc.
2015
Acquired shares of Yokohama Stadium Co., Ltd.
2015
Sold DeNA BtoB Market
2016
Acquired investment securities
2016
12

WelQ controversy erupted; third-party committee established

How the 'eternal venture' slogan became a license that led to lack of control in the public domain

The WelQ controversy materialized as a result of DeNA applying its venture-style decision-making approach—prioritizing speed and experimentation—directly to the highly public domain of medical and health information. The third-party committee pointed out that the slogan 'eternal venture' had been functioning as a license for business expansion, exposing a structural problem where the design of social responsibility and risk control lagged behind as an extension of the growth phase. This response marked a turning point revealing the limits of the management style itself.

BackgroundBusiness diversification and rapid expansion of media operations

In the mid-2010s, DeNA was pursuing diversification into healthcare and media to reduce dependence on its gaming business. As part of this, it launched 'WelQ,' a curation media site handling medical and health information, and pursued rapid scale expansion driven by search traffic. In the internet advertising market, media that could capture search engine traffic held high profitability, creating strong incentives to prioritize quantitative expansion.

However, medical and health information is a field where accuracy and reliability of information are strongly demanded, carrying a different level of social responsibility compared to general entertainment media. Yet amid the prioritization of business expansion speed, the development of editorial structures and review processes had not kept pace.

DecisionService suspension and establishment of third-party committee

In December 2016, as social criticism of the reliability of WelQ's article content and production processes escalated, DeNA suspended publication of WelQ and several other curation media sites, acknowledging the severity of the situation. Simultaneously, the company went beyond internal investigation by establishing a third-party committee of external experts, entrusting them with identifying the causes and examining preventive measures.

This decision clearly prioritized restoring social trust over short-term revenue or business continuity. It was a weighty choice for DeNA at the time—acknowledging the possibility that its management structure and decision-making processes had structural problems and incorporating external perspectives for verification.

ResultBusiness withdrawal and redefinition of management posture

Based on the third-party committee's findings, DeNA effectively withdrew from the curation media business, and WelQ was terminated without being relaunched. This forced the company to reconsider its strategy of using media as a growth pillar and undertake a restructuring of its business portfolio.

At the same time, through this response, DeNA came to re-recognize the balance between business expansion and social responsibility as a management issue, and gained an impetus to strengthen governance and risk management. While the WelQ controversy was an event that damaged corporate value in the short term, it ultimately became a turning point for reassessing the premises of management.

How the 'eternal venture' slogan became a license that led to lack of control in the public domain

The WelQ controversy materialized as a result of DeNA applying its venture-style decision-making approach—prioritizing speed and experimentation—directly to the highly public domain of medical and health information. The third-party committee pointed out that the slogan 'eternal venture' had been functioning as a license for business expansion, exposing a structural problem where the design of social responsibility and risk control lagged behind as an extension of the growth phase. This response marked a turning point revealing the limits of the management style itself.

TestimonyThird-Party Committee Investigation Report

While the platformization of iemo and the Provider Responsibility Limitation Law were noted in management meeting and board meeting materials, no clear evidence was found that a definitive conclusion was reached regarding whether iemo should be operated as a media outlet or as a platform with awareness of the applicability of the Provider Responsibility Limitation Law, and this point likely remained ambiguous. Additionally, because the iemo legal due diligence report addressed copyright infringement risks related to article text only in abstract terms, the risk most prioritized was copyright infringement related to images. As a result, discussions at DeNA came to focus primarily on changing the image display method to direct linking, and the awareness of copyright infringement risks related to article text and the associated issues regarding iemo's platformization were not shared among the directors.

TestimonyThird-Party Committee Investigation Report (Employee voices)

'There is also a problem with DeNA's organizational culture. Increasing revenue and profit is the supreme mission, and I believe this thinking at DeNA is at the root of this problem.' 'I hope the organization can be reborn into one where humans are valued more than robots.'

TestimonyThird-Party Committee Investigation Report

While DeNA was conscious of living up to the reputation and trust earned from other reputable companies through its own growth, had it not, without realizing it, begun to conveniently invoke the slogan 'eternal venture' as a 'license' to facilitate doing what it wanted to do? (...) The committee considers that one of the major issues in this matter was that, in the process of executing the complex and unclear curation business, DeNA was preoccupied with business expansion and neglected to build and operate the structures and processes necessary to appropriately discover, grasp, and respond to the expansion and diffusion of accompanying risks.

TimelineWelQ controversy erupted; third-party committee established — Key Events
10/2014Acquired iemo
Acquisition price15100M JPY
9/2014Acquired Peroli
Acquisition price35100M JPY
12/2016Recognized curation media business value at zero
Impairment loss58100M JPY
2018

Expanded new business investment to ¥8 billion; launched taxi dispatch app 'MOV'

Diversified investment across three areas to break free from gaming dependence, and its outcome

DeNA's ¥8 billion investment in new businesses was a measure that clearly signaled the intent to break free from revenue dependence on gaming. The policy of diversified investment across three areas—live streaming, automotive, and healthcare—aimed to avoid concentration risk on a specific business, but none of these areas reached a revenue scale comparable to gaming. The fact that diversified investment did not succeed became a factor prompting fixed cost reduction and management restructuring in later years.

BackgroundInvestment expansion into three areas aiming to break free from gaming dependence

In fiscal 2018, DeNA expanded investment in new businesses to ¥8 billion and announced a policy of cultivating new revenue pillars comparable to the gaming business. At the time, DeNA's mobile gaming business comprised the core of its earnings, but the maturation of the social gaming market and high dependence on hit titles were beginning to show limits on sustainable growth from gaming alone. Having also withdrawn from the curation media business following the WelQ controversy, rebuilding the growth strategy had emerged as a management priority.

The three areas DeNA selected as focus areas were live streaming, automotive, and healthcare. In live streaming, investment in Pococha and SHOWROOM was ramped up; in automotive, the company accelerated commercialization investment in autonomous driving and taxi dispatch, areas it had entered since 2015. In healthcare, the company aimed to expand insurance product sales through a partnership with SOMPO Holdings.

DecisionLaunch of taxi dispatch app 'MOV' and concretization of diversification

Among the three areas, automotive was where DeNA made its largest investment. Following joint research with the Kanagawa Prefecture Taxi Association and autonomous driving experiments with Nissan Motor, the company released the taxi dispatch app 'MOV' in 2018. This was an attempt to repurpose the mobile app development capabilities cultivated in the gaming business into a transportation service.

However, none of the new businesses reached a revenue scale comparable to gaming. Live streaming was in a growth phase as a market, automotive faced regulatory and industry structural barriers, and healthcare required time to monetize. While the ¥8 billion investment budget clearly signaled the intent to diversify, the investment results did not boost DeNA's performance, and it became a precursor to the subsequent performance slump and management restructuring.

Diversified investment across three areas to break free from gaming dependence, and its outcome

DeNA's ¥8 billion investment in new businesses was a measure that clearly signaled the intent to break free from revenue dependence on gaming. The policy of diversified investment across three areas—live streaming, automotive, and healthcare—aimed to avoid concentration risk on a specific business, but none of these areas reached a revenue scale comparable to gaming. The fact that diversified investment did not succeed became a factor prompting fixed cost reduction and management restructuring in later years.

2019
Announced share buyback
2020
Fell into net loss
2020
Founder Tomoko Namba appointed as Vice Chair of Keidanren
2021
4

CEO replaced due to poor performance

The contradiction of a 'venture without growth' born from growth-premised organizational scale and stagnant earnings

The 2021 CEO replacement was an event that confronted DeNA with the reality that it had maintained a venture-style decision-making approach and an organizational scale inflated during the growth period, while failing to establish a new revenue axis. The maturation of gaming, the setback in overseas expansion, and delayed monetization of new businesses overlapped, widening the gap between a fixed cost structure premised on growth and actual revenue levels. The reform that began with fixed cost reduction was an inevitable response to resolve the contradiction of a venture without growth.

BackgroundGrowth stagnation and distortion of business portfolio

In the late 2010s, DeNA had lost its growth axis due to the maturation of its gaming business, uncertainty in overseas expansion, and business reorganization following the WelQ controversy. Mobile gaming, which once generated high profits, had become unstable due to changes in the competitive environment and high hit-dependence, while healthcare and new businesses had not achieved sufficient revenue contribution.

As a result, while revenue growth decelerated, the fixed cost structure—including organizational scale, personnel costs, and development investment—remained on an extension of the growth period. The gap between the profitability and cost allocation of each business widened, and it became clear that management needed to reassess the cost structure itself before strategy.

DecisionCEO replacement and decision to reduce fixed costs

In April 2021, DeNA decided to replace its CEO against the backdrop of poor performance, embarking on a renewal of its management structure. This personnel change was positioned not as a turnaround of individual businesses but as a signal of intent to reassess the overall premises of management. Under the new regime, the first initiative undertaken was fixed cost reduction.

Specifically, through reviewing personnel allocation, streamlining indirect departments, and screening investment projects, a transition was advanced from a cost structure premised on growth to one commensurate with the current revenue level. This was not a measure aimed at short-term growth recovery but a decision-making step as a precondition for pursuing business selection and concentration.

ResultClarification of management phase transition

With the CEO replacement and the initiation of fixed cost reduction, DeNA transitioned from behaving as a growth company to a management phase emphasizing profitability and sustainability. A structure not premised on business expansion was built, and the relationship between invested capital and results came to be scrutinized more rigorously for each business.

This personnel change is positioned as a turning point where DeNA departed from its eternal-venture management style and accepted the management discipline of a mature company. As a result, the CEO replacement became not merely a top-management change but a symbolic event that updated the company's growth premises.

The contradiction of a 'venture without growth' born from growth-premised organizational scale and stagnant earnings

The 2021 CEO replacement was an event that confronted DeNA with the reality that it had maintained a venture-style decision-making approach and an organizational scale inflated during the growth period, while failing to establish a new revenue axis. The maturation of gaming, the setback in overseas expansion, and delayed monetization of new businesses overlapped, widening the gap between a fixed cost structure premised on growth and actual revenue levels. The reform that began with fixed cost reduction was an inevitable response to resolve the contradiction of a venture without growth.

2021
Acquired IRIAM
2022
Acquired Allm
2023
Fell into net loss
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