Slide 1: Presentation Material for new Investors
ENGLISH Presentation Material for new Investors August 7, 2026
Slide 2: Forward-looking statement
[Forward-looking statement] The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and unc
Slide 3: Contents
0. Contents 1. What is CyberAgent ? 2. FY2025 Full Year Results (October 2024 -September 2025) 3. Forecast 4. Media & IP Business 5. Internet Advertisement Business 6. Game Business 7. Medium to Long-Term Strategy 8. Dividend and Management Index 9. Index Inclusions 2
Slide 4: What is CyberAgent?
@A CyberAgent. What is CyberAgent?
Slide 5: Purpose
1. What is CyberAgent? [Purpose] CyberAgent had defined the “Purpose” that clearly states the significance of its existence in October 2021. 4
Slide 6: Vision and Mission Statement
1. What is CyberAgent? [Vision] [Mission Statement] 5
Slide 7: Succession: Evolving from a Founder-Led Company to a Public Company
1. What is CyberAgent? [Succession] Evolving from a Founder-Led Company to a Public Company Takahiro Yamauchi, whose appointment was approved today, will assume the responsibilities of President Mentoring Process Taking on the president 2026 role from scratch Medium to long-term 2027 vision to be an
Slide 8: Board Structure
1. What is CyberAgent? [Board Structure ] Three new directors have been appointed, for a total of 10 directors * (Male: 8, Female: 2) Emphasizing diversity, one new female director joins the board Directors Outside NEW NEW Female Outside Koichi Nakamura Go Nakayama Takahiro Yamauchi Susumu Fujita Yu
Slide 9: Susumu Fujita
1. What is CyberAgent? [Representative Director, Chairman, founder] Susumu Fujita owns 16.6% shares*1 1998 Founded CyberAgent, Inc. 2000 made the company listed on TSE Mothers at the youngest age in history.*2 2016 Vice Representative Director, Japan Association of New Economy (current post) Appoint
Slide 10: Takahiro Yamauchi
1. What is CyberAgent? [Representative Director, President] Takahiro Yamauchi owns 0.038% shares* Date of Birth: August 20, 1983 Hobbies: Anime, Manga, Games, Boxing Career History 2006 Joined CyberAgent, Inc., engaged in advertising sales 2009 Established CyberZ, Inc., assumed position of President
Slide 11: FY2025 Full Year Results
FY2025 Full Year Results October 2024 - September 2025 10
Slide 12: FY2025 Full Year Results
2. Full Year Results Sales growth for the 28th consecutive Increase Sales 874.0 billion yen up 9.1% YoY FY2025 year. OP increased considerably, Increase OP 71.7 billion yen up 78.9% YoY beyond the revised forecast. OP achieved profitability 10 years after Increase Sales 231.5 billion yen up 15.7% Yo
Slide 13: Three pillars of businesses that focus on the internet industry
2. Full Year Results Three pillars of businesses that focus on the internet industry Media & IP Ad Game The new future of TV, “UMA MUSUME Pretty Derby*” Client Performance Order Report Ad Agencies Online Betting Service “Shadowverse: Worlds Beyond*” for Keirin “GRANBLUE FANTASY*” Anime & IP Business
Slide 14: Consolidated Sales Breakdown
2. Full Year Results [Consolidated Sales Breakdown ] * 0.2% Investment Development Game 24% FY2025 Internet ¥874.0B Ads 51% Media & IP 25% * Consolidated Sales Breakdown: Calculated from figures before deducting internal transactions 13
Slide 15: Consolidated Sales: 874.0 billion yen
2. Full Year Results 874.0 [Consolidated Sales] YoY +9.1% 801.2 Sales growth for the 28th consecutive year 709.9 719.4 666.1 FY2025 874.0 billion yen (up 9.1% YoY) 478.5 453.6 419.5 371.3 310.6 254.3 205.2 162.4 141.1 119.5 93.8 96.6 87.0 76.0 60.1 43.2 26.7 6.3 10.8 16.2 Billion Yen 3.2 FY2000 FY20
Slide 16: Consolidated OP: 71.7 billion yen
2. Full Year Results 104.0 [Consolidated OP] 71.7 YoY 67.5 +78.9% We have been committed to sales and op growth from FY 2023 as the bottom line, and achieved strong OP growth for two consecutive years FY2025 71.7 billion yen (up 78.9% YoY) 40.0 36.7 33.8 32.7 30.7 30.1 30.8 22.2 22.3 17.4 14.3 10.3
Slide 17: SG&A Expenses
2. Full Year Results 192.3 [SG&A Expenses] 178.6 3.6 2.5 169.2 52.0 150.9 45.2 Year-end bonuses are paid 40.8 127.6 33.9 3.9 FY2025 192.3 billion yen (up 7.7% YoY) 1.4 5.6 11.1 9.9 10.4 7.2 10.1 33.7 9.6 53.4 6.0 49.3 47.4 8.9 42.8 Special incentives 36.1 178.8 Other *1 2.5 167.8 Research and develo
Slide 18: Number of Employees
2. Full Year Results 8,284 [No. of Employees] 7,850 11 +434 YoY 537 11 7,374 489 12 432 6,472 Employee head count grew by 434 13 365 3,045 5,733 2,955 including 397 new graduates 12 395 2,738 2,429 FY2025 8,284 2,150 2,636 2,498 2,381 1,623 1,962 Investment Development Headquarters 8,340 8,284 11 11
Slide 19: PL
2. Full Year Results [PL] Net income doubled year-over-year to 31.6 billion yen, driven by the profitability improvement of AbemaTV, Inc. Unit: million yen FY2025 FY2024 *2 YoY Net Sales 874,030 801,236 9.1% Gross profit 264,051 218,764 20.7% SG&A expenses 192,349 178,680 7.6% Operating income 71,70
Slide 20: BS
2. Full Year Results [BS] Unit: million yen End of Sept. 2025 End of Sept. 2024 *2 YoY Current assets 390,215 358,632 8.8% (Cash deposits) 229,849 210,041 9.4% Fixed assets 166,908 158,005 5.6% Total assets 557,162 516,686 7.8% Current liabilities 177,791 168,226 5.7% (Income tax payable) 20,797 9,7
Slide 21: FY2026 Forecast
FY2026 Forecast October 2025 - September 2026 20
Slide 22: FY2026 forecast revised upward
3. Forecast Sales ¥950.0B FY2026 forecast revised upward 8,880 1,580 Profit forecast changed from a decline to an increase resulted from strong performance of three key businesses 7,880 1,380 6,880 FY2025 FY2026E 1,180 880 Sales 5,880 874.0 billion yen → 950.0 billion yen up 8.7% YoY 7.4% YoY 980 71
Slide 23: Progress to Forecast
3. Forecast [Progress to Forecast] Revised Forecast Progress rate Q3 FYTD 950 billion yen to Revised Forecast Sales 74.7% ¥709.2B Progress rate Q3 FYTD 77 billion yen to Revised Forecast Operating profit 87.6% ¥67.4B Progress rate Q3 FYTD 78 billion yen to Revised Forecast Ordinary profit 88.7% ¥69.
Slide 24: Upward Revision of Forecast
3. Forecast [Upward Revision] Dividend forecast increased from 19 yen to 20 yen according to the management guidance of DOE 5% FY2026 Original Forecast FY2026 Difference (Amount) Difference (%) Unit: billion yen (Released on Nov. 14, 2025) Revised Forecast FY2025 YoY Minimum Maximum (Released on Aug
Slide 25: Media & IP
@A CyberAgent. Media & IP
Slide 26: Media & IP Full Year Sales
4. Media & IP Business 231.5 [Full Year Sales] YoY +15.7% 200.1 ABEMA and its related businesses built 168.4 multi-layered sales 136.4 FY2025 231.5 billion yen (up 15.7% YoY) 103.2 Billion Yen FY2021 FY2022 FY2023 FY2024 FY2025 *1 Media business and Other business have been merged and renamed Media
Slide 27: Media & IP Full Year OP
4. Media & IP Business [Full Year OP] FY2021 FY2022 FY2023 FY2024 FY2025 OP achieved profitability 10 years after 7.2 YoY +8.7 ABEMA’s launch billion yen FY2025 7.2 billion yen (8.7 billion yen increase YoY) Billion Yen -1.4 -12.5 -13.2 -14.6 *1 Media business and Other business have been merged and
Slide 28: Business Model: Expanding the IP business centered on ABEMA
4. Media & IP Business [Business Model] Expanding the IP business centered on ABEMA Media & IP business* IP Entertainment Event with PPV Others Entertainment Div. Merchandise/Commerce Subscription Ads Betting 27 *Major services and subsidiaries
Slide 29: ABEMA: TV for the Future
4. Media & IP Business [ABEMA] Launched in April 2016, becoming social infrastructure in Japan 「ABEMA」 TV for the Future Active Users MAU 60million / WAU 30million Feature Available for everyone, multiple device support USP 24/7 streaming with approx, over 50 channels *1 Business Model Advertising a
Slide 30: ABEMA viewers include Gen Z
4. Media & IP Business [ABEMA] Viewers include Gen Z, who have a high purchasing appetite Teenagers TV 16% 21% Female 38% Viewing Users by Over 40s Users by Age Twenties PC Device 41% 23% Gender Group 13% Composition Male Tablet 62% 5% Smart Phone Thirties 63% 20% * Average of January to March 2026
Slide 31: AbemaTV turned profitable in a decade
4. Media & IP Business [AbemaTV, Inc. ] 16.8 17 15.9 AbemaTV, Inc. turned profitable in a decade 15.0 14.2 14.0 since its launch 12.9 13.0 12.312.3 12.0 12 10.810.810.8 10.2 9.5 8.3 8.4 7.3 6.9 7 6.2 5.7 5.3 FY26 Q1 ABEMA 2.9 3.5 3.0 Sales Returned 2.8 2.9 Launch 1.9 2.4 2.5 Profit 2 1.5 1.1 1.3 0.5
Slide 32: Original programs viewership grew steadily
4. Media & IP Business [ABEMA] Viewership of original programs such as the dating reality shows, drama, and variety shows grew steadily * The works shown above are selected. ©AbemaTV, Inc. 31
Slide 33: WAU reached 31.37 million
4. Media & IP Business [ABEMA] WAU reached 31.37 million, driven by new episodes and programs* * WAU: Week of July 27, 2026 ©AbemaTV, Inc. 32
Slide 34: Original programs win international and domestic awards
4. Media & IP Business [ABEMA] Our original programs are highly acclaimed, winning numerous international and domestic awards May 2026 May 2026 ABEMA Drama won Silver Tower & Bronze Tower *1 *2 June 2026 July 2026 *3 *4 *1 New York Festivals: One of the world's largest competitions, judging and hono
Slide 35: ABEMA membership plans
4. Media & IP Business [ABEMA membership plans] Expanding sports content via external partnerships ABEMA de DAZN ABEMA de WOWSPO ABEMA de J SPORTS ABEMA premium - Disney+ plan *1 ABEMA de GREEN CHANNEL ABEMA de DOWNTOWN+ ABEMA de WRESTLE UNIVERSE * ABEMA premium - Disney+ plan is provided by an alli
Slide 36: 50% of channels are anime channels
4. Media & IP Business [ABEMA] 50% of approx. 50 channels are anime channels * * As of July 2026 ©AbemaTV, Inc. 35
Slide 37: Flexible channel expansion for anime
4. Media & IP Business [ABEMA] Flexible channel expansion makes the rapid rollout of dedicated popular anime channels possible *1 The channel images above include channels that ended streaming. *2 Copyrights are stated on the last page. 36
Slide 38: Anime market grew rapidly on overseas revenue
4. Media & IP Business [IP Business] The anime market grew rapidly, driven by overseas revenue 3.8 3.8 trillion yen YonY +14.8% Strengthening IP business with high synergy to ABEMA Overseas 3.3 Japan Anime Industry Market Size* 2.9 2.7 2.5 2.4 2.1 2.2 2.0 1.7 1.6 1.5 Merchandise 1.3 1.3 1.3 Entertai
Slide 39: Projects as lead manager or co-manager increasing
4. Media & IP Business [IP Business] The number of projects we serve as lead manager or co-manager is increasing Creation of original IP Lead Manager Investment FY2020 FY2025 FY2026 FY2027 January July January Co-lead Manager Original IP Investment Lead Manager Original IP Investment Lead Manager 20
Slide 40: Expanding IP business through new animation studios
4. Media & IP Business [IP Business] Expanding the IP business through the establishment of new ABEMA Launch animation studios and the addition of IP-related companies to the group FY2016 FY2024 FY2025 FY2026 Acquisition comics Anime Anime Animation Anime&IP Business Unit AI Lab Business Unit Acquis
Slide 41: Expanding anime lineup with three anime studios
4. Media & IP Business [IP Business] Expanding our anime content lineup with three anime studios NEW NEW Coming Soon * Copyrights are stated on the last page. 40
Slide 42: Global marketing through major anime events
4. Media & IP Business [IP Business] Strengthening global marketing through major anime events in the US, including Anime Expo 2026, and Europe * Copyrights are stated on the last page. 41
Slide 43: System from original work to monetization
4. Media & IP Business [IP Business] We are building a system that can handle an entire process from original work to monetization ①Originals/Comic ②Movie Production ③Distribution/marketing ④Event ⑤Global Anime Entertainment Business Unit ④Merchandise Animation AI Lab 次世代クリエイターとともにオリジナルアニメ作品の創出を目指す
Slide 44: Group synergies to drive high profitability
4. Media & IP Business Leveraging unique group synergies of CyberAgent to drive high profitability IP Creation Expansion Monetization Originals/Comic Distribution Game Advertising Event/Merchandise Animation studio collaboration Global 43
Slide 45: Internet Advertisement
@A CyberAgent. Internet Advertisement
Slide 46: Ad spend distribution by medium
5. Internet Advertisement Business [Ad spend distribution by medium ] *1 4,045.9 Internet The internet overtook the TV advertising market in 2019. 3,651.7 3,333.0 3,091.2 Exceeded the total of the four 2,705.2 mass mediums in 2021. 2,229.0 2089.8 2,104.8 2058.4 1956.4 1932.3 1947.8 1912.3 1877 2070.
Slide 47: Internet Ad Full Year Sales
5. Internet Advertisement Business [Full Year Sales] 461.2 YoY 434.6 +6.1% 404.5 Sales remain stable despite the loss of 376.0 a large client 321.0 FY2025 461.2 billion yen (up 6.1% YoY) Billion Yen FY2021 FY2022 FY2023 FY2024 FY2025 * FY2021 to FY2024: figures reported as corrected on May 15, 2025.
Slide 48: Internet Ad Full Year OP
5. Internet Advertisement Business 23.7 [Full Year OP] 22.2 20.4 OP decreased due to investments in 17.6 the new business utilizing AI 17.4 YoY -14.0% FY2025 17.6 billion yen (down 14.0% YoY) Billion Yen FY2021 FY2022 FY2023 FY2024 FY2025 * FY2021 to FY2024: figures reported as corrected on May 15,
Slide 49: Around 90% of internet advertising is Programmatic Ads
5. Internet Advertisement Business [Internet Ad in Japan] Around 90% of internet advertising is Programmatic Ads Tailoring Operations to Maximize Effectiveness Internet Ad Spend by Method Purchase ad slots by advertising Reserved Ads period ¥69.9B Affiliate Ads Ad placement Ad Programmatic Bid on ad
Slide 50: Competitive Advantage
5. Internet Advertisement Business [Competitive Advantage] Drive market share by utilizing our core strength: maximize advertising effectiveness ① Advanced AI Expertise ② Scale Advantage of Data ③ Media Expertise Number of clients*3 ・Partnered with over 200 media ・Winner of multiple top-tier Establi
Slide 51: Established AI Lab for R&D in 2016
5. Internet Advertisement Business [Technological Capability] Established AI Lab for R&D in 2016 Applying research findings to business via top-tier academic partnerships The Tohoku Waseda Keio University Osaka Kyoto University University University of Tokyo University University Institute National
Slide 52: Developed in-house Japanese LLM
5. Internet Advertisement Business [Technological Capability] Developed in-house Japanese LLM Driving high ad performance through natural text generation CyberAgent Released CyberAgent Released Japanese LLM Japanese LLM Ver.2 with up to 6.8 Billion Parameters Up to 32,000 Tokens The Model Trained wi
Slide 53: One of Japan's largest AI and CG studios
5. Internet Advertisement Business [Technological Capability] Operate one of Japan’s largest studios specializing in AI and CG, enabling efficient and effective ad shooting and production 52
Slide 54: Leveraging in-house AI across every stage of advertising
5. Internet Advertisement Business [Technological Capability] Leveraging in-house AI across every stage of internet Advertising ① Creative Production & AI Performance Forecasting ② Creative Review & ③配信・マーケティング Ad Submission Distribution & ③ Campaign Optimization ④ Performance Verification & Data An
Slide 55: In-house AI tools for high-volume creative production
5. Internet Advertisement Business [Technological Capability] Utilizing in-house AI tools, enabling high-volume creative production and rapid operations Product Start Date Summary July Diversity Plot 2025 AI makes bias in advertising visible and widens the range of creative expression September Revi
Slide 56: New organization launched to capitalize on AI trends
5. Internet Advertisement Business [Change Capability] Launched new organization in June to capitalize on AI trends FY2016 FY2020 FY2025 FY2026 》 R&D of AI Maximizing Advertising Effectiveness with AI Ver.2 Ver.3 Jun. 2026 CyberAgentLM AI Creative CyberAgentLM CyberAgentLM GEO Lab. CA-GAS Large lang
Slide 57: Increasing share through high advertising effectiveness
5. Internet Advertisement Business Aiming to increase our share by bringing high advertising effectiveness Client Sales Ability and Operation Capability × Technological Capability CyberAgentLM Price Agent VLM CA Assistant AI Models GEO Lab. 56
Slide 58: Game
@A CyberAgent. Game 57
Slide 59: Game Full Year Sales
6. Game Business [Full Year Sales] 262.7 228.3 216.7 YoY Sales increased, driven by several new hit 195.9 +10.6% games 179.1 FY2025 216.7 billion yen (up 10.6% YoY) Billion Yen FY2021 FY2022 FY2023 FY2024 FY2025 58
Slide 60: Game Full Year OP
6. Game Business 96.4 [Full Year OP] 60.5 60.0 YoY +96.5% OP doubled year-over-year FY2025 60.0 billion yen (up 96.5% YoY) 30.5 22.7 Billion Yen FY2021 FY2022 FY2023 FY2024 FY2025 59
Slide 61: Mobile Game Market
6. Game Business [Mobile Game Market] In-app purchase revenue expected to exceed $100 billion*1 by 2028 Boasting the largest revenue scale among 12 major Japanese mobile game companies Global Trends in In-App Purchase Revenue by Market*2 Revenue Comparison: Top 12 Japanese Mobile Game Companies *4 G
Slide 62: Organizational Strength
6. Game Business [Organizational Strength] One of Japan's largest development workforces, leveraging the strengths of each subsidiary 5,807Game Business Employees *1 Original IP Major IP & Global Development Character & Story Expression 3D & Character Expression Creating New Gameplay Rhythm Games ×
Slide 63: Development & Operating Capabilities
6. Game Business [Development & Operating Capabilities] Achieving hit reproducibility and long-term operation through unique organizational structure ① Development team to reproduce hit ② Proven long-term operational excellence Intra-Group Collaboration Operating years of major titles*1 Granblue Fan
Slide 64: Granblue Fantasy evolving over 12 years
6. Game Business [Granblue Fantasy] Evolving over 12 years since 2014 launch via media mix and multi- platform expansion Game Mobile Mar. 2014 Console/PC for Steam Feb. 2020 Console/PC for Steam Dec. 2023 Console/PC for Steam Feb. 2024 PC for Steam*Overseas only Mar. 2026 Official App Sky Compass Ma
Slide 65: Global Expansion
6. Game Business [Global Expansion] Strengthening global initiatives to grow revenue steadly Overseas sales * Initiatives for global expansion Q3 YTD 2026 ❶ Research & design for global market from 43.2billion yen the beginning Build structure to bring original IPs ❷ worldwide 33.6 ❸ Focus and expan
Slide 66: Enhancing hit repeatability and global expansion
6. Game Business Enhancing hit repeatability and global expansion for long term business growth Major hit titles *1 Upcoming titles *1 Mobile/PC(Steam, etc.) Mar. 2014*2 Mobile/PC(Steam, etc.) Feb. 2021*2 Console/PC for Steam Feb. 2024*2 NEW PC for Steam/Console July 2026 *2 Release date TBD Release
Slide 67: Medium to Long-Term Strategy
Medium to Long-Term Strategy 66
Slide 68: Developing original IPs leveraging unique strengths
7. Medium to Long-Term Strategy We aim to develop original IPs by leveraging our unique strengths Traffic Driver Monetization ABEMA Game 30M Approx. Weekly Active IP No.1 Mobile Game Company Users in Japan* Marketing Ad Top–tier Digital Marketing Agency in Japan * The comparison is based on publicly
Slide 69: Dividend and Management Index
Dividend and Management Index 68
Slide 70: Return to Shareholders
8. Dividend and Management Index [Return to Shareholders] We aim to increase stock price over the medium to long- term and pay dividend continually. Stock Price of CyberAgent vs Nikkei Stock Average* Total dividend Amount 18 17 16 15 8.6 CyberAgent 14 8.1 13 7.5 12 7 11 10 9 5.5 8 7 6 5 4 3 Nikkei S
Slide 71: Management Index: ROE, Payout Ratio, DOE
8. Dividend and Management Index [Management Index] To pay dividends continuously and increase the stock's value over the medium to long-term through business growth and improvements in capital efficiency, we set DOE 5% guidance since fiscal 2017. × = *1 Dividend ROE Payout Ratio DOE 37.8% 214.4% 18
Slide 72: Acquisition of treasury stock
8. Dividend and Management Index 2500 [Acquisition of treasury stock] 2000 Purchased and retired treasury stocks 4 times. Feb. 2013 1500 Acquired treasury stocks Nov. 2007 worth 4.99 billion yen Acquired treasury stocks worth (Feb. 2013: 4.3 billion yen 0.99 billion yen retired) (Sep. 2008: 0.99 bil
Slide 73: Index Inclusions
@A CyberAgent. Index Inclusions 72
Slide 74: Index Inclusions
9. Index Inclusions [Inclusions] CyberAgent is added to Nikkei 225 in October 2018, being part of 15 indexes in total, including ESG indexes. ESG Nikkei 225 Nikkei 225 Climate Change Domestic Nikkei Stock Nikkei 500 Nikkei 225 1.5℃ Exposure Index 300 Stock Average Target Index 50 Index Japan New FTS
Slide 75: Aiming to be a company with medium to long-term supporters
Aiming to be a company with medium to long-term supporters 74
Slide 76: Copyrights of Media & IP Business
Copyrights of Media & IP Business on Page 36 1 ©Gege Akutami/Shueisha, Jujutsu Kaisen Production Committee 2 ©Akasaka Aka × Mengo Yokoyari / Shueisha, "Oshi no Ko" Production Committee 3 ©Kanehito Yamada, Tsukasa Abe/Shogakukan/ “Frieren: Beyond Journey‘s End” Production Committee 4 ©Eiichiro Oda/Sh
Slide 77: Copyrights of Media & IP Business
Copyrights of Media & IP Business on Page 40 1 Kagurabachi: ©Takeru Hokazono / Shueisha・Kagurabachi Project 2 CHIIKAWA THE MOVIE: THE SECRET OF THE MERMAID ISLAND: ©Nagano / 2026 "CHIIKAWA THE MOVIE" Production Committee 3 The World Is Dancing: ©Kazuto Mihara, Kodansha/ “The World Is Dancing” Produc
Slide 78: Copyrights of Game Business
Copyrights of Game Business on Page 61 1 Umamusume: Pretty Derby: © Cygames, Inc. 2 SD Gundam G Generation ETERNAL:©SOTSU・SUNRISE©SOTSU・SUNRISE・MBS Publisher: Bandai Namco Entertainment Inc. Co-developed by Bandai Namco Entertainment Inc. and Applibot, Inc. 3 Jujutsu Kaisen Phantom Parade:© Gege Aku
Slide 79: Copyrights of Game Business
Copyrights of Game Business on Page 65 1 Granblue Fantasy: © Cygames, Inc. 2 PRINCESS CONNECT!Re:Dive: © Cygames, Inc. 3 Umamusume: Pretty Derby: © Cygames, Inc. 4 Granblue Fantasy Versus: Rising: © Cygames, Inc. Developed by ARC SYSTEM WORKS 5 Granblue Fantasy: Relink: © Cygames, Inc. 6 Shadowverse