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Revenue Models

MIXI's revenue spans six models — gacha/IAP (Monster Strike), subscriptions (FamilyAlbum), advertising, betting take-rate / public-competition economics, IP licensing, and sports (tickets, sponsorship, media) — and platform fees plus regulation set the margin on each. Japan's Mobile Software Competition Act (live Dec 2025) and the US Epic ruling unsettle the in-app-purchase fee stack, while the US posts record $16.96bn sports-betting revenue amid the rise of prediction markets and India bans paid online games outright. FY2027 guidance targets ¥185bn revenue with the Sports segment above ¥120bn — sports and betting are growing into the main axis of diversification away from gacha dependence.

Fresh Updated 2026-06-20 Next review 2026-07-20 40 Sources
Region:

So What? (Implications for MIXI)

  1. BET

    Build D2C/web-payment rails for Monster Strike and FamilyAlbum to capture the smartphone-law fee upside — but verify the true net

    The smartphone law (live Dec 2025) opened external payments and D2C, and ~70% of Japanese games already use external payment[4]. Building owned billing rails for the gacha/IAP line and FamilyAlbum subscriptions can compress the 15-30% fee. But Apple re-priced to 15% on external links, 21% on alternative payments and a 5% Core Tech fee, while Google set a 20% Play Services fee on external payments[5][30], so model the true net (including processing cost) per revenue model and per OS before migrating.

  2. BET

    Make betting take-rate plus sports tickets/sponsorship/media the engine of de-gacha diversification (FY2027 Sports >¥120bn)

    FY2026 sports grew 63.8%, structurally lowering gacha reliance, and FY2027 guidance sets ¥185bn revenue with Sports above ¥120bn[2][29]. Public competitions yield a stable ~25%-takeout commission on a turnover that is itself growing (keirin ¥1.33tn)[16][26], and PointsBet's revenue is net win (~10% of stakes) — soft in Australia but with Canadian iGaming +28% driving growth[24][27]; meanwhile the Chiba Jets gain a higher ticket/sponsorship/media ceiling under B.LEAGUE PREMIER from 2026-27 (¥1.2bn revenue, 5,000-seat criteria)[9][10]. Bundle these betting and sports lines while defending PointsBet margin and preparing for Australia's 2027 ad rules[18].

  3. WATCH

    Watch the three-bloc app-fee regime (Japan law, US Epic, EU DMA) as a swing factor on the biggest revenue line

    IAP is MIXI's single largest revenue source, and its take is being made fluid at once across Japan (re-priced to Apple's 26% and Google's 20% etc. under the new law)[5][30], the US (Epic heading to the Supreme Court, off-app fee unsettled)[7] and the EU (DMA)[4]. Treat region-specific fees and billing routes as a planning premise, dashboarding effective take-rate and net-profit sensitivity each quarter.

  4. ACTION

    Harden gacha odds-disclosure and responsible-spend/gambling as an ESG and social-license moat

    Both gacha (kompu ban and odds-disclosure self-rules, stricter in Europe with a PEGI 16 rating)[13] and betting (the addiction law and responsible gambling, with 81% in the US viewing it as gambling)[17][40] put revenue quality under scrutiny. Building chance-mechanic safeguards, spend/deposit limits, age checks and odds disclosure across all models ahead of mandates turns compliance cost into a barrier-to-entry and answers institutional ESG screens.

  5. WATCH

    Treat India's PROGA as a template for single-jurisdiction billing-dependence risk and plan for geographic diversification

    India's August 2025 ban on paid games cost Dream11 ~95% of revenue, wiped out an estimated ~US$25bn market overnight, and erased ~200,000 jobs plus the national cricket team's front-of-shirt sponsorship (~US$44m/yr)[22][32][31]. Billing-dependent models like gacha/IAP and betting can be devalued instantly by a single-jurisdiction reversal. When entering emerging markets, MIXI should design so revenue is not concentrated on one billing surface (run ads, subscriptions and free+IP alongside), diversify jurisdictions, and hold revenue-sensitivity views per regulatory scenario[22].

  6. BET

    Pre-build the prediction-market 'games x betting' fusion as a technical spec from AU/JP bases

    Kalshi runs at a ~US$1.5bn annualized revenue run rate, and aggregate monthly prediction-market volume passed US$20bn in early 2026 (an estimated ~US$24bn by April), most of it sports[24][34]. The CFTC NPRM sketches a federal framework, but the Schiff/Curtis bill and state pushback leave it legally unsettled[25][39]. Wiring FanDuel-Predicts-style score-prediction and fantasy links into Monster Strike and betting-app assets could open a new revenue surface including non-legal states. Develop the spec from both AU (PointsBet) and JP, validating feasibility while watching the legal classification (Third Circuit swaps ruling, SCOTUS, Congress)[28].

  7. ACTION

    Deepen FamilyAlbum recurring revenue (¥590/mo + hardware + 40% overseas) as an annuity insulated from fee and gambling regulation

    FamilyAlbum has 30m users (40%+ overseas) with layered billing — premium (¥590/mo, ¥5,900/yr), printing, GPS and photo frames[15][35]. Unlike gacha or betting, subscriptions sit outside chance-mechanic and addiction regulation, and the app fee drops to 15% after year one of a subscription[14]. Against gacha maturity and betting-regulation uncertainty, MIXI should push FamilyAlbum's churn reduction, ARPU uplift and hardware bundling, positioning it explicitly as a regulation-resilient recurring-revenue pillar.

Top risks & opportunities

PESTLE analysis

P Political

Platform fees are now a battleground of competition policy. Japan's ex-ante Mobile Software Competition Act intervenes in Apple/Google's cut, the US Epic ruling and anti-steering rules unsettle the in-app-purchase model, and betting take-rates are set by government statute. India banned paid games outright by political fiat, while in the US a federal-vs-state jurisdiction fight over prediction markets plus congressional bills (Schiff/Curtis) could redraw the betting map, and Australia legislated its biggest gambling overhaul in two decades. Both MIXI's largest revenue line (IAP) and its new growth line (betting) sit inside political hands.

  1. 🇯🇵 Japan's Mobile Software Competition Act (the 'smartphone law') took full effect on 18 December 2025, designating Apple, Google and iTunes K.K. as regulated providers and forcing them to drop anti-steering, allow third-party app stores and alternative (external) payments, and stop using platform data to compete with third parties. It covers any OS/store/browser/search with 40m+ monthly users in Japan — policy directly rewriting the fee structure under gacha and subscriptions[4][5].
  2. 🇺🇸 In the US, the Epic v. Apple litigation cemented a ban on 'anti-steering', letting developers post external links to their own sites. On 11 December 2025 the Ninth Circuit allowed Apple to charge some fee on linked-out purchases but barred the old 27% level, and Apple sought Supreme Court relief in April-May 2026. It is the epicenter of the political-judicial fight over the global IAP take-rate[6][7].
  3. 🇺🇸 Federal, state and Congress collide over prediction markets. Senators Schiff and Curtis introduced the 'Prediction Markets Are Gambling Act' to bar CFTC-registered entities from listing sports-bet-like contracts, while New Hampshire, Connecticut, Michigan, Washington, Arizona, Massachusetts and others fight them in court as unlicensed gambling, and Senator Blumenthal is pressing sports leagues on their partnerships — leaving jurisdiction over betting revenue politically unsettled across the federal level and 50 states[39][40].
  4. 🇦🇺 In April 2026 Australia's government legislated its biggest gambling overhaul in two decades (a A$112.7m implementation package): a full ban on online gambling ads during live sport broadcasts (effective 1 January 2027), a ban on celebrity/athlete endorsements and stadium signage, and a cap of three betting ads per hour. Politics is redefining the acquisition channel itself, shrinking the acquisition economics of PointsBet's Australian business[36][18].
  5. 🇮🇳 India enacted the Promotion and Regulation of Online Gaming Act (PROGA 2025) in August 2025, banning all real-money online games for stakes regardless of skill-vs-chance, with implementing Rules in force from 1 May 2026. Dream11, MPL, WinZO and peers halted paid contests on enactment in August 2025 — Dream11 lost ~95% of its revenue. An estimated ~US$25bn market generating ~₹20,000 crore of annual GST vanished by political fiat, collapsing the premise for paid mobile-game entry into an emerging market[22][23].
  6. Japan's smartphone law, the EU's Digital Markets Act and US court rulings are converging in parallel against 'gatekeeper take', trending toward lower app fees and legalized alternative billing. The premise of MIXI's largest revenue source — in-app purchases — is being made politically fluid across regions at once[4][6].
E Economic

MIXI's revenue is shifting from Monster Strike-led gacha (Digital Entertainment ~60%, now mature) toward sports/betting via PointsBet consolidation and public-competition net voting. FY2026 revenue was ¥171.3bn with Sports up 63.8%, and FY2027 guidance targets ¥185bn revenue with Sports above ¥120bn. Public competitions take ~25%, while PointsBet's Australian net win runs ~10% of money staked — a mix of model-specific margin structures. The US, the world's largest market at $16.96bn of sports-betting revenue, sees prediction markets (Kalshi valued at $22bn) surge as a new revenue surface.

  1. 🇯🇵 FY2026 (ended Mar 2026) posted ¥171.3bn revenue and ¥22.2bn operating income. Digital Entertainment (Monster Strike-centric gacha/IAP) is still ~60% of sales but mature and slightly down, while the Sports segment jumped to ¥65.8bn revenue (+63.8%) and ¥5.09bn segment profit (+154.5%). The shift from single-gacha dependence to multiple revenue models is now visible in the accounts[1][2].
  2. 🇯🇵 FY2027 guidance targets ¥185bn group revenue (+8.0%), led by full-year PointsBet consolidation and growth in sports and lifestyle, with the Sports segment alone aiming above ¥120bn as the fastest-growing line — though operating income is set to fall on upfront investment and higher amortization. MIXI plans to sustain the medium-to-long-term base via anime/IP investment in Monster Strike, so 'extending mature gacha plus front-loading sports' run in parallel[29][1].
  3. 🇯🇵 Monster Strike, the gacha/IAP cash engine, has earned $11bn+ over 11 years with ~99% from Japan — a high-margin IP, yet past peak ($570.7m in 2024) and turning into a mature cash cow with falling MAU and rising ARPU. Gacha carries high gross margin, but Apple/Google take 15-30% and odds design plus operating efficiency drive the bottom line[3][1].
  4. 🇯🇵 Japan's mobile-game market generated ~US$11bn of IAP in 2025, the world's second largest (behind China), yet revenue fell ~7% on economic headwinds and annual downloads slipped to 628m. Even so, exceptionally high ARPU and 'whale' spending offset the shrinkage, with RPGs over a third of the market — mirroring Monster Strike's structural position of depending on high-value spenders in a mature, contracting market[38][3].
  5. 🇯🇵 IP licensing is a revenue-and-acquisition model that complements gacha. MIXI keeps running large IP collaborations (Detective Conan, Macross, Frieren and more) and anniversary gacha in Monster Strike, where character-licensing rights drive both marketing and spend. A media mix that cycles a mature IP through both its own billing surfaces and licensing exposure is a way to extend gacha revenue[19][3].
  6. 🇯🇵 Public-competition economics (keirin, horse, boat, auto) are set by the takeout (control) rate — averaging ~25% for keirin and ~25.9% for horse racing, i.e. ~75% paid back to punters. MIXI earns commissions on net-voting turnover through TIPSTAR and Chari-Roto plus comprehensive operating fees at keirin tracks, and net-voting penetration is the structural engine expanding that commission base[16][2].
  7. 🇯🇵 Public-competition turnover is structurally lifted by net voting. Keirin posted a record ¥1.328tn in ticket sales in FY2024 (Apr 2024-Mar 2025), beating its ¥1.25tn target, as on-track/off-track real sales fell but internet sales rose ~¥155bn. MIXI's TIPSTAR, PIST6 and Chari-Roto earn commission on that turnover, so net-voting penetration directly expands the commission base[26][2].
  8. Fixed-odds betting revenue is driven by net win. In FY25 (to June 2025) PointsBet posted record revenue of A$261.4m (+6%) with an Australian net-win margin around 10.4% of stakes; in the most recent period under MIXI, Australian handle was roughly flat at ~A$1.69bn with a 13.3% gross-win margin but net win of A$167.3m (-4%) — making post-promo margin defense the live challenge[11][12].
  9. 🇦🇺 Under MIXI, PointsBet's FY26 group revenue was ~A$186.6m (-1%, the nine months to March 2026 after a year-end change), flat. Australia softened — A$152m revenue (-4%), 13.3% gross-win margin held but net win A$167.3m (-4%) — while Canada drove growth at A$34.6m revenue (+13%) with iGaming net win A$23.6m (+28%). MIXI's betting line is now a two-pole structure: defensive Australian fixed-odds plus offensive Canadian iGaming[24][27].
  10. 🇺🇸 In 2025 US sports-betting handle hit a record US$166.94bn (+11%), revenue US$16.96bn (+22.8%) and state taxes US$3.71bn (+32.4%), while total commercial gaming GGR reached US$78.72bn (+9.2%) on US$18.1bn of gaming taxes. New York, Illinois and New Jersey lead. The US market MIXI eyes via PointsBet pairs strong hold with high tax — a take-vs-tax structure[20][21].
  11. 🇺🇸 Prediction markets are emerging fast as a new sports-betting revenue surface. Kalshi reached an annualized revenue run rate of ~US$1.5bn and raised at a US$22bn valuation in March 2026 (roughly double its US$11bn December 2025 round). Aggregate monthly prediction-market volume scaled past US$20bn in early 2026 (an estimated ~US$24bn by April before cooling), most of it in sports contracts. The AGA estimates US$500m+ of sports-betting tax has already leaked here — a substitution/competition risk to MIXI's betting model[33][34].
  12. 🇮🇳 Until the ban India was a major paid-gaming market worth an estimated ~US$25bn generating ~₹20,000 crore of GST, with Dream11 drawing ~95% of revenue from paid contests. The full ban accompanying PROGA's enactment in August 2025 wiped out that revenue line, forcing a pivot to esports, free and ad models. It is a live example of emerging-market risk where a billing-dependent (IAP/betting) revenue model is instantly devalued by a single regulation[23][22].
S Social

Willingness to pay and payment acceptability cap each model. Gacha leans on a few high spenders (whales) amid scrutiny of its chance mechanics; subscriptions ride willingness to pay for a 'safe family experience'; advertising faces privacy sentiment; and betting is bounded by social demand for responsible gambling — each constraining how hard MIXI can monetize. In the US 81% view prediction markets as gambling, and in India the paid-gaming ban drew social support on addiction and youth-protection grounds.

  1. 🇯🇵 Gacha revenue depends heavily on a small base of high spenders, and Monster Strike's falling MAU with rising ARPU reflects a mature 'extract more from the committed' structure. Persistent social criticism of chance mechanics and spend levels, plus self-regulatory pressure on youth protection and spending caps, socially constrain how gacha revenue can be grown at all[3][13].
  2. Subscriptions hold up where value is clear and the experience feels safe. FamilyAlbum has 30m global users (40%+ overseas) and uses free unlimited storage as the funnel into premium, printing, GPS and photo-frame monetization. Rising social anxiety about children's safety turns the trust of an invite-only, non-public design into willingness to pay[15].
  3. 🇯🇵 Growing betting revenue presupposes social acceptance through 'responsible gambling'. Japan's September 2025 addiction-law amendment restricts illegal-gambling ads and celebrity endorsements, and even legal public competitions face social pressure for marketing restraint. Concern for chance-driven spend and addiction can trade off against expanding net-voting turnover[17].
  4. 🇦🇺 Australia is among the markets with the strongest social pressure for responsible gambling, and gambling-ad reforms taking effect in 2027 (limits on online and in-broadcast ads) will raise acquisition cost. PointsBet's betting revenue faces a trade-off between marketing restraint and net-win capture — social acceptance effectively caps the take[18][24].
  5. 🇺🇸 US social acceptance of prediction markets is split. A March 2026 poll of ~15,000 adults found 81% view sports futures as gambling, 77% worry about teen access and 81% demand state rules; only 8% of problem gamblers seek treatment, and helpline contacts from younger adults are rising. Social non-acceptance effectively caps the room to grow betting revenue and feeds the popular pressure for tighter regulation[40][39].
  6. 🇮🇳 India's paid-gaming ban won broad social backing on addiction, youth-protection and financial-harm grounds, but its social cost is large too: by some estimates ~200,000 jobs were affected, and Dream11 dropped its front-of-shirt sponsorship of India's national cricket team (~₹358 crore / US$44m a year). Social legitimacy and the loss of employment and sponsorship economics arrived together, exposing the social fragility of billing-dependent models[32][31].
T Technological

Technology sets both the take and the efficiency of monetization. Alternative billing and D2C web payments are the technical means to bypass app fees, net-voting apps control public-competition distribution, AI lifts margins by cutting production/operating costs, and prediction markets are the technical fusion point of 'games x betting'. PointsBet's in-house trading platform and Canadian iGaming tech drive net-win efficiency, while privacy-tech shifts (ATT and similar) move ad-targeting precision and thus ad revenue.

  1. With regulation opening up, D2C web payments via external links and alternative in-app billing are now technically implementable. In Japan ~70% of surveyed games reportedly already use external payment, and developers with their own direct-billing rails can compress platform fees the most. Payments-and-billing tech has become a direct differentiator of margin[4][5].
  2. 🇯🇵 Public-competition revenue is structurally driven by net-voting (smartphone/app purchasing), and the tech platform controls distribution. MIXI's PIST6 sells tickets online only, with TIPSTAR the sole platform; the betting app's UX, data and payments are the technical asset that directly expands turnover — and thus the commission base[2][16].
  3. AI improves margin from the cost side. MIXI has added an AI companion to Monster Strike and builds AI-driven cost cuts into its guidance. Generative-AI efficiency in production and operations is a margin-extension play for a mature IP, while AI-optimized recommendation and advertising can lift LTV across subscription and ad revenue too[1].
  4. Prediction markets are the technical fusion point of 'games x betting'. FanDuel Predicts and DraftKings Predictions run even in states without legal sportsbooks, and in June 2026 the CFTC issued an NPRM permitting sports event contracts within limits (comment deadline 27 July). Pre-building score-prediction and fantasy integrations from AU/JP bases could turn MIXI's betting-x-games assets into an export opportunity[28][25].
  5. 🇺🇸 Prediction-market tech runs on two stacks — blockchain/crypto rails (Polymarket) and a CFTC-regulated exchange system (Kalshi) — whose 24/7, low-take order books compete with incumbent sportsbooks' fixed-odds UIs. Monthly volume past US$20bn in early 2026 (an estimated ~US$24bn by April), most of it sports, shows the tech can substitute the betting experience, making it a new UX/payments standard MIXI's betting-app tech must answer[34][24].
  6. 🇦🇺 PointsBet puts its in-house trading/risk-management platform and app technology at the core of revenue efficiency, and in Canada its iGaming (online casino) platform tech drives +28% growth. Fixed-odds gross win (13.3% in Australia) depends on the accuracy of odds-setting and risk-management algorithms, so technology governs net win — the ceiling of betting revenue[27][12].
L Legal

Law sets the very 'take' of each model — the single most important axis. Japan's smartphone law (Apple up to 26%, Google a 20% Play Services fee) and the US Epic ruling govern app fees; gacha self-regulation (kompu-gacha ban, odds disclosure) and overseas loot-box rules govern gacha design; public-competition and gambling law govern betting take-rates and advertising; India's PROGA governs the very existence of paid games; and the legal classification of US prediction markets governs the jurisdiction over betting revenue.

  1. 🇯🇵 Under the smartphone law Apple re-priced fees in Japan (effective 18 December 2025, via iOS 26.2): App Store in-app purchases at 21% + 5% processing = up to 26%; alternative in-app payments at 21%; external web-link purchases at 15%; and a 5% Core Technology Commission for alternative marketplaces. Apple says fees are 'the same or lower for 100% of Japanese developers,' but real savings can be limited once alternative-payment processing costs are counted[5][4].
  2. 🇯🇵 Google likewise extended alternative billing to gaming apps under the smartphone law and launched a program letting developers offer digital-content payments on their own websites: a 20% Play Services fee on external payments, with the service fee cut by 4% (effectively 26%) when alternative billing is chosen. With Apple and Google differing in fee level and structure, MIXI must now optimize effective take-rate by billing route and OS[30][4].
  3. 🇺🇸 In the US Epic v. Apple case, the old 27% fee was found anticompetitive in May 2025, and on 11 December 2025 the Ninth Circuit capped any external-link fee at what is 'genuinely and reasonably necessary' to coordinate the hand-off. With rehearing denied in March 2026, Apple pushed to the Supreme Court — leaving the off-app fee level judicially unsettled and IAP revenue planning legally fluid[6][7].
  4. Gacha design sits inside law and self-regulation. Japan made 'kompu gacha' illegal under the Premiums Act in 2012, and industry self-rules (JOGA/CESA) require purchase-screen odds disclosure and discourage set-completion pressure. The EU mandates odds disclosure, the Netherlands and Belgium treat cash-out loot boxes as gambling, and from June 2026 PEGI's new ratings push paid random items to a minimum PEGI 16 — so tolerance differs by region, a direct constraint on gacha revenue design when expanding abroad[13].
  5. 🇯🇵 Betting revenue is bound by gambling law and the public-competition regime. Private fixed-odds betting stays illegal under the Penal Code, legal betting is limited to public competitions plus toto, and takeout rates are set by statute. On top of that, the September 2025 addiction-law amendment bans illegal-gambling ads and celebrity endorsements, legally tightening advertising freedom — and acquisition efficiency — even for legal operators[17][16].
  6. 🇮🇳 India's PROGA, enacted in August 2025 (with implementing Rules in force from 1 May 2026), criminally bans paid online games and the Supreme Court effectively upheld it, overturning the 'game of skill' precedents (Dream11 etc.) and outlawing the billing funnel itself. Esports and free casual games survive under GST on service fees, but any gacha/IAP revenue design is barred — a textbook case of emerging-market legal risk directly constraining revenue-model choice[22][23].
  7. 🇺🇸 How prediction markets are legally classified could redraw the US betting-revenue map. In April 2026 the Third Circuit held sports event contracts are 'swaps' under the Commodity Exchange Act with CFTC preemption barring state gambling law — clashing with cease-and-desists from 17 states. A SCOTUS ruling could upend existing sportsbook licensing and reshape the whole take-rate/tax structure[25][24].
  8. 🇦🇺 Australian betting revenue is bound by state-by-state licensing and point-of-consumption (POC) tax, deducted straight from the take. POC rates run roughly 15-25% of net wagering revenue depending on the state (15% in NSW), and 2027 gambling-ad reforms will restrict ad channels, legally baking in higher acquisition cost and thinner effective margin. PointsBet's Australian fixed-odds margin sits between two legal levers: tax rate and ad regulation[37][18].
E Environmental

The 'quality' of a revenue model is scrutinized through ESG and social-sustainability lenses. Gacha's chance mechanics (especially for minors) and gambling harm are screening factors for institutional investors, while public competitions' return of proceeds to the public underpins the social legitimacy of betting revenue.

  1. Gacha's chance mechanics, loot boxes and gambling harm are treated as 'social-sustainability/ESG' screening factors by institutional investors and ESG funds. For MIXI, which runs two key revenue models in gacha and betting, building responsible-spend and responsible-gambling regimes is itself a capital-markets necessity that underwrites the quality of its revenue[13][17].
  2. 🇯🇵 Japan's public competitions run as a public-benefit model that returns part of proceeds to local finances and public works — the legal and social basis for betting revenue while private betting stays illegal. MIXI operates inside this public-return structure (including comprehensive keirin-track contracts), which underpins the sustainability of its betting revenue[16][2].

Timeline

  • 2025-09 MIXI completes PointsBet takeover, consolidating betting net-win revenue
  • 2025-12-11 Ninth Circuit lets Apple charge a limited external-link fee (old 27% barred)
  • 2025-12-18 Japan's Mobile Software Competition Act takes effect, opening Apple/Google billing (Google 20% Play Services fee)
  • 2026-02 AGA reports record 2025 US commercial gaming (GGR $78.7bn, sports-betting revenue $16.96bn)
  • 2026-03 Senators Schiff and Curtis introduce the 'Prediction Markets Are Gambling Act'
  • 2026-03-05 Dentsu reports 2025 Japan ad spend (internet ads over half for first time, ¥4.05tn)
  • 2026-04 Apple petitions the US Supreme Court in the Epic case (off-app fee unsettled)
  • 2026-04 Australia announces its biggest gambling reform package in two decades (A$112.7m)
  • 2026-04-07 Third Circuit rules sports event contracts are 'swaps', upholding CFTC federal preemption
  • 2026-05-01 India's PROGA implementing Rules take effect (Act enacted Aug 2025; Dream11 halted paid contests then)
  • 2026-05 MIXI reports FY2026 results and FY2027 guidance (Sports +63.8%, FY27 revenue target ¥185bn)
  • 2026-06 CFTC issues prediction-market NPRM (sports contracts allowed within limits, comments due 27 Jul)
  • 2026-10 B.LEAGUE PREMIER 2026-27 season tips off (higher revenue bar; Chiba Jets in)
  • 2027-01-01 Australia's gambling-advertising reforms take effect, hitting PointsBet acquisition cost

Entities

  • MIXI, Inc.Company
  • Monster Strike (モンスト)Product
  • FamilyAlbum (家族アルバム みてね)Product
  • TIPSTAR / Chari-Roto / public competitionsProduct
  • PointsBet HoldingsCompany
  • Chiba Jets / FC TokyoCompany
  • Mobile Software Competition Act (スマホ新法)Regulation
  • Apple App Store / Google PlayTech
  • Epic v. Apple (Ninth Circuit / SCOTUS)Regulation
  • B.LEAGUE PREMIER (B.革新)Market
  • Dentsu — Advertising Expenditures in JapanMarket
  • Promotion and Regulation of Online Gaming Act (PROGA, India)Regulation
  • Dream11 / Dream SportsCompany
  • Kalshi / PolymarketMarket
  • FanDuel / DraftKings (Flutter)Company
  • American Gaming Association (AGA)Market
  • U.S. CFTCGovernment
  • Prediction Markets Are Gambling Act (Schiff/Curtis)Regulation
  • Australia gambling reforms 2026Regulation
  • Sensor TowerMarket

Sources

  1. [1] Earnings call transcript: Mixi Inc. beats Q4 2026 earnings expectations (FY2026 full-year results & FY2027 guidance) — Investing.com, 2026-05
  2. [2] MIXI、26年3月期決算はスポーツベッティング事業を手掛けるPointsBet社の新規連結で売上高10%増 — gamebiz, 2026-05
  3. [3] Monster Strike surpasses $11bn in 11 years with Japanese dominance — PocketGamer.biz (Sensor Tower data), 2024-12
  4. [4] Starting Up the Competition: Japan's Mobile Software Act — Center for Strategic and International Studies (CSIS), 2026
  5. [5] Japan App Store Gets Alternative Marketplaces, Third-Party Payments and More — MacRumors, 2025-12
  6. [6] Apple Wins Ability to Charge Fees on External Payment Links as Appeals Court Modifies Epic Injunction — MacRumors, 2025-12
  7. [7] Apple moves to take its App Store fight back to the Supreme Court — TechCrunch, 2026-04
  8. [8] 2025 Advertising Expenditures in Japan — DENTSU INC., 2026-03
  9. [9] B.LEAGUE 2024-25シーズン(2024年度)クラブ決算概要 — B.LEAGUE (Japan Professional Basketball League), 2025
  10. [10] 【公式】REGULATION | 「B.革新」特設サイト(B.LEAGUE PREMIER 参入基準) — B.LEAGUE, 2026
  11. [11] PointsBet reduces net loss in FY25, MIXI edges closer to takeover — iGaming Business, 2025-08
  12. [12] PointsBet slips to $19.2 million loss as Australian revenue weakens after MIXI takeover — Yogonet International, 2026-05
  13. [13] Navigating the regulatory maze: A global guide to loot boxes in video gaming — DLA Piper, 2025
  14. [14] The 15% App Store Fee: A Guide for Developers (2026) — RevenueCat, 2026
  15. [15] 「家族アルバム みてね」世界累計利用者数が3,000万人突破! — MIXI, Inc., 2026-05
  16. [16] 競馬の還元率を総まとめ!馬券別の控除率や他ギャンブルと数値を比較 — 競馬ナビ (m-jockey), 2025
  17. [17] Japan's revised gambling addiction law takes aim at source of scourge — The Japan Times, 2025-09
  18. [18] Gambling Reforms 2026 — Australian Government, Department of Infrastructure, Transport, Regional Development, Communications, Sport and the Arts, 2026-04
  19. [19] MIXI、『モンスト』11周年を記念して獣神化・コラボ・ガチャ・キャンペーンなど発表 — gamebiz, 2024-09
  20. [20] Sports betting hits record $16.96 billion in revenue in 2025 — ESPN (AGA data), 2026-02
  21. [21] Commercial Gaming Revenue Hits $78.7 Billion in 2025, Driving Record $18.1 Billion in Gaming Taxes Nationwide — American Gaming Association (via PR Newswire), 2026-02
  22. [22] India's Online Gaming Revolution: A Complete Guide to Promotion and Regulation of Online Gaming w.e.f May 1, 2026 — TaxGuru, 2026-04
  23. [23] India's Dream11, top gaming apps halt money-based games after ban — AOL / Reuters, 2025-08
  24. [24] Polymarket and Kalshi Became the New Sports-Betting Story — Crypto Daily, 2026-06
  25. [25] Rewriting the Rulebook: CFTC's Public Interest Determination Proposal for Prediction Markets — National Law Review, 2026-06
  26. [26] 【競輪】2024年度の全国車券売上額や入場者数(過去最高1兆3,282億円・ネット発売が牽引) — netkeirin (netkeiba), 2025
  27. [27] Canadian iGaming Segment Boosts PointsBet's Financial Performance (FY26) — Casino.org, 2026-05
  28. [28] FanDuel jumps into prediction markets with new app — CNN Business, 2026-04
  29. [29] Earnings call transcript: Mixi Q4 2026 earnings beat expectations, stock dips (FY2027 guidance: net sales ¥185bn, Sports >¥120bn) — Investing.com (UK), 2026-05
  30. [30] Google and Apple face Japan's toughest mobile platform rules yet (Google 20% Play Services fee on external payments) — PPC Land, 2025-12
  31. [31] Asia Cup: India lose shirt sponsor after online betting games ban (Dream11 ends ₹358 crore BCCI deal) — Al Jazeera, 2025-09
  32. [32] From Dream11 to Despair: How India's Gaming Ban Killed 200,000 Jobs — NewsGram, 2026-01
  33. [33] Kalshi, Polymarket Seeking $20 Billion Valuations in Fundraising Talks (Kalshi raising at $22bn, ~$1.5bn revenue run rate) — CoinDesk, 2026-03
  34. [34] How Prediction Markets Scaled to USD 21B in Monthly Volume in 2026 (May volume $31.2bn, sports $10.44bn) — TRM Labs (Binance Research data), 2026-06
  35. [35] みてねプレミアムは必要?料金・できること・無料との違いを徹底解説!(月額590円/年5,900円) — 家族の思い出保管ラボ, 2025
  36. [36] Australia Introduces Controversial Gambling Advertising Reforms (A$112.7m package; 3 ads/hour; live-sport ad ban from Jan 2027) — Covers.com, 2026-04
  37. [37] Point of consumption tax — Revenue NSW, 2026
  38. [38] Sensor Tower Japan Game Market Insights 2025 (Japan mobile IAP ~$11bn, revenue -7%, high ARPU) — Sensor Tower, 2025
  39. [39] What Could 2026 Bring For Sports Prediction Markets? (Schiff/Curtis 'Prediction Markets Are Gambling Act'; state crackdowns) — Legal Sports Report, 2026
  40. [40] Prediction Markets Face Their Biggest US Test in 2026 (poll: 81% view as gambling, 77% worry teen access) — RG.org, 2026-04