4347: Broadmedia Corporation - Summary | Jitta

Broadmedia Corporation

TYO:4347

Price
¥1,606.00
Loss Chance
42.4%
6.30JITTA SCORE
11.28%Over Jitta Line
Jitta Ranking
629 / 3,510
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HISTORICAL JITTA SCORE
Jitta Factors
Growth Opportunity (60)
Recent Business Performance (75)
Financial Strength (84)
Return to Shareholders (71)
Competitive Advantage (61)
Jitta Signs
Recent Business PerformanceEarning Growth Last Year
Debt LevelLow Long Term Debt
Share RepurchaseEvery Year
CapExVery Low
Interest Coverage RatioVery Good
Cash Conversion CycleLess than 60 days
Revenue and EarningEarning decline from 2023-2026
Key Stats
Jitta Score
Jitta Line
6.30
11.28%
Alternative Carriers
1.26
100.00%
5.45
81.56%
4.96
7.92%
COMPANY DESCRIPTION
Broadmedia Corporation engages in information technology and content distribution business in Japan. It operates through Media Content, Studio Production, Broadcasting, Technology, Education, and Others segments. The Media Content operates Crank In!, an entertainment information site; Crank In! Trend; Crank In! Video that provides video content; and Crank In! Comic, a digital comic service. The Studio Production segment engages in the production of Japanese subtitles and dubbing for foreign films and television programs, animations, and other visual content, as well as multilingual translation, Subtitles for the Deaf and Hard of Hearing (SDH), Audio Description (AD) for the blind and visually impaired, and other audio-visual productions. The Broadcasting segment produces broadcasts, and distributes programs; and delivers Fishing Vision VOD, a video distribution service. The Technology segment offers technology services, including the delivery of content through CDN; security services; CM online services that imports commercial materials online; electronic delivery services for digital cinema; and cloud gaming platforms and apps. This segment also engages in the provision of internet service to hotel guest rooms and conference rooms; monitoring of equipment; provision of maintenance services; provision of private network; provision of AI solutions; and developing software. The Education segment operates online and credit-based e-learning high schools with various courses for students comprising of eSports, entertainment, and beauty care; and provides Japanese language education program for non-Japanese people. The Others segment manages the CYCLOPS athlete gaming, a professional eSports team and promotes eSports business; and sells communication products for communication carriers. The company was incorporated in 1973 and is headquartered in Tokyo, Japan.