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Hololive Dreams Exceeds Expectations as Cover Corporation Reports Higher Operating Profit

Cover Corporation reported H1 FY2026 operating profit up 35% to 3.60 billion yen on November 11, with hololive Dreams mobile game revenue significantly exceeding management's original expectations and the licensing and tie-up business growing 49.9% to 4.86 billion yen.

By Gameforce Mobile News Desk

Cover Corporation and hololive Dreams mobile game visual celebrating operating profit growth and virtual talent interactive entertainment

Key facts

Topic:
Mobile Game News
Published:
2026-11-12
Reported by:
Gameforce Mobile News Desk

Key takeaways

  • Cover Corporation posted H1 FY2026 operating profit of 3.60 billion yen (+35% year-on-year) despite revenue declining 3.6% to 20.98 billion yen.
  • hololive Dreams mobile game revenue exceeded management's original expectations and was specifically identified as a significant contributor to results.
  • The licensing and tie-up business generated 4.86 billion yen (+49.9%), demonstrating strong commercial extension of the hololive virtual talent brand.

Cover Corporation has reported stronger-than-expected contributions from its smartphone game hololive Dreams, reinforcing the growing commercial importance of interactive entertainment within the virtual talent industry. The Japanese company released its financial results on November 11 for the six months ending September 2026. Revenue declined 3.6 percent to approximately 20.98 billion yen, but operating profit increased 35 percent to approximately 3.60 billion yen.

Cover specifically identified hololive Dreams as a significant contributor, with game-related revenue exceeding management's original expectations. The company's licensing and tie-up business also performed strongly, generating approximately 4.86 billion yen in revenue, an increase of 49.9 percent. These results illustrate how entertainment companies can extend established communities into games and other interactive products without relying exclusively on conventional merchandise or advertising.

Hololive's performers already have substantial international audiences, creating opportunities to introduce fans to new forms of engagement through familiar characters and personalities. However, the company's overall revenue decline demonstrates that success in gaming does not automatically resolve difficulties elsewhere. Changes in its talent roster and merchandise-related factors continue affecting other business areas.

Cover has retained its full-year financial forecast rather than immediately raising expectations following the strong game performance. Apparently virtual entertainers are no longer content merely to dominate livestreams and concert venues. They have now discovered mobile gaming, and their supporters appear perfectly willing to follow them into another digital universe.

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