Marvelous

Marvelous Intangible Assets

The Intangible Assets of Marvelous (7844.T) as of Nov 1, 2026 is 1.67 B JPY. In the previous year, Intangible Assets was 1.02 B JPY — a change of 64.43% (higher).

Intangible Assets

1.67 BJPY

YoY

64.43%

Last updated:

Intangible Assets of Marvelous is 2025 1.67 B JPY. Intangible Assets of Marvelous was 2024 1.02 B JPY. It decreases by 64.43% higher compared to the previous year.

The Marvelous Intangible Assets history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

Intangible Assets
Date
Intangible Assets
Jan 1, 2018
1.33 B JPY
Jan 1, 2019
1.15 B JPY
Jan 1, 2020
752.00 M JPY
Jan 1, 2021
943.00 M JPY
Jan 1, 2022
1.03 B JPY
Jan 1, 2023
846.00 M JPY
Jan 1, 2024
1.02 B JPY
Jan 1, 2025
1.67 B JPY
The Marvelous Intangible Assets history
YEARIntangible AssetsYoY
1.67 BJPY+64.43%
1.02 BJPY+19.98%
846.00 MJPY-17.78%
1.03 BJPY+9.12%
943.00 MJPY+25.40%
752.00 MJPY-34.44%
1.15 BJPY-13.69%
1.33 BJPY-8.66%
1.46 BJPY+15.66%
1.26 BJPY+18.46%
1.06 BJPY+4.02%
1.02 BJPY—

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Marvelous Stock analysis

What does Marvelous do? Marvelous, Inc. generates revenue through three business segments. The Online segment develops and operates social network service (SNS) games, focusing on social games for online platforms. The Consumer segment sells software for home-use game machines and provides commercial equipment for amusement facilities, alongside contracted game development services. The Music and Video segment produces animation-related music and video content, commercializes characters and media, and operates delivery and performance businesses based on popular cartoon and game franchises. Products include online games for SNS platforms, home-use game software, amusement facility equipment, and animation-derived music and video content. Brands such as popular cartoon and game franchises drive the Music and Video segment's commercialization efforts. The company's primary customers are consumers of online games, home gaming software users, amusement facility operators, and audiences of animation-based performances and media. The Online segment targets social media users seeking casual gaming experiences, while the Consumer segment serves both individual consumers and commercial clients in the amusement industry. The Music and Video segment capitalizes on established franchises to attract fans of animation and gaming through multimedia offerings and live performances. Marvelous is one of the most popular companies on Eulerpool.

Frequently Asked Questions about Marvelous stock

Intangible Assets of Marvelous is 1.67 B JPY in 2025.

Intangible Assets of Marvelous changed from 1.02 B JPY to 1.67 B JPY, representing a 64.43% change. The value is higher than the previous year.

On Eulerpool you can find the complete historical development of Intangible Assets Marvelous since 2006 – with annual values, charts, and detailed analysis.

Intangible assets are non-physical assets such as patents, trademarks, copyrights, and software. They can be significant value drivers for technology and pharmaceutical companies.

Intangible Assets's JPY is a key factor for investors. Changes in this metric can signal improving or deteriorating fundamentals, directly impacting the stock price. On Eulerpool, you can track Intangible Assets's Marvelous historically and in real time.

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Balance Sheet — Marvelous

All Key Metrics — Marvelous