Broadmedia Corporation

Tokyo Stock Exchange 4347.T

Broadmedia Corporation Free Cash Flow for the year ending March 31, 2024: USD 6.50 M

Broadmedia Corporation Free Cash Flow is USD 6.50 M for the year ending March 31, 2024, a -25.05% change year over year. Free cash flow is the amount of cash a company generates after accounting for cash outflows to support operations and maintain its capital assets.
  • Broadmedia Corporation Free Cash Flow for the year ending March 31, 2023 was USD 8.67 M, a -40.63% change year over year.
  • Broadmedia Corporation Free Cash Flow for the year ending March 31, 2022 was USD 14.60 M, a 334.18% change year over year.
  • Broadmedia Corporation Free Cash Flow for the year ending March 31, 2021 was USD 3.36 M, a -80.47% change year over year.
  • Broadmedia Corporation Free Cash Flow for the year ending March 31, 2020 was USD 17.22 M.
Key data
Date Free Cash Flow Operating Cash Flow Net Cash Used For Investing Activities Net Cash Used Provided By Financing Activities
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Tokyo Stock Exchange: 4347.T

Broadmedia Corporation

CEO Mr. Taro Hashimoto
IPO Date March 19, 2002
Location Japan
Headquarters Aoyama Tower Place
Employees 790
Sector Communication Services
Industries
Description

Broadmedia Corporation engages in information technology and content distribution business in Japan. The company operates through five segments: Studio/Contents, Broadcasting, Technology, Education, and Others. The Studio/Contents segment produces and distributes feature films; sells DVDs and Blu-ray discs; sells TV broadcasting rights; and produces video and audio for related subtitles, dubbing, trailers, and program advertisements. This segment also 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 Broadcast 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.

StockViz Staff

January 16, 2025

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