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SQUARE ENIX CO., LTD, TH SQUARCCNIX www.square-enix.com/ ANNUAL REPORT 2006 Net Sales Ratio Net Sales (Billions of yen) Games (Offline) 36.9% 2005 Net Sales Ratio Net Sales (Billions of yen) Games (Online) 12.6% 2005 Net Sales Ratio Net Sales (Billions of yen) Mobile Phone Content 4.1% 2005 Net Sales Ratio Net Sales (Billions of yen) Net Sales Ratio Net Sales (Billions of yen) Net Sales Ratio Net Sales (Billions of yen) Contents ...
C% C SQUARE ENIX CO., LTD, TH SQUARCCNIX www.square-enix.com/ ANNUAL REPORT 2006 PRINTED WITH S OY INK Printed in Japan
Net Sales by Business Segment Years Ended March 31 Net Sales Ratio Net Sales (Billions of yen) Games (Offline) 36.9% 2005 2006 9.5% 0 10 20 30 40 50 Net Sales Ratio Net Sales (Billions of yen) Games (Online) 12.6% 2005 2006 13.5% 0 4 8 12 16 20 Net Sales Ratio Net Sales (Billions of yen) Mobile Phone Content 4.1% 2005 2006 11.2% 0 2 4 6 8 10 Net Sales Ratio Net Sales (Billions of yen) Publication 7.8% 2005 2006 10.3% 0 3 6 9 12 15 Net Sales Ratio Net Sales (Billions of yen) Amusement 33.0% 2005 2006 0 10 20 30 40 50 Net Sales Ratio Net Sales (Billions of yen) Others 5.6% 2005 2006 162.6% 0 2 4 6 8 10 Contents Disclaimer Regarding Forward-Looking Statements Statements in this annual report with respect to the current plans, estimates, strategy, and beliefs Financial Highlights 01 of SQUARE ENIX CO., LTD., and consolidated subsidiaries [collectively ”SQUARE ENIX”] include both historical facts and forward-looking statements concerning the future performance of SQUARE ENIX. To Our Shareholders 02 Such information is based on management’s assumptions and beliefs in light of the information Review of Operations 08 currently available and, therefore, involve risks and uncertainties. Actual results may differ materially from those anticipated in these statements due to the influence of a number of important factors. Corporate Governance 12 Such factors include but are not limited to: [1] general economic conditions in Japan and foreign countries, in particular levels of consumer spending; [2] fluctuations in exchange rates, in particular the Directors, Auditors and Executive Officers 13 exchange rate of the Japanese yen in relation to the U.S.
rs include but are not limited to: [1] general economic conditions in Japan and foreign countries, in particular levels of consumer spending; [2] fluctuations in exchange rates, in particular the Directors, Auditors and Executive Officers 13 exchange rate of the Japanese yen in relation to the U.S. dollar, the euro and others, which SQUARE Financial Section 14 ENIX uses extensively in its overseas business; [3] the continuous introduction of new products, and rapid technical innovation in the digital entertainment industry; and [4] SQUARE ENIX’s ability to Corporate Data 65 continue developing products and services accepted by consumers in the intensely competitive market, which is heavily influenced by subjective and quickly changing consumer preferences. Investor Information 66
SQUARE ENIX CO., LTD. and Consolidated Subsidiaries Years Ended March 31 Thousands of Millions of Yen U.S. Dollars 2006 2005 2006 For the Year Net sales ¥124,473 ¥ 73,864 $1,059,619 Operating income 15,470 26,438 131,695 Net income 17,076 14,932 145,370 At year-end Total assets ¥213,348 ¥131,695 $1,816,198 Total shareholders’ equity 120,993 108,933 1,029,997 Yen U.S. Dollars Per Share of Common Stock Net income ¥ 154.65 ¥ 135.63 $ 1.31 Total shareholders’ equity 1,094.50 988.19 9.31 % Key Ratios Operating income margin 12.4% 35.8% Return on equity 14.9 14.5 Shareholders’ equity ratio 56.7 82.7 Notes: For the convenience of readers, amounts in U.S. dollars have been translated from yen at the exchange rate prevailing in the Tokyo foreign exchange market as of March 31, 2006 of ¥117.47=US $1. Operating Income Margin Return on Equity % % 50 60 40 40 30 20 20 0 10 -20 0 -40 -10 -60 2001 2002 2003 2004 2005 2006 2001 2002 2003 2004 2005 2006 Former ENIX Former SQUARE SQUARE ENIX Former ENIX Former SQUARE SQUARE ENIX Notes: 1. Return on equity = Net income / Average shareholders’ equity 2. The former ENIX did not prepare consolidated financial statements for the period in FY2000. The former ENIX figures for this period are, therefore, disclosed on a non-consolidated basis. 3. Return on equity for FY2003 has been calculated using the simple addition of the former ENIX and the former SQUARE’s shareholders’ equity as of the end of the previous period.
I<sup>am </sup>pleased to present the SQUARE ENIX annual report for fiscal 2005, ended March 31, 2006, to our shareholders and other stakeholders. In fiscal 2005, on a consolidated basis, net sales rose 68.5%, to ¥124,473 million, operating income declined 41.4%, to ¥15,470 million, recurring income decreased 39.9%, to ¥15,547 million, and net income climbed 14.3%, to ¥17,076 million. The operating income margin was 12.4%, and return on equity (ROE) was 14.9% in fiscal 2005. When we inaugurated SQUARE ENIX, I’ve laid out the actions to be taken as follows. The first two fiscal years were to be largely devoted to building up strength and stamina. Our primary focus for the third year —the year under review—and fourth year was to modify our physique. In addition to accomplishing structural reforms, we would work toward a significant leap forward through the completion of our new structure in fiscal 2010. In fiscal 2005, we met the challenges of a changing operating environment and the change of the industry structure by preparing a stronger than ever product lineup. FINAL FANTASY XII and KINGDOM HEARTS II became record-setting game titles in the industry during the fiscal year under review, while the release of the computer-generated imagery (CGI)-animated film FINAL FANTASY VII: Advent Children gained considerable attention in both the United States and Japan for its unprecedented success. Although our major products performed as strongly as anticipated, changes in the operating environment were even harsher than initially expected, and therefore other products were unable to mirror our major-product successes.
ention in both the United States and Japan for its unprecedented success. Although our major products performed as strongly as anticipated, changes in the operating environment were even harsher than initially expected, and therefore other products were unable to mirror our major-product successes. As a result, we were unable to avoid a decline in operating income. While committed to reassessing the current circumstances and modifying our approach, based on our firmly held philosophies, we will continue to push forward, our resolution firm, until we Net Every Yoichi Wada
The 2021 Fact Book presents a comprehensive overview of Bandai Namco Holdings’ strategic direction, emphasizing its transformation into a globally integrated entertainment conglomerate and its commitment to corporate social responsibility. Central to the narrative is the thesis that sustained growth across toys, video games, animation and amusement can be achieved through diversified product portfolios, expansive international operations, and proactive sustainability initiatives. The company’s evolution is traced from a collection of independent toy, arcade‑machine and media firms to a unified group after the 2005‑2007 merger of Bandai and Namco. Key milestones include the launch of flagship lines such as Gundam models (over 500 million units shipped), Tamagotchi (exceeding 20 million units), and Zatchbell Battle (300 million units), as well as the development of major video‑game franchises—TEKKEN, DARK SOULS III and Tales—collectively surpassing 50 million sales. International expansion is evident through subsidiaries and regional headquarters in North America, Europe and Asia, reinforced by repeated listings on the Tokyo Stock Exchange and industry recognitions such as Cannes Best Actor and TSE awards. Environmental and social performance data for fiscal year 2021 highlight a suite of CSR actions, including CO₂ reduction targets, supply‑chain safety measures and work‑life‑balance programmes, all framed within the “NEXT STAGE” mid‑term plan aimed at deepening engagement with a mature fan base and broadening cross‑media offerings. The Fact Book thus underscores Bandai Namco’s dual focus on market leadership and sustainable corporate practices across a worldwide footprint and multiple entertainment segments.
Bandai Namco’s 2017 integrated report presents a comprehensive account of the company’s financial, strategic, and governance performance, emphasizing the central role of its “IP‑axis” strategy in achieving record results. By leveraging core intellectual properties across games, toys, visual media, and music, the group generated ¥620.1 billion in net sales and ¥63.2 billion in operating profit, a 27.7 % year‑on‑year increase, while free‑cash flow rose 47.7 %. The Network Entertainment segment contributed 57.9 % of sales and 63.8 % of profit, with flagship franchises such as Mobile Suit Gundam (¥74 billion) and Dragon Ball (¥61 billion) underpinning cross‑media expansion and overseas growth in Asia, Europe, and the Americas. Strategic outlook is framed by the newly launched three‑year “NEXT STAGE” plan, which targets global IP expansion, regional autonomy, and continued innovation to meet mid‑term objectives a year ahead of schedule. Governance is reinforced through a ten‑member board—including three independent directors—and an audit‑supervisory board meeting Japanese Corporate Governance Code standards. A robust compliance and risk‑management framework, performance‑linked director compensation, and extensive investor‑relations activities underscore the company’s commitment to transparency and stakeholder trust. Corporate‑social‑responsibility initiatives achieved a 27 % reduction in CO₂ emissions since FY2012 and introduced universal‑design products and supplier audits. Financially, profit attributable to owners reached ¥44.2 billion, EPS rose to ¥201, and dividends of ¥15.4 billion were declared. Acquisitions such as
The financial overview for the first quarter of fiscal 2022 highlights a robust performance driven by new console releases and strong back‑catalogue sales. Total revenue rose 80.6 % from ¥11,363 million to ¥20,520 million, with operating profit more than doubling from ¥4,387 million to ¥9,718 million (121.5 % increase). Ordinary and net profits also surged by 105.5 % and 101.9 %, respectively, reflecting higher margins across the entertainment segment. Revenue composition shifted toward console titles, which accounted for 48.7 % of sales in the overseas market and 38.3 % domestically, supported by launches such as *Samurai Warriors 5* and remastered collections like *Ninja Gaiden: Master Collection*. Online/mobile sales grew 55.8 % in download volume, with the Romance of the Three Kingdoms series expanding into licensing‑out agreements. Non‑operating income benefited from gains on investment securities, prompting an upward revision of the half‑year earnings estimate. Geographically, Japan contributed 38.3 % of sales while overseas markets grew by 51.3 %, with North America and Europe showing mixed results—North America doubled its unit sales, whereas European units fell 26.3 %. Headcount increased by 2.5 % to 2,088 employees, and cost of goods sold rose 22.6 %, largely due to higher production for new titles. Methodologically, the report aggregates quarterly financial statements, sales data by platform and region, and download metrics from the company’s global service portfolio. The analysis underscores a strategic focus on IP licensing, back‑catalogue monetization, and digital distribution to sustain growth in the second half of fiscal 2022.
KLab Inc. reported consolidated financial results for the first half of fiscal year 2020, covering the period from January 1 to June 30, 2020. The data reveals a divergence between top-line growth and bottom-line profitability. Revenue increased by 7.7% year-over-year to 15.9 billion yen, driven primarily by the core Game Business segment, which accounted for 15.8 billion yen of total turnover. Despite this growth, operating income fell by 42.2% to 753 million yen, and profit attributable to owners of the parent plummeted by 98% to just 16 million yen. The sharp decline in profitability is attributed to rising costs and significant non-operating and extraordinary items. The cost of sales rose from 10.9 billion yen to 12.8 billion yen, while ordinary income was pressured by 243 million yen in foreign exchange losses. Furthermore, the company recorded a substantial extraordinary impairment loss of 498.8 million yen related to goodwill in its Research and Consulting Business, after determining that the segment lacked its initially anticipated profitability. Geographically focused on the Japanese market but with international exposure, the company maintained a stable equity ratio of 66.2% with total assets valued at 23.3 billion yen. Looking ahead, the full-year forecast for 2020 suggests significant volatility, with revenue projected between 33 billion and 36 billion yen. While the company anticipates a potential recovery in net income, the wide forecast range reflects ongoing uncertainty in the operating environment. No dividends were paid during the period, consistent with previous fiscal cycles.