Updated Mar 21, 2026 by Bandai Namco
Financial · September 1, 2013
Published by Bandai Namco
The 2013 fiscal year demonstrated Bandai Namco’s ability to convert its long‑standing intellectual property into record financial results, underscoring an IP‑Axis strategy that leveraged legacy brands across toys, games and multimedia. Consolidated net sales reached ¥487.2 billion, a 7.3 % increase year‑on‑year, while operating income surged 40.6 % to ¥48.6 billion, delivering a 10 % operating margin and a 14.1 % return on equity. Net profit of ¥183.1 billion and cash holdings of ¥119 billion (≈US $1.27 billion) highlighted strong liquidity, and a ¥2.64 billion mid‑year dividend reflected confidence in cash generation. The Content segment accounted for 83.4 % of sales, with flagship franchises such as Mobile Suit Gundam contributing ¥65.2 billion and the Idolmaster franchise expanding from a single arcade title into a multi‑platform ecosystem. Domestic demand drove the bulk of performance; overseas sales comprised only 7.6 % of revenue, prompting a strategic merger of Namco Bandai Games Europe and Namco Bandai Partners to consolidate European marketing and restore profitability. Related‑party activity centered on a 26.3 % stake in Happinet, which generated ¥46‑48 billion in sales and ¥9‑10 billion in receivables. The company adjusted its actuarial assumptions, lowering the discount rate to 0.6‑1.4 % and reducing expected plan‑asset returns, while operating‑lease obligations rose to ¥8.7 billion. Corporate social responsibility was framed around four pillars—product safety, societal impact, environmental stewardship, and supply‑chain management—and operationalized through initiatives such as a
The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, arcade game machines, home video game software, visual content, network content, and amusement facilities. In accordance with our Mid-term Plan, which includes the vision of “Empower, Gain Momentum, Accelerate Evolution,” we are aiming to be No. 1 with strong conviction. On that basis, we are committed to being “the Leading Innovator in Global Entertainment” and recording strong growth. OUR MISSION DREAMS, FUN STATEMENT AND INSPIRATION Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. VISION THE LEADING OUR INNOVATOR IN GLOBAL ENTERTAINMENT As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as nd “the Leading Innovator in Global Entertainment.” tiatives CONTENTS tiatives
IN GLOBAL ENTERTAINMENT As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as nd “the Leading Innovator in Global Entertainment.” tiatives CONTENTS tiatives 02 23 Review of The Strengths of the BANDAI NAMCO Group Strategic Business Unit (SBU) Operations 04 Board of Directors and Audit & Supervisory Board Members and Focus Strategies tiatives 06 Consolidated Financial Highlights 26 The BANDAI NAMCO Group’s CSR Initiatives 08 Mid-term Plan 28 Corporate Governance tiatives 10 Top Message 31 Financial Section 13 Special Feature: 65 Corporate Data IP AXIS STRATEGY: 66 Overview of Main Group Companies Maximizing the Value of Our Intellectual Property —Explanations and examples of our Groupwide strategies
Net Sales: ¥487.2 billion OF THE GROUP (FY2013.3) billion Operrating Income: ¥48.6 Operating Income: billion 14.1 billion ROE: 0/ 6,983 % Number of Employees: oup Organization Strategic BusinessUnits (SBUs) Core Company Group Organization Strategic Business Units (SBUs) Core Company AFFILIATED BUSINESS COMPANIES TOYS AND HOBBY the Group) Bandai NAMCO BANDAI HOLDINGS CONTENT NAMCO BANDAI Games Reference: Contrib Net Sales by Segment Reference: Contributions to Net Sales by Geographic Reg AMUSEMENT FACILITY NAMCO by Geographic Reg Europe A Other Europe Asia, excluding Japan AFFILIATED BUSINESS COMPANIES (supporting the Group) (supporting Net Sales by Segment Reference: Contributions to Net Sales Reference: Contrib Net Sales by Segment utions to Net Sales by Geographic Region by Geographic Reg Other by Geographic Regjion A 4.9 Europe Asia, excluding Japan Europe Amusement Facility % 5.8% 3.9% 11.5% 4.9% Americas 11.5% Toys and Hobby 6.9% 33.1% 2013 2013 Content Japan 50.5% 83.4% Content Note: Percentage figures are calculated based on sales before Note: Percentage figures are calculated based on external sales. elimination of internal transactions. Figures are estimates based on management accounting.
cas 11.5% Toys and Hobby 6.9% 33.1% 2013 2013 Content Japan 50.5% 83.4% Content Note: Percentage figures are calculated based on sales before Note: Percentage figures are calculated based on external sales. elimination of internal transactions. Figures are estimates based on management accounting. Forward-Looking Statements The forward-looking statements in this annual report are based on the information available to management as of August 2013 and include various risks and uncertainties. Accordingly, Notes actual results may differ materially from these projections for a variety of reasons. Major 1. All figures in this annual report are rounded to the nearest unit. factors that could influence actual results include changes in the BANDAI NAMCO Group’s 2. FY2013.3 and the year under review represent the one-year period ended March 31, 2013. operating environment, market trends, and exchange rate fluctuations. 3. Figures in this annual report are as of August 2013.
STRENGTHS STRENGTHS <sup>OF </sup> GROUP GROUP NAMCO THE NAMCO THE BANDAI THE BANDAI THE Toys Visual content Apparel Home video Network game software Business development content capabilities Distribution of video Technology Live on demand performances (VOD) content Vending Strong Content Prizes for machine amusement capsule (IP*) machines toys Planning Human and Resources Development Amusement Plastic facilities models Business development Cards capabilities Music content Web Arcade game Candy machines toys * IP: Characters and other intellectual property *IP: Charactersa and other intelled ty ectual proper In a wide range of business areas, the BANDAI NAMCO Group is conducting speedy development of its IP (characters and other intellectual property), which has fans around the world. The full potential of our IP is brought out by our advanced planning and development capabilities, our high levels of technical skill, and our employees, who are passionate about entertainment. Leveraging these distinctive strengths of the Group, we will strive to realize sustained growth in the years ahead.
STRATEGIC BUSINESS UNIT (SBU) The BANDAI NAMCO Group comprises NAMCO BANDAI Holdings Inc., which is a pure holding company, three strategic business units (SBUs), and affiliated business companies that support the work of the SBUs. The SBUs, which encompass the operating companies in each field, formulate and implement business strategies and provide a diverse range of entertainment in Japan and overseas. TOYS AND HOBBY Net Sales Operating Income ¥ billion ¥ billion VISION True Globalization MID-TERM VISION 158.4 178.0 173.0 Towards globalization, we are striving to become the premier company in the character merchandising business. 13.8 16.1 11.3 Toys Apparel Plastic models Candy Vending toys Cards machine capsule 2011 2012 2013 2011 2012 2013 toys CONTENT Net Sales Operating Income ¥ billion ¥ billion MID-TERM Become the No. 1 Content Company 225.5 263.6 36.4 VISION in Japan and Borderless Development VISION 179.9 We are implementing borderless operations, targeting a range of exits,including overseas markets. 17.0 Network Live Prizes for Music Arcade content Performances amusement content game machines machines Distribution Home 3.1 Web of video on video Visual demand (VOD) game content 2011 2012 2013 2011 2012 2013 content software AMUSEMENT FACILITY Net Sales Operating Income ¥ billion ¥ billion MID-TERM Become an Overwhelming Leader VISION in the Market MID-TERM We provide amusement facilities that leverage BANDAI NAMCO’s distinctive strengths in order to provide value. 62.3 61.0 60.2 1.8 2.4 1.7 Amusement facilities 2011 2012 2013 2011 2012 2013
The 2012 annual review presents Bandai Namco’s ambition to become the leading integrated entertainment group by 2015, targeting record operating income of ¥42.5 billion and record sales of ¥480 billion through a “Empower‑Gain Momentum‑Accelerate Evolution” strategy that leverages its global intellectual‑property portfolio. The fiscal year ending 31 March 2012 delivered ¥454.2 billion in net sales, a 15.2 % increase year‑on‑year, while operating income surged 111.8 % to ¥34.6 billion and net income rose 944.6 % to ¥19.3 billion, lifting the operating‑margin to 7.6 % from 4.1 % the prior year. Segment profit expanded 450 % to ¥17 billion, driven by strong arcade‑machine sales (¥73.4 billion), home‑software revenue (¥86 billion) and network‑content earnings (¥33.6 billion). Strategically, the group focuses on converting flagship franchises—Gundam, Kamen Rider, Power Rangers, Pretty Cure—into profit engines, reducing the share of unprofitable titles from roughly half of the portfolio in FY 2010.3, and extending market reach into new Asian territories while deepening brand management in Europe and the United States. Expansion into adult‑focused products, mobile and social gaming, and segmented amusement‑facility marketing complements the core toy
Bandai Namco faced a severe financial downturn for the fiscal year ending March 31, 2010, reporting a net loss of ¥29.9 billion and a 91.6% collapse in operating income. This decline was primarily driven by a global economic recession, a stagnant DVD market, and a lack of hit software titles, with half of the company’s 86 video game releases failing to achieve profitability. Significant special losses, including a ¥12.75 billion goodwill impairment and ¥21.2 billion in inventory devaluations, further strained the balance sheet. While the Toys and Hobby unit remained resilient through core franchises like Gundam and Masked Rider, the Game Contents and Amusement Facility segments suffered heavy losses across Japan, Europe, and the Americas. In response, the Group initiated the "Restart Plan" in April 2010 to restore profitability and operational agility. Central to this strategy is a shift from a vertical, outlet-based structure to a horizontal "content first" model. This reorganization merged the previously separate game, visual, and music units into a single Content Strategic Business Unit (SBU) designed to maximize Intellectual Property (IP) value across multiple platforms simultaneously. Structural reforms also included a workforce reduction of 800 employees, the closure of 63 unprofitable amusement facilities, and a streamlined management hierarchy that more closely links the holding company to core operations. Looking forward, the Group aims to achieve ¥6.5 billion in cost reductions by fiscal year 2011 while targeting ¥400 billion in net sales. Strategic priorities include a "selection and concentration" approach to game development, expanding into mobile and social networking markets, and leveraging global IP projects such as the 30th anniversary of PAC-MAN. Despite the significant net loss, the Group maintained a stable dividend policy and reinforced its corporate governance and CSR frameworks to ensure long-term stability and global growth.
Bandai Namco’s 2009 annual review presents a candid assessment of a fiscal year dominated by the global financial crisis, which eroded consumer spending and forced the group to miss the objectives of its 2006‑2009 mid‑term plan. Consolidated net sales fell 7.4 % to ¥426.4 billion, operating income dropped 33.1 % to ¥22.3 billion, and net income plunged 63.8 % to ¥11.8 billion, driving a sharp decline in return on equity. All three core segments recorded double‑digit contractions: Toys & Hobby sales fell 8 % with a 19 % fall in operating profit, Game Contents declined 4 % while operating profit fell 26 %, and Amusement Facilities slumped 14 % with operating profit down 76 %. Character‑merchandising contributed ¥13 billion in sales, and the Game Contents SBU generated ¥150.3 billion in net sales and ¥11.6 billion in operating income, though a further decline to ¥5.5 billion in FY 2010 was forecast. The report underscores a strategic pivot toward medium‑ to long‑term growth, anchored in overseas expansion and structural reform. Japan’s share of external sales fell from 81 % in FY 2006 to 74 % in
Bandai Namco’s 2011 financial results demonstrate a decisive turnaround after the sizable loss recorded in the previous year. Net sales rose 4 % to ¥394 billion, while operating income surged 767 % to ¥16.3 billion and a modest profit of ¥1.8 billion was posted after a ¥29.9 billion deficit. The recovery was anchored by a revitalised Toys & Hobby segment, whose sales increased 6 % to ¥158 billion, and a newly profitable Content segment, which posted a 7.4 % sales increase to ¥179.9 billion and swung to ¥3.1 billion in segment income. Although the Amusement‑Facility segment saw sales dip 4.6 % to ¥62.3 billion, efficiency measures lifted its segment income by more than five‑fold to ¥1.8 billion. Growth drivers included long‑standing character franchises such as Mobile Suit Gundam, Kamen Rider and POWER RANGERS, alongside a new adult‑collectible line projected to generate ¥10 billion in FY2012. Cross‑divisional initiatives, exemplified by the successful Kamen Rider OOO launch, reinforced the domestic market, which still accounts for roughly 90 % of revenue, while overseas performance lagged. The company’s governance framework features nine directors—three independent—and four statutory auditors, supported by committees overseeing internal control, risk‑compliance, information security and CSR. Environmental, social and economic responsibilities are pursued through projects like “BANDAI NAMCO Forest,” packaging‑reduction efforts, disability employment and cultural support. Financially, total assets contracted 5.4 % to ¥308 billion and the equity ratio slipped to 68.8 %, yet cash flow from operations more than doubled to ¥22.6 billion, delivering a current ratio of 245 % and an interest‑coverage ratio