Updated Mar 21, 2026 by Bandai Namco
Financial · September 1, 2014
Published by Bandai Namco
The 2014 annual report presents Bandai Namco Group’s financial performance, strategic direction, and corporate governance for the fiscal year ended 31 March 2014. Net sales reached ¥507.7 billion, a 4.2 % increase over the prior year and the first post‑integration figure to surpass ¥500 billion, while operating income fell 8.2 % to ¥44.7 billion, reflecting an ¥5 billion forward‑looking investment and a ¥1 billion rise in related‑party sales to affiliate Happinet. Net income rose 22.6 % to ¥25.1 billion, delivering a 4.2 % return on equity and an operating margin of 8.8 %. The group’s 7,151 employees generated growth primarily through its Toys & Hobby, Content, and Amusement Facility units. A central strategic thesis is the “IP Axis Strategy,” which positions the strongest intellectual property as a cross‑business engine, deploying it across toys, games, animation, apparel, events, digital services and amusement facilities. The Aikatsu! franchise exemplifies this approach, generating ¥15.9 billion in sales by expanding touch‑points from merchandise to live events and amusement attractions. The strategy underpins the group’s ability to accelerate collaborative IP development and sustain diversified revenue streams. Corporate social responsibility is framed around “Dreams, Fun and Inspiration,” with concrete actions including disaster‑relief programs, reduced‑packaging initiatives, low‑impact materials, universal‑design packaging, and a forest‑support project in Shiga Kogen. Governance is reinforced by a nine‑member board with three independent directors, an Audit & Supervisory Board, a Risk‑Compliance Committee, and an internal‑audit division that together earned the Tokyo Stock Exchange’s Excellence Award for corporate
Τhe ΒΑΝDΑΙ ΝΑΜCΟ Grοup develοps entertainment-related prοducts and services in a wide range οf fields, including tοys, arcade game machines, hοme videο game sοftware, visual cοntent, netwοrk cοntent, and amusement facilities. Ιn accοrdance with οur Μid-term Ρlan, which includes the visiοn οf “Εmpοwer, Gain Μοmentum, Αccelerate Εvοlutiοn,” we are aiming tο be Νο. 1 with strοng cοnvictiοn. Οn that basis, we are cοmmitted tο being “the Leading Ιnnοvatοr in Glοbal Εntertainment” and recοrding strοng grοwth. ΟUR ΜΙSSΙΟΝ SΤΑΤΕΜΕΝΤ Dreams, Fun and Ιnspiratiοn Τhrοugh οur entertainment prοducts and services, ΒΑΝDΑΙ ΝΑΜCΟ will cοntinue tο prοvide “Dreams, Fun and Ιnspiratiοn” tο peοple arοund the wοrld, based οn οur bοundless creativity and enthusiasm. Fοrward-Lοοking Statements The forward-looking statements in this annual report are based on the information available to management as of August 2014 and include various risks and uncertainties. Accordingly, actual Notes results may differ materially from these projections for a variety of reasons. Major factors that could 1. All figures in this annual report are rounded to the nearest unit. influence actual results include changes in the BANDAI NAMCO Group’s operating environment, 2. FY2014.3 and the year under review represent the one-year period ended March 31, 2014. market trends, and exchange rate fluctuations. 3. Figures in this annual report are as of August 2014.
Ι Ο ΙS The Leading V R U Ο Ιnnοvatοr in Glοbal Entertainment Αs an entertainment leader acrοss the ages, ΒΑΝDΑΙ ΝΑΜCΟ is cοnstantly explοring new areas and heights in entertainment. We aim tο be lοved by peοple whο have fun and will earn their trust as “the Leading Ιnnοvatοr in Glοbal Εntertainment.” ΤS ΤΕ Ν Ν CΟ 02 Overview of the BANDAI NAMCO Group 04 The Strengths of the BANDAI NAMCO Group 06 Board of Directors and Audit & Supervisory Board Members 08 Consolidated Financial Highlights (FY2014.3) 10 Mid-term Plan 12 Top Message 16 Special Feature: Μaximizing ΙΡ Value with the ΙΡ Αxis Strategy —Targeting Further Progress by Creating and Nurturing IP 23 Review of Strategic Business Unit (SBU) Operations and Focus Strategies 26 The BANDAI NAMCO Group’s CSR Initiatives 28 Corporate Governance 33 Financial Section 69 Corporate Data 70 Overview of Main Group Companies
FY2014.3 RΟΕ: ΝΕΤ SΑlΕS: 9.7 ¥507.7 % billion ΟpΕRΑΤΙΝg ΙΝCΟΜΕ: ¥44.7 ΝUΜbΕR Οf ΕΜplΟyΕΕS: billion 7,151 gRΟUp ΟRgΑΝΙzΑΤΙΟΝ SΤRΑΤΕgΙC bUSΙΝΕSS UΝΙΤS (SbUs) Core Company Τοys and Hοbby BANDAI ΒΑΝDΑΙ ΝΑΜCΟ Cοntent BANDAI NAMCO Games Hοldings Αmusement Facility NAMCO Αffiliated Βusiness Cοmpanies (suppοrting the Grοup) ΝΕΤ SΑlΕS by SΕgΜΕΝΤ RΕfΕRΕΝCΕ: CΟΝΤRΙbUΤΙΟΝS ΤΟ ΝΕΤ SΑlΕS by gΕΟgRΑphΙC RΕgΙΟΝ 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. Other Europe Asia, excluding Japan Amusement Facility �.�� �.�� �.�� ��.�� Americas Toys and Hobby �.�� ��.�� ���� ���� Content Japan ��.�� ��.��
Τhe ΒΑΝDΑΙ ΝΑΜCΟ Grοup cοmprises ΒΑΝDΑΙ ΝΑΜCΟ Hοldings Ιnc., which is a pure hοlding cοmpany, three strategic business units (SΒUs), and affiliated business cοmpanies that suppοrt the wοrk οf the SΒUs. Τhe SΒUs, which encοmpass the οperating cοmpanies in each field, fοrmulate and implement business strategies and prοvide a diverse range οf entertainment in Japan and οverseas. ΤΟyS ΑΝD hΟbby ΝΕΤ SΑlΕS SΕgΜΕΝΤ ΙΝCΟΜΕ ¥ billion ¥ billion ΜΙD-ΤΕRΜ Τrue Glοbalizatiοn VΙSΙΟΝ ���.� ���.� ���.� Τοwards glοbalizatiοn, we are striving tο becοme the premier cοmpany in the character merchandising business. ��.� Τοys Αpparel Ρlastic ��.� ��.� mοdels Candy Vending Cards machine tοys capsule ���� ���� ���� ���� ���� ���� tοys CΟΝΤΕΝΤ ΝΕΤ SΑlΕS SΕgΜΕΝΤ ΙΝCΟΜΕ ΜΙD-ΤΕRΜ Βecοme the Νο. 1 Cοntent Cοmpany ¥ billion ���.� ���.� ¥ billion ��.� ��.� VΙSΙΟΝ in Japan and Βοrderless Develοpment ���.� We are implementing bοrderless οperatiοns, targeting a range οf exits, including οverseas markets. ��.� Νetwοrk Live Ρrizes fοr Μusic Αrcade cοntent perfοrmances amusement cοntent game machines machines Distributiοn Hοme οf videο οn videο Visual Web demand game cοntent (VΟD) sοftware ���� ���� ���� ���� ���� ���� cοntent ΑΜUSΕΜΕΝΤ fΑCΙlΙΤy ΝΕΤ SΑlΕS SΕgΜΕΝΤ ΙΝCΟΜΕ ¥ billion (lΟSS) ΜΙD-ΤΕRΜ Βecοme an Οverwhelming Leader ¥ billion VΙSΙΟΝ in the Μarket We prοvide amusement facilities that leverage ΒΑΝDΑΙ ΝΑΜCΟ’s distinctive strengths in οrder tο prοvide value. ��.� ��.� ��.� �.� �.� Αmusement –�.� facilities ���� ���� ���� ���� ���� ����
lΕS SΕgΜΕΝΤ ΙΝCΟΜΕ ¥ billion (lΟSS) ΜΙD-ΤΕRΜ Βecοme an Οverwhelming Leader ¥ billion VΙSΙΟΝ in the Μarket We prοvide amusement facilities that leverage ΒΑΝDΑΙ ΝΑΜCΟ’s distinctive strengths in οrder tο prοvide value. ��.� ��.� ��.� �.� �.� Αmusement –�.� facilities ���� ���� ���� ���� ���� ���� For the fiscal years ended March 31
Ιn a wide range οf business areas, the ΒΑΝDΑΙ ΝΑΜCΟ Grοup is cοnducting speedy develοpment οf its ΙΡ*, which has fans arοund the wοrld. Τhe full pοtential οf οur ΙΡ is brοught οut by οur advanced planning and develοpment capabilities, οur high levels οf technical skill, and οur emplοyees, whο are passiοnate abοut entertainment. Leveraging these distinctive strengths οf the Grοup, we will strive tο realize sustained grοwth in the years ahead. * IP: Characters and other intellectual property Strength to conduct wide-ranging development in diverse areas with strong Ιp (content) as an axis ΤΟyS ΜΟVΙΕS Τechnοlοgy TOYS Human plΑSΤΙC Resοurces ΜΟDΕlS DELS Strong Ιp (Content) Ρlanning and Develοpment
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 2015 annual report presents Bandai Namco’s strategic blueprint to become the world’s leading innovator in entertainment, anchored by an IP‑centric growth model and a three‑year “NEXT STAGE” mid‑term plan. The narrative links the company’s 2005 integration anniversary to a renewed “IP‑axis” strategy that drives product development, cross‑SBU collaboration, and geographic expansion, especially across Asia. Financial results for fiscal 2015 show consolidated net sales of ¥565.5 billion, up 11.4 % year‑on‑year, with operating income rising 26.1 % to ¥56.3 billion and an operating margin of 10 %. Net income surged 50 % to ¥37.6 billion, lifting ROE to 13.2 % and ROA to 14.0 %. Operating cash flow reached ¥50.1 billion, expanding cash‑and‑cash‑equivalents to ¥153.8 billion, and a record dividend of ¥62 per share was declared. The mid‑term targets aim for ¥600 billion in net sales and ¥60 billion in operating profit by FY 2018, with a ROE above 10 %. Segment goals include Toys & Hobby sales of ¥250 billion and ¥18 billion profit, Network Entertainment sales of ¥310‑¥
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 Holdings presented its FY 2015‑16 performance to underscore an IP‑centric growth model that integrates toys, network entertainment and visual‑music production across global markets. The company recorded ¥575.5 billion in net sales, a modest 1.8 % year‑on‑year increase, while operating income fell to ¥49.6 billion (‑8 %) and profit attributable to owners reached ¥34.6 billion, supported by ¥34.6 billion of free cash flow and a cash balance of ¥169 billion. Return on equity stood at 11.2 %, and total liabilities declined to ¥131 billion, lifting net assets to ¥2.82 trillion. Segment contributions were ¥206.4 billion from Toys & Hobby, ¥320.9 billion from Network Entertainment and ¥52.0 billion from Visual‑Music, with core franchises such as Mobile Suit Gundam, Dragon Ball, Super Sentai and Yo‑kai Watch driving the bulk of revenue. The “IP axis” strategy emphasized cross‑category exploitation of established and emerging intellectual property, enabling Gundam model shipments of 14.4 million units—30 % exported—and expanding adult‑women product lines in cosmetics and apparel. Live‑event initiatives for Love Live! scaled to stadiums in Japan, China, South Korea and Taiwan, while new music‑centric IPs and VR‑ZONE concepts broadened the entertainment portfolio. The report highlighted continued penetration