Updated Mar 21, 2026 by Bandai Namco
Report
Published by Bandai Namco
1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products ...
BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes:1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book.
1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business Companies • Group Business Report Meeting • Group CSR Committee • Group Management Meeting • Group Risk Compliance Committee • Content Business Strategy Meeting • Group Information Security Committee • IP Strategy Division Meeting • Internal Control Committee
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 1 BANDAI NAMCO Group Outline RESULTS OF OPERATIONS For the Fiscal Years Ended March 31 CONSOLIDATED BUSINESS PERFORMANCE MANAGEMENT INDICATORS NET SALES ROE (Profit (Loss) Attributable to Owners of Parent / Average Total Shareholders’ Equity) (¥ million) (%) 800,000 732,347 20 14.1 13.2 13.3 14.7 15.5 700,000 620,061 678,312 15 9.1 9.7 11.2 600,000 565,486 575,504 10 500,000 426,399 394,178 454,210 487,241 507,679 5 4.3 0.8 400,000 378,547 0 300,000 –5 200,000 –10 –12.4 100,000 –15 0 –20 (FY) 09 10 11 12 13 14 15 16 17 18 19 (FY) 09 10 11 12 13 14 15 16 17 18 19 OPERATING PROFIT ROA (Recurring Profit / Average Total Assets) (¥ million) (%) 90,000 84,045 20 80,000 75,024 14.7 15.1 70,000 63,239 15 14.0 14.0 13.5 60,000 48,643 56,321 49,641 10.7 12.2 11.4 50,000 44,673 10 40,000 34,607 6.3 30,000 22,348 5 5.2 20,000 16,338 10,000 0 1,884 0 0.6 (FY) 09 10 11 12 13 14 15 16 17 18 19 (FY) 09 10 11 12 13 14 15 16 17 18 19 PROFIT (LOSS) ATTRIBUTABLE TO OWNERS OF PARENT OVERSEAS SALES PROPORTION (¥ million) (%) 70,000 63,383 30 60,000 54,109 25.1 24.4 50,000 37,588 44,159 20.8 22.4 20.6 20.5 40,000 32,383 34,583 20 16.7 16.6 16.7 18.7 30,000 25,054 16.0 20,000 19,303 10,000 11,830 0 –29,928 1,848 10 –10,000 –20,000 –30,000 0 (FY) 09 10 11 12 13 14 15 16 17 18 19 (FY) 09 10 11 12 13 14 15 16 17 18 19
SALES BY CATEGORY SALES BY SEGMENT (CONSOLIDATED) • FY2018.3 • FY2019.3 Elimination of internal transactions and corporate Elimination of internal transactions and corporate ¥46,493 million ¥50,687 million Net sales (after eliminations) Net sales (after eliminations) ¥678,312 million ¥732,347 million Toys and Hobby Toys and Hobby ¥222,417 million 30.7% ¥242,865 million 31.0% Network Entertainment Network Entertainment ¥326,537 million 45.1% ¥340,927 million 43.5% Real Entertainment Real Entertainment ¥90,549 million 12.5% ¥101,493 million 13.0% Visual and Music Production Visual and Music Production ¥40,691 million 5.6% ¥45,518 million 5.8% IP Creation IP Creation ¥16,970 million 2.3% ¥22,464 million 2.9% Other Other ¥27,640 million 3.8% ¥29,764 million 3.8% Note: Percentage figures are calculated based on sales before elimination of inter-segment transactions. SALES BY GEOGRAPHIC REGION • FY2018.3 • FY2019.3 Sales to external customers ¥678,312 million Sales to external customers ¥732,347 million Japan ¥538,983 million 79.5% Japan ¥595,291 million 81.3% Americas ¥51,787 million 7.6% Americas ¥46,797 million 6.4% Europe ¥45,136 million 6.7% Europe ¥43,900 million 6.0% Asia, excluding Japan ¥42,406 million 6.2% Asia, excluding Japan ¥46,359 million 6.3% Note: Region figures are estimates based on management accounting.
1 BANDAI NAMCO Group Outline PRODUCTS / SERVICE DATA SALES OF IPs • First-generation Tamagotchi (including overseas) Groupwide Sales of IPs Cumulative shipment volume, (Total of Japan and overseas sales) • November 1996 to March 1999 40.00 million units Tamagotchi (¥ billion) (including overseas) FY2018.3 FY2019.3 Cumulative shipment volume, Aikatsu! series 3.6 3.0 • March 2004 to March 2019 42.33 million units Ultraman series 6.0 6.9 Donjara series KAMEN RIDER series 26.4 29.3 Cumulative shipment volume, 1984 to March 2019 3.69 million units Mobile Suit Gundam series 68.3 79.3 • Anpanman PC series Super Sentai (Power Rangers) series 19.4 10.2 Cumulative shipment volume including tablet devices, Anpanman 10.9 12.0 1999 to March 2019 2.23 million units DRAGON BALL series 97.9 129.0 NARUTO 11.3 15.8 Collectible figures PRETTY CURE! series 8.1 10.3 • S.I.C. (SUPER IMAGINATIVE CHOGOKIN) ONE PIECE 29.4 30.4 Cumulative shipment volume, Toys and Hobby Unit Sales of IPs (Japan) (¥ billion) FY2018.3 FY2019.3 KAMEN RIDER series 24.8 27.3 Mobile Suit Gundam series 26.2 32.5 Super Sentai series 9.1 6.0 Anpanman 10.9 11.5 DRAGON BALL series 14.2 20.4 PRETTY CURE! series 8.1 10.1 FACTS & FIGURES [ Toys and Hobby Unit ] BANDAI CO., LTD. / BANDAI SPIRITS CO., LTD. Toys
Japan) (¥ billion) FY2018.3 FY2019.3 KAMEN RIDER series 24.8 27.3 Mobile Suit Gundam series 26.2 32.5 Super Sentai series 9.1 6.0 Anpanman 10.9 11.5 DRAGON BALL series 14.2 20.4 PRETTY CURE! series 8.1 10.1 FACTS & FIGURES [ Toys and Hobby Unit ] BANDAI CO., LTD. / BANDAI SPIRITS CO., LTD. Toys • Ultraman soft figures (heroes and monsters) Cumulative shipment volume, 1983 to March 2019 96.42 million units • Super Sentai (Power Rangers) series (shape-changing model robots) Cumulative shipment volume, 1979 to March 2019 29.77 million units • Digital Monsters (Digimon portable LCD games) Cumulative shipment volume, • December 1998 to March 2019 2.35 million units SOUL OF CHOGOKIN series Cumulative shipment volume, • December 1997 to March 2019 3.06 million units SAINT CLOTH MYTH series Cumulative shipment volume, November 2003 to March 2019 5.16 million units • SOUL OF ROBOT series Cumulative shipment volume, October 2008 to March 2019 4.81 million units • S.H. Figuarts series Cumulative shipment volume, February 2008 to March 2019 11.44 million units Plastic Model Kits • Gundam (non-deformed) series of plastic model kits Cumulative shipment volume, 1980 to March 2019 499.87 million units • BB Warrior (deformed) series of plastic model kits Cumulative shipment volume, 1987 to March 2019 165.60 million units • Little Battlers eXperience (LBX) series Cumulative shipment volume, February 2011 to March 2019 10.35 million units
The Square Enix Group operates under a central mission to leverage boundless imagination to create new content that resonates with global audiences and enriches daily lives. This strategic framework emphasizes the delivery of unforgettable experiences through a commitment to innovation, swift action, and collaborative evolution. By focusing on the transformation of creative energy into immersive worlds, the organization aims to maintain its position as a premier provider of entertainment while upholding core values of integrity and continuous improvement. Operational reviews and financial highlights indicate a multifaceted approach to the entertainment industry, spanning digital entertainment, amusement, and publication segments. The organizational structure is designed to support long-term stakeholder value by integrating environmental, social, and governance (ESG) principles into the core business model. This commitment to sustainability and corporate responsibility is presented as a fundamental component of the group’s identity, ensuring that creative pursuits are balanced with ethical operations and transparent governance. The scope of these activities is global, reflecting a history of expansion and a diverse portfolio of intellectual properties. Executive leadership focuses on navigating the evolving landscape of the gaming and media sectors by embracing challenges and fostering a culture of excellence. Through a combination of historical expertise and a forward-looking strategy, the group seeks to sustain its competitive edge and drive growth across all primary business units, ensuring that its creative output remains a significant force in the international market.
Konami Group Corporation achieved record-breaking financial performance for the fiscal year ending March 31, 2025, characterized by a 17.0% year-on-year revenue increase to ¥421,602 million. This growth trajectory, which marks the second consecutive year of record highs across all profit categories, was primarily propelled by the Digital Entertainment segment. A 22.5% surge in revenue within this division, fueled by the robust performance of key console and mobile titles, solidified its position as the company’s primary financial engine. Operating profit reached ¥101,944 million, reflecting the efficacy of the current business strategy and operational scaling. Diversified growth was evident across other core divisions, with the Gaming & Systems segment recording a 7.4% revenue increase and the Amusement segment growing by 4.6%. Although the Sports segment faced a minor contraction in business profit, the company maintained a resilient financial foundation, concluding the period with ¥294,216 million in cash and cash equivalents. This stability has enabled a shareholder-friendly capital allocation policy, resulting in an increased annual dividend of ¥165.50 per share. Looking toward the fiscal year ending March 31, 2026, the organization maintains a positive outlook, projecting continued expansion. Strategic initiatives for the coming year include the launch of new game titles, the enhancement of casino management system features, and the further scaling of the Pilates Mirror and outsourced sports facility operations. With a dividend increase to ¥166.00 per share already projected, the company remains focused on leveraging its diversified portfolio to sustain long-term profitability and market leadership.
Koei Tecmo’s financial performance for the second quarter of fiscal year 2025 reflects a transitional period characterized by a year-to-date decline in consolidated sales to 31,268 million yen and an operating profit of 7,964 million yen. Despite this temporary downturn compared to the previous fiscal year, the organization maintains an optimistic full-year sales forecast of 92,000 million yen. This projected growth is predicated on a recovery in North American and European markets and the continued strength of the Entertainment segment. Operational costs have risen alongside a growing workforce, with headcount reaching 2,871 employees and employment expenses totaling 13,080 million yen. The strategic focus has shifted heavily toward digital and international markets, with digital sales now accounting for 83.1% of total revenue and overseas markets representing 72.1% of unit sales. The long-term growth strategy is supported by a robust pipeline of high-profile intellectual properties scheduled for late 2025 and early 2026. These upcoming releases include major sequels such as Ninja Gaiden 4 and Nioh 3, alongside several titles specifically optimized for the successor to the Nintendo Switch. The enduring value of established franchises remains a cornerstone of the business model. The Dynasty Warriors series continues to lead the portfolio with over 24 million lifetime units, followed by Nobunaga’s Ambition at 11 million and Romance of the Three Kingdoms at 9.5 million. Newer successes like Nioh and Atelier have each surpassed 8 million units, while Wo Long: Fallen Dynasty has secured over 5 million users. This console and PC success is complemented by a resilient online and mobile segment, where titles such as Dead or Alive Xtreme Venus Vacation have demonstrated significant longevity through more than seven years of continuous service.
Thunderful Group’s interim report for the first quarter of 2024 details a period of significant financial decline and aggressive corporate restructuring. Net revenue fell 27.7 percent to 391.7 MSEK, while the group recorded an operating loss (EBIT) of 184.4 MSEK, a sharp reversal from the 19.2 MSEK profit reported in the same period the previous year. This downturn was driven by a 35.5 percent revenue drop in the Games segment and a 25.7 percent decrease in Distribution, largely due to weaker market demand for Nintendo Switch products and the underperformance of the internal title SteamWorld Build. To address these challenges, the group initiated a restructuring program aimed at annual cost savings of 90–110 MSEK. This process involved a 72.4 MSEK write-down of capitalized development costs following the cancellation or divestment of twelve game projects. Strategic shifts include the divestment of the German publishing subsidiary Headup GmbH and the sale of Nordic Game Supply’s assets to reduce net debt. Despite these pressures, the group successfully extended its Nintendo distribution agreement for the Nordics and Baltics through March 2026 and reported 13.9 percent growth in its Amo Toys division. The report covers the group’s global operations with a focus on European and Nordic markets for the period of January to March 2024. Financial data indicates a strained liquidity position, with cash and credit facilities dropping to 130.9 MSEK from 329.3 MSEK year-over-year. Management secured a bank waiver conditional on asset divestments and maintains that current funds are sufficient for continued operations. The overarching strategy moving forward emphasizes a simplified games portfolio, more rigorous project validation, and a balanced risk profile across internal and external development.