Updated Mar 21, 2026 by Bandai Namco
Report
Published by Bandai Namco
1 BANDAI NAMCO Group Outline 01 Consolidated Business Performance / 03 Sales by IPs / Facts & Figures Entertainment Unit (Digital Business) / Entertainment Unit (Toys and Hobby Business) 06 IP Production Unit (Visual and Music Business / Creation Business) / IP Production Unit (Visual and Music Business) / IP Production Unit (Creation Business) / Amusement Unit Entertainment Unit (Digital Business) 07 Game App Market / Top Publishers in the Global App Market / Home Video Game Market ...
www.bandainamco.co.jp TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline Results of Operations 01 Consolidated Business Performance / Management Indicators 02 Sales by Category Products / Service Data 03 Sales by IPs / Facts & Figures Entertainment Unit (Digital Business) / Entertainment Unit (Toys and Hobby Business) 06 IP Production Unit (Visual and Music Business / Creation Business) / IP Production Unit (Visual and Music Business) / IP Production Unit (Creation Business) / Amusement Unit 2 Related Market Data Entertainment Unit (Digital Business) 07 Game App Market / Top Publishers in the Global App Market / Home Video Game Market Entertainment Unit (Toys and Hobby Business) 08 Toy Market 09 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market BANDAI NAMCO Group 10 Candy Toy Market / Children’s Lifestyle (Sundries) Market / Babies’ & Children’s Clothing Market IP Production Unit (Visual and Music Business) FA CTBOOK 2021 10 Visual Software Market / Music Content Market IP Production Unit (Creation Business) 11 Animation Market Amusement Unit 11 Amusement Machine Market / Amusement Facility Market 3 ESG Data BANDAI NAMCO Group Important CSR Themes: FY2021.3 Activity Report 12 Safety and Cleanliness of Products and Services 13 Environmental Consideration 14 Policies Regarding Influence on Society of the Group’s Content and Products / Supply Chain オンプロダクト-スタンドードタイプ 英語版 オンプロダクト-ミニラベル 英語版(印刷スペースが無い場合) Management Environment-Related Information 15 Overview of Environmental Performance Data for FY2021.3 / BANDAI NAMCO Group CO<sub>2</sub> Emissions
ion 14 Policies Regarding Influence on Society of the Group’s Content and Products / Supply Chain オンプロダクト-スタンドードタイプ 英語版 オンプロダクト-ミニラベル 英語版(印刷スペースが無い場合) Management Environment-Related Information 15 Overview of Environmental Performance Data for FY2021.3 / BANDAI NAMCO Group CO<sub>2</sub> Emissions C Human Resources-Related Information (Total for Unit Core Companies) 17 Number of Employees by Type of Employment / Number of Female Managers / Number of Employees Hired after Graduation / Employment Rate for People with Disabilities / Averages / Number of Employees That Took Leave for Childcare or Family C Nursing / Annual Paid Leave Utilization Rate / Industrial Accidents / Systems to Promote Achievement of Work−Life Balance (Examples) 4 BANDAI NAMCO Group’s History History C 18 BANDAI’s History / NAMCO’s History 26 BANDAI NAMCO Group’s History Note: This English-language fact book is based on a translation of the Printed in Japan Japanese-language fact book.
1 BANDAI NAMCO Group Outline RESULTS OF OPERATIONS For the Fiscal Years Ended March 31 Figures in this fact book have been rounded down. CONSOLIDATED BUSINESS PERFORMANCE MANAGEMENT INDICATORS SALES BY CATEGORY NET SALES ROE (Profit Attributable to Owners of Parent / Average Total SALES BY SEGMENT (CONSOLIDATED) Shareholders’ Equity) (¥ million) (%) 20 • FY2021.3 • FY2021.3 • FY2020.3 800,000 732,347 723,989 740,903 (NEW SEGMENT CLASSIFICATION) (PREVIOUS SEGMENT CLASSIFICATION) (PREVIOUS SEGMENT CLASSIFICATION) 700,000 620,061 678,312 14.1 14.7 15.5 Elimination of internal transactions Elimination of internal transactions Elimination of internal transactions 600,000 487,241 507,679565,486 575,504 15 13.2 13.3 13.1 and corporate ¥48,887 million and corporate ¥53,577 million and corporate ¥51,061 million 500,000 394,178 454,210 9.1 9.7 11.2 10.2 Net sales (after eliminations) Net sales (after eliminations) Net sales (after eliminations) 400,000 10 ¥740,903 million ¥740,903 million ¥723,989 million 300,000 200,000 5 100,000 0 0 0.8 (FY) 11 12 13 14 15 16 17 18 19 20 21 (FY) 11 12 13 14 15 16 17 18 19 20 21 OPERATING PROFIT ROA (Recurring Profit / Average Total Assets) (¥ million) (%) Entertainment Unit (Digital Business) Toys and Hobby Unit Toys and Hobby Unit 90,000 84,045 84,654 20 ¥337,964 million 42.8% ¥296,016 million 37.3% ¥253,714 million 32.7%
19 20 21 (FY) 11 12 13 14 15 16 17 18 19 20 21 OPERATING PROFIT ROA (Recurring Profit / Average Total Assets) (¥ million) (%) Entertainment Unit (Digital Business) Toys and Hobby Unit Toys and Hobby Unit 90,000 84,045 84,654 20 ¥337,964 million 42.8% ¥296,016 million 37.3% ¥253,714 million 32.7% 80,000 78,775 Entertainment Unit (Toys and Hobby Business) Network Entertainment Unit Network Entertainment Unit 75,024 ¥300,815 million 38.1% ¥344,150 million 43.3% ¥328,079 million 42.3% 70,000 63,239 15 14.0 14.0 13.5 14.7 15.1 12.9 13.0 IP Production Unit (Visual and Music Business) Real Entertainment Unit Real Entertainment Unit 60,000 48,643 56,321 49,641 10.7 12.2 11.4 ¥34,219 million 4.3% ¥63,923 million 8.0% ¥91,753 million 11.8% 50,000 44,673 10 IP Production Unit (Creation Business) Visual and Music Production Unit Visual and Music Production Unit 40,000 34,607 Amusement Unit ¥28,213 million 3.6% IP Creation Unit ¥28,089 million 3.5% IP Creation Unit ¥46,951 million 6.1% 30,000 ¥63,923 million 8.1% ¥28,213 million 3.6% ¥23,497 million 3.1% 20,000 16,338 5 5.2 Other Other Other 10,000 ¥24,655 million 3.1% ¥34,088 million 4.3% ¥31,054 million 4.0% 0 0 Note: Percentage figures are calculated based on sales before elimination of inter-segment transactions. (FY) 11 12 13 14 15 16 17 18 19 20 21 (FY) 11 12 13 14 15 16 17 18 19 20 21 PROFIT ATTRIBUTABLE TO OWNERS OF PARENT OVERSEAS SALES PROPORTION SALES BY GEOGRAPHIC REGION (¥ million) (%) 30 • FY2021.3 • FY2020.3 70,000 60,000 54,10963,383 57,665 22.4 22.3 Sales to external customers ¥740,903 million Sales to external customers ¥723,989 million
13 14 15 16 17 18 19 20 21 PROFIT ATTRIBUTABLE TO OWNERS OF PARENT OVERSEAS SALES PROPORTION SALES BY GEOGRAPHIC REGION (¥ million) (%) 30 • FY2021.3 • FY2020.3 70,000 60,000 54,10963,383 57,665 22.4 22.3 Sales to external customers ¥740,903 million Sales to external customers ¥723,989 million 50,000 44,159 48,894 20 20.8 16.7 16.6 16.0 16.7 20.6 20.5 18.7 20.0 40,000 32,383 37,588 34,583 30,000 25,054 20,000 19,303 10 10,000 1,848 0 0 (FY) 11 12 13 14 15 16 17 18 19 20 21 (FY) 11 12 13 14 15 16 17 18 19 20 21 Japan ¥575,492 million 77.7% Japan ¥578,922 million 80.0% Americas ¥58,471 million 7.9% Americas ¥53,553 million 7.4% Europe ¥54,649 million 7.4% Europe ¥44,168 million 6.1% Asia, excluding Japan ¥52,293 million 7.0% Asia, excluding Japan ¥47,347 million 6.5% Note: Percentage figures are calculated based on external sales. Figures are estimates based on management accounting.
1 BANDAI NAMCO Group Outline PRODUCTS / SERVICE DATA SALES BY IPs FACTS & FIGURES Entertainment Unit (Toys and Hobby Business) Candy Toys Groupwide Sales by IPs (Worldwide) Entertainment Unit (Digital Business) BANDAI CO., LTD. · Candy toys (all lines) (¥ billion) • Sales by major category Toys Cumulative shipment volume, Aikatsu! series FY2020.3 FY2021.3 (¥ billion) · Ultraman soft figures (heroes and monsters) 1995 to March 2021 2,655.24 million units Ultraman series 3.2 2.0 FY2020.3 FY2021.3 Cumulative shipment volume, KAMEN RIDER series 7.8 8.6 Network content 200.9 207.7 1983 to March 2021 101.87 million units Confectionery / Foods 31.2 28.9 Home video games 99.0 118.1 · Super Sentai series (shape-changing model robots) · Crayon Shin-chan Chocobi series Mobile Suit Gundam series 78.1 95.0 Cumulative shipment volume, Cumulative shipment volume, Super Sentai series 6.8 5.2 • Number of network content titles in Japan 1979 to March 2021 30.89 million units March 2005 to March 2021 227.02 million units Anpanman 9.9 8.7 (As of the end of March 2021) · Digital Monsters (Digimon portable LCD games) · Charapaki series DRAGON BALL series 134.9 127.4 SNS 6 titles Cumulative shipment volume, Cumulative shipment volume, NARUTO 13.0 21.4 Game apps (Google Play) 34 titles June 1997 to March 2021 14.31 million units October 2017 to March 2021 60.84 million units PRETTY CURE! series 8.4 6.6 Game apps (App Store) 34 titles · KAMEN RIDER transformation belt (HEISEI / REIWA RIDER) · Character decoration cake series ONE PIECE 34.9 38.0 Note: The totalization method was changed from FY2021.3. Cumulative shipment volume, Cumulative shipment volume,
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 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
GungHo Online Entertainment’s FY 2025 financial briefing outlines a strategic pivot from Japan‑centric mobile development toward global expansion, emphasizing action titles on consoles and PCs. The company reports a 64.1 % overseas net‑sales ratio in FY 2025, up from 47.7 % in 2019 and 56.2 % in 2020, reflecting intensified sales in North America and Europe through new releases such as “Let It Die: Inferno” on PlayStation 5, Steam, and Nintendo Switch. The launch of nine global titles in 2025, including the “Ragnarok” series and “Puzzle & Dragons,” is highlighted as a key growth driver, with the latter celebrating its 5 000‑day anniversary and hosting cross‑platform events to boost user activity. Financially, consolidated net sales fell by 1.3 % YoY to ¥125.3 billion, driven mainly by declines in mobile titles and “Ragnarok”‑related revenue under subsidiary Gravity. Operating profit contracted by 9.3 % YoY to ¥276 million, as SG&A expenses rose due to increased advertising spend and personnel costs following the full acquisition of Alim in December 2024. Non‑consolidated results remained flat, but mobile sales slipped and Gravity’s “Ragnarok” titles underperformed, contributing to the consolidated loss. The briefing covers a global geographic scope—North America, Europe, Latin America, and Asia—with a 2025 focus on launching titles in over 150 countries. Methodologically, data derive from consolidated financial statements and quarterly performance metrics, with a clear emphasis on aligning product development with international market demand.