Updated Mar 21, 2026 by Bandai Namco
Financial · September 1, 2023
Published by Bandai Namco
The 2023 Fact Book delivers a comprehensive portrait of Bandai Namco’s financial health, market positioning, and sustainability framework, underscoring how a dual focus on digital entertainment and traditional toys fuels continued growth. Net sales reached ¥990 billion, an 11 percent year‑on‑year increase, while return on equity stood at 20 percent, reflecting efficient capital use. The Digital Business contributed ¥385 billion (36.7 percent of total revenue) and the Toys & Hobby segment ¥447 billion (42.6 percent), with the company’s flagship intellectual properties—Dragon Ball, Gundam and One Piece—generating ¥144.5 billion, ¥131.3 billion and ¥86.3 billion respectively. Toy shipments totaled 2.74 billion units, and the broader Japanese game‑app, home‑video‑game and toy markets were valued at ¥599 billion, ¥
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 / Entertainment Unit (Digital Business) 04 Entertainment Unit (Toys and Hobby Business) 06 IP Production Unit / Amusement Unit 2 Related Market Data Entertainment Unit (Digital Business) 07 Game 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 10 Candy Toy Market / Children’s Lifestyle (Sundries) Market / Babies’ and Children’s Clothing Market IP Production Unit 10 Visual Software Market / Music Content Market 11 Animation Market Amusement Unit 11 Amusement Machine Market / Amusement Facility Market FACT BOOK 2023 3 ESG Data 12 FY2023.3 Segment Activity Report by Material Issue 14 Environmental Data 15 Personnel Data Number of Employees by Type of Employment / Employee Data / Data on Female Managers / Annual Paid Leave Utilization Rate / Other Personnel Information / Employee Training-Related Data 16 Governance Data / Compliance Data 4 Bandai Namco Group’s History History 17 BANDAI’s History / NAMCO’s History 25 Bandai Namco Group’s History Printed in Japan
Bandai Namco Group Outline RESULTS OF OPERATIONS For the Fiscal Years Ended March 31 Note: 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 / SALES BY SEGMENT (CONSOLIDATED) AVERAGE TOTAL SHAREHOLDERS’ EQUITY) (¥ million) 990,089 (%) 20 1,000,000 889,270 16.9 • FY2023.3 • FY2022.3 • FY2022.3 800,000 732,347 740,903 14.7 15.5 14.6 (NEW SEGMENT CLASSIFICATION) (NEW SEGMENT CLASSIFICATION) (PREVIOUS SEGMENT CLASSIFICATION) 678,312 723,989 15 13.2 13.3 13.1 Elimination of internal transactions Elimination of internal transactions Elimination of internal transactions 600,000 507,679 565,486 575,504 620,061 9.7 11.2 and corporate ¥60,748 million and corporate ¥52,504 million and corporate ¥64,045 million 10 Net sales (after eliminations) Net sales (after eliminations) Net sales (after eliminations) 400,000 10.2 ¥990,089 million ¥889,270 million ¥889,270 million 200,000 5 0 0 (FY) 14 15 16 17 18 19 20 21 22 23 (FY) 14 15 16 17 18 19 20 21 22 23 OPERATING PROFIT ROA (RECURRING PROFIT / AVERAGE TOTAL ASSETS) Entertainment Unit (Digital Business) Entertainment Unit (Digital Business) Entertainment Unit (Digital Business) (¥ million) (%) ¥385,681 million 36.7% ¥378,173 million 40.2% ¥378,173 million 39.7% 150,000 20 Entertainment Unit (Toys and Hobby Business) Entertainment Unit (Toys and Hobby Business) Entertainment Unit (Toys and Hobby Business)
ment Unit (Digital Business) Entertainment Unit (Digital Business) (¥ million) (%) ¥385,681 million 36.7% ¥378,173 million 40.2% ¥378,173 million 39.7% 150,000 20 Entertainment Unit (Toys and Hobby Business) Entertainment Unit (Toys and Hobby Business) Entertainment Unit (Toys and Hobby Business) 125,496 16.7 ¥447,491 million 42.6% ¥373,625 million 39.7% ¥373,625 million 39.2% 120,000 116,472 15 14.0 13.5 14.7 15.1 13.0 14.3 IP Production Unit ¥81,748 million 7.8% IP Production Unit ¥79,964 million 8.5% IP Production Unit (Visual and Music Business) 90,000 84,045 84,654 12.2 11.4 12.9 ¥53,941 million 5.7% 75,024 78,775 IP Production Unit (Creation Business) 63,239 10 ¥37,564 million 3.9% 60,000 44,673 56,321 49,641 Amusement Unit ¥104,602 million 10.0% Amusement Unit ¥82,344 million 8.7% Amusement Unit ¥82,344 million 8.6% 30,000 5 Other Other Other ¥31,313 million 2.9% ¥27,667 million 2.9% ¥27,667 million 2.9% 0 0 (FY) 14 15 16 17 18 19 20 21 22 23 (FY) 14 15 16 17 18 19 20 21 22 23 Note: Percentages are calculated based on sales before elimination of intersegment transactions. PROFIT ATTRIBUTABLE TO OWNERS OF PARENT OVERSEAS SALES PROPORTION SALES BY GEOGRAPHIC REGION (¥ million) (%) 30 29.7 28.5 100,000 92,752 90,345 • FY2023.3 • FY2022.3 80,000 22.4 22.3 Sales to external customers ¥990,089 million Sales to external customers ¥889,270 million 20.6 20.5 20.0 63,383 20 18.7 60,000 54,109 57,665 16.0 16.7 48,894 44,159 40,000 37,588 34,583 25,054 20,000 0 0 (FY) 14 15 16 17 18 19 20 21 22 23 (FY) 14 15 16 17 18 19 20 21 22 23 Japan ¥707,531 million 71.5% Japan ¥625,460 million 70.3% Americas ¥99,344 million 10.0% Americas ¥99,204 million 11.2%
5 20.0 63,383 20 18.7 60,000 54,109 57,665 16.0 16.7 48,894 44,159 40,000 37,588 34,583 25,054 20,000 0 0 (FY) 14 15 16 17 18 19 20 21 22 23 (FY) 14 15 16 17 18 19 20 21 22 23 Japan ¥707,531 million 71.5% Japan ¥625,460 million 70.3% Americas ¥99,344 million 10.0% Americas ¥99,204 million 11.2% Europe ¥94,458 million 9.5% Europe ¥82,544 million 9.3% Asia, excluding Japan ¥88,757 million 9.0% Asia, excluding Japan ¥82,063 million 9.2% Note: Percentages are calculated based on external sales. Figures are estimates based on management accounting.
Bandai Namco Group Outline PRODUCTS / SERVICE DATA SALES BY IPs ENTERTAINMENT UNIT (DIGITAL BUSINESS) Groupwide Sales by IPs (Worldwide) • Sales by major category (¥ billion) FY2022.3 FY2023.3 Ultraman series 16.8 19.5 Network content KAMEN RIDERseries 29.5 32.1 Home video games Gundam series 101.7 131.3 Super Sentai series 5.0 6.5 • Number of network content titles in Japan Anpanman 9.3 9.9 (As of the end of March 2023) DRAGON BALL series 127.6 144.5 Social media NARUTO 23.0 18.7 Game apps (Google Play) PRETTY CURE! series 5.8 5.6 Game apps (App Store) ONE PIECE 44.1 86.3 Bandai Namco Entertainment Inc. Note: Sales before elimination of intersegment transactions • Major home video game titles: Cumulative total number of shipments by series (including PC versions) Sales by IP for Toys and Hobby Business (Japan) · Super Robot Wars series (¥ billion) Cumulative total number of shipments, FY2022.3 FY2023.3 April 1991 to March 2023 Ultraman series 8.0 9.2 · TEKKEN series KAMEN RIDERseries 22.8 23.0 Cumulative total number of shipments, Gundam series 44.2 60.5 March 1995 to March 2023 Super Sentai series 4.4 5.6 · Tales of... series Anpanman 8.7 9.3 Cumulative total number of shipments, DRAGON BALL series 19.7 22.5 December 1995 to March 2023 PRETTY CURE! series 5.7 5.6 · NARUTO-related series Pokémon 5.9 8.8 Cumulative total number of shipments, ONE PIECE 10.0 31.9 January 2009 to March 2023 ENTERTAINMENT UNIT (TOYS AND HOBBY BUSINESS) Candy Toys BANDAI CO., LTD.
er of shipments, DRAGON BALL series 19.7 22.5 December 1995 to March 2023 PRETTY CURE! series 5.7 5.6 · NARUTO-related series Pokémon 5.9 8.8 Cumulative total number of shipments, ONE PIECE 10.0 31.9 January 2009 to March 2023 ENTERTAINMENT UNIT (TOYS AND HOBBY BUSINESS) Candy Toys BANDAI CO., LTD. · Candy toys (all lines) (¥ billion) Toys Cumulative shipment volume, FY2022.3 FY2023.3 1995 to March 2023 2,742.64 million units 185.5 194.0 · Ultraman soft figures (heroes and monsters) 174.4 159.8 Cumulative shipment volume, Confectionery / Foods · 1983 to March 2023 107.31 million units · Crayon Shin-chan Chocobi series Super Sentai series (shape-changing model robots) Cumulative shipment volume, Cumulative shipment volume, March 2005 to March 2023 258.16 million units 3 titles · 1979 to March 2023 31.21 million units · Charapaki series 26 titles Digital Monsters (Digimon portable LCD games) Cumulative shipment volume, 26 titles Cumulative shipment volume, October 2017 to March 2023 122.62 million units · June 1997 to March 2023 14.41 million units · Tabemasu (Japanese-style confection) series KAMEN RIDER transformation belt (HEISEI/REIWA RIDER) Cumulative shipment volume, Cumulative shipment volume, April 2015 to March 2023 15.29 million units February 2000 to March 2023 15.76 million units · First-generation Tamagotchi (including overseas) Apparel Cumulative shipment volume, 40.00 million units 20.24 million units · November 1996 to March 1999 · Transformation suits Tamagotch
Bandai Namco’s FY 2022 performance underscores a robust growth trajectory, with consolidated net sales reaching ¥889.3 billion, a notable increase from ¥740.9 billion the previous year, and a return on equity of 16.9 %. The Digital Business and Toys & Hobby divisions each accounted for roughly 42 % of total revenue, illustrating a balanced contribution across the Group’s core segments. Environmental stewardship formed a central pillar of the year’s agenda. The Group consumed 111 million kWh of electricity and 134 kWh of water while generating 1.37 million kg of non‑industrial waste. It has committed to a 35 % reduction in site‑related CO₂ emissions by FY 2030 and a 50 % cut by FY 2050, aligning with a broader net‑zero objective. The workforce comprised 8,454 employees, reflecting the scale of operations required to sustain both commercial and sustainability initiatives. Strategically, Bandai Namco deepened its mature‑fan‑base approach through flagship projects such as the Gunpla‑Recycling Project, the installation of life‑size Gundam statues at Fukuoka’s Gundam Park, and a Freedom Gundam exhibition in Shanghai, coinciding with the 40th anniversary of Mobile Suit Gundam. The creation of BANDAI NAMCO Network Services Inc. and BANDAI NAMCO Amusement Lab Inc., the adoption of a Group Sustainability Policy, and receipt of the Japan Commissioner of Achievement Awards further signal an integrated focus on innovation, community engagement, and corporate responsibility. Overall, FY 2022 reflects a period of financial expansion, heightened environmental accountability, and strategic brand reinforcement for the Bandai Namco Group, positioning it for continued influence within the global entertainment and hobby sectors.
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 2020 performance reflects a modest contraction in consolidated net sales to ¥723.99 billion, down from ¥732.35 billion the previous year, while maintaining a diversified revenue base across its three core segments. Network Entertainment contributed the largest share at 42.3 % of sales, followed by Toys & Hobby at 32.7 % and Real Entertainment at 11.8 %. The Japanese market continued to dominate external revenue, accounting for roughly 80 % of the group’s total, underscoring the company’s reliance on its domestic fan base. Flagship intellectual properties remained pivotal drivers, with Dragon Ball alone generating ¥134.9 billion, and other titles such as Dark Souls III, DRAGON BALL Z DOKKAN BATTLE, and Gundam models achieving significant milestones in unit sales and downloads. Corporate social responsibility initiatives centered on ethical‑content training and rigorous supply‑chain oversight, featuring mandatory briefings for new employees and suppliers and a dedicated ethics secretariat that conducts comprehensive audits across the network. This focus on governance complements the firm’s long‑term strategic narrative, which traces its origins to the 1970s‑80s development of iconic IPs—including Mazinger Z, Pac‑Man, and Gundam—and the subsequent establishment of dedicated publishing, toy‑manufacturing, and video‑game divisions. Both Bandai and Namco secured public listings on the Tokyo Stock Exchange in the late 1980s and early 1990s, cementing their corporate stature. From 2016 through 2020, the group accelerated global expansion through joint ventures, regional headquarters in Asia, China, and Europe, and new subsidiaries such as BANDAI NAMCO Technica and BANDAI NAMCO Collectibles. These moves supported product achievements—over 10 million units of Dark Souls III sold, more than 100 million downloads of DRAGON BALL Z DOKKAN BATTLE, and Gundam model shipments exceeding 500 million—while also launching virtual‑reality offerings, signaling a continued push into emerging entertainment technologies.
The 2019 Fact Book presents a comprehensive overview of Bandai Namco Holdings’ financial health, strategic evolution, and market positioning, emphasizing the company’s transformation into an integrated entertainment conglomerate anchored by iconic intellectual property. Consolidated net sales reached ¥732.3 billion in fiscal 2019, an 8 percent increase over the previous year, while operating profit stood at ¥340 billion and return on equity hovered between 13 and 14 percent. Despite robust growth, the revenue mix remains heavily weighted toward the domestic market, with Japan accounting for roughly 81 percent of total sales and overseas operations contributing a modest share. The narrative traces the group’s origins from Bandai’s post‑war toy manufacturing and Namco’s amusement‑ride and arcade ventures to their convergence in the 1990s, when both firms diversified into video games, publishing, and media. Landmark products such as Astro Boy, Gundam model kits, Pac‑Man, and Tekken established a foundation of enduring franchises. The 2005‑2007 merger created Bandai Namco Holdings, enabling coordinated acquisition of partners like TOEI and Sanrio, expansion of overseas subsidiaries, and the launch of cross‑media projects that leveraged the combined IP portfolio. From the mid‑2010s onward, the group intensified IP‑driven growth through mobile and digital platforms, exemplified by titles such as *Idolmaster*—which achieved four million downloads within a week—and *Dragon Ball Xenoverse*. Cumulative sales milestones, including over 300 million Gundam model kits and tens of millions of units for Tamagotchi and Tales series, underscore the sustained commercial appeal of its core franchises. Collectively, these data points illustrate a strategic emphasis on leveraging legacy brands across multiple entertainment channels to sustain profitability and expand global reach while maintaining a dominant domestic presence.