Capcom achieved strong growth in the first half of fiscal year 2024, with net sales rising 53% to ¥74.9 billion and operating income increasing 55% to ¥33.8 billion.
The Digital Contents segment was the primary driver of performance, recording a 70% surge in sales to ¥61.3 billion and achieving a high operating margin of 55.4%.
Total consumer game sales reached 22.6 million units, bolstered by the release of Street Fighter 6, which surpassed 2.47 million units sold.
Net income attributable to owners grew 57% to ¥25.3 billion, supported by both operational gains and a ¥1.8 billion foreign-exchange gain.
Arcade Operations returned to profitability with a 25% increase in sales to ¥9.2 billion.
Amusement Equipment sales rebounded by 88% to ¥2.6 billion, despite experiencing a slight decline in the most recent quarter.
The primary aim is to present Capcom’s financial and operational performance for the first half of fiscal year 2024 and to reaffirm its full‑year guidance, emphasizing the accelerating contribution of digital content to overall growth. The half‑year results show a sharp rebound, with net sales reaching ¥74.9 billion, a 53 % year‑on‑year increase, and operating income climbing to ¥33.8 billion, up 55 % and delivering an operating margin of 45.2 %. Net income attributable to owners rose 57 % to ¥25.3 billion, while ordinary income grew 57 % to ¥36.2 billion, reflecting both higher sales and a ¥1.8 billion foreign‑exchange gain.
Segment analysis reveals that Digital Contents drove the bulk of the upside, posting ¥61.3 billion in sales—a 70 % surge—and generating ¥34.5 billion in operating profit, raising its margin to 55.4 %. Arcade Operations returned to profitability with a 25 % sales increase to ¥9.2 billion, while Amusement Equipment sales rebounded 88 % to ¥2.6 billion despite a modest decline in the most recent quarter. Other businesses contributed ¥1.6 billion in operating profit, maintaining a 32 % margin.
Game‑title performance underpinned the revenue lift. Street Fighter 6 surpassed 2.47 million units, and total consumer game sales rose to 22.6 million units, up from 21.3 million the prior year. Digital sales, including licenses,