Updated Mar 21, 2026 by CyberAgent
Report
Published by CyberAgent
The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and uncertainties. 1. Summary (October - December 2025) 4. Internet Advertisement Business 6.
[Forward-looking statement] The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and uncertainties.
1. Summary (October - December 2025) 2. Forecast 3. Media & IP Business 4. Internet Advertisement Business 5. Game Business 6. Medium to Long-Term Strategy 7. References
FY2026 Both sales and profitability increased, IncreaseSales 232.3 billion yen up 14.0<sub>% YoY</sub> Q1 driven by Media & IP and Game business. 23.3 2.8<sub>x YoY</sub> FY2026 is off to a good start. IncreaseOP billion yen Growth is built across multiple revenue Increase Sales 62.6 billion yen up 12.5<sub>% YoY</sub> Media & IP streams. Achieving significant profit growth while maintaining robust content<sub>Increase</sub> OP 4.9 billion yen 3.5<sub>xYoY</sub> investment. Ad Sales decreased slightly due to the Decrease Sales 114.6billion yen down 2.7<sub>% YoY</sub> loss of a large client. The recent trend 4.3 27.2<sub>% YoY</sub> is gradually improving. DecreaseOP billion yendown Revenue growth contributed to a profit Increase Sales 64.7 billion yen up 69.2<sub>% YoY</sub> Game surge, supported by solid performance from existing titles and global Increase OP 17.6 billion yen 5.3<sub>x YoY</sub> expansion.
[Consolidated Sales] 242.0 232.3 YoY 214.7 217.3 +14.0% Consolidated sales hit a record 192.1 190.9 195.4 192.6 203.7 203.8 210.7 high for Q1 163.4 179.5170.9 171.9176.0167.4 171.5185.0 190.0 Q1 232.3 billion yen (up 14.0% YoY) 130.9 Billion Yen 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q
> **[Chart page]** This page contains visual data — view in PDF for the best experience. [Consolidated OP] 44.4 26.7 25.8 25.3 OP also hit a record high for Q1 22.9 23.3 YoY 2.8x 20.7 20.8 Q1 23.3 billion yen (2.8x YoY) 19.6 18.2 19.6 12.7 9.8 8.2 8.3 7.0 4.9 5.8 5.2 Billion Yen 0.9 -1.7 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q
> **[Chart page]** This page contains visual data — view in PDF for the best experience. [SG&A Expenses] 57.8 3.6 51.5 50.0 2.5 Q1 51.5 billion yen (up 12.9% YoY) 40.7 40.7 43.5 40.1 44.8 43.7 44.4 40.4 45.6 44.9 43.8 14.5 14.9 37.1 37.3 38.1 10.7 11.2 11.2 11.6 12.5 12.2 12.6 1.0 1.4 34.6 9.3 9.6 10.2 10.2 11.1 1.4 2.8 1.3 30.6 30.8 9.4 7.7 8.5 2.2 2.8 1.7 1.2 2.6 1.1 0.8 2.8 28.9 8.1 2.0 2.2 2.5 2.5 2.5 2.5 2.7 2.7 0.9 15.5 1.7 1.8 2.4 2.4 2.6 1.2 2.7 7.7 8.0 8.4 1.6 1.6 2.3 2.4 2.5 2.6 12.3 1.4 1.3 1.5 2.2 2.2 11.5 10.5 11.5 10.5 12.5 13.1 11.0 13.0 11.6 13.6 11.8 13.8 12.2 2.2 2.2 11.1 2.2 10.7 9.0 Special incentives 7.3 9.4 8.6 178.8 Other *1 167.8 2.5 20.2 20.1 Research and development expenses 0.0 13.8 14.7 15.1 15.8 16.0 13.6 15.4 17.1 16.3 13.8 18.0 17.3 15.2 15.2 Office costs 10.1 150.0 10.0 11.5 13.4 45.3 9.5 Personnel 0.0 40.8 Advertisement costs*2 Billion Yen 127.6 1Q 33.9 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 1.4 5.6 FY2021 9.9 FY2022 FY2023 FY2024 FY2025 FY2026
The financial performance for the first quarter of fiscal year 2023 reflects a period of stabilization and strategic reinvestment across key business segments. The game business experienced a typical seasonal slowdown following the fourth-quarter peak, yet maintained a solid foundation through the sustained success of Heaven Burns Red. This title has established a stable user base, and its high level of visual expressiveness and multifaceted marketing approach now serve as the internal benchmark for future development and operational strategies. Management anticipates a recovery in momentum toward the end of the calendar year, driven by planned anniversary events and new content releases. The metaverse business has reached a significant financial milestone by achieving breakeven status. Current efforts are focused on expanding the user base for the REALITY platform, with profits being systematically reinvested into promotional activities to secure long-term growth. In contrast, the outlook for the investment and incubation business remains cautious due to volatile market conditions. While some distributions from investment exits are expected, there is a recognized risk of quarterly losses if these distributions fail to offset operational costs, leading to a conservative earnings forecast for this segment in the near term. Projected operating income for the internet and entertainment business in the second quarter is estimated to fall between 1.0 billion and 1.5 billion yen. This guidance accounts for the ongoing transition of the game portfolio and the deliberate reinvestment strategy within the metaverse sector. Overall, the strategy emphasizes leveraging the technical and operational know-how gained from recent hits to ensure the scalability of upcoming titles while maintaining a disciplined approach to emerging business segments and venture investments.
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.
The briefing presents FY2019 Q1 financial results for a Japanese game and entertainment company, highlighting net sales of 18.2 billion yen, operating income of 1.6 billion yen, and EBITDA of 1.9 billion yen—slightly below the previous quarter but meeting internal forecasts. Net income benefited from a 1 billion yen gain on investment securities, offsetting prior goodwill impairment losses. Operating costs improved markedly through advertising efficiency, though fixed expenses rose due to strategic investments in future growth and an acquisition of ORATTA. Strategic initiatives focus on expanding overseas mobile game distribution, launching new titles such as Wild Arms: Million Memories and DanMachi in South Korea, Taiwan, Hong Kong, and planned releases in Macau. The company is also developing multi‑platform messenger games (Fishing Star QUICK, Driland) and a live‑streaming platform for VTubers called REALITY, which enables gifting and single‑smartphone VTuber creation. Partnerships with King Records, Idea Factory, and others support music and event projects for VTubers. The Q2 earnings forecast projects net sales of 17–18 billion yen and operating income of 1–1.5 billion yen, reflecting anticipated fluctuations from new overseas distribution and the performance of titles like Another Eden. Methodologically, the company bases forecasts on recent business trends and incorporates a range to account for volatility inherent in game sales. The briefing covers domestic and international markets, mobile and console segments, live entertainment, and media advertising, underscoring a diversified growth strategy across multiple platforms.
GREE, Inc. reported first‑quarter financial results for the fiscal year ending June 30 2011, showing a 13 % rise in net sales to ¥12.41 billion versus the prior quarter and an 18 % increase in operating profit to ¥6.22 billion. Net income climbed 19 % to ¥3.70 billion, driven by higher paid‑service and advertisement revenues linked to new first‑party titles such as “Pirate Kingdom Columbus” and the launch of a monthly fee plan for “Hacöniwa.” The company’s user base reached 22.46 million members by September 2010, with 46 % aged over 30, and mobile traffic accounted for a growing share of page views. Operating expenses rose modestly; cost of sales increased by 25 % mainly due to higher rental charges, while advertising spend grew 22 %. Labor costs and SG&A expenses also rose, reflecting continued investment in development and marketing. Cash flow from operations turned negative for the quarter, offset by a significant inflow of ¥8.78 billion from investment activities and a reduction in financing cash outflows. GREE expanded its platform by opening the “GREE Platform” to third‑party developers, partnering with hosting and customer‑support firms, and launching a mobile service on smartphones. Geographic outreach plans include opening offices in Asia and North America and partnering with Project Goth, Inc. to tap emerging‑market mobile SNSs. The company maintained a robust safety framework through its GREE Patrol system and age‑restriction policies, reinforcing user protection amid rapid growth.