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WARSZAWA | 30 WRZENIA 2024 ROKU PEOPLE ZA 0KRES 01.01.2024 - 30.06.2024 Grupa Kapitałowa PCF Group Spółka Akcyjna WYBRANE DANE W PRZELICZENIU NA EUR PLN EUR 30.06.2024 r. 31.12.2023 r. 30.06.2024 r. 31.12.2023 r.
WARSZAWA | 30 WRZENIA 2024 ROKU PEOPLE PÓEROCZNE SPRAWOZDANIE ZARZADU Z DZIAEALNOSCI GRUPY KAPITALOWEJ PCF GROUP S.A. ORAZ SPÓEKI PCF GROUP S.A. ZA 0KRES 01.01.2024 - 30.06.2024 za okres 01.01.2024 – 30.06.2024 r. (dane w tys. zł, chyba że zaznaczono inaczej) Niniejsze półroczne sprawozdanie z działalności Grupy Kapitałowej PCF Group S.A. i spółki PCF Group S.A. za okres 01.01.2024 – 30.06.2024 r. zostało sporządzone na podstawie § 70 ust. 1 pkt 4, 6, 7 oraz § 71 ust.
WARSZAWA | 26 LISTOPADA 2024 ROKU (dane w tys. zł, chyba że zaznaczone inaczej) PEOPLE ZAKOCZONY 30 WRZENIA 2024 ROKU (dane w tys. zł, chyba że zaznaczone inaczej) Grupa Kapitałowa PCF Group Spółka Akcyjna WYBRANE DANE W PRZELICZENIU NA EUR PLN EUR 30.09.2024 r. 31.12.2023 r. 30.09.2024 r. 31.12.2023 r.
WARSZAWA | 29 MAJA 2025 ROKU (dane w tys. zł, chyba że zaznaczone inaczej) PEOPLE (dane w tys. zł, chyba że zaznaczone inaczej) Grupa Kapitałowa PCF Group Spółka Akcyjna WYBRANE DANE W PRZELICZENIU NA EUR PLN EUR 31.03.2025 r. 31.12.2024 r. 31.03.2025 r. 31.12.2024 r.
WarSzawa | 30 WRZESNIA 2025 ROKU PEOPLE PÓŁROCZNE SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI GRUPY KAPITAŁOWEJ PCF GROUP S.A. ORAZ SPÓŁKI PCF GROUP S.A. KAPITALOWEJ PCFGROUP S.A. ORAZSPÓEKI PCF GROUP S.A. ZA OKRES 01.01.2025- 30.06.2025 ZA 0KRES 01.01.2025 - 30.06.2025 za okres 01.01.2025–30.06.202 5r.(dane w tys. zł, chyba że zaznaczono inaczej) Niniejsze półroczne sprawozdanie z działalności Grupy Kapitałowej PCF Group S.A. i spółki PCF Group S.A. za okres 01.01.2025 – 30.06.2025 r.
The letter explains that 2024 was a challenging year for the video‑game industry and for PCF Group S.A., prompting decisive actions to protect financial stability. In April, the company discontinued the Dagger project after a partner withdrawal and recorded a 100 % write‑off of its costs, followed by the cancellation of Red in September. These decisions reduced consolidated earnings for the first half of 2024 and lowered fixed‑asset values by PLN 7.7 million. The board also halted work on Victoria and Bifrost in December, laying off over 120 employees; a PLN 154.964 million impairment was booked for Bifrost, while Victoria’s costs were retained due to an upcoming early‑access release.
To counter market headwinds, the board launched a strategic options review in August aimed at securing external investment or restructuring. The effort failed, leaving the group to reassess short‑ and long‑term plans. Concurrently, the company tightened its self‑publishing pipeline, focusing on work‑for‑hire (WFH) contracts. In early 2024, a short‑term agreement with Square Enix for Gemini led to a workforce reduction of 30 staff, yet the project’s revenue only covered direct costs. New WFH deals were secured with Krafton (Echo), Sony Interactive Entertainment (Delta), and Microsoft (Project Maverick), bolstering revenue streams.
The VR segment was largely exited, with Incuvo’s Bison slated as the final title. Game On, another subsidiary, saw limited improvement in 2024‑25. Overall, the letter acknowledges losses and staff cuts but stresses a commitment to rebuilding through strategic partnerships, focused development on AAA action titles, and continued investment in high‑quality games for a global audience.
The report presents the findings of a review conducted by Grant Thornton Polska on the condensed interim financial statements of PCF Group Spółka Akcyjna for the period from 1 January to 30 June 2025. The review was performed in accordance with the Polish Standard for Review Engagements 2410, equivalent to International Standard on Review Engagements, and focused on the company’s compliance with IAS 34 Interim Financial Reporting as adopted by EU regulations. The scope included examination of the balance sheet, income statement, statement of comprehensive income, changes in equity, cash‑flow statement and selected explanatory notes.
Key conclusions indicate that no material misstatement was identified and the interim statements are presented in all significant respects in accordance with IAS 34. The review involved analytical procedures and inquiries of finance and accounting personnel, but did not provide assurance equivalent to an audit. The report highlights specific disclosures in explanatory notes: a valuation test for the cash‑generating unit related to development costs of a new game, noting uncertainty in projected cash flows due to potential deviations in early‑access sales; and an assessment of deferred tax assets amounting to PLN 52,659 thousand, reflecting uncertainty in five‑year tax profit forecasts and the feasibility of the company’s strategy.
The geographic coverage is limited to PCF Group’s operations in Poland, and the time frame covers the first half of 2025. The review methodology relied on management’s internal controls and financial records, with no sampling or audit evidence beyond the scope of a review engagement.
PCF GROUP SA ( 2/2022) PCF Group Spółka Akcyjna - informacja o stanie stosowania Dobrych Praktyk 2021 Na podstawie par. 29 ust. 3 Regulaminu Giełdy Papierów Wartościowych w Warszawie S.A. PCF Group Spółka Akcyjna przekazuje informację o stanie stosowania Dobrych Spółka niniejszym informuje o rozpoczęciu stosowania zasad 4.1. oraz 4.3. DPSN 2021. POLITYKA INFORMACYJNA I KOMUNIKACJA Z INWESTORAMI 1.1.
The report announces preliminary consolidated financial results for PCF Group S.A. and its capital group for the first half of 2022, following earlier interim reports. The key figures presented are revenue from sales at PLN 90.6 million, EBITDA of PLN 29.0 million, and net profit of PLN 25.5 million. These numbers are provisional and will be reviewed by an external auditor before finalization. The definitive half‑year financial statements, covering the six months ending 30 June 2022, are scheduled for publication on 29 September 2022. The scope of the data is limited to consolidated results for the entire PCF Group, with no breakdown by geographic region or individual business segments disclosed. The methodology is not detailed beyond the indication that an audit will verify the estimates; no survey or sample size information is provided. The report serves to inform shareholders and market participants of the group’s early performance, highlighting a strong profitability profile with EBITDA and net profit margins exceeding 30 % of sales. The forthcoming official report will provide audited confirmation of these figures and any adjustments made during the review process.
The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, game software, arcade game machines, visual content, music content, and amuse- ment facilities. We aim to become a “Globally Recognized Entertainment Group” by establishing a strong operational foundation in Japan while aggressively developing operations in overseas markets to secure “Dreams, Fun and Inspiration” are the Engine of Happiness.
The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, arcade game machines, home video game software, visual software, network content, and amusement facilities. In April 2012, we started a Mid-term Plan that includes the vision of “Empower, Gain Momentum, Accelerate Evolution.” Aiming to be No. 1 with strong conviction, we are committed to being the “Leading Innovator in Global Entertainment” and recording strong growth.
FUN AND OUR MISSION “Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. As an entertainment leader across the ages, exploring new areas and heights in entertainment.
“Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide to people around the world, based on our boundless creativity and enthusiasm. The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, network content, home video games, arcade games, amusement facilities, and visual and music content.
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 ...
01 Consolidated Business Performance / 03 Sales by IPs / Toys and Hobby Unit 05 Network Entertainment Unit 06 Real Entertainment Unit / Visual and Music Production Unit / IP Creation Unit 08 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market 09 Candy Toy Market / Children’s Lifestyle (Sundries) Market / Babies’ / Children’s Clothing Market Top Publishers in the Global App Market BANDAI NAMCO Group 10 Home Video Game Market 10 Amusement Machine Market /...
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 ...
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<sub>(印刷スペースが無い場合)</sub> https://www.bandainamco.co.jp/ 4C Bandai Namco exists to share dreams, fun and inspiration with people around the world. Connecting people and societies in the enjoyment of uniquely entertaining products and services, we’re working to create a brighter future for everyone.
www.bandainamco.co.jp TABLE OF CONTENTS 1 Bandai Namco Group Outline 01 Consolidated Business Performance / Entertainment Unit (Digital Business) 04 Entertainment Unit (Toys and Hobby Business) 06 IP Production Unit (Visual and Music Business / Entertainment Unit (Digital Business) Entertainment Unit (Toys and Hobby Business) 09 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market Children’s Lifestyle (Sundries) M...
www.bandainamco.co.jp TABLE OF CONTENTS 01 Consolidated Business Performance / 03 Sales by IPs / Entertainment Unit (Digital Business) 04 Entertainment Unit (Toys and Hobby Business) 06 IP Production Unit / Amusement Unit Entertainment Unit (Digital Business) 07 Game App Market / Home Video Game Market Entertainment Unit (Toys and Hobby Business) 09 Plastic Model Market / Figure Market / Capsule Toy Market / 10 Candy Toy Market / Children’s Lifestyle (Sundries) Mar...
CEO’s Review 1 Directors’ Report 11 The MTG Share 32 Corporate Governance Report 36 Board of Directors 46 Executive Management 49 Consolidated Financial Statements 54 Parent Company Financial Statements 59 Notes to the Accounts 64 Audit Report 119 Definitions 121 Glossary 12...