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I N T E G R AT E D R E P O R T 2 0 1 8 develops entertainment-related toys, network content, home video games, amusement machines, amusement facilities, and visual and music content. Under the Mid-term Plan, which was launched in April 2018, the Group aims to achieve “CHANGE” to progress to the next stage, with a Mid-term Vision of CHANGE for the NEXT: Empower, Gain Momentum, and Accelerate Evolution. “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, video game software, arcade game machines, visual and music products, and amusement facilities. We aim to be a “Globally Recognized Entertainment Group” by establishing a strong operational foundation in the domestic market, while aggressively developing operations in overseas markets to secure future growth.
KLab Inc. reported a first‑quarter operating loss of ¥281 million, down from a ¥505 million loss in the same period of FY2021. Revenue fell 35.7 % to ¥4.11 billion, driven by a decline in game‑business sales; the company recorded a ¥1.54 billion impairment loss on software, eliminating the prior year’s extraordinary loss and reducing net loss to ¥177 million. Comprehensive income for the quarter was a ¥224 million loss, reflecting foreign‑exchange gains and valuation adjustments on available‑for‑sale securities. Total assets stood at ¥18.72 billion, with shareholders’ equity of ¥12.63 billion and an equity ratio of 67.4 %. No dividends were declared for FY2022, and the company withheld a forecast of annual operating performance due to forecasting difficulty. The financial statements are prepared under Japanese GAAP and include a detailed segment analysis. The game business remains the sole reported segment, with revenue from paid customers at ¥3.44 billion and contract‑based revenue at ¥1.57 billion, yielding a gross profit of ¥608 million. The company applied the Accounting Standard for Revenue Recognition from the beginning of FY2022, shifting revenue recognition to a period‑of‑use basis for in‑game currency and a one‑time method for license grants, which increased revenue by ¥9 million and improved operating loss by the same amount. The change had no impact on retained earnings or prior‑year figures. The quarterly report covers Japan only, covering January to March 2022, and is based on consolidated financial statements with no restatements or significant accounting changes beyond the revenue‑recognition policy shift.