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Game Publishing
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Report
92 pages
Integrated Report 2017
BANDAI NAMCO operates as a diversified entertainment conglomerate spanning toys, network content, home video games, arcade games, amusement facilities, and visual and music content.
The company’s core business strategy is centered on the development and global distribution of entertainment products and services.
Game Publishing
Market Analysis
Global
+2
Bandai Namco
Report
100 pages
Integrated Report 2018
The Group launched a new Mid-term Plan in April 2018 focused on the strategic initiative titled 'CHANGE for the NEXT'.
The organization's core business segments include home video games, amusement machines, and amusement facilities.
The company's operational portfolio extends beyond gaming to include entertainment-related toys, network content, and visual and music content.
Global
Game Publishing
Mergers & Acquisitions
+3
Bandai Namco
Report
125 pages
Integrated Report 2020
Bandai Namco Group operates as a diversified entertainment conglomerate spanning toys, network content, home video games, amusement machines, amusement facilities, and visual and music content.
The company’s core business model integrates multiple entertainment sectors to deliver products and services under the corporate philosophy of 'Dreams, Fun and Inspiration'.
Game Publishing
Game Development
Investment
+1
Bandai Namco
Report
32 pages
Bandai Namco Group Fact Book 2020
Bandai Namco Group operates across five diversified business segments: Toys and Hobby, Network Entertainment, Real Entertainment, Visual and Music Production, and IP Creation.
The Network Entertainment Unit serves as a primary revenue driver, encompassing the company's global home video game and mobile app publishing operations.
The Toys and Hobby Unit maintains a broad market presence across multiple physical categories, including plastic models, figures, capsule toys, card products, and candy toys.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2021
Bandai Namco operates through a diversified structure encompassing four primary segments: the Entertainment Unit (Digital and Toys/Hobby), the IP Production Unit (Visual, Music, and Creation), and the Amusement Unit.
The Digital Business segment is a core pillar of the Entertainment Unit, focusing on the development and distribution of game applications and home video game software.
The company tracks its competitive positioning by analyzing its standing among top publishers within the global mobile application market.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2022
The Bandai Namco Group operates through three primary pillars: the Entertainment Unit, which covers Digital Business and Toys and Hobby, and the IP Production Unit, which manages Visual and Music business.
The Digital Business segment serves as a core driver for the Entertainment Unit, focusing on the development and distribution of interactive gaming content.
The Toys and Hobby Business segment maintains a diverse portfolio including plastic models, figures, capsule toys, and card products.
Market Analysis
Game Publishing
Japan
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2023
Bandai Namco operates across four primary business segments: Entertainment (Digital and Toys/Hobby), IP Production, and Amusement.
The Entertainment Unit's Digital Business segment focuses on both the mobile game app market and the home video game console market.
The Toys and Hobby Business segment encompasses a diverse portfolio including plastic models, figures, capsule toys, candy toys, and children’s lifestyle sundries.
Market Analysis
Game Publishing
Mobile
+3
Bandai Namco
Report
8 pages
PEGI: European Game Information
The PEGI rating system is the standardized age-classification mechanism for video games across more than 30 European countries.
Age suitability is communicated through a traffic-light color scheme: green for ages 3 and 7, amber for intermediate levels, and red for 18+ restricted titles.
The system utilizes specific content descriptors alongside age ratings to provide transparency regarding the elements that influence a game's suitability.
Game Publishing
Player Demographics
Marketing
+1
AEVI
Report
5 pages
Nexon Releases Earnings for Fourth Quarter and Full-Year 2025
Nexon achieved record full-year 2025 revenue of ¥475.1 billion, a 6% year-over-year increase, with operating income holding steady at ¥124.0 billion.
The new title ARC Raiders was a major growth driver, selling over 14 million units within 15 weeks and reaching a peak of 960,000 concurrent users.
The 22-year-old MapleStory franchise reached record annual revenue with 43% year-over-year growth, helping to offset a 21% decline in the Dungeon&Fighter franchise.
Market Analysis
Monetization
Game Publishing
+3
NEXON Co.
Feb 2026
Report
7 pages
Vietnam's Mobile Dev Opportunity
Vietnam has emerged as a major global mobile development hub with over 35,000 game programmers and more than 300 active local publishers.
In 2024, five Vietnamese studios ranked among the world’s top 25 publishers, generating 2.4 billion downloads and $133 million in revenue.
Since 2020, the sector has experienced significant growth, marked by a 67% increase in downloads and an 82% rise in earnings.
Market Analysis
Game Development
Game Publishing
+2
Naavik
Feb 2026
Presentation
53 pages
Q3 for the Fiscal Year Ending March 2026 Results Presentation
Sega Sammy projects a 13.0 billion yen net loss for the fiscal year ending March 2026, driven by 46.3 billion yen in impairment losses from the acquisitions of Rovio and Stakelogic.
The Pachislot and Pachinko division is the company's primary financial driver, significantly exceeding expectations through high-volume sales of titles like Smart Pachislot Tokyo Revengers.
Management has shifted from aggressive M&A to a consolidation strategy, marked by the suspension of large-scale acquisitions and the initiation of a 20.0 billion yen share buyback program.
Market Analysis
Game Publishing
Japan
Sega Sammy Holdings
Feb 2026
Presentation
20 pages
Results Briefing Materials: Fiscal Year Ending March 2026, Third Quarter
Marvelous Inc. reported a 40.5% year-on-year increase in net sales to 29,121 million yen and a 28.6% rise in ordinary profit to 2,129 million yen for the first nine months of the fiscal year ending March 2026.
The Digital Contents segment saw a 69.2% revenue surge driven by the releases of 'Rune Factory: Guardians of Azuma', 'STORY OF SEASONS: Grand Bazaar', and 'DAEMON X MACHINA TITANIC SCION', which helped offset initial high development costs.
The Amusement business grew revenue by 25.1%, fueled by the sustained popularity of 'Pokémon FRIENDA' and the international expansion of 'Pokémon MEZASTAR'.
Market Analysis
Game Publishing
Japan
Marvelous
Jan 2026
Presentation
21 pages
Results Briefing Materials: Fiscal Year Ending March 2026, First Half (Semi-annual Period)
Marvelous Inc. reported a 157.5% year-on-year revenue increase to 20,281 million yen for the first half of FY2026, though operating profit dropped 61.8% to 226 million yen due to high development costs.
The Digital Contents segment saw sales nearly double to 12,414 million yen, driven by 'Rune Factory: Guardians of Azuma' and 'Story of Seasons: Grand Bazaar' each surpassing 500,000 units sold.
The Amusement business remains the company's primary profit driver, achieving a 36.3% revenue increase and 41.2% profit growth, largely due to the success of 'Pokémon Frienda' and 'Pokémon Mezastar'.
Market Analysis
Game Publishing
Japan
Marvelous
Oct 2025
Report
2 pages
Square Enix Special Feature: Erdrick Trilogy Reimagined
The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Market Analysis
Global
Console
+3
Square Enix
Sept 2025
Report
104 pages
Annual Report 2025
Games Workshop achieved record financial results for 2024/25 with £617.5 million in revenue and £262.8 million in profit before taxation, leading to its promotion to the FTSE 100.
Licensing operating profit nearly doubled to £49.5 million, largely driven by the commercial success of the Space Marine 2 video game.
Core sales grew by 14.2%, fueled by strong performance in the trade channel and North American markets.
Game Publishing
Investment
UK
+1
Games Workshop Group
Aug 2025
Report
18 pages
The State of PC Game Distribution
Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
Market Analysis
Game Publishing
PC
+2
Rokky
Jun 2025
Presentation
19 pages
People Can Fly Q4 2024 Financial Results Presentation
People Can Fly is exiting the virtual reality market following the release of Project Bison in late 2025, citing the cessation of platform subsidies as the primary driver.
The company reported a net loss of PLN 175.3 million for fiscal year 2024, driven by significant one-off write-offs for Projects Red and Bifrost and the impairment of its Incuvo subsidiary.
Annual revenue grew to PLN 190.4 million in 2024, up from PLN 150.1 million in 2023, bolstered by work-for-hire contributions from Project Maverick and Project Echo.
Market Analysis
Investment
Game Publishing
+1
PCF Group
Apr 2025
Report
10 pages
Take Rates in China: Will Quality Development Beat Out Traditional Distribution?
Major Chinese developers like miHoYo, Lilith Games, and NetEase are bypassing traditional Android app stores to achieve gross profit margins exceeding 95%, compared to the 50% margin typical of standard distribution.
The Chinese mobile gaming market is dominated by a 50% take rate imposed by smartphone manufacturers and tech firms organized under the Mobile Hardcore Alliance and the Global Developer Service Alliance.
High-profile titles are successfully leveraging direct-to-consumer models and community platforms like TapTap and Bilibili to circumvent traditional distribution fees.
Market Analysis
Game Publishing
Monetization
+2
Niko
Jan 2025
Report
17 pages
Taxation in the Video Game Sector: Spain
Resident video game companies in Spain are subject to a 25% corporate income tax rate, while qualifying start-ups can access a reduced 15% rate for four tax periods.
The Canary Islands offer a highly competitive 4% corporate tax rate and exemptions on property-transfer and IGIC taxes for companies meeting specific investment and employment criteria.
R&D and technological innovation expenses qualify for a 12% tax credit, capped at 25–50% of total tax liability, alongside a patent-box regime that reduces the taxable base for advanced software.
Investment
Game Publishing
Europe
AEVI
Jan 2025
Report
13 pages
Interview with Kim Yoo, License Manager at Bandai Namco Korea
The Japanese character market has shifted from a niche segment to a mainstream industry driven by high-spending female consumers in their 20s and 30s.
Market demand is moving away from traditional collectible figures toward lifestyle goods, customizable plush toys, and content optimized for social media sharing.
Strategic success requires a dual-track model that balances mass-market accessibility with premium, limited-edition product offerings.
Market Analysis
Player Demographics
Game Publishing
KOCCA – Korea Creative Content Agency
Jan 2025
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