2013년 8월 제1호 2013년 8월 16일
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Business Divisional Strategies and Projections
Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2015 Capcom Public Relations & Investor Relations Section 0 Capcom Public Relations & Investor Relations Section 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical facts are based on assumptions that use information currently available and reasonable judgments. Actual performance may be significantly different from these statements for a number of reasons. In the entertainment industry, which includes Capcom, performance may be highly volatile because of diversifying user needs and other changes in market conditions. Items that can affect Capcom’s performance include: (1) the number of hit titles and sales volume in the Home Video Game Business, which accounts for the majority of sales; (2) progress in developing home video games; (3) the popularity of home video game consoles; (4) sales outside Japan; (5) changes in stock prices and exchange rates; (6) alliances with other companies concerning product development, sales and other operations; and (7) changes in market conditions. Please note that this is not a complete list of factors that can influence Capcom’s operating results. Capcom Public Relations & Investor Relations Section 1 < Contents > 1.Our Mid-Term Goals ・・・ P3 2.Strategies for Growth ・・・ P5 3. Forecasts for FY 2014 ・・・ P8 4. Business Segments Highlights ・・・P10 5. Additional Information(1) ・・・P26 About Capcom 6. Additional Information(2) ・・・P30 Summary of -
Breath of Fire 3 PSP Free Download
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ANNUAL REPORT 2014 2 Capcom’S Value Creation Activities
Year Ended March 31, 2014 ANNUAL REPORT United by passion. Ready for success. 2014 Code Number: 9697 Corporate Philosophy “Capcom: Creator of Entertainment Culture that Stimulates Your Senses” Our principle is to be a creator of entertainment culture. Through development of highly creative software contents that excite people and stimulate their senses, we have been aiming to offer an entirely new level of game entertainment. Since Capcom’s establishment in 1983, we have developed numerous products with world-class development capabilities as our strength. Game content, an artistic media product that fascinates people, consisting of highly creative, multi-faceted elements such as characters, storyline, worldview and music, makes use of a variety of media that permeates our daily lives. Going forward, Capcom aims to become a unique company recognized around the world for content brimming with originality. Creation Activities Capcom’s Value Capcom’s 3 Value Creation Activities Highlights 9 11-Year Summary of Consolidated Business Performance Indicators 11 Key Performance Indicators (KPI) and Commentary 13 Business Segments Highlights Shareholders To Our 17 To Our Shareholders (From CEO & COO) 19 CEO’s Discussion of Performance Summary and Progress Towards Medium-Term Business Goals Add-on DLC Our Strategy for Growth Add-on DLC (Sales) Add-on DLC Add-on DLC Digital Add-on DLC Download Make effective Add-on DLC Contents use of DLC 27 Digital “Package software and DLC” business model Our Strategy for Growth Download Contents Capture users -
INTEGRATED REPORT 2018 Code Number: 9697
CAPCOM CO., LTD. INTEGRATED REPORT © CAPCOM U.S.A., INC. 2016, 2018 ALL RIGHTS RESERVED. Photo by: Carlton Beener 2018 CAPCOM INTEGRATED REPORT 2018 Code Number: 9697 Code Number: 9697 CAPCOM INTEGRATED REPORT Capcom’s Value Creation: Past, Present, Future 05 Value Creation Model 2018 07 History of Value Creation Past 09 Major Intellectual Properties (IP) Present ESG-Based Value Creation 11 Financial and ESG Highlights Present 49 The Head of Development Discusses 15 Business Segments Highlights Present Human Resources Strategy 17 Medium- to Long-Term Vision Future 53 Social 58 Environmental 59 Corporate Governance Medium- to Long-Term Growth Strategy 59 Directors 19 CEO Commitment 62 Features of Capcom Corporate Governance 29 The COO’s Discussion of Growth Strategies 63 Corporate Governance Structure and Initiatives 35 Case Study: Analysis of a Global Hit 69 Major Discussions at Board of Directors 37 Analysis of Successful PDCA Examples Meetings and Audit and Supervisory 39 Financial Strategy According to the CFO Committee Meetings Held in Fiscal 2017 71 Risk Management The Heart of Value Creation Financial Analysis and Corporate Data 41 The Passion and the Prowess to Compete Globally 73 An Analysis of the Market and Capcom 43 Resident Evil 2 75 Market Analysis 45 Devil May Cry 5 77 11-Year Summary of Consolidated 47 Mega Man 11 Financial Indicators 79 Financial Review 83 Segment Information 89 Consolidated Financial Statement 94 Stock Data 95 Corporate Data Editorial Policy Capcom’s Integrated Report conveys initiatives aimed at improving corporate value over the medium- to long-term to shareholders, investors and all other stakeholders. -
Explanation Summary of Financial Results Briefing for the Fiscal Year Ended March 31, 2014 by Haruhiro Tsujimoto, President and Chief Operating Officer (May 9, 2014)
Explanation Summary of Financial Results Briefing for the Fiscal Year ended March 31, 2014 by Haruhiro Tsujimoto, President and Chief Operating Officer (May 9, 2014) My presentation today is about our business strategies and plans for the fiscal year ending in March 2015. page 6. 2-1. Market Overview 2-1. Market Overview The PC online and mobile markets are growing on a global scale Growth is expected to continue ■ Total of Home Video Games, PC Online and Mobile Contents Market (US$ 100 Million) Climb to over $85 bn. market 843 858 859 814 759 672 614 529 (CY) E: Estimate *Source : Data prepared from International Development Group Capcom Public Relations & Investor Relations Section 6 The key point concerning our growth strategy is updates in the consumer game, PC online game and mobile game markets. As you know, the operating environment in the game business is constantly evolving. In 2013, two next-generation consoles were introduced, the PlayStation® 4 and Xbox One®. In the mobile content category, the app market expanded along with growth in the use of smartphones and tablets worldwide. I view this as an extremely favorable environment for the creation of new game content. Market surveys confirm this positive outlook. The game software market is expected to continue growing with global sales rising from $67.2 billion in 2013 to $85.9 billion in 2018. 1 The dark and light blue lines on this graph show sales in the home video game software market. As this business model changes, sales of package software are declining while sales of digital download contents for game consoles are increasing. -
Download Game Breath of Fire 3 Iso
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Capcom to Release 14 New Online Games!
August 2, 2013 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo Stock Exchange) Capcom to Release 14 New Online Games! - Strategic titles for smartphones, PC and other platforms to target opportunities in the growing market for online content - Capcom Co., Ltd. (Capcom) is pleased to announce that the company has decided to start selling or distributing 14 new online games for mainly Japanese and Asian markets. Worldwide sales of game software were 61.4 billion US dollars in 2012 and are expected to increase to 86.6 billion US dollars in 2017. The online market, which includes PC online games, mobile content and other categories, is accounting for the majority of this growth. As a result, online content is a key element of Capcom’s strategy for growth. The 14 new titles include PlayStation®3 and Wii U™ versions of “Monster Hunter Frontier G”, which has already achieved great success as a PC online game. The company will continue to extend the appeal of its renowned intellectual properties with titles such as “Street Fighter X All Capcom” and other app games for smartphones. In addition, Capcom will be releasing new PC online games like “Breath of Fire 6”, online games such as “deep down” for next-generation home game consoles, a version of “Monster Hunter Frontier G” using traditional (not simplified) Chinese characters, and further content. By strategically launching titles for specific platforms and the needs of consumers in individual regions, Capcom plans to heighten its presence and profitability in each market category. -
ANNUAL REPORT 2014 “Monster Hunter 4” “Dead Rising 3” “Resident Evil Revelations” “Duck Tales” © 1989, 2013 Disney Distributed by CAPCOM U.S.A., INC
Katsuhiko Ichii Kazuhiko Abe Overview of Capcom’s Business Director and Director and and Outlook for the Future Executive Corporate Officer Executive Corporate Officer in charge of in charge of Consumer Games Business Overseas Business Digital Contents This business engages in the development and sales of consumer games (package software and digital download contents (DLC)) and the development and management of mobile content and PC online games. Original content created for consumer games is developed for a variety of platforms and distributed globally. Net Sales Operating Margin (Millions of yen) (%) 74,297 21.5 65,824 18.7 59,809 63,636 11.1 6.8 2011 2012 2013 2014 2011 2012 2013 2014 (YEARS ENDED MARCH 31) (YEARS ENDED MARCH 31) SWOT Analysis S: Strength W: Weakness O: Opportunities T: Threats World-class development and Dependence on specific genres technological capabilities Lack of development staff Own a number of original Lack of native app game hit titles popular titles and management expertise PC online game management expertise S W Arrival of next generation O T Consumer game presence consumer game consoles diminished by diversity of play Expand digital download business Falling average sales price of Expanding PC online game genres package games and areas of adoption Low barriers for entry into Increased users from global expansion mobile contents, large number of smartphone adoption of competitor firms Market Trends and the establishment of the online premium model, the DLC market, involving the download of full games and additional contents, is Consumer (Package and DLC) clearly growing, increasing to 7.4 billion dollars (up 4.2% from the DLC Expands Despite 7.1% Consumer Market Decline previous year).