BANDAI NAMCO GROUP Strategic Presentation Session
September 13, 2005
Group Corporate Philosophy
Mission Statement “Dreams, Fun and Inspiration” BANDAI NAMCO will continue to provide Dreams, Fun and Inspiration to people around the world through entertainment based on creativity and boundless enthusiasm
1 Group Corporate Philosophy
Belief Basic Ethos
“Dreams, Fun and Inspiration” More Passion, are the Key to Happiness More Innovation
The meaning of Dreams, Fun and Inspiration More perceptive
will essentially change over the time, ・Unparalleled curiosity and boundless enthusiasm but BANDAI NAMCO holds one unshakable ・Abundant creativity unrestrained by the status quo belief: that Dreams, Fun and Inspiration ・Open to people’s needs and satisfaction from giving inspiration will always hold the key to happiness
Group Corporate Philosophy
Vision To become the world’s most inspiring entertainment group
The BANDAI NAMCO Group will constantly strive to be a pioneer, aiming to deepen and widen the appeal of entertainment and winning the hearts of people worldwide who enjoy having fun. Our ultimate goal is to become the world’s most inspiring entertainment group
2 Slogan
Cross-Entertainment!!
By integrating the various entertainment businesses, Bandai Namco Group will not only make a quantum leap in evolution – it will also create value with various partners and develop new forms of entertainment
Group Symbol
Concept Fusion and Evolution
3 Reorganization Schedule
The basic reorganization will be implemented by April 2006
Reorganization schedule Details
Sep.Sep. 29,29, z Establishment of holding z Establishment of NAMCO BANDAI 20052005 company through share-for- Holdings Inc. share exchange
Dec.Dec. 1,1, z Reorganization of domestic z Portion of affiliated company share 20052005 operating companies management operations to be transferred to holding company
z Establishment of North American Jan.Jan. 1,1, z Reorganization in North holding company 20062006 America z Consolidation of North American game companies
Apr.Apr. 1,1, z Consolidation of domestic z Establishment of NAMCO BANDAI 20062006 game companies Games America Inc.
Strategic Business Unit
Operations will be consolidated into strategic business units, through which the group will be managed NAMCONAMCO BANDAIBANDAI HoldingsHoldings Inc.Inc. Strategic Business Unit Business Strategic Amusement Facility Amusement Facility Affiliated Business Affiliated Business Visual and Music Visual and Music Game Contents Game Game Contents Game Toys & Hobby Toys & Hobby Other Business Network Network
4 Business Portfolio The strengths of both companies will be combined, leading to dramatic growth in operations
Bandai BANDAI NAMCO
Toys & Visual Hobby Toys & Hobby Character Life-style Visual and Networks Music Life-style Video Game Amusement Apparel Software Network Character Fusion Technology Namco Snack Food Location Home Videogame New Software Game Contents Business Technology Amusement Spa Resort Facility Location Welfare service etc. Amusement Coin-operated Facility Game Machines Operations
Financial Projections
Billions of yen
FY06.3(Projection) FY07.3(Projection) FY08.3(Projection) Sales 475 500 550 Operating Income 44.2 50.0 55.0 ROA 11.0% 12.0% 12.5% ROE 10.0% 10.5% 11.0%
Sales Operating Income ROA 500 50 12.0% 10.0% ROE
8.0%
0 0 0% 06.3 07.3 08.3 06.3 07.3 08.3 06.3 07.3 08.3
5 Strategic Business Unit
Basic Strategy
Toys & Hobby Strategic Business Unit
BasicBasic StrategyStrategy NumericalNumerical PlanPlan Sales Operating income ¥ billion ¥ billion ① Strengthen management 250 25 systems for major characters 205.0 200 195.0 20 ② 177.5 Establish development system 17.0 17.5 from consumers’ viewpoint 15.2 150 15 ③ Streamline production logistics 100 10
④ Strengthen overseas sales 50 5 ⑤ Strengthen apparel business 0 0 (including M&A) FY2006.3 FY2007.3 FY2008.3
6 Amusement Facility Strategic Business Unit
BasicBasic StrategyStrategy NumericalNumerical PlanPlan Sales Operating income ¥ billion ¥ billion 120 12 ① Improve facility value by 100.0 10.0 utilizing characters and other 100 93.0 10 9.0 means 87.3 80 7.2 8 ② Create new facility formats 60 6 ③ Establish an earnings model in Europe and the Americas 40 4
④ Pursue low-cost operations 20 2
0 0 FY2006.3 FY2007.3 FY2008.3
Game Contents Strategic Business Unit
BasicBasic StrategyStrategy NumericalNumerical PlanPlan Sales Operating income ¥ billion ¥ billion ① Introduce development 200 40 180.0 systems and methods with an 155.0 emphasis on development 146.3 30 efficiency 150 27.0 24.0 21.5 ② Expand and strengthen multi- 100 20 use of content
③ Develop business models for 50 10 network games
④ Strengthen development and 0 0 marketing capabilities in FY2006.3 FY2007.3 FY2008.3 Europe and the Americas
7 Network Strategic Business Unit
BasicBasic StrategyStrategy NumericalNumerical PlanPlan Sales Operating income ¥ billion ¥ billion 25 4 ① Secure rich content and attract 20.0 customers 20 3 ② Expand mobile related 15.0 2.5 businesses 15 12.0 2.0 2.0 2 ③ Expand system solutions 10 business 1 5
0 0 FY2006.3 FY2007.3 FY2008.3
Visual and Music Strategic Business Unit
BasicBasic StrategyStrategy NumericalNumerical PlanPlan Sales Operating income ¥ billion ¥ billion 50 10 ① Create original contents 46.5 40 40.0 ② Maximize content value through 37.0 8 multiple use 6.3 6.4 6.5 30 6 ③ Rebuild overseas business development model 20 4
④ Expand business domain for 10 2 publishing, music, and other areas 0 0 FY2006.3 FY2007.3 FY2008.3
8 Business Synergy Effects
Game Contents
Character Merchandising
◆Global Expansion
Game Contents Synergies
“Significant increase in development efficiency” through flexible allocation of development staff and joint use of technologies
Policy ① Flexible allocation of development staff Consolidation of creators, creation of units, effective development resource allocation
Current After Mobile use Home use Home use operated operated
integration operated Mobile Coin- Other Coin- Other Operational Operational use of game use use
Field operations NAMCO AM NAMCO CX NAMCO CT
Banpresto Planning Organization Bandai Planning Planning Production ・・・ Production
Unit 1 Unit 2 Unit 3 Organized into operational fields Consolidate and reorganize into units + Policy ② Application of development environment and technologies
9 Game Contents Synergies Provide appealing content to all customer groups by drawing on the strengths of both Bandai and NAMCO
High Field C (30s) Game strengths Character appeal Technical capabilities × (Bandai) (NAMCO) Age Group Age NAMCO Field A Bandai Field A content development
(teens) Expanded customer base Low Field B Toward Field B, Field C content development
Game Balance Character emphasis emphasis
Game Contents Synergies
Strong collaboration in prize game machines (hardware) and prizes (software)
→ Expand profits in the prize related field by drawing on each company’s strengths
Currently After Integration Bandai NAMCO BANDAI NAMCO Group
Hardware New Product Development
Weakness Strength Operating Company Minor Changes to Existing Products Prize Game Higher Income Machines Convene Sweet Land Catcher 2 CLENA-FREX Draw on mutual appeal
Software Strength Weakness Large volume Certain characters New Prize Development of character centered on Prizes prizes compatible stuffed toys Minor Changes to Existing Prizes with almost (low transaction all hardware volume)
10 Game Contents Synergies (New Product) Bandai’s No.1 merchandising character: New type of NAMCO game machine for coin-operated use “Mobile suit Gundam”
New Product “Mobile Suit Gundam Senjo no Kizuna”
Business Synergy Effects
Game Contents
Character Merchandising
◆Global Expansion
11 Character Merchandising Synergies Realize wide-ranging synergies from content creation, the starting point of character merchandising, to content use and merchandising Content Creation Fields
NAMCONAMCO BandaiBandai GamesGames CharactersCharacters ContentContent creationcreation synergiessynergies
Mutual use and joint development of games and animation
Content Use Fields SynergiesSynergies fromfrom multiplemultiple useuse
Content distribution Amusement facility Manufacturing operations operations operations
Character Merchandising Synergies Deepen the character world settings of the BANDAI NAMCO Group overall through merchandising of NAMCO game characters NAMCO game world settings Progress toward Pac-Man diverse value added Animation content
Action figures The Idle Master Bandai’s character Cards merchandising know-how Comic books, magazines Ridge Racer Vending machine capsule toys
Apparel Development of stories, ・・・ merchandising, ©NAMCO LTD., ALL RIGHTS RESERVED. products… ©Kubooka Toshiyuki, ©2003 NAMCO LTD., ALL RIGHTS RESERVED. ©2004 NAMCO LTD.,ALL RIGHTS RESERVED.
12 Character Merchandising Synergies
Bandai’s virtual character worlds will be combined with Namco’s real locations to provide entirely new entertainment to customers
Bandai’sBandai’s CharacterCharacter WorldWorld Namco’sNamco’s RealReal LocationsLocations
Tamagotchi new amusement park Fusion
“Unazukin” and “Riraku no Mori”
Fusion
©BANDAI・WiZ 2004 ©rainbow spice!
Business Synergy Effects
Game Contents
Character Merchandising
◆Global Expansion
13 Overseas Development Synergies
Building an organization that will realize the integration of characters, locations, and technologies
Reorganization as of NAMCO BANDAI Holdings Inc. January 1, 2006 (holding company)
NAMCO BANDAI Holdings (USA) Inc. (regional holding company)
Bandai America Inc. NAMCO BANDAI Games NAMCO (toys) America Inc. CYBERTAINMENT Inc. (home use game software) (facilities operation)
NAMCO AMERICA Inc. NAMCO MOBILE Inc. Bandai Entertainment Inc. (Coin-operated use game (provisional) (visual) machine sales) (mobile operations)
MaximizeMaximize synergies synergies among among operational operational fields, fields, which which were were expanded expanded throughthrough establishment establishment of of holding holding company company RealizeRealize optimal optimal allocation allocation of of resources resources and and increase increase functional functional efficiency efficiency
Overseas Development Synergies In overseas operations, expectations include synergies within each strategic business unit as well as cross-functional synergies Strategic business unit Synergies Synergies ToysToys && HobbyHobby -> Develop card, vending machine operations in -> Develop NAMCO game NAMCO amusement facilities characters that are very popular in North America into resources AmusementAmusement FacilityFacility for Toys & Hobby
-> Achieve synergies and reduce GameGame ContentsContents costs by unifying game -> Advance into network development operations based on NAMCO’s mobile game content NetworkNetwork -> Develop NAMCO game characters that are very popular in North America into visual content VisualVisual andand MusicMusic
14 Direction of Our Business Expansion
(Entertainment Hub)
Our Business Model: Entertainment Hub
!!! !!! !!!
!!! !!!
!!! !!! !!!
!!! !!! !!!
Toys & Hobby Visual Apparel
Broadband
Game !!! Contents Mobile Amusement Facility
15 Plan for Entertainment Hub Expansion
Players who can be linked through entertainment hub
Markets in Asia OverseasOverseas networknetwork Markets in Europe and the (medium-term(medium-term viewpoint)viewpoint) Americas In Japan GlobalGlobal CollaborationCollaboration
Competitor network companies Competitor manufacturers Manufacturers in other industries Expanding network Competitor manufacturers Expanding network (medium-term viewpoint) Distribution/ (medium-term viewpoint) wholesale Tie-up CompetitionCompetition ⇒⇒ CooperationCooperation partners
Licensors Service companies in other industries CoreCore NetworkNetwork (short-term(short-term viewpoint)viewpoint)
Customers Retail shops RaiseRaise valuevalue ofof overalloverall valuevalue chainchain Amusement facilities
16 Supplementary Information
Financial Projection
Billions of yen FY2006.3 FY2007.3 FY2008.3 (Projection) (Projection) (Projection) Sales 475.0 500.0 550.0 Toys & Hobby 177.5 195.0 205.0 Amusement Facility 87.3 93.0 100.0 Game Contents 146.3 155.0 180.0 Network 12.0 15.0 20.0 Visual and Music 46.5 37.0 40.0 Affiliated Business 18.5 19.0 20.0 Elimination or Corporate △ 13.1 △ 14.0 △ 15.0 Operating Income 44.2 50.0 55.0 Toys & Hobby 15.2 17.0 17.5 Amusement Facility 7.2 9.0 10.0 Game Contents 21.5 24.0 27.0 Network 2.0 2.0 2.5 Visual and Music 6.3 6.4 6.5 Affiliated Business △ 0.7△ 0.2 0 Elimination and Corporate △ 7.3 △ 8.2 △ 8.5
17 Company Organized by Strategic Business Unit
Toys & Hobby Strategic Business Unit
Visual and Bandai Co., Ltd., Megahouse Corporation, Popy Co., Ltd., Seika Co., Ltd., Seeds Co., Ltd., Plex Co., Ltd., Sunlink co., Ltd., Tohato Inc., People Co., Ltd., BANDAI AMERICA INC., Music Toys & Hobby BANDAI S.A., BANDAI U.K.LTD, BANDAI ESPANA S.A., BANDAI(H.K.)CO.,LTD., BHK TRADING LTD., BANDAI INDUSTRIAL CO.,LTD., BANDAI KOREA CO.,LTD. Life-style Amusement Facility Strategic Business Unit Network Characters NAMCO LIMITED, Pleasure Cast Co., Ltd., Hanayashiki Co., Ltd., St. Tropez Ltd., Technologies NAMCO CYBERTAINMENT INC., NAMCO OPERATIONS EUROPE LTD., Locations NAMCO OPERATIONS SPAIN S.L.NAMCO ENTERPRISES ASIA LTD., SHANGHAI NAMCO LTD.* Amusement Game Contents Strategic Business Unit Game Facility Bandai Co., Ltd., NAMCO LIMITED, Banpresto Co.,Ltd., Bec Co., Ltd., Banpresoft Co., Ltd., Contents Banpresto Sales Co., Ltd., Monolith Software Inc., NAMCO TALES STUDIO Ltd., BANDAI GAMES INC., BANPRESTO (H.K.) LTD., NAMCO AMERICA INC., NAMCO HOMETEK INC., NAMCO EUROPE LTD. Network Strategic Business Unit Affiliated Business Bandai Networks Co., Ltd., VIBE Inc.
(Shared Services Center) Visual and Music Strategic Business Unit Bandai Visual Co., Ltd., Sunrise Inc., Bandai Channel Co., Ltd., BANDAI ENTERTAINMENT INC. Affiliated Business Group Bandai Logipal Inc., Banalex Corporation, Artpresto Co., Ltd., Happinet Corporation*, Sotsu Agency Co., Ltd.*, NAMCO ECOLOTECH LTD., NAMCO SUPPORTERS LTD., NAMCO TRADING LTD., Italian Tomato Ltd.* Underline: strategic business unit core company, *equity method affiliate
Note concerning “Forward-looking statements”
This document contains forward-looking statements that are based on the information currently available to management, and estimates involving uncertain factors thought likely to have an effect on future results. As such, they include various risks and uncertainties. Actual results may differ materially from these projections for a variety of reasons, including changes in business environments, market trends and exchange rate fluctuations relevant to the business of BANDAI NAMCO Group.
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