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Happinet / 7552
R Happinet / 7552 COVERAGE INITIATED ON: 2014.03.06 LAST UPDATE: 2021.05.14 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. Happinet / 7552 R LAST UPDATE: 2021.05.14 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp Coverage INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 3 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 4 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------4 -
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model 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 / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business -
BANDAI NAMCO Group
BANDAI NAMCO Group INTEGRATED REPORT 2018 The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including 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. OUR MISSION STATEMENT Dreams, Fun and Inspiration “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. OUR VISION The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as “the Leading Innovator in Global Entertainment.” CONTENTS 04 THE BANDAI NAMCO Group — 1 Year of Results ( FY2018.3) 06 UNITS — 1 Year of Results ( FY2018.3) 08 THE GROUP’S GREATEST STRENGTH — The IP Axis Strategy 10 MAJOR IP IN GROUP PRODUCTS AND SERVICES 12 BOARD OF DIRECTORS AND AUDIT & SUPERVISORY BOARD MEMBERS 14 OVERVIEW OF THE MIDTERM PLAN 16 PRESIDENT’S MESSAGE 20 MESSAGES FROM THE PRESIDENTS OF UNIT CORE COMPANIES 25 SPECIAL FEATURE: MAIN STRATEGIES IN THE MIDTERM PLAN 40 DISCUSSION AMONG OUTSIDE DIRECTORS 44 CORPORATE GOVERNANCE 51 CSR INITIATIVES 55 FINANCIAL SECTION 95 CORPORATE DATA 96 OVERVIEW OF MAIN GROUP COMPANIES About Integrated Report 2018 In editing this report, we made reference to the International Integrated Reporting IR CSR Framework of the International Integrated Reporting Council ( IIRC). -
NAMCO BANDAI Holdings Inc
NAMCO BANDAI Holdings Inc. Annual Report NAMCO BANDAI Holdings Inc. 2010 www.bandainamco.co.jp/ Annual Report 2010 NAMCO BANDAI Holdings Inc. Printed in Japan Profile 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 future growth. Our Mission Statement Dreams, Fun and Inspiration “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. Our Vision The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as the “Leading Innovator in Global Entertainment.” RESTART In April 2010, the BANDAI NAMCO Group launched the Restart Plan to counter the lengthening economic slump and the Group’s declining performance. Under the Restart Plan, the Group will work to bolster its operational foundation to support the implementation of the current Mid-term Business Plan. Goals of the Restart Plan • Transforming into a speedy group • Improving -
Corporate Profile Entire Pages12.9 MB
CORPORATE PROFILE Top Message Delivering More Fun for Everyone in the World We started out as a games company, but expanded our business to other forms of entertainment, and so BANDAI NAMCO Games was renamed to BANDAI NAMCO Entertainment in 2015. Our company continues to evolve to keep up with the ever-changing world. Our newest domain of business is Real Life Entertainment, focused on various live events and merchandise representing our IP. We're dedicated to creating a new type of fun of entertainment, made possible through cutting-edge technology and innovative ideas. Our goal is to be the company which injects fun into everyday experiences, making people all around the world happier. “More fun for everyone” being our motto, we never stop in our quest to invent brand new ways to bring great entertainment into your life. BANDAI NAMCO Entertainment Inc. President and CEO 1 Top Message BANDAI NAMCO Entertainment Inc. CORPORATE PROFILE Corporate Philosophy BANDAI NAMCO Entertainment Corporate Philosophy BANDAI NAMCO Group Corporate Philosophy 2 Corporate Philosophy BANDAI NAMCO Entertainment Inc. CORPORATE PROFILE Corporate Overview Corporate Name BANDAI NAMCO Entertainment Inc. Established June 1, 1955* Capital ¥10.0 billion Employees 900 BANDAI NAMCO Mirai-Kenkyusho Headquarters 5-37-8 Shiba, Minato-ku, Tokyo, Japan 108-0014 *The date of establishment of former NAMCO LTD., the predecessor of BANDAI NAMCO Entertainment Inc. (As of April 1, 2017) Directors and Corporate Auditors President & CEO Satoshi Oshita Kazuya Kiyoshima Managing Director Makoto Asanuma Hirotaka Reizei Nao Udagawa Director Kazunori Goka Masaaki Tsuji (Part-time Director) Kazuhiro Takenaka (Part-time Director) Jun Higashi Corporate Auditor Masatake Yone (Part-time Director, Outside) Kei Hamada (Part-time Director, Outside) (As of April 1, 2017) 3 Corporate Overview BANDAI NAMCO Entertainment Inc. -
NAMCO BANDAI Holdings Inc. Annual Report 2007
NAMCO BANDAI Holdings Inc. Annual Report 2007 NAMCO BANDAI Holdings Inc. Annual Report 2007 www.bandainamco.co.jp Printed in Japan The BANDAI NAMCO Group creates exciting and attractive entertainment around the world. The BANDAI NAMCO Group was established in September 2005 through the management integration of Bandai and NAMCO. The Group is developing entertainment-related products and services in a wide range of fields, including toys, amusement facilities, arcade game machines, video game software, network services, and visual products, in Japan and overseas. Since our establishment, we have worked to open up new possibilities and made steady progress. As we move forward, we will strive to accurately track changes in our markets around the world and to create movements with exciting entertainment that showcases our distinctive strengths. The BANDAI NAMCO Group will endeavor to achieve further growth in accordance with its mission of providing “Dreams, Fun and Inspiration” to people around the world. Our 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. The Business Portfolio of the BANDAI NAMCO Group Toys and Hobby Visual and Toys and Hobby Visual Music Content CHARACTER Life-Style Networks Life-Style Network Video Game CHARACTER Amusement Software Integration of Complementary TECHNOLOGY Strengths LOCATION Video Game Software TECHNOLOGY Amusement LOCATION Facility Game Contents Amusement Operations Arcade Facility Machines Contents Consolidated Financial Highlights ........................ -
Bandai Namco Group Interim Period for the Fiscal Year Ending March 2006
Bandai Namco Group Interim Period for the Fiscal Year ending March 2006 November 24, 2005 Table of Contents 1.1st Half Results BANDAI --------------P2 NAMCO --------------P3 NAMCO BANDAI Holdings --------------P4 2.Business Strategy Toys & Hobby --------------P5 Amusement Facility --------------P6 Game Contents --------------P6 Network --------------P7 Visual and Music Content --------------P8 North America --------------P8 3.Management Integration Synergies Fusion Plans & Projects within the New Group --------P9 Business Synergies ------------- P10 1 (Millions of Yen) 1st Half Results Prior Year 1st Half % Change Results Net Sales 134,645 121,277 +11.0% Operating 15,332 9,829 +56.0% Income Ordinary 15,946 10,132 +57.4% Income Net Income 5,607 3,883 +44.4% Posted good results, centered around girls’ toys Mobile Suit Gundam Series displays and provides group synergy effects While continuing to struggle due to harsh market conditions and tight competition, our efforts of “selection and focus” resulted in some improvements. 2 (Millions of Yen) 1st Half Results Prior Year 1st % Change Half Results Net Sales 85,052 81,980 +3.7% Operating 2,538 4,422 - 42.6% Income Ordinary 2,632 4,200 - 37.3% Income Net Income 2,526 2,679 -5.7% Domestic sales posted strong results. Installation of large-sized game machines in 2nd half. Increase in number of units sold overseas. Concentration of franchise title releases in 2nd half. Whilst harsh market conditions, same store sales year on year was 95.7% domestically (Japan), and 97.7% for North America. 3 (Billions -
Corporate History2.4 MB
Corporate History 2006 March March 31, 2006, BANDAI NAMCO Games Inc. established as main company in Game Contents Strategic Business Unit (SBU) in BANDAI NAMCO Group October Arcade game Mobile Suit Gundam: Senjo No Kizuna goes live November Ridge Racer 7 and Mobile Suit Gundam: Target in Sight for PLAYSTATIONR3 (PS3) Mobile SuitGundam: released simultaneously with PS3 game console Senjo No Kizuna: ©SOTSU·SUNRISE December Ennichi No Tatsujin, Tamagotchi no Pika Pika Daito-ryo-! and SD Gundam Scad Hammers for Wii released simultaneously with Nintendo Wii game console 2007 May Company sites integrated at one location in Higashi-shinagawa, Shinagawa, Tokyo and named Mirai-Kenkyusho August Deployed ANIMAL KAISER for Data Carddass machines throughout Japan ANIMAL KAISER 2008 January Launched We Ski for Nintendo Wii April Banpresto Co., Ltd.’s game business divisions responsible for planning and development of home-use game software and arcade game machines were transferred to BANDAI NAMCO Games Soul Calibur IV August Over 2 million Soul Calibur IV game units sold worldwide in We Ski one week November Planning, development and sales base for mobile content moves from Yokohama to the new Park Tower office in Higashi-Shinagawa, Shinagawa Ward, Tokyo 7 Corporate History BANDAI NAMCO Entertainment Inc. CORPORATE PROFILE 2009 March The Technical Center moves from Kohoku Ward, Yokohama to Katsushima, Shinagawa Ward, Tokyo, and main business bases are consolidated in Shinagawa Ward April Bandai Networks integrates businesses, strengthening overall power of network business and creating new content business Jewella Eye Lash June Start of collaboration with Capcom Co., Ltd. in amusement game machines July Launch of Jewella Eye Lash, a photo sticker print machine October Tekken 6 was released for PLAYSTATION 3 and Xbox 360. -
Fiscal Year 2016 First Half Results Briefing(5.5MB)
Stock Listing :Tokyo Stock Exchange HAPPINET CORPORATION Code Number :7552 Fiscal Year 2016 First Half Results Briefing November 17, 2016 Table目次 of Contents FY2016 First Half Results Summary 2 FY2016 First Half Financial Results 8 Future Measures for Distribution Business 19 Future Measures for Content Business 27 FY2016 Full-Year Projection 32 1 FY2016 First Half Results Summary Seiichi Enomoto Representative Director President and Chief Operating Officer 2 FY2016目次 First Half Results Summary (¥ million) First Half of First Half of YOY FY2015 FY2016 Net sales 83,993 72,448 -13.7% Operating -54.0% income 1,837 844 Ordinary -60.1% income 1,857 741 Profit attributable to owners of 1,185 329 -72.2% parent 3 FY2016目次 First Half Results Summary Toy Business ■ FY2016 First Half Results Summary Certain Bandai character goods, including goods associated with “KAMEN RIDER GHOST” and “MAHO TSUKAI PRECURE!”, performed well, but results fell short of the year-ago level. The Toy Business overall lagged both in sales and income. ■ First Half Results for Each Fiscal Year Net sales Segment income (millions of yen) 39,479 1st half 1st half 1st half 1st half 1st half 34,742 of of of of of 32,410 31,880 31,585 1,663 FY2012 FY2013 FY2014 FY2015 FY2016 Clearance 0.29 0.48 0.63 0.52 0.34 1,256 amounts billion yen billion yen billion yen billion yen billion yen 833 768 Inventory 3.2 3.8 3.4 4.6 3.3 563 amounts billion yen billion yen billion yen billion yen billion yen Inventory turnover 23.2 20.2 26.6 19.8 22.9 rate FY2012 FY2013 FY2014 FY2015 FY2016 1st half 1st half 1st half 1st half 1st half 4 FY2016目次 First Half Results Summary Visual and Music Business ■ FY2016 First Half Results Summary In an environment where the package market remains sluggish as a whole due to effects of the distribution of software via the Internet, net sales of the Group in this business segment also remained weak. -
Happinet | 7552 |
LAST UPDATE 2016/12/8 R【 】 Happinet | 7552 | Research Report by Shared Research Inc. Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. www.sharedresearch.jp 01/44 Shared Research Report Happinet | 7552 | R LAST UPDATE 2016/12/8 【 】 INDEX Key financial data ----------------------------------------------------------------------------------------------------- 3 Recent updates --------------------------------------------------------------------------------------------------------- 4 Highlights ----------------------------------------------------------------------------------------------------------------------- 4 Trends and outlook ---------------------------------------------------------------------------------------------------------- 5 Business ----------------------------------------------------------------------------------------------------------------- 15 Description ------------------------------------------------------------------------------------------------------------------- 15 Strengths -
Happinet / 7552
Happinet / 7552 COVERAGE INITIATED ON: 2014.03.06 LAST UPDATE: 2021.03.26 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. Happinet / 7552 RCoverage LAST UPDATE: 2021.03.26 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 3 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 4 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ 4 -
Happinet | 7552 |
LAST UPDATE 2017/2/28 R【 】 Happinet | 7552 | Research Report by Shared Research Inc. Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. www.sharedresearch.jp 01/44 Shared Research Report Happinet | 7552 | R LAST UPDATE 2017/2/28 【 】 INDEX Key financial data ----------------------------------------------------------------------------------------------------- 3 Recent updates --------------------------------------------------------------------------------------------------------- 4 Highlights ----------------------------------------------------------------------------------------------------------------------- 4 Trends and outlook ---------------------------------------------------------------------------------------------------------- 5 Business ----------------------------------------------------------------------------------------------------------------- 15 Description ------------------------------------------------------------------------------------------------------------------- 15 Strengths