Discussion Points Discussion Points Overview of the SEGA SAMMY Group

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Discussion Points Discussion Points Overview of the SEGA SAMMY Group Discussion Points Discussion Points Overview of the SEGA SAMMY Group The SEGA SAMMY Group is a comprehensive entertainment corporate group created through the management integration of SEGA CORPORATION (currently SEGA Games Co., Ltd.) and Sammy Corporation, which have produced many industry-first and world-first products. Since its establishment in 1975, Our mission is continuing to create Sammy has lived up to its “Always moving experiences for customers Proactive, Always Pioneering” found- worldwide. With this in mind, we ing principle by creating pachislot and will roll out entertainment across a pachinko machines with industry- Date of Establishment: October 1, 2004 broad spectrum of areas. leading gameplay. Capital: ¥29.9 billion Total Shares Issued and Outstanding: 266,229,476 Number of Shareholders: 90,768 Number of Employees: 7,606 (consolidated) (as of March 31, 2016) The Group Management Philosophy By providing entertainment filled with dreams and excitement to people throughout the world, we will strive to enrich our society and culture. Pachislot CODE GEASS Pachinko CR Hokuto No Ken 6 maimai PiNK Sonic the Hedgehog Lelouch of the Rebellion R2 Tenshou Hyakuretsu ©SEGA ©SEGA ©SUNRISE/PROJECT GEASS ©Buronson & Tetsuo Hara/ Character Design NSP 1983,©NSP 2007 ©2006 CLAMP·ST Approved No.YTK-805 ©Sammy ©SUNRISE/PROJECT GEASS Character Design ©2006-2008 CLAMP·ST ©BANDAI NAMCO Entertainment Inc. ©Sammy The Group’s Structure The SEGA SAMMY Group offers a wide spectrum of entertainment. Its Pachislot and Pachinko Machine Business segment is centered on Sammy Corporation. Meanwhile, the SEGA Group’s digital game business is the core of the Entertainment Contents Business segment, which develops packaged game software and amusement machines, operates amusement centers, produces animation, and sells toys. Further, the Resort Business segment develops and manages hotels, theme parks, and integrated resorts. Net Sales Breakdown (Fiscal 2016) Operating Income (Fiscal 2016) Billions of yen ¥16.3 billion 30.0 ¥1 7. 6 billion 5% 20.0 ¥132.7 billion 21.5 ¥347.9 billion 38% 10.0 –1.8 ¥198.8 billion 3.6 0 57% –5.7 –10.0 Pachislot and Pachinko Machine Business Entertainment Contents Business Resort Business Pachislot and Pachinko Machine Business Entertainment Contents Business Resort Business Corporate and eliminations 1 SEGA SAMMY HOLDINGS Discussion Points Learning about Our Products and Services By taking maximum advantage of the abundant intellectual properties at its disposal across an extensive range of entertainment fields, the SEGA SAMMY Group will continue providingmoving experiences. Pachislot and Pachinko Machine Business Resort Business Pachislot Hokuto No Ken Tomo ©Buronson&Tetsuo Hara/ NSP1983 ©NSP2007,Approved No.YFC-128 ©Sammy Phoenix Seagaia Resort ©PHOENIX RESORT CO., LTD. Pachinko CR Shin Hokuto Muso ©Buronson & Tetsuo Hara/ NSP 1983 Approved No.KOJ-111 ©2010-2013 KOEI TECMO GAMES CO., LTD. ©Sammy TOKYO JOYPOLIS ©SEGA Entertainment Contents Business StarHorse3 Season V EXCEED THE LIMIT ©SEGA Persona5 ©ATLUS ©SEGA All rights reserved. PHANTASY STAR ONLINE 2 ©SEGA Puyopuyo!! Quest ©SEGA Detective Conan The Darkest Nightmare Anpanman Uncle Jam’s Bakery © 2016 GOSHO AOYAMA / DETECTIVE CONAN COMMITTEE ©Takashi Yanase/Froebel-kan,TMS,NTV All Rights Reserved ANNUAL REPORT 2016 2 Discussion Points Overview of Key Numbers Net Sales Operating Income (Loss) / Operating Margin Billions of yen Billions of yen % 600 90 17.3 18 528.2 76.5 14.8 14.5 68.7 500 458.9 429.1 396.7 395.5 58.3 384.6 378.0 366.8 60 10.2 12 400 347.9 321.4 9.5 36.7 38.5 300 5.9 4.8 30 5.1 6 19.0 200 17.4 1.9 17.6 100 8.3 0 0 –5.8 0 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 –10 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 FY Operating income (loss) (left) Operating margin (right) FY Operating Income (Loss) by Segment Billions of yen New Segments 90 1.7 Pachislot and Pachinko Machine Business * Since the 2015 change in busi- 0.1 0.2 11.6 1.9 ness segmentation, adjustment 7.4 0.3 Amusement Machine Sales Business has included elimination of inter- 7.3 0.3 Amusement Center Operations segment transactions as well 60 0.0 Consumer Business as general corporate expenses Other that are not allocated to report- 71.1 6.3 0.3 71.0 2.0 7.0 64.2 4.0 ing segments. 1.1 3.6 Corporate and eliminations 30 0.0 45.2 6.8 1.9 Entertainment Contents Business 0.3 29.5 7.1 23.5 25.7 25.7 21.5 14.5 Resort Business 8.4 –0.4 –1.2 –2.5 –2.3 –1.8 0 –7.5 –5.2 –5.1 –6.3 –0.9 Adjustment* –6.7 –1.3 –9.8 –1.3 –0.7 –6.4 –1.2 –4.9 –0.9 –15.1 –6.5 –2.0 –6.0 –5.7 –5.9 0.0 –5.5 –5.4 –30 2007 2008 2009 2010 2011 2012 2013 2014 2015 2015 2016 /2007 /2008 /2009 /2010 /2011 /2012 /2013 /2014 /2015 /2015* /2016 FY Net Income (Loss) per Share / Cash Dividends per Share Cash Flows Ye n Billions of yen 300 90 87.6 75.2 60.6 58.1 172.47 54.9 200 163.19 60 47.3 137.14 126.42 38.0 32.1 33.1 36.6 37.0 80.46 86.73 24.9 100 60.00 30 18.6 16.9 45.00 40.00 40.00 40.00 40.00 40.00 40.00 30.00 30.00 22.90 –10.3 0 0 0.9 6.3 –0.7 –7.6 –46.70 –14.7 –20.9 –18.3 –25.8 –100 –90.83 –30 –29.5 –36.2 –38.5 –37.7 –35.2 –200 –208.26 –60 –59.0 –75.3 –300 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 –90 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Net income (loss) per share Cash dividends per share FY Net cash provided by (used in) operating activities FY Net cash provided by (used in) investing activities Free cash flows Pachislot and Pachinko Machine Unit Sales Breakdown of Net Sales of the Entertainment Contents Business Thousands of units (Fiscal 2016) 800 ¥2 1. 2 billion ¥1.5 billion 11% 1% 132 343 332 600 523 391 360 108 200 241 ¥38.0 billion ¥53.9 billion 216 19% 400 380 ¥198.8 billion 27% 199 302 300 200 202 301 207 ¥4 1. 9 billion 162 ¥42.3 billion 123 142 21% 21% 0 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Pachislot machines Pachinko machines FY Digital games Packaged game software Amusement machines Amusement centers Animation and toy sales Other and eliminations 3 SEGA SAMMY HOLDINGS Discussion Points Peer Group Comparison Data SEGA SAMMY Group’s Positions in the Pachinko and Pachislot Machine Market Position 1 34.0% 31.8% 21.8% 21.3% 30.9% 23.9% 16.8% 13.5% 21.7% 2 1st 1st 1st 1st 1st 1st 1st 3rd 15.3% 1st 14.7% 2nd 3 2nd 11.8% 12.8% 4 11.7% 3rd 3rd 12.0% 3rd 9.7% 5th 5 4th 10.5% 7.1% 3.5% 3.4% 10.8% 8.7% 6th 6 5th — — 5th 5th 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 Pachislot machine market share*1 Pachinko machine market share*1 FY (Settlement dates from July to June) Billions of yen Billions of yen % Net Sales*2 Operating Income*2 Operating Margin*2 BANDAI NAMCO 575.5 mixi 95.0 GungHo Online Entertainment 46.9 Nintendo 504.4 GungHo Online Entertainment 72.4 mixi 45.5 SEGA SAMMY 347.9 BANDAI NAMCO 49.6 COLOPL 44.6 CyberAgent 254.3 Heiwa 38.9 Heiwa 18.1 KONAMI 249.9 Nintendo 32.8 CAPCOM 15.6 Heiwa 214.9 CyberAgent 32.7 SANKYO 13.7 SQUARE ENIX 214.1 COLOPL 32.3 CyberAgent 12.9 mixi 208.7 SQUARE ENIX 26.0 SQUARE ENIX 12.2 GungHo Online Entertainment 154.3 KONAMI 24.6 KONAMI 9.9 SANKYO 137.1 SANKYO 18.8 BANDAI NAMCO 8.6 ROUND ONE 83.5 SEGA SAMMY 17.6 ROUND ONE 7.6 CAPCOM 77.0 CAPCOM 12.0 Nintendo 6.5 COLOPL 72.3 ROUND ONE 6.3 SEGA SAMMY 5.1 % % Billions of yen ROE*2 ROA*2, 3 Market Capitalization*5 mixi 69.7 GungHo Online Entertainment 40.2 Nintendo 2,266.7 COLOPL 52.6 mixi 37.0 BANDAI NAMCO 544.7 GungHo Online Entertainment 39.9 COLOPL 32.8 KONAMI 477.8 CyberAgent 24.4 CyberAgent 11.3 SANKYO 375.4 Heiwa 15.6 SQUARE ENIX 8.5 SQUARE ENIX 371.7 SQUARE ENIX 12.3 BANDAI NAMCO 7.7 mixi 352.3 BANDAI NAMCO 11.2 CAPCOM 6.9 GungHo Online Entertainment 335.3 CAPCOM 10.6 Heiwa 6.2 CyberAgent 330.6 KONAMI*4 4.9 KONAMI*4 3.2 SEGA SAMMY 326.6 SANKYO 2.9 SANKYO 2.5 COLOPL 300.1 SEGA SAMMY 1.8 Nintendo 1.3 Heiwa 232.8 Nintendo 1.4 SEGA SAMMY 1.0 CAPCOM 185.9 ROUND ONE 0.9 ROUND ONE 0.4 ROUND ONE 60.6 Billions of yen Millions of units Billions of yen Amusement Center Operation Sales*2 Unit Sales of Home Video Game Software (Global)*2 Net Sales of Amusement Machines*2 ROUND ONE 83.5 BANDAI NAMCO 26.68 BANDAI NAMCO 57.9 AEON Fantasy 58.8 SQUARE ENIX 22.78 SEGA SAMMY 41.9 BANDAI NAMCO 58.6 CAPCOM 15.00 CAPCOM 13.3 SQUARE ENIX*6 41.1 SEGA SAMMY 9.22 SEGA SAMMY 38.0 KOEI TECMO 5.57 ADORES*7 14.7 CAPCOM 9.0 KOEI TECMO 1.2 Note: The above is intended to give an idea of the Group’s position in the industry and only covers companies for which information can be obtained from published documents, such as listed companies.
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