Maximizing Value of Intellectual Properties Through Multifaceted
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[the GROUP] | Management Resources Creating Entertainment Value Intellectual Properties During their long histories, SEGA CORPORATION (currently Sonic Arcade SEGA Games Co., Ltd.), Sammy Corporation, and other operating ©SEGA Amusement arcade companies have created and acquired diverse intellectual properties machines through in-house development and acquisition or licensing from third parties. The Group ensures that these precious management resources create long-term entertainment value through multifaceted rollouts catering to current needs. Sonic Boom Rise of Lyric ©SEGA Sonic T-shirt Packaged game ©SEGA software Sonic the Hedgehog Goods PACHISLOT SONIC LIVE! ©SEGA ©Sammy ©RODEO Pachislot and pachinko machines Sonic Dash ©SEGA Maximizing Value of Digital games Intellectual Properties through Multifaceted Rollouts Sonic the Hedgehog Since its launch in 1991 as home video game software for the Mega Drive platform, known as GENESIS in the United States, Sonic the Hedgehog has remained extremely popular thanks to thrilling gameplay speed and the main character’s charisma. By rolling out this intellectual property through various game consoles, animation series for television, and a host of other media, we have made Sonic the Hedgehog a favorite among children worldwide. Intangible Assets Assets Entertainment companies recognize intellectual properties obtained through the acquisition of Current assets companies in investment securities and good- Total investments and other assets Noncurrent assets will. However, they do not recognize intellectual Intellectual properties obtained Current assets properties they have created in-house or licensed through acquisitions recognized. Asset value not shown from third parties as assets. This means such Intellectual properties created Noncurrent assets in the balance sheets intellectual properties are intangible assets that in-house and licensed intellectual properties not recognized. are not recognized in financial statements. 28 SEGA SAMMY HOLDINGS Pachislot and Packaged Digital games Amusement Toys pachinko machines game software arcade machines Examples of Intellectual Properties Acquired through M&As The Creative Assembly Capital and operational THQ Canada (currently Relic Entertainment) Packaged game software and online games tie-up with f4samurai Packaged game software Total War series Games for smartphones Company of Heroes series, etc. Hortensia SAGA, etc. 2000 2005 2006 2012 2013 2015 RODEO Sports Interactive Index Corporation (ATLUS.) Demiurge Studios Pachislot machines Packaged game software Packaged game software Games for smartphones and online games Persona series Football Manager series Megami Tensei series etc. First appear- Total Intellectual property title ance Multifaceted rollout editions Cumulative unit sales / downloads Megami Tensei Approx.7.0 million units intellectual properties 1987 28 Examples of acquired series (packaged total) Persona series 1996 10 Approx.6.2 million units (packaged total) Etrian Odyssey 2007 5 Approx.1.2 million units series (packaged total) First appear- Total Intellectual property title ance Multifaceted rollout editions Cumulative unit sales / downloads Sonic the Examples of intellectual properties developed in-house Hedgehog 1991 — Approx.335 million (units / downloads) 白黒印刷用 series (packaged and digital total) Puyopuyo 1991* — Approx.16.0 million (units / downloads) series (packaged and digital total) カラー印刷用 色の変更については都度ご相談ください。 Ryu ga Gotoku 2005 56 Approx.8.6 million (units / downloads) series (packaged, digital, and mobile members total) ALADDIN 1989 14 Approx.570,000 units series (pachislot and pachinko machines and amusement arcade machines total) Juoh series 2001 13 Approx.450,000 units (pachislot and pachinko machines and amusement arcade machines total) * SEGA CORPORATION acquired the rights in 1998. Figures for cumulative unit sales are the totals for titles that SEGA sold after acquiring the rights. Examples of intellectual properties SEGA feat. licensed from third parties HATSUNE MIKU 2009 36 Approx.4.5 million (units / downloads) Project series (packaged and digital total) Hokuto No 2002 27 Approx.2.5 million units Ken series (pachislot and pachinko machines and amusement arcade machines total) SOUTEN-NO- 2009 8 Approx.390,000 units KEN series (pachislot and pachinko machines and amusement arcade machines total) ANNUAL REPORT 2015 29.