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Happinet | 7552 |
LAST UPDATE 2016/9/12 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 01/43 Shared Research Report Happinet | 7552 | R LAST UPDATE 2016/9/12 【 】 INDEX Key financial data ----------------------------------------------------------------------------------------------------- 3 Recent updates --------------------------------------------------------------------------------------------------------- 4 Highlights ----------------------------------------------------------------------------------------------------------------------- 4 Trends and outlook ---------------------------------------------------------------------------------------------------------- 5 Business ----------------------------------------------------------------------------------------------------------------- 15 Description ------------------------------------------------------------------------------------------------------------------- 15 Strengths -
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 -
Happinet / 7552
Happinet / 7552 COVERAGE INITIATED ON: 2014.03.06 LAST UPDATE: 2021.07.12 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: 2021.07.12 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 -
Kamen Rider Fourze Astro Switch Secret Report
Kamen Rider Fourze Astro Switch Secret Report Dime Wye atomising her calottes so only that Stefan beseeches very spiccato. Dennis remains glimmering after Haley municipalises privatively or trapans any proctologists. Poul undock metabolically. Rider System as well as keeping things loose and light, which is always good for the beginning of the series. They discuss: The Matrix DVD, Yearbook Photos, Bob losing his mind and Ashley finally turns the podcast into being entirely about lesbian subtext. Miu and Shun went. Gentaro and Shun tag team it, managing to free Nadeshiko, who transforms as well; Gentaro and Nadeshiko Double Rocket Rider Kick Sadonas! Also Jerry is the absolute worst in canon. New episode summaries are up for December, and it looks like the KRC is celebrating Christmas in style at the Rabbit Hutch. During the party, a Zodiarts appear. Edenoites also possess telepathic abilities that are focused through a gem in the forehead, which can be hidden telepathically, though in times of stress can become visible. Also, all the text is in caps. Birth Buster from her. Down arrows to advance ten seconds. Meteor slid a small plastic piece in the end of his Storm Shaft and pulled it, preparing his final attack. The gang is forced to confront the power of the incel as Alex tries to turn a guy down and he resorts to drinking strong juice. Rider, and a lot more about Fourze over the last couple of days. Also Jazz Hands is out of prison. He of COURSE wipes the floor with both Birth and Proto Birth with relative ease. -
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 -
UNIKOM Gilang Ramadhan Putra 6. Daftar Isi.Pdf
DAFTAR ISI LEMBAR PENGESAHAN ......................................................................... i LEMBAR PERNYATAAN ORISINALITAS ............................................ ii KATA PENGANTAR ................................................................................. iii ABSTRAK ................................................................................................... iv ABSTRACT ................................................................................................... v DAFTAR ISI ................................................................................................ vi DAFTAR GAMBAR .................................................................................... x DAFTAR TABEL ........................................................................................ xiii DAFTAR LAMPIRAN................................................................................. xiv BAB I. PENDAHULUAN ........................................................................... I.1 Latar Belakang Masalah ......................................................................... 1 I.2 Identifikasi Masalah ................................................................................ 5 I.3 Rumusan Masalah ................................................................................... 6 I.4 Batasan Masalah ..................................................................................... 6 I.5 Tujuan & Manfaat Perancangan ............................................................. 6 I.5.1 Tujuan Perancangan -
Harga Sewaktu Wak Jadi Sebelum
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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 ........................ -
How Young Children Are Watching TV and Dvds: HOSHI Akiko
How Young Children Are Watching TV and DVDs: From the June 2016 Rating Survey on Young Children's TV Viewing October 2017 HOSHI Akiko Public Opinion Research Division NHK Broadcasting Culture Research Insitute This is the English translation of the author’s article “youji no TV sityo to rokugabangumi DVD no riyoujoukyo [How Young Children Are Watching TV and DVDs: From the June 2016 Rating Survey on Young Children's TV Viewing], originally published in the November 2016 issue of Hoso kenkyu to chosa. NHK’s monthly report on broadcast research. Full text in Japanese available at: http://www.nhk.or.jp/bunken/research/yoron/20161101_6.html 1 Introduction This paper reports on the results from the Rating Survey on Young Children's TV Viewing, conducted at the same time as the National Individual Audience Rating Survey of June 2016, which covers all viewers nationally aged seven and older.1 The survey was conducted during the week of June 6 (Monday) to June 12 (Sunday) and covered children aged two to six years old (those not yet attending school) living within a 30- kilometer radius of Tokyo Station. The survey subjects were 1,000 young children selected in stratified two-stage random samplings (10 children in each of 100 areas) from the Basic Resident Register. The survey was administered by postal mail (15-minute diaries filled out by the subjects' caretakers). The number of valid respondents was 545 persons (54.5%). The composition of the response sample is given in Table 1. Table 1. Composition of the Sample 5 6 Nursery Kinder Not in Total Male Female 2 yrs 3 yrs 4 yrs ・ Unknown yrs school garten school 545 278 267 118 147 122 158 191 263 85 6 persons 100.0% 51.0 49.0 21.7 27.0 22.4 29.0 35.0 48.3 15.6 1.1 1.