BANDAI NAMCO Holdings Inc
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2020-08-05 Last Update: 2021-08-06 Shared Research Inc
Coverage initiated on: 2020-08-05 ResearCh Coverage Report By Shared ResearCh InC. Last update: 2021-08-06 3656 KLaB 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. INDEX ExeCutive summary . .3. Key finanCial data . .5. ReCent updates . .6. Trends and outlook . 8. Business . .1.8. Business overview . .1.8. Earnings model . .2.9. Strengths and weaknesses . 3. .4. Group Companies . .3.5. Market and value Chain . .3.5. HistoriCal performanCe . .4.3. InCome statement . .5.4. BalanCe sheet . .5.5. Cash flow statement . .5.7. Other information . 5. .8. News and topiCs . 6. .2. Company profile . .6.4. KLaB/ 3656 ResearCh Coverage Report By Shared ResearCh InC. | pdf.summary.Company_weBsite 2 ExeCutive summary Business overview Business desCription: KLaB InC. plans, develops, and operates moBile games*1. The majority of the Company’s revenue and profits Comes from the Game Business, whiCh aCCounted for 98.9% of total revenue and 97.7% of gross profit in FY12/20. With FY12/20 revenue of JPY34.0Bn, KLaB is a medium-sized speCialist Company Compared with industry leader Mixi, whiCh logged a segment revenue of JPY100.6Bn in its Digital Entertainment Business in FY03/21. -
Dut Bezoekersgids Cooljapan.Pdf
NL DE LIJN - p. 27 - STRIJDERS ESSENTIE AFRIKA - p. 15 - - p. 45 - - p. 22 - ANTWERPEN - p. 40 - MON- STERS - p. 7 - INTRO - p. 5 - 2 – COOL JAPAN – LUST- OBJECT - p. 62 - ESSENTIE - p. 45 - K AWAAZIË I I - p. 55- p. - 75 - ANTWERPEN - p. 40 - ROBOTS - p. 71 - RELIGIESOTAKU VAN HET- p. BOEK78 - - p. 94 - SEBASTIAN MASUDA - p. 76 - 3 4 – COOL JAPAN – ク � ル ジ � パ ン WERELDWIJDE FASCINATIE IN BEELD Pokémon, Hello Kitty, Super Mario, Godzilla, robots en samoerai: deze iconen van de Japanse beeldcultuur zijn wereldberoemd. De hele wereld kijkt anime (tekenfilms), leest manga (strips) en speelt Japanse games. Wat maakt Japan zo cool? De schattige figuurtjes met hun grote ogen? De duistere verhalen vol geweld en monsters? Of is het de creativiteit van de makers, met hun fantasievolle verhalen? Is de internationale interesse voor de Japanse beeldcultuur relatief nieuw? Is ze te danken aan het succes van onder andere anime en manga? Of is ze ouder? Stap in de wereld van de Japanse beeldcultuur en beleef wat haar zo uniek en fascinerend maakt. Ontdek de lange traditie in de schilder- en tekenkunst en de uitwisseling met andere beeldculturen. Ontmoet de iconen en hun voorlopers, de makers én de fans. 5 - 1 - Hedendaags en oud Hiroyuki Matsuura combineert een hedendaagse tekenstijl met iconen van het ‘oude Japan’. De yukata is een dun, prettig draagbaar kledingstuk dat oorspronkelijk diende om naar het badhuis te gaan. Hier is het bedrukt met een meisjesfiguur in manga-stijl die een yukata draagt, maar wél met een traditioneel patroon. Yukata met meisjesfiguur Hiroyuki Matsuura Japan, 2012 Polyester met print en zijde Hiroyuki Matsuura en Tokyo Gallery + BTAP 6 – COOL JAPAN – 1 MONSTERS Van misleidende monsters tot gruwelijke menseneters, en van treurende zielen tot bloeddorstige demonen Cool Japan is meer dan vrolijke kleurtjes en gelukkige gezichten. -
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 Wonderswan
Bandai WonderSwan Last Updated on September 29, 2021 Title Publisher Qty Box Man Comments Anchor Field Z Sammy Armored Unit Sammy Bakuso Dekotora Densetsu Human beatmania for Wonderswan Konami Bistro Recipe Banpresto Buffers Evolution Bandai Card Captor Sakura: Sakura to Fushigi na Clow Card Bandai Chaos Gear Bandai Chocobo's Mysterious Dungeon Square/Bandai Chou-Denki Card Battle: Kappa Games Kobunsha Chouaniki: Otoko no Tamafuda Bandai Clock Tower Naxat Crazy Climber Nichibutsu D's Garage 21: Taneomaku Tori Bandai Densha de Go Bandai Densha de Go! Bandai Densha de Go! 2 Bandai Digimon Adventure 02: Tag Tamers Bandai Digimon Adventure: Anode Tamer Bandai Digimon Adventure: Cathode Trainer Bandai Digimon: Digital Partner Bandai Digital Monster Ver. WonderSwan Bandai Dokodemo Hamster INTERBEC Engacho! NAC Fever Sankyo Koushiki Pachinko Simulation BEC Final Lap 2000 Bandai Fire Pro Wrestling Kaga Tech Fishing Freaks: Bass Rise BEC From TV Animation One Piece: Mezase Kaizokuou! Bandai Ganso Jajamaru-kun Jaleco Glocal Hexcite Success Gomoku Narabe & Reversi Touryuumon Sammy Gorakuoh Tango! Mebius Gunpey Bandai Hanafuda Shiyouyo Success Harobots Sunrise Interactive Hataraku Chocobo Squaresoft Hunter X Hunter: Ishi o Tsugu Mono Bandai Keiba Yosou Shien Soft - Yosou Shinkaron Media Entertainment Kiss Yori... Seaside Seranade Kid Klonoa: Moonlight Museum Namco Kosodate Quiz Dokodemo My Angel Bandai Langrisser Millennium WS: The Last Century Bandai Last Stand Bandai Lode Runner Banpresto Macross: True Love Song Lay-Up (Upstar) Magical Drop Data East Mahjong Touryuumon Sammy Makaimura for WonderSwan Bandai Medarot: Perfect Edition Imagineer Meitantei Conan: Majutsushi no Chousenjou Bandai Meitantei Conan: Nishi no Meitantei Saidai no Kiki!? Bandai Meta Communication Therapy: Nee Kiite! Media Entertainment Mingle Magnet HAL Laboratory This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
BANDAI NAMCO Group CSR Activities 2019 2.6 MB
BANDAI NAMCO Group CSR Activities BANDAI NAMCO Holdings Inc. URL: www.bandainamco.co.jp/ ©BANDAI Printed in Japan Issued: August 2019 “Fun For the Future!” The BANDAI NAMCO Group believes that entertainment can contribute to society by fostering mutual communication and inspiration among people around the world and by creating a future filled with fun. As a company that provides “Dreams, Fun and Inspiration,” our relationship with the natural environment and society will be guided by the key phrase “Fun For the Future!” We aspire to contribute to the creation of a fun future by promoting CSR activities that lead to the happiness of society and stakeholders. contents 3 Message from Top Management 16 Together with Employees 6 Examples of Initiatives Addressing 19 Initiatives to Support the Development Important CSR Themes of the People Who Will Support the 7 Safety and Cleanliness of Products and Services Next Generation 12 Policies Regarding Influence on Society of the 23 Together with Local Communities Group’s Content and Products 25 Corporate and Other Information 13 Environmental Consideration 26 BANDAI NAMCO Group CSR Activities: 15 Supply Chain Management Guide to the Online Version Message from Top Management From its distinctive viewpoint, the BANDAI NAMCO Group will work to implement CSR activities that create “Fun For the Future!” In connection with the natural environment and society, the BANDAI NAMCO Group’s CSR concept is “Fun For the Future!” As an indicator for specific activities, themes that require special initiatives have been identified as “BANDAI NAMCO Group’s Important CSR Themes.” On that basis, we are implementing activities to create a fun future through our business operations. -
Gundam Tribute from Lantis
Gundam Tribute from Lantis No reviews for Gundam Tribute From Lantis yet. Log in or create account to post your own reviews. personal agent. Please send me an E-Mail when the price for Gundam Tribute From Lantis drops. there are new images or links available for Gundam Tribute From Lantis. Lantis releases a new product. the price for Gundam Tribute From Lantis drops below US$. Our privacy statement. Gundam Tribute from Lantis was created on 2009-12-09. 1 person found this useful. Who created the series SD Gundam? SD Gundam was created by junior high school student Koji Yokoi. Yokoi created the series by submitting an unusually proportioned (or "super deformed") picture of a Gundam to â¦a magazine published by Bandai. This unusual artwork caught the interest of the editors, and ultimately expanded to encompass a wide variety of merchandise based on the style. When was Mobile Suit Gundam SEED created? Mobile Suit Gundam SEED was created on 2004-03-26. Share to: When was Gundam Ace Gundam Tribute from Lantis is a cover album released by the publisher Lantis for the 30th Anniversary of the Gundam Anime series. M-01 - Mobile Suit Gundam II: Soldiers of Sorrow theme Performer: JAM Project (Hironobu Kageyama, Masaaki Endoh, Hiroshi Kitadani, Masami Okui, Yoshiki Fukuyama) Composer: Daisuke Inoue Arranger: Kenichi Sudo Lyricist: Rin Iogi Guitar: Masaki Suzuki Synthesizer programming: Yoshichika Kuriyama Mix engineer: Manami Kondoh. M-12 - Mobile Suit Gundam II: Soldiers of Sorrow insert song Performer: Hironobu Kageyama Composer: Daisuke Inoue Arranger: Hironobu Kageyama, Yoshichika Kuriyama Lyricist: Rin Iogi All instrumental: Hironobu Kageyama Synthesizer programming: Yoshichika Kuriyama Mix engineer: Manami Kondoh. -
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. -
Der Japanische Monsterfilm (Daikaijū -, Kaijū -, Daimajin - Und Kaijin Eiga) – Filmographie Und Bibliographie Von Ludger Kaczmarek & Hans J
Repositorium für die Medienwissenschaft Ludger Kaczmarek; Hans Jürgen Wulff Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga). Filmographie und Bibliographie 2018 https://doi.org/10.25969/mediarep/12780 Veröffentlichungsversion / published version Buch / book Empfohlene Zitierung / Suggested Citation: Kaczmarek, Ludger; Wulff, Hans Jürgen: Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga). Filmographie und Bibliographie. Hamburg: Universität Hamburg, Institut für Germanistik 2018 (Medienwissenschaft: Berichte und Papiere 147). DOI: https://doi.org/10.25969/mediarep/12780. Erstmalig hier erschienen / Initial publication here: http://berichte.derwulff.de/0147_18.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ Medienwissenschaft: Berichte und Papiere 147, 2018: Japanischer Monsterfilm Redaktion und Copyright dieser Ausgabe: Ludger Kaczmarek u. Hans J. Wulf. ISSN 1613-7477. URL: htp://berichte.derwulf.de/0147_18.pdf. Letzte Änderung: 25.09.2018. Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga) – Filmographie und Bibliographie von Ludger Kaczmarek & Hans J. Wulf Inhalt: 1. Vom Horror zum Trash – der japanische Monsterflm / Oliver Miller [1] 1.1 Die Wurzeln des Monsterflms [1] 1.2 Der Ursprung des japanischen Monsterflms: oodzilla [2] 1.3 Die Monster sind los – auf dem Weg in die Kommerzialisierung [3] 1.4 Der japanische Monsterflm als eigenstänndiges oenre [4] 1.5 Die Rückkehr oodzillas und ein Blick in die ZukunF [4] 1.6 Fazit [5] Anmerkungen [5] 2. -
FINEST SOUNDS GUIDEBOOK of JAPAN ROADMAP 1.1 Introduction
FINEST SOUNDS GUIDEBOOK OF JAPAN ROADMAP 1.1 Introduction to the market ......................................................................................1 1.2 Record Labels, Licensing and Distribution .............................................................2 1.3 Music Publishing .....................................................................................................4 1.4 Retail .......................................................................................................................6 1.5 Digital ......................................................................................................................7 1.6 Concert Promoters ...................................................................................................8 1.7 Management and PR ...............................................................................................9 1.8 Media, print and online ...........................................................................................9 1.9 Music Industry Organizations ..............................................................................12 1.10 Industry Networking Events ................................................................................13 1.11 Sources...................................................................................................................13 1.12 Update to the Roadmap at May 19, 2019 .............................................................13 1.1 Introduction to the market Japan is still the second biggest music market -
September 2, 2014
September 2, 2014 FOR IMMEDIATE RELEASE LOVE LIVE! SCHOOL IDOL PROJECT 1ST SEASON PREMIUM EDITION OUT TODAY! Santa Ana, CA (September 2, 2014) – It’s time to take the mic and sing along with your favorite high school idols! NIS America is excited to announce that Love Live! School Idol Project 1st Season Premium Edition is out today. Love Live! School Idol Project is a show about nine girls who form a school idol group to keep their school from shutting down. And as they will soon learn, being a school idol might be hard work, but it will help to prepare them for the challenges that await them throughout life. It will be available at the following select online retailers: Right Stuf, The Anime Corner Store, Anime Pavilion, and NIS America Online Store. Love Live! School Idol Project 1st Season Premium Edition About the show: The traditional school Otonokizaka High is situated between the three towns of Akihabara, Kanda, and Jimbocho. This school is also in imminent danger of closing. Because of this crisis, the second year student Honoka Kosaka takes center stage with eight others to do something about it! "To protect the school we love so much, we have to do all we can... We have to become school idols! By becoming idols and advertising how great our school is to the world, more students will want to apply!" About the extras: - Hardcover art book (full color, approx. 28 pages) with episode guide, character info, and gorgeous full color illustrations Cast Emi Nitta as Honoka Kosaka Pile as Maki Nishikino Yoshino Nanjo as Eli Ayase Aina Kusuda as Nozomi Tojo Aya Uchida as Kotori Minami Yurika Kubo as Hanayo Koizumi Suzuko Mimori as Umi Sonoda Sora Tokui as Nico Yazawa Riho Iida as Rin Hoshizora Staff Original Story: Hajime Yatate Original Plan: Sakurako Kimino Director: Takahiko Kyogoku Series Organization: Jukki Hanada Character Design/Animation Director: Asako Nishida Character Designs & Animation Animator: Yuhei Murota Music Production: Lantis © 2013 PROJECT Lovelive! Animation Production: SUNRISE Inc.