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Group The BANDAI NAMCO Group is a consortium of companies organized into three units under Inc., together with various affiliated business companies that provide support services.

Mission Vision The Leading Dreams, Fun Innovator in Global and Inspiration

ENTERTAINMENT UNIT

Digital Business

Planning, development and distribution of network content; and planning, development and sales of home video games and other products Business Management Company: BANDAI NAMCO Entertainment Inc.

Toys and Hobby Business

Planning, development, production and sales of toys, vending machine capsule products, card products, confectionery, food products, apparel, lifestyle goods, plastic model kits, prizes, stationery and other products Business Management Company: BANDAI Co., Ltd.

IP PRODUCTION UNIT

Visual and Music Business BANDAI NAMCO Holdings Inc. Planning, production and management of visual and musical content and software; talent scouting and development; and planning and production of live performances and events Business Management Company: Inc.

Creation Business

Planning and production of ; management and administration of copyrights and other rights; and music composition for animation, and management and operation of master recordings Business Management Company: Inc.

AMUSEMENT UNIT

Planning, development, production and sales of amusement machines; and planning and operation of amusement facilities Business Management Company: BANDAI NAMCO Amusement Inc.

Affiliated Business Companies

Distribution, logistics, administration and other support services

BANDAI CO., LTD.

As the business management company Spun off from BANDAI and of the Toys and Hobby Business, in February 2018 with formulates and implements business the goal of accelerating growth strategies and provides a diverse in the global market for toys and range of entertainment products and plastic models aimed at a more services in and worldwide. mature fan base.

©BANDAI ©. All Rights Reserved ©Takashi Yanase Froebel-kan,TMS,NTV CORPORATE PROFILE 2021 / LOOK FOR US TO WOW THE WORLD!

On April 1, 2021, the BANDAI NAMCO Group implemented a unit integration plan aimed at formulating strategy and laying the groundwork heading into our new Mid-term Plan in April 2022. Our previous five-unit system has become a three-unit system. The Toys and Hobby Unit, which handles toy-related products, merged with the Network Enter- tainment Unit, which handles network content and home video games, to form our new Entertainment Unit.

BANDAI will serve as the business management company of the Entertainment Unit’s Toys and Hobby Business, and BANDAI NAMCO Entertainment that of its Digital Business. Together, focusing on IP, the two companies will jointly manage the entire unit. In ad- dition to allowing for closer cooperation to take mutual advantage of a wide range of knowhow, the unit integration will enable us to create entertainment that responds to new consumer values, and to strengthen our digital services. This will enhance our com- petitiveness in the global market.

BANDAI has a history of creating new organizations as our business areas have ex- panded, and, as those organizations have grown on their own, we have developed into a group. These days, however, our environment is changing rapidly. In order to continue to wow the world, we must collaborate with new partners, drawing on the knowhow of the BANDAI CO., LTD. BANDAI NAMCO Group’s wide-ranging businesses and diverse talent. I believe that will empower us to realize our vision. President & CEO

BANDAI is in the business of Dreams and Creation; as such, we like to think of our- selves as “The Happy Moment Creator.” It all begins when someone at BANDAI has a dream. Together with our stakeholders, we nurture that dream and turn it into a fin- ished offering. We aspire to be a company that excites people, one that makes them say, “BANDAI will come up with something interesting—they always do.” Kazuhiro Takenaka Note 1: Originally sold by , a Group company established to create character-based toys CORPOR ATE DATA Note 2: Currently produced by BANDAI SPIRITS 1950’s HISTORY 1950 First original Jul 1950 Company established product, the Mar 1951 Toy exports in Asakusa, Rhythm Ball begin

1960’s

1955 Industry-first quality control system established. First toy to feature a product Nov 1969 Plastic model kit warranty, the 1956 Toyopet Crown toy car. production

1970’s 1971 Transformation Belt1 Apr 1977 Capsule products 1974 CHOGOKIN metal robot toy1,2 market entry 1975 TV series 1980’s Corporate Philosophy 1977 Whack-A-Mole 1980 Megahit Plastic Model kit 2 Dreams and Creation 1978 First handheld electronic game, LSI Baseball series The Happy Moment Creator Mar 1981 Candy toy 1983 KINKESHI capsule Aug 1983 Apparel Business development: toys, capsule product series market entry market entry toys, playing cards, confectionery, food products, apparel, lifestyle products, cosmetics and sundries 1986 Mechanical cat’s paw toy Mar 1987 Lifestyle goods Jul 1988 Trading card NEKONYANBOU market entry market entry

1990’s

1997 HYPER YO-YO BANDAI by the numbers 1993 PRETTY GUARDIAN 1997 Digital Monster handheld digital 1996 handheld digital pet becomes pet Products produced annually: worldwide craze 14,500 (approx.) 2000’s 1999 PRIMOPUEL interactive 2002 BIKKURA? TAMAGO bath bombs IP commercialized annually: talking doll 2004 PRECURE series 580 (approx.) 2005 DATACARDDASS card vending machine Tamagotchi devices sold: Sep 2005 Merger with NAMCO LIMITED to 2007 Omochanomachi BANDAI MUSEUM opens 82,000,000 2007 (MUGEN) PUCHIPUCHI keychain toy form BANDAI NAMCO Group ∞ (approx.) (Nov 1996 – Mar 2020)

CARDDASS playing cards sold: 2010’s Apr 2008 Development 2010 MOJIBAKERU KANJI ANIMAL 11,620,000,000 of brands for a candy toy (approx.) (Jul 1988 – Mar 2020) 2010 HEROES trading mature fan base card arcade game BIKKURA? TAMAGO bath bombs sold: 2012 AIKATSU! DATACARDDASS series 121,000,000 Feb 2018 BANDAI SPIRITS CO., LTD. is 2013 Strengthened development of spun off from BANDAI and (approx.) (Mar 2002 – Mar 2020) products for women 2014 YO-KAI WATCH series BANPRESTO Overseas operations: 2020’s

©ISHIMORI PRODUCTION INC. and , LTD. All Rights Reserved. ©BANDAI ©Takashi countries and regions worldwide Yanase Froebel-kan,TMS,NTV ©Akiyoshi Hongo, Toei Animation ©Toei Animation. All Rights Reserved 2018 DANGOMUSHI capsule 16 / Jul 2020 BANDAI celebrates its 70th ©2021 TOEI COMPANY, LTD. All Rights Reserved. ©Fujiko-Pro,Shogakukan,TV-Asahi,Shin-ei,and ADK product ©Dynamic Planning · TOEI ANIMATION © · SUNRISE ©Yudetamago, Toei Animation ©Naoko anniversary Takeuchi/PNP,Toei Animation ©BIRD STUDIO/, TOEI ANIMATION ©BANDAI ©L5/YWP · TX Strengthening global product Europe lineup BANDAI’s CARD GAME is and the well on its way to becoming an international phe- nomenon on a par with TAMAGOTCHI, now espe- Americas cially popular in the US, France and Latin America. We’re currently preparing for expansion into other overseas markets. In North America, we’re expand- ing placements of capsule vending machines as a prelude to future global development. And we are further accelerating global IP development, in- cluding new original Japanese IP such as World of Zombies, leveraging BANDAI’s resources and exper- tise in toy planning and development.

Toys and Hobby Business Main Overseas Group Companies BANDAI (SHENZHEN) CO., LTD. (including non-consolidated )

BANDAI NAMCO Toys & Hobby (SHANGHAI) CO., LTD. GLOBAL BANDAI UK LTD.

BANDAI S.A.S. Innovation BANDAI NAMCO KOREA CO., LTD. BANDAI ESPAÑA S.A. BANDAI AMERICA INC. BANDAI CO., LTD. BANDAI began exporting its prod- Scale of the global toy market BANDAI NAMCO Collectibles LLC ucts overseas in March 1951, just eight BANDAI SPIRITS CO., LTD. months after the company’s establish- BANDAI NAMCO TAIWAN CO., LTD. ment. Since then, BANDAI has always Over JPY 9.6 trillion taken on new challenges while keeping Source: Euromonitor International BANDAI NAMCO ASIA CO., LTD. an eye on the global market. Under the Toys and Hobby Unit’s new Mid-term Japan BANPRESTO(HK)LIMITED % BANDAI CORPORACION MEXICO, S.A. de C.V. Vision of “Break Out of the Box. Wow 6 the World!” we’re further accelerating BANDAI NAMCO PHILIPPINES INC. global development. This entails not only launching Japanese IP worldwide— North ARTPRESTO VIET NAM CO., LTD it is also about acquiring, creating and Asia and and Latin nurturing local IP and creating original Oceania America BANDAI NAMCO (THAILAND) CO., LTD. products tailored to local needs. In ad- dition, it involves implementing e-com- 22% 39% BANDAI NAMCO SINGAPORE PTE. LTD. merce and other marketing strategies Europe suited to local business practices. Chal- and the lenging ourselves to think outside the Middle East box, BANDAI aims to become global leaders in the character and entertain- 32% ment businesses.

Note: Due to rounding, figures do not add up to 100%.

New local company to expand presence in China Asia In addition to also marketing proven Japa- nese IP like , KAMEN RIDER and region , we’re focusing on local production for local consumption and expanding local IP creation throughout Asia. In addition, we’re strengthening marketing efforts and customiz- ing them in accordance with local needs. In 2019, BANDAI NAMCO Toys & Hobby (SHANGHAI) CO., LTD. was established to facilitate toys sales in

China. This will help us expand our presence in PAC-MAN™&©BANDAI NAMCO Entertainment Inc. ©BANDAI ©BIRD STUDIO/SHUEISHA, TOEI ANIMATION the key Chinese market, and to build new busi- ©2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All Rights Reserved. ©K. Horikoshi / Shueisha, Project ©/Shueisha, Toei Animation ©2020 BANDAI ©SUNRISE,Layup ness models. © ©ISHIMORI PRODUCTION INC. and TOEI COMPANY, LTD. All Rights Reserved. ©Fujiko-Pro,Shogakukan,TV-Asahi,Shin-ei,and ADK