SEGA SAMMY HOLDINGS INC.
6460・Prime Market・Machinery
Entertainment Contents Business
Sega Sammy's core business segment covering Consumer Games, Animation Video, and AM&TOY
| Period | Current | Previous | Change |
|---|---|---|---|
| Segment revenue (external) | ¥326,639 million | ¥321,575 million | ↑ |
| Total segment revenue (including intersegment) | ¥327,246 million | ¥322,145 million | ↑ |
| Segment ordinary income | ¥34,447 million | ¥41,886 million | ↓ |
| Adjusted EBITDA | ¥13,353 million | ¥48,123 million | ↓ |
| YoY change rate (revenue) | +1.6% | — | ↑ |
| YoY change rate (ordinary income) | -17.8% | — | ↓ |
Business Details
This segment covers the development and sale of Consumer Games (Full Games) and F2P titles, the development and sale of Amusement Machines, the planning, production, and sale of animated films, and the development, manufacturing, and sale of toys, among other activities. The segment comprises SEGA CORPORATION, ATLUS Co., Ltd., Rovio Entertainment Ltd., Sega Europe Ltd., and other companies, and deploys flagship IPs such as "Sonic," "Like a Dragon," "Persona," and "Angry Birds" globally. Under the medium-term plan, the segment is advancing a transmedia strategy (video adaptation, licensing, and merchandising).
Recent Overview
Revenue increased but profit declined. Rovio impairment and weak Consumer Games weighed on results, while Video and Licensing performed well.
In FY2026 (ending March 2026), revenue increased to ¥327,246 million (up 1.6% year on year), but ordinary income declined sharply to ¥34,447 million (down 17.8% year on year), and adjusted EBITDA fell sharply to ¥13,353 million (down 72.3% year on year). In the Consumer segment, some Full Game and F2P titles fell short of plan, and Rovio was affected by weakness in existing titles and delays in new title launches. On the other hand, the Video segment saw higher revenue and profit, driven by the theatrical film "Detective Conan" hit, which generated box office revenue of approximately ¥14.7 billion, and strong sales of animation works for streaming platforms. License-out revenue grew steadily, up 31.6% year on year. Impairment losses on Rovio goodwill and other assets of ¥31,993 million were recorded as extraordinary losses.
Key Products
Growth Drivers
- Continued progress in the transmedia strategy (video adaptation, character licensing, and merchandising) centered on the "Sonic" and "Angry Birds" IPs (license-out revenue up 31.6% year on year in FY2026 ending March 2026)
- Strengthening of "sales capability" through the launch of new Full Game titles based on flagship IPs and the reorganization of sales structure and promotional renewal (policy for FY2027 ending March 2027)
- Revenue contribution from the Video segment through sales of animation works to streaming platforms and box office revenue from theatrical animated films
- Building and expanding the GaaS (Game as a Service) revenue base through the launch of new F2P titles
- Full-scale rollout of transmedia initiatives, including video adaptations of the "Sonic" and "Angry Birds" IPs, from FY2027 (ending March 2027) onward
Risks
- Risk of additional impairment following the Rovio goodwill and other intangible asset impairment loss (¥31,993 million recorded in FY2026 ending March 2026) and uncertainty regarding the recovery of Rovio's business performance
- Risk that some Consumer Games titles fall short of plan (weak sales or development delays for new Full Game and F2P titles)
- Inventory valuation risk related to game content work-in-progress and software (work-in-progress balance of ¥78,486 million, a significant increase year on year)
- Risk of margin deterioration due to rising game development costs (higher personnel expenses and longer development periods) and increased advertising expenses
- Foreign exchange risk (high proportion of overseas revenue means a stronger yen has a significant impact on revenue and profit)
- Slowdown in growth of the Consumer Games market due to deteriorating economic conditions such as ongoing inflation
Last updated: June 17, 2026

