SK JAPAN CO., LTD.
7608・Standard Market・Wholesale Trade
Character Entertainment Business
Core segment handling the sale of character merchandise for prize games and capsule toys
| Period | Current | Previous | Change |
|---|---|---|---|
| Net sales (cumulative first quarter) | ¥3,471 million | ¥2,750 million | ↑ |
| Operating income (cumulative first quarter) | ¥400 million | ¥379 million | ↑ |
| Operating margin (cumulative first quarter) | 11.5% | 13.8% | ↓ |
| Sales to amusement facilities, etc. (cumulative first quarter) | ¥3,333 million | ¥2,564 million | ↑ |
| Sales to capsule toy operators (cumulative first quarter) | ¥138 million | ¥186 million | ↓ |
| Net sales (full year, prior year actual) | ¥12,266 million | — | — |
| Operating income (full year, prior year actual) | ¥1,582 million | — | — |
Business Details
This business develops the sale of character plush toys, keychains, and similar merchandise to domestic and overseas amusement facilities (for prize games such as crane games) as well as the sale of Capsule Toy Products to distributors. In addition to domestic sales, the segment also operates overseas through its U.S. subsidiary SKJ USA, INC. and its Chinese subsidiary Aiskeije (Beijing) Culture Communication Co., Ltd. This is the core segment, accounting for ¥3,471 million (80.5%) of the consolidated net sales of ¥4,314 million for the first quarter of FY2027 (ending February 2027).
Recent Overview
Net sales rose 26.2% year on year as the prize game market remained buoyant, though margin declined due to foreign exchange effects
In the first quarter of FY2027 (ending February 2027) (March to May 2026), the prize game market, including crane games, remained buoyant, and sales trended favorably due to an expanded lineup of items featuring long-running characters. Net sales increased significantly to ¥3,471 million (up 26.2% year on year). On the other hand, margins declined due to the effects of foreign exchange fluctuations and other factors, with operating income limited to ¥400 million (up 5.7% year on year), and the operating margin declined from 13.8% in the same period of the prior year to 11.5%.
Key Products
Growth Drivers
- Continued buoyancy in the prize game market, including crane games
- Favorable sales driven by an expanded lineup of items featuring long-running characters
- Strengthening of personnel and client support capabilities in overseas operations
- Expansion of the capsule toy market and enhancement of the planning structure to address it
- Buoyancy in the domestic amusement market driven by inbound demand
Risks
- Fluctuations in demand in the amusement market (impact if the buoyancy in the prize game market subsides)
- Intensifying competition to acquire character licenses and the risk of popular characters becoming outdated
- Foreign exchange risk in overseas operations (which materialized as a factor in the margin decline in the first quarter as well)
- Risk of increased procurement costs due to rising prices and energy costs
- Risk of sales concentration with major customers (Round One Japan and Round One Entertainment Inc.)
Last updated: June 10, 2026

