ENVALITH
株式会社バンダイナムコホールディングス logo

Bandai Namco Holdings Inc.

7832Prime MarketOther Products

株式会社バンダイナムコホールディングス logo
Bandai Namco Holdings Inc.7832

Business

Bandai Namco Holdings is a comprehensive entertainment group comprising 96 subsidiaries and 17 affiliated companies. Centered on powerful IPs (intellectual property) such as Gundam, ONE PIECE, DRAGON BALL, and Tamagotchi, the company promotes an "IP Axis Strategy" that organically links its four businesses: Toys & Hobby, Digital (Console Games and Smartphone Apps), Visual & Music, and Amusement. Its main customer base spans widely from children to adults (high-target demographics), targeting not only the domestic Japanese market but also global markets including North America, Europe, and Asia. In FY2026 (ending March 2026), consolidated net sales reached ¥1,348,246 million, with the number of IPs deployed expanding to over 600.

Business Model

By simultaneously deploying the same IP across the Toys & Hobby, Games, Video, and Amusement businesses, the company mutually enhances IP value while securing multiple revenue sources. The Toys & Hobby Business (net sales of ¥673,968 million) is the largest earnings pillar, complemented by the Digital Business (¥476,592 million), Amusement Business (¥152,747 million), and Visual & Music Business (¥95,506 million). The company practices portfolio management that combines diverse revenue forms such as licensing income, merchandise sales, facility operations, and game monetization, thereby diversifying dependence on any specific title.

Company Strengths

The number of IPs deployed as products and services in FY2026 (ending March 2026) increased to over 600. In addition to established IPs such as Gundam, ONE PIECE, DRAGON BALL, Tamagotchi-related products, and THE IDOLM@STER, the company continues to invest in creating new IPs, building a stable revenue base while diversifying the risk of dependence on specific IPs.

In FY2026 (ending March 2026), Toys & Hobby Business net sales were ¥673,968 million (up 12.9% year on year), and segment profit was ¥126,938 million (up 24.2% year on year). High-target products such as Gunpla (Gundam series plastic models), Collectors' Figures / Ichiban Kuji performed well both domestically and overseas, achieving high profit contribution as the Group's largest revenue segment.

At the end of FY2026 (ending March 2026), the equity ratio stood at 72.3% (improved from 71.9% in the previous fiscal year), and cash and cash equivalents totaled ¥412,416 million. Under a financial policy of primarily funding working capital and capital expenditures through internal funds, the company maintains a sound financial structure while planning approximately ¥600.0 billion in growth investments during the medium-term plan period.

ENVALITH's Perspective

Segment profit in the Digital Business fell to ¥56,682 million, down 17.3% year on year. While the decline is attributed mainly to differences in the console game title lineup compared with the same period of the previous fiscal year, amid continued escalation and prolongation of game development costs, it will be necessary to assess the quality of the title portfolio going forward and the sustainability of its profit contribution. In the FY2027 (ending March 2026) forecast as well, the degree of recovery in the Digital Business holds the key to overall performance.

The consolidated earnings forecast for FY2027 (ending March 2026) calls for net sales of ¥1,350,000 million (up 0.1% year on year) and operating profit of ¥185,000 million (down 2.4%), indicating a decline in profit. The impact of US trade policy (tariffs) has already partly materialized, centered on the interim period of the Toys & Hobby Business, and as an external factor, downside risk remains depending on future tariff developments. Achieving the FY2028 (ending March 2026) target (net sales of ¥1,450.0 billion and operating profit of ¥200.0 billion) will require a sharp recovery starting from FY2027 (ending March 2026).

The Toys & Hobby Business posted net sales of ¥673,968 million (up 12.9% year on year) and segment profit of ¥126,938 million (up 24.2%), an extremely strong performance, but strengthening the production system and distribution to meet expanding global demand remains an ongoing challenge. As external factors, foreign exchange fluctuations and rising raw material prices could also affect profitability. In addition, toward achieving the medium-term target of an overseas sales ratio of 50% or more, it will be necessary to continually verify the effectiveness of measures such as locally originated IP and collaborations with local companies.

Growth Strategy

Deepening the IP-axis strategy globally to achieve net sales of ¥1,450.0 billion and operating profit of ¥200.0 billion in FY2028 (ending March 2028)

Expanding the categories and regions covered, including products for high-target demographics, trading cards, and Gashapon (capsule toys). Aiming for an overseas sales ratio of 50% or more through e-commerce enhancement in each region and promotion of collaborations with locally originated IP and local companies. In FY2026 (ending March 2026), net sales grew a strong 12.9% year on year.

Established a visual and music business subsidiary in North America and signed a co-investment agreement with Legendary Pictures for the live-action film "Mobile Suit Gundam." Aiming to maximize the value of the Gundam IP through production investment, licensing, promotion, and enhanced events ahead of the worldwide release.

Promoting title development that meets fan expectations with an emphasis on quality, and building a well-balanced, optimal title portfolio. Aiming to strengthen the worldwide marketing structure through collaboration between Japan and U.S. bases and to improve the speed of decision-making. In FY2026 (ending March 2026), segment profit declined 17.3% year on year, leaving challenges to be addressed.

Fully utilizing the Group's data connection and aggregation platform built under the previous medium-term plan to improve the precision of optimal marketing plan formulation, product planning, and demand forecasting. Also promoting research and application of new technologies in game development and video production.

The newly established department "CW360," an abbreviation of "Connect with 360," approaches areas the Group has not previously been able to reach, taking a Group-wide perspective, and promotes collaboration and partnerships with all kinds of partners. It also functions as an opportunity for developing next-generation talent.

Last updated: July 19, 2026