Bandai Namco Holdings Inc.
7832・Prime Market・Other Products
Digital Business
Digital entertainment business expanding globally centered on Network Content and Console Games
| Period | Current | Previous | Change |
|---|---|---|---|
| Sales (segment total) | ¥476,592 million | ¥455,633 million | ↑ |
| Segment profit | ¥56,682 million | ¥68,527 million | ↓ |
| Segment assets | ¥307,159 million | ¥311,135 million | ↓ |
| Depreciation and amortization | ¥7,199 million | ¥6,616 million | ↑ |
| Increase in property, plant and equipment and intangible assets (capital expenditures) | ¥6,887 million | ¥5,206 million | ↑ |
Business Details
A segment engaged in the planning, development, and distribution of Network Content (smartphone apps, etc.) and the planning, development, and sale of Console Games. The segment operates services domestically and internationally centered on powerful IPs such as "DRAGON BALL," "ONE PIECE," "THE IDOLM@STER," and "ELDEN RING." Japan and US bases collaborate to promote worldwide marketing, and continuous measures after release aim for long-term development. The segment forms one wing of the Bandai Namco Group's Entertainment Unit.
Recent Overview
Sales up 4.6% year-on-year, but segment profit down sharply by 17.3% due to differences in title lineup
In FY2026 (ending March 2026), the Digital Business posted sales of ¥476,592 million (up 4.6% year-on-year), while segment profit decreased significantly to ¥56,682 million (down 17.3% year-on-year). In Network Content, the new app "SD GUNDAM G GENERATION ETERNAL" performed well, strengthening the revenue base. In Console Games, titles such as "ELDEN RING NIGHTREIGN" became hits worldwide, but differences in the lineup of major titles compared to the same period of the previous year affected overall performance. Under the medium-term plan, the company has indicated a policy of building a well-balanced, optimal title portfolio.
Key Products
Growth Drivers
- Revenue contribution from worldwide hits of new Console Games titles such as "ELDEN RING NIGHTREIGN"
- Stable Network Content revenue base from flagship app titles such as "DRAGON BALL," "ONE PIECE," and "THE IDOLM@STER"
- Acquisition of new fan bases through new app titles (such as "SD GUNDAM G GENERATION ETERNAL")
- Strengthening of worldwide marketing structure and improved decision-making speed through collaboration between Japan and US bases
- Enhanced marketing precision and advanced demand forecasting utilizing the Data Universe concept
Risks
- High dependence on hit titles for performance, and risk of period-to-period performance fluctuation due to differences in title lineup (materialized in FY2026, ending March 2026)
- Risk of profitability deterioration due to lengthening game development periods and rising investment amounts
- Risk of delayed response to platform diversification and technological evolution
- Risk of failing to respond to diversifying customer needs and changing preferences
- Intensifying competition in the global market (competition with domestic and overseas game makers)
Last updated: June 16, 2026

