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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・Prime Market・Other 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

Digital Business

Digital entertainment business expanding globally centered on Network Content and Console Games

PeriodCurrentPreviousChange
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

platform
Network Content (Smartphone Apps)

Flagship app titles such as the "DRAGON BALL" series, "ONE PIECE," and "THE IDOLM@STER" series remained stable through continuous measures. The new title "SD GUNDAM G GENERATION ETERNAL" acquired a new fan base and performed well.

product
Console Games

New titles such as "ELDEN RING NIGHTREIGN" became hits worldwide. "Tamagotchi Petit Petit Omisecchi Omachidosama!" and "Digimon Story: Time Stranger" also gained popularity through synergy with the Toys & Hobby Business. On the other hand, differences in title lineup compared to the same period of the previous year affected overall Console Games performance.

service
Digital IP Licensing Business

Utilizes and licenses the Group's diverse IP portfolio in the digital domain. Under the medium-term plan, the policy is to strengthen the IP licensing business and promote series development and brand strength enhancement of game titles.

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)

Toys & Hobby Business

Bandai Namco Group's largest revenue segment, serving as the core of the IP-axis strategy

PeriodCurrentPreviousChange
Segment sales (total including internal transactions, FY2026 ending March 2026)¥673,968 million¥596,933 million↑
Sales to external customers (FY2026 ending March 2026)¥646,180 million¥574,837 million↑
Segment profit (FY2026 ending March 2026)¥126,938 million¥102,202 million↑
Segment assets (end of FY2026, ending March 2026)¥417,289 million¥343,842 million↑
Increase in property, plant and equipment and intangible assets (FY2026 ending March 2026)¥34,270 million¥41,230 million↓
Depreciation and amortization (FY2026 ending March 2026)¥27,516 million¥22,847 million↑

Business Details

Engaged in the planning, development, manufacturing, and sale of toys, capsule toys, cards, confectionery and food, apparel, daily necessities, plastic models, prizes, and stationery. The segment operates domestically and internationally with products targeting high-target (adult) demographics such as Gunpla, Collectors' Figures / Ichiban Kuji, as well as Trading Card Games and Gashapon. Against the backdrop of growing popularity of Japanese IP in the global market, the segment promotes expansion of categories, regions, and touchpoints, and accounts for approximately 50% of the Group's total sales, making it a core business.

Recent Overview

Achieved the largest profit growth among all segments, with sales up 12.9% and segment profit up 24.2%

In FY2026 (ending March 2026), the Toys & Hobby Business achieved significant growth in both sales and profit, with sales of ¥673,968 million (up 12.9% year-on-year) and segment profit of ¥126,938 million (up 24.2% year-on-year). Although the segment was partially affected by tariffs mainly during the interim period, high-target products such as Gunpla, Collectors' Figures / Ichiban Kuji, as well as TCG, Gashapon, and confectionery and food performed well through expansion of the product lineup, regions, and touchpoints. The new product "Tamagotchi Paradise" and stationery items such as sticker products also became hits. For the Gundam series, contributions came from the hit new film "Mobile Suit Gundam GQuuuuuuX," IP buzz generated by participation in Expo 2025 Osaka, Kansai, Japan, and cross-Group initiatives.

Key Products

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Gunpla (Gundam series plastic models)

Plastic models of the Gundam series. Performance was strong due to strengthened sales and marketing and an expanded product lineup. Contributions came from IP buzz generated by participation in the "GUNDAM NEXT FUTURE PAVILION" at Expo 2025 Osaka, Kansai, Japan, as well as cross-Group initiatives.

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Collectors' Figures / Ichiban Kuji

Collectors' figures and the character lottery "Ichiban Kuji" for adults. Performance was strong due to strengthened sales and marketing and an expanded product lineup, contributing to the growth of segment profit.

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Trading Card Game (TCG)

Card products such as Trading Card Games. Contributed to performance through expansion of the product lineup, target demographics, and regions, as well as strengthened touchpoints with customers.

product
Gashapon (capsule toys)

The capsule toy "Gashapon." Contributed to performance through expansion of physical touchpoints via specialty stores such as "Gashapon Department Store," as well as expansion of regions and target demographics. Collaboration with the Amusement Business is also being promoted.

product
Tamagotchi-related products

New products such as "Tamagotchi Paradise" gained popularity domestically and overseas. Synergy with buzz from the Digital Business was also demonstrated. As an IP originating from the Toys & Hobby Business, it is also positioned as a target for strengthening the licensing business.

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Confectionery & Food, Stationery

Confectionery and food products contributed to performance through expansion of the product lineup, target demographics, and regions. In addition, stationery items such as sticker products became hits, contributing to the expansion of overall segment revenue.

Growth Drivers

  • Accelerated overseas expansion against the backdrop of growing popularity of Japanese IP (Gundam, ONE PIECE, DRAGON BALL, etc.) in the global market
  • Strengthened sales and marketing and expanded product lineup for high-target (adult) products (Gunpla, Collectors' Figures / Ichiban Kuji)
  • Expansion of categories, target demographics, and regions for Trading Card Games, Gashapon, confectionery and food, etc.
  • Expansion of touchpoints and strengthened connections with fans through real events, specialty stores (such as Gashapon Department Store), and IP Experience Official Shops
  • Response to growing global demand through strengthened production systems and distribution
  • Strengthening of the licensing business for IPs originating from the Toys & Hobby Business, such as Tamagotchi, and expansion of IP worldviews beyond the Group's business domains
  • Deepening the establishment of play habits and connections with fans through collaboration with the Amusement Business via official shops, experience events, and events
  • Strengthening of e-commerce in each region through promotion of collaborations with locally originated IP and local companies

Risks

  • Risk of domestic market contraction due to progressing declining birthrate in Japan
  • Risk of increased manufacturing costs due to rising raw material and fuel prices and exchange rate fluctuations
  • Geopolitical risk associated with concentration in production regions (mainly Asia, including China) and impact of legal changes and tariffs related to import/export transactions (partially materialized mainly during the interim period of FY2026, ending March 2026)
  • Impact on demand and costs due to increasingly uncertain global political and economic environment, including changes in US trade policy
  • Risk of increasing complexity in quality control and labor environment management associated with expanding global operations
  • Risk of delayed response to diversifying customer needs and changing preferences
  • Risk of stricter environmental regulations related to plastic use (being addressed through the establishment of the Bandai Namco Group Plastic Environmental Policy)

IP Production Business

Group's IP creation base responsible for video and music content production and IP management

PeriodCurrentPreviousChange
Sales (full year)¥95,506 million¥90,738 million↑
Segment profit (full year)¥12,181 million¥11,778 million↑
Sales, year-on-year changeup 5.3%—↑
Segment profit, year-on-year changeup 3.4%—↑
Goodwill amortization (full year)¥2,094 million¥2,094 million—
Goodwill balance at period end¥7,635 million¥9,729 million↓
Segment assets¥81,991 million¥70,554 million↑

Business Details

Engaged in the planning, production, and operation of video and music content such as animation, management and operation of copyrights and IP rights, discovery and development of artists, and the Live Entertainment business. The segment serves as the core of "IP creation" in the Group's IP-axis strategy, developing theatrical releases, video streaming, licensing business, and live events through major IPs such as Gundam and Love Live!. The company has established a video and music business subsidiary in North America and signed a co-investment agreement with Legendary Pictures for a live-action "Mobile Suit Gundam" film, strengthening global expansion.

Recent Overview

Increased sales and profit driven by new Gundam video works and Love Live!

In FY2026 (ending March 2026), the Visual & Music Business posted sales of ¥95,506 million (up 5.3% year-on-year) and segment profit of ¥12,181 million (up 3.4% year-on-year), achieving increased sales and profit. The new Gundam series video work "Mobile Suit Gundam GQuuuuuuX" acquired a new fan base in addition to existing fans, and box-office revenue, global video streaming, and licensing rollout contributed to performance. In the fourth quarter, "Mobile Suit Gundam Hathaway's Flash: Witch from Mercury" got off to a strong start. The Love Live! series also maintained popularity through interlinked development of theatrical works, music, and live events.

Key Products

product
Video & Animation Content

In addition to production and box-office operations for theatrical works such as "Mobile Suit Gundam GQuuuuuuX" and "Mobile Suit Gundam Hathaway's Flash: Witch from Mercury," the business also carries out global video streaming rollout. Global streaming of existing IPs such as "One-Punch Man" also remained stable.

service
Licensing & Copyright Business

Manages and operates the copyrights and IP rights of the Group's IP portfolio, granting licenses to domestic and overseas companies. Licensing rollout of products and services centered on the Gundam IP contributed to performance globally.

service
Live Entertainment

Centered on the Love Live! series, the business carries out interlinked development of theatrical works, music, and live events. It also handles the discovery and development of artists, providing real touchpoints with fans through live events.

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Music Content

Produces, sells, and distributes music content linked to animation works. Music development for series such as Love Live! is linked with live events, contributing to enhanced IP value.

Growth Drivers

  • Growing popularity of Japanese IP in the global market (increased awareness through the spread of video streaming)
  • Acquisition of new fan bases through continuous new video works in the Gundam series, and cross-Group initiatives linked with each business
  • Enhanced IP value through interlinked development of theatrical works, music, and live events for the Love Live! series
  • Accelerated global expansion through the establishment of a North American video and music business subsidiary and a co-investment agreement with Legendary Pictures for the live-action "Mobile Suit Gundam" film
  • Stable licensing revenue through global video streaming of existing IPs (such as "One-Punch Man")
  • Generation of IP buzz and increased awareness through participation in the "GUNDAM NEXT FUTURE PAVILION" at Expo 2025 Osaka, Kansai, Japan

Risks

  • Volatility in performance depending on whether theatrical releases become hits (risk of downturn in year-on-year comparisons)
  • Intensifying competition in IP creation (competition with domestic and overseas entertainment companies)
  • Difficulty in developing and securing talent for work production, lengthening production periods, and rising investment amounts
  • Impact on licensing revenue due to diversification of video streaming platforms and changes in negotiating power
  • Exchange rate fluctuation risk and risk of regulatory and legal changes in each country associated with expanding overseas operations
  • Box-office performance risk in large investment projects such as the live-action "Mobile Suit Gundam" film

Amusement Business

Group's customer touchpoint business responsible for developing and selling amusement equipment and operating IP-linked facilities

PeriodCurrentPreviousChange
Sales (full year, FY2026 ending March 2026)¥152,747 million¥141,485 million (FY2025, ended March 2025)↑
Segment profit (full year, FY2026 ending March 2026)¥10,106 million¥8,438 million (FY2025, ended March 2025)↑
Sales, year-on-year change (full year, FY2026 ending March 2026)up 8.0%—↑
Segment profit, year-on-year change (full year, FY2026 ending March 2026)up 19.8%—↑
Domestic same-store sales, year-on-year (full year, FY2026 ending March 2026)107.0%—↑

Business Details

Engaged in the planning, development, production, sale, and after-sales service of amusement equipment, as well as the planning and operation of amusement facilities including theme parks and indoor playgrounds. The segment develops Group IP-linked facilities such as "Bandai Namco Cross Store" and "Gashapon Department Store," playing a strategic role in expanding awareness of Group products and services and strengthening touchpoints with fans. The business also handles the sale of Arcade Game Machines.

Recent Overview

Sales up 8.0% and profit significantly improved by 19.8%, driven by strong facility operations and arcade game sales contributions

For the full year of FY2026 (ending March 2026), the segment achieved sales of ¥152,747 million (up 8.0% year-on-year) and segment profit of ¥10,106 million (up 19.8% year-on-year). Domestic amusement facility same-store sales performed steadily at 107.0% year-on-year, with Group IP-linked facilities and activity facilities such as "Bandai Namco Cross Store" and "Gashapon Department Store" performing well. In arcade games, sales of "Mobile Suit Gundam Extreme VS. 2 Infinite Boost" contributed to performance.

Key Products

service
Amusement Facility Operations

Develops Group IP-linked facilities and activity facilities such as "Bandai Namco Cross Store," "Gashapon Department Store," and "IP Experience Official Shops." Domestic same-store sales performed well, reaching 107.0% year-on-year for the full year of FY2026 (ending March 2026).

product
Arcade Game Machines

Develops and sells IP-linked arcade games such as "Mobile Suit Gundam Extreme VS. 2 Infinite Boost." Product rollout is aligned with the Group's IP-axis strategy.

service
IP Experience Shops & Events

Develops IP Experience Official Shops and experience events/events as Bandai Namco-unique facilities linked with the Group's products and services. Responsible for strengthening touchpoints with fans and expanding awareness of Group products and services.

Growth Drivers

  • Strong performance of IP-linked facilities and activity facilities such as "Bandai Namco Cross Store" and "Gashapon Department Store"
  • Steady domestic amusement facility same-store sales at 107.0% year-on-year (full year of FY2026, ending March 2026)
  • Strong sales of arcade games such as "Mobile Suit Gundam Extreme VS. 2 Infinite Boost"
  • Expansion of touchpoints with fans through strengthened linkage with the Group's IP-axis strategy
  • Expanded awareness of Group products and services through IP Experience Official Shops, experience events, and other events

Risks

  • Securing talent and rising labor costs
  • Pressure on earnings due to rising raw material and fuel prices
  • Response to diversifying customer needs
  • Intensifying changes in the environment (global political instability, US trade policy, etc.)
  • Ongoing need for efficiency improvements in facility operations

Other Business

Support segment consisting of logistics and administrative operations that support Group companies

PeriodCurrentPreviousChange
Sales to external customers¥6,340 million¥6,647 million↓
Sales (total, including internal transactions)¥38,973 million¥36,224 million↑
Segment profit¥2,819 million¥1,671 million↑
Segment assets¥30,515 million¥26,340 million↑
Depreciation and amortization¥789 million¥725 million↑
Increase in property, plant and equipment and intangible assets¥911 million¥807 million↑

Business Details

The "Other Business" segment consists of companies engaged in logistics operations and various administrative operations for Bandai Namco Group companies. The segment plays a role in supporting the reportable segments (Toys & Hobby, Digital, Visual & Music, Amusement) and works to achieve efficient operations in Group support-related tasks. Sales to external customers amounted to ¥6,340 million (FY2026, ending March 2026), accounting for only about 0.5% of the total, but sales including internal Group transactions reached ¥38,973 million.

Recent Overview

Segment profit significantly improved by 68.6% year-on-year, driven by strong Group business performance

In FY2026 (ending March 2026), demand for internal transactions expanded against the backdrop of strong performance in the Group's main businesses (particularly the Toys & Hobby Business and Amusement Business), with sales (including internal transactions) reaching ¥38,973 million (up 7.6% year-on-year) and segment profit significantly improving to ¥2,819 million (up 68.6% year-on-year). Sales to external customers slightly decreased to ¥6,340 million from ¥6,647 million in the previous period, but efficient operations associated with the expansion of the Group's overall business scale contributed to improved earnings.

Key Products

service
Logistics Business for the Group

Handles integrated logistics for products of Group companies such as the Toys & Hobby Business and Digital Business. Demand for internal transactions has been increasing as the Group's overall business scale expands.

service
Administrative Services for the Group

Consists of companies handling accounting, human resources, general affairs, and other administrative operations for Group companies. Supports the efficient operation of the Group as a whole, playing a role in backing the growth of each business.

Growth Drivers

  • Increased demand for logistics and administrative operations associated with the expansion of the Group's overall business scale
  • Ongoing promotion of efficiency in Group support-related operations
  • Increase in internal transactions linked to sales growth at Group companies (particularly the Toys & Hobby Business and Amusement Business)

Risks

  • Decrease in internal transaction demand due to deteriorating performance of the Group's main businesses
  • Pressure on earnings due to rising logistics costs (increases in raw material and fuel prices)
  • High dependence on internal Group transactions and limited sales to external customers, resulting in little room for independent revenue expansion

Last updated: July 17, 2026