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

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)

Last updated: June 16, 2026