CAPCOM CO., LTD.
9697・Prime Market・Information & Communication
Digital Contents Business
Capcom's core business, responsible for the development and sale of home video games and mobile content, accounting for approximately 73.8% of consolidated net sales.
| Period | Current | Previous | Change |
|---|---|---|---|
| Net sales | ¥144,277 million | ¥125,128 million | ↑ |
| Segment operating income | ¥70,618 million | ¥65,172 million | ↑ |
| Segment operating margin | 48.9% | 52.1% | ↓ |
| Segment assets | ¥119,155 million | ¥101,746 million | ↑ |
| Units sold (total) | 59.07 million units | 51.87 million units | ↑ |
| Repeat title unit sales | 49.46 million units | 39.49 million units | ↑ |
| Number of countries/regions sold | 244 | – | ↑ |
| Number of titles sold | 253 titles | – | — |
Business Details
The core segment engaged in the development and sale of home video game software and mobile content. Centered on flagship IPs such as Resident Evil, Monster Hunter, and Street Fighter, the segment sold 253 titles in 244 countries and regions worldwide. It focuses primarily on the ongoing strengthening of digital sales, aiming to maximize revenue through the launch of new titles combined with long-term repeat sales of existing titles. Development and sales operations are led by Capcom Co., Ltd., supported by overseas subsidiaries including CAPCOM U.S.A. and CE EUROPE LTD.
Recent Overview
Net sales rose 15.3% driven by the new title Resident Evil Requiem surpassing 6 million units sold, though the operating margin declined.
In FY2026 (ending March 2026), the Digital Contents Business achieved net sales of ¥144,277 million (up 15.3% year on year) and segment operating income of ¥70,618 million (up 8.4% year on year). Growth was driven by the new title Resident Evil Requiem surpassing 6 million units sold and a substantial expansion in repeat title unit sales to 49.46 million units (up from 39.49 million units in the prior fiscal year). On the other hand, segment operating margin declined from 52.1% to 48.9%, reflecting increased costs associated with the new recognition of video assets (¥9,909 million) and the strengthening of the development workforce. For FY2027 (ending March 2027), the company plans to launch entirely new IPs Pragmata and Onimusha: Way of the Sword.
Key Products
Growth Drivers
- Expansion of new unit sales through major new titles based on flagship IPs (Resident Evil Requiem surpassing 6 million units, with entirely new IPs Pragmata and Onimusha: Way of the Sword planned for the next fiscal year)
- Continued long-term, high-margin repeat sales through enhanced digital sales measures (repeat title unit sales of 49.46 million units, up 9.97 million units year on year)
- Expansion of sales opportunities and broadening of the user base through ports of titles to new-generation game consoles such as Nintendo Switch 2
- Enhancement of IP brand power and cultivation of latent users through collaboration with esports, visual media (Netflix anime, Hollywood live-action films), and character merchandising businesses
- Sustained strengthening of the development organization through annual increases of over 100 development staff (3,011 development staff as of the end of FY2026), advancing the long-term goal of 100 million annual unit sales
- Deepening of global sales through expansion of the sales network to 244 countries and regions and enhanced marketing tailored to regional characteristics
Risks
- The risk that shifts in launch timing significantly affect performance, given that flagship titles require two or more years to develop
- A trend of rising game content development costs associated with the emergence of high-performance game consoles (including new recognition of ¥9,909 million in video assets and expanding investment scale)
- Risk of revenue concentration with Valve Corporation (Steam), which accounted for 31.1% of net sales for the fiscal year under review
- Foreign exchange risk (a high proportion of global sales exposes profitability to pressure during yen appreciation)
- Information security risk (requiring continued countermeasures in light of past cyberattack incidents)
- The risk of rapid business environment change as the spread of generative AI and other technological innovations rapidly increases content delivery channels and device diversification
Last updated: June 16, 2026

