BANDAI NAMCO Holdings Inc.
Financial Results for the Second Quarter of the Fiscal Year Ending March 31, 2023[JGAAP](Consolidated)
According to the article
In the first half of the fiscal year ending March 31, 2019, in addition to responding speedily to changes in the environment, we implemented various measures to connect with fans broadly, deeply, and intricately, such as by strongly linking major IP media developments with products and services. We promoted measures.
As a result, the digital business, the toys and hobby business, and the amusement business saw year-on-year increases in sales. In terms of profits, both domestically and internationally, repeat sales of home video games in the digital business and sales of products and services with high profit margins, such as products for the high-target segment (adults) and card products in the toys and hobby business, were strong. As a result, it grew significantly. Profits were also boosted by foreign exchange gains related to foreign currency-denominated transactions due to the weaker yen.
As a result, operating results for the first half of the fiscal year under review were net sales of 477,620 million yen (up 21.3% year-on-year), operating income of 81,607 million yen (up 32.2% year-on-year), and ordinary income of 92,365 million yen. ¥66,557 million (up 68.4% year-on-year).
Operating results by segment are as follows.
Please note that the classification of reportable segments has been changed from the first quarter of the consolidated accounting period, and the figures for the same period of the previous year have been rearranged according to the segment classification after the change in the following year-on-year comparisons.
Regarding the digital business,In the home video game business, repeat sales of existing titles such as the worldwide major title “ELDEN RING” released in the previous consolidated fiscal year were strong, mainly overseas, and contributed to earnings. In addition, sales of new titles such as “Digimon Survive,” which was released during the second quarter of the fiscal year under review, remained stable. In network content,Mainstay titles such as the “DRAGON BALL” series and “ONE PIECE,” as well as titles launched in the previous fiscal year, performed well due to continuous user-oriented measures.
As a result, net sales in the digital business were 193,897 million yen (up 29.6% year-on-year), and segment profit was 44,649 million yen (up 71.7% year-on-year).
Regarding the toys and hobby business,Products for the high-target segment (adult segment), such as plastic models and collectible figures of the Mobile Suit Gundam series, character lotteries, etc., performed well both in Japan and overseas due to the strengthening of sales and marketing and the product lineup.In Japan, in addition to the classic IP toys, card products such as the trading card game “ONE PIECE” and digital cards of the “Mobile Suit Gundam” series, and confectionery products such as “Charapaki” became popular. .
As a result, sales in the Toys and Hobby Business were 213,368 million yen (up 19.8% year-on-year), and segment profit was 33,562 million yen (up 1.4% year-on-year).
In the IP production business, we changed the organizational structure and consolidated resources and know-how related to video, music, live events, etc., with the aim of strengthening IP creation. Under this new structure, we produced video works related to IP such as the “Mobile Suit Gundam” series and “Love Live!” However, it did not reach the same period last year, when IP-related licensing income was strong.
As a result, net sales in the IP Produce Business were 35,065 million yen (down 2.9% year-on-year), and segment profit was 3,459 million yen (down 13.7% year-on-year).
Regarding the amusement business, although there were areas affected by the spread of the new coronavirus infection,In the second quarter of the fiscal year ending March 31, 2016, the amusement center business recovered, with domestic amusement center sales at existing stores up 121.6% year on year.In addition, the equipment sales business performed well, mainly in Europe and the United States. In the amusement business, in addition to streamlining, we will promote initiatives unique to BANDAI NAMCO, such as opening stores in collaboration with the Group’s products and services, with the aim of strengthening our earnings base.
As a result, net sales in the Amusement Business were 48,657 million yen (up 24.7% year-on-year), and segment profit was 4,804 million yen (up 96.3% year-on-year).
Other businesses are composed of companies that conduct logistics business for group companies and other management operations, etc. We are working on efficient operation of these group support related operations.
Net sales in other businesses were 15,070 million yen (up 10.5% year-on-year), and segment profit was 456 million yen (down 21.4% year-on-year).
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