Bandai Namco Holdings Inc. · TSE:7832

Bandai Namco — H1 FY2021.3 Earnings Presentation

15 slides from Bandai Namco's earnings presentation, Nov 6, 2020

  1. Slide 1: BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2021

    BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2021 1st Half Result Presentation

  2. Slide 2: FY2021.3 1st Half Results

    FY2021.3 1st Half Results

  3. Slide 3: 1st Half Results

    1st Half Results billion yen FY 2020.3 FY 2021.3 FY 2021.3 Vs. previous Vs. previous 1st Half 1st Half Forecast 1st Half Results year’s results forecast Results (as of Aug. 2020) Net Sales 349.3 315.0 337.1 -12.2 +22.1 Operating Profit 47.9 30.0 45.9 -2.0 +15.9 Recurring Profit 48.7 30.5 47.1 -1.6 +

  4. Slide 4: Overview by Business Segment

    Overview by Business Segment

  5. Slide 5: 1st Half Results by Business Segment

    1st Half Results by Business Segment FY 2021.3 FY 2020.3 1st Half FY 2021.3 Vs. previous Vs. previous billion yen 1st Half 1st Half Forecast year’s results forecast Results Results (as of Aug. 2020) Segment sales 128.0 120.0 128.8 +0.8 +8.8 Toys and Hobby Segment profit 17.6 13.0 18.8 +1.2 +5.8 Netw

  6. Slide 6: 1st Half Overview by Business Segment

    1st Half Overview by Business Segment Toys and Hobby Favorable performance of products for the mature fan base due to rapid measures to address digital transformation Popularity of new IP products, such as Demon Slayer: Kimetsu no Yaiba, and toy-related products Products sold at amusement facilities

  7. Slide 7: 1st Half Overview by Business Segment

    1st Half Overview by Business Segment Real Entertainment The closure of amusement facilities due to COVID-19 affected both amusement facility operations and amusement machine sales In September, sales at existing facilities in Japan were down 21.7% year on year (Down 47.2% year on year in the first

  8. Slide 8: Full-Year Forecast

    Full-Year Forecast Variable factors in businesses • Influence of COVID-19 on each business • Dramatic changes in market environments and consumer preferences • Trends in the busy Christmas and New Year selling season in the Toys and Hobby business • Progress with development/sales schedules for home

  9. Slide 9: Topics for Each Business

    Topics for Each Business

  10. Slide 10: Topics for Each Business

    Topics for Each Business Toys and Hobby ▸In addition to established IP products, expanding our lineup of products for younger customers ▸Strengthening initiatives on in-house and external e-commerce sites in Japan and overseas ▸Expanding promotion of on-line events ▸Implementing new initiatives for

  11. Slide 11: Topics for Each Business

    Topics for Each Business Real Entertainment ▸Highest priority is “building a corporate constitution that can generate earnings even in a challenging operating environment” ▸Promoting links between Group know-how and assets Example: Opening new capsule toy store facilities ⇒ This facility has 2,200 c

  12. Slide 12: Topics for Each Business

    Topics for Each Business IP Creation ▸Starting roll-outs of new animations and new IP Love Live! Nijigasaki High School Idol Club Saikyo Kamizmode! Aikatsu Planet! GUNDAM FACTORY YOKOHAMA ▸Opening in December ▸18-meter life-sized moving Gundam

  13. Slide 13: Mid-term Vision

    Mid-term Vision CHAINGE tor tte NEXT BREA Ake HIE ACCELERATE EVOLUTION BANDAI NAMCO

  14. Slide 14: Note on Projections

    Note on Projections This document contains forward-looking statements and information related to the BANDAI NAMCO Group that are based on our knowledge as well as various assumptions made on the basis of information currently available. The words “forecast,” “plan,” “target,” “estimation,” “projecti

  15. Slide 15: BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2021

    BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2021 1st Half Result Presentation

Bandai Namco Holdings — H1 FY2021.3 Earnings Presentation on 6ix