Bandai Namco Holdings Inc. · TSE:7832

Bandai Namco — H1 FY2019.3 Earnings Presentation

21 slides from Bandai Namco's earnings presentation, Nov 7, 2018

  1. Slide 1: BANDAI NAMCO Group Information Meeting, 2nd Quarter Result Presentation

    BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2019 2nd Quarter Result Presentation BANDAI NAMCO

  2. Slide 2: FY2019.3 1st Half Results

    FY2019.3 1st Half Results

  3. Slide 3: First Half Results

    First Half Results billion yen FY 2018.3 FY 2019.3 FY 2019.3 Vs. previous Vs. previous 1st Half 1st Half Forecast 1st Half Results year’s results forecast Results (as of Aug. 2018) Net Sales 308.8 306.0 334.6 +25.8 +28.6 Operating Profit 34.9 29.0 43.9 +9.0 +14.9 Recurring Profit 35.6 29.5 45.8 +10.

  4. Slide 4: 1st Half Results by Segment

    1st Half Results by Segment billion yen FY 2019.3 FY 2018.3 FY 2019.3 Vs. previous Vs. 1st Half 1st Half 1st Half year’s previous Forecast Results Results results forecast (as of Aug. 2018) Segment sales 98.1 110.0 112.3 +14.2 +2.3 Toys and Hobby Segment profit 5.5 7.0 12.8 +7.3 +5.8 Network Segment

  5. Slide 5: 1st Half Results by Segment

    1st Half Results by Segment Toys and Hobby Japan: Favorable performances by plastic models, figures for the mature fan base, card games, etc. Smooth progress with established IP, such as KAMEN RIDER and PRETTY CURE! Asia: Favorable performance by Gundam plastic models, Ultraman products popular in C

  6. Slide 6: 1st Half Results by Segment

    1st Half Results by Segment Real Entertainment Game machines: Favorable results with new Wangan Midnight title Facilities: New-format facilities, such as VS PARK, were favorable, but existing facilities in Japan did not record growth Visual and Music Production Packaged content: Favorable results re

  7. Slide 7: Initial Plan for Fiscal Year

    Initial Plan for Fiscal Year billion yen FY 2019.3 Vs. FY 2018.3 Initial plan previous Results (as of May 2018) forecast Net Sales 678.3 650.0 -28.3 Operating Profit 75.0 60.0 -15.0 Recurring Profit 75.3 61.0 -14.3 The initial plan will not be revised at this point Profit Attributable to Owners of P

  8. Slide 8: Initial Plan for Fiscal Year

    Initial Plan for Fiscal Year billion yen FY 2019.3 Vs. FY 2018.3 Initial plan previous Results (as of May 2018) forecast Segment sales 222.4 230.0 +7.6 Toys and Hobby Segment profit 14.4 15.0 +0.6 Network Segment sales 326.5 300.0 -26.5 Entertainment Segment profit 50.1 35.0 -15.1 Real Segment sales

  9. Slide 9: Factors Affecting Full-Year Outlook

    Factors Affecting Full-Year Outlook Variable factors in businesses ・ Trends in the coming Christmas / New Year selling season, the largest selling season of the year for the Toys and Hobby business ・ Plans for multiple new home video game titles in 3rd quarter onward ・ Changes in operating environme

  10. Slide 10: Trends by Business

    Trends by Business

  11. Slide 11: Trends by Business: Toys and Hobby

    Trends by Business Toys and Hobby Strengthening roll-outs for the mature fan base in Japan and overseas Gundam Plastic Model THE GUNDAM BASE SHANGHAI Favorable results, First flagship shop centered on in inland China Japan and Asia Opened in August 2018 Collectable items Card Products Expanding bran

  12. Slide 12: Trends by Business: Toys and Hobby

    Trends by Business Toys and Hobby Mainstay products for children in Japan + launch of new products Established IPs Launch of new card game products using AI technologies New KAMEN RIDER Launch of new Tamagotchi off to a favorable start model Toy-related items Successive launches of toy-related items

  13. Slide 13: Trends by Business: Network Entertainment

    Trends by Business Network Entertainment Continued favorable performances by key titles & taking on the challenge of providing new value Network content: Existing key titles Maintaining popularity through operations that reflect effective event implementation and data analysis Network content: New t

  14. Slide 14: Trends by Business: Network Entertainment

    Trends by Business Network Entertainment Launches of major titles concentrated in 2nd half, strengthening e-sports initiatives Home Video Games Launch major worldwide titles in 2nd half SOULCALIBUR VI GOD EATER3 ACE COMBAT7 JUMP FORCE e-Sports Strengthen initiatives with aim of expanding base of fan

  15. Slide 15: Trends by Business: Real Entertainment

    Trends by Business Real Entertainment In addition to the launch of new machines, start to roll-out new venues Facilities Amusement machines Favorable results Start of operation of with new-format Mobile Suit Gundam: Extreme Vs. 2 facilities Amusement facilities: Targeting the busy year- end/New Year

  16. Slide 16: Trends by Business: Visual and Music Production

    Trends by Business Visual and Music Production Continued roll-out of business collaborations, targeting IP creation and development Strengthening IP creation capabilities Future high-expectation titles - Strengthening collaboration among visual, music, and live - Strengthening development system at

  17. Slide 17: Trends by Business: IP Creation

    Trends by Business IP Creation Simultaneously rolling out newly created IP and key innovations Strengthening IP creation capabilities High-expectation products in the 2nd half Investment in Sublimation Inc., which has high-quality computer graphics product capabilities DOUBLE DECKER! Theatrical vers

  18. Slide 18: Progress with main strategies

    Progress with main strategies Strengthening IP axis strategy BANDAI NAMCO Content Fund — Groupwide investment — Collaboration with external partners — Full-scale operation from FY2020.3 — Investment limit: ¥5.0 billion Make full-blown entry into Chinese market In process of building organizational f

  19. Slide 19: Mid-term Vision

    Mid-term Vision CHFAINGE for the NEXT BANDAI NAMCO

  20. Slide 20: 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

  21. Slide 21: BANDAI NAMCO Group Information Meeting

    BANDAI NAMCO Group Information Meeting Fiscal Year Ending March 2019 2nd Quarter Result Presentation BANDAI NAMCO

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