BANDAI NAMCO Group
Information Meeting(Fiscal Year Ended March 2015)
May 8, 2015
Shukuo Ishikawa
President and CEO, Representative Director
BANDAI NAMCO Holdings Inc.

Today’s Presentation
Results in FY2015.3
FY2016.3 Plan
Mid-term Plan 2015.4-2018.3

FY2016.3 Key Points

1Results in FY2015.3

Results in FY2015.3
billion yen
FY2014.3
results

FY2015.3
forecast(as of Feb. 2015)

FY2015.3 results

Vs. previous year’s
results

Vs. previousforecast

Net Sales

507.6

520.0565.4＋57.8＋45.4

Operating Income

44.6

50.056.3＋11.7＋6.3

Recurring Income47.452.0

59.3＋11.9＋7.3

Net Income

25.0

30.0

37.5＋12.5＋7.5

CapitalInvestments

23.4

18.0

22.2

▲1.2+4.2

Depreciation

21.7

23.0

23.7＋2.0＋0.7

R&D Investments

51.8

48.0

55.7

+3.9+7.7

Advertising
Expenses

38.0

38.0

41.3

＋3.3＋3.3

Personnel
Expenses

47.7

48.0

49.2

＋1.5＋1.2

2

Results by Segment
billion yen
FY2014.3
results

Vs. previous
year’s results

210.0

230.9

＋44.6

＋20.9

Segment income

10.5

16.0

17.0＋6.5＋1.0

Segment sales

278.4

270.0

288.0＋9.6＋18.0

Segment income

37.2

35.0

40.9＋3.7＋5.9

Segment sales

58.258.055.5▲2.7▲2.5

Segment income▲0.8▲0.5▲2.2▲1.4▲1.7

Segment sales

27.3

25.027.0▲0.3＋2.0

Segment income

1.6

1.5

1.4

▲0.2▲0.1

Segment sales

▲42.6

▲43.0

▲35.9＋6.7＋7.1

Segment income▲3.8▲2.0▲0.8＋3.0＋1.2

Net sales

507.6

520.0565.4＋57.8＋45.4

Operating income

44.6

50.0

56.3＋11.7＋6.3

Other

Consolidated

Results by Segment
Toys and Hobby
Vs.
previousforecast

Segment
income＋20.9＋1.0

Continued favorable results in Japan
Continued strong results by Yokai Watch
Solid results by established IP products
Favorable progress with Asia initiatives

billion yen

Segment
sales

Segment
income＋18.0＋5.9

Amusement Facility
Vs.
previous
forecast

billion yen

Segment
sales

ContentVs.
previous
forecast

Vs. previous
forecast

186.3

Content

Corporate andElimination

FY2015.3
results

Segment sales

Toys and Hobby

Amusement
Facility

FY2015.3
forecast(as of Feb. 2015)

Continued favorable results in network content
Favorable results in visual and music content
Favorable results in overseas home video gamesoftwarebillion yen

Segment
salesSegment
income▲2.5▲1.7

Difficult conditions faced by existing facilities
in Japan3

FY2015.3 Year-End Dividend
billion yen
FY2015.3
forecast(as of Feb. 2015)

FY2014.3
results

FY2015.3
results

Vs. previous
year’s results

Vs. previous
forecast

Net Sales

507.6

520.0

565.4

＋57.8＋45.4

Operating Income

44.6

50.0

56.3

＋11.7＋6.3

Recurring Income

47.4

52.0

59.3

＋11.9＋7.3

Net Income

25.0

30.0

37.5

＋12.5

＋7.5

Dividends

Maintain a base level of annual dividend payments of ¥24 per shareand a consolidated dividend payout ratio of 30%+ Achievement of previous mid-term plan
+ 10 years since establishment of BANDAI NAMCO
InterimYear-endTotal¥ 12¥ 50¥ 62

FY2016.3 Plan

4

FY2016.3 Planbillion yen
FY2015.3
First half

Full-year

FY2016.3
First-halfFull-year planplan

Initial plan

Net Sales

259.3

565.4

500.0

245.0

530.0

Operating Income

31.8

56.3

45.0

20.0

45.0

Recurring Income

33.3

59.3

45.0

20.5

46.0

Net Income

21.2

37.5

28.0

13.5

30.0

Capital Investments

8.5

22.2

18.0

8.0

20.0

Depreciation

10.4

23.7

23.0

9.0

20.0

R&D Investments

25.7

55.7

46.0

25.0

50.0

Advertising
Expenses

17.0

41.3

36.0

17.0

40.0

Personnel Expenses

23.8

49.2

46.0

22.5

48.0

Plan by Segment
billion yen
FY2015.3
First half
Toys and Hobby
NetworkEntertainment
Visual and Music
Production
Other
Corporate andElimination
Consolidated

Full-year

FY2016.3 PlanFirst-halfFull-year
planplan

Segment sales

106.3

230.9

100.0

210.0

Segment income

9.7

17.0

8.5

15.0

Segment sales

134.0

296.4

130.0

300.0Segment income

14.3

29.2

9.0

25.0

Segment sales

22.3

43.7

18.0

35.0

Segment income

7.9

10.0

4.0

7.0

Segment sales

13.4

27.0

14.0

28.0

Segment income

0.9

1.40.5

1.0

Segment sales

▲16.8

▲32.6

▲17.0

▲43.0

Segment income

▲1.1

▲1.5

▲2.0

▲3.0

Net sales

259.3

565.4

245.0

530.0

Operating income

31.8

56.3

20.0

45.0

5

Mid-term Plan
2015.4-2018.3

Direction of Mid-term Plan
Consistently achieve
Sales of ¥500 billion
Operating income of¥50 billion
Going Concern
Requirements for advancing to the next stageFurther leveraging
IP axis strategy
BANDAI NAMCO’s strengths
Asia

Targeting high potential areas

6Overview of Mid-term PlanDreams, Fun and Inspiration

CorporatePhilosophy

To become the Leading Innovator in Global Entertainment

Mid-term
VisionBusinessRegion

Accelerate evolution in IP axis strategy

Focusing
Strategies

Through IP axis strategy,
Gain momentum in global markets

Cultivate OriginalGroup IPs

Expand Target Market

Expand in Asia and Japan

Enlarge New IP Businesses

Collaborate across SBUs

Renew in Americas and Europe

Function

Empower and innovate business modelthrough BANDAI NAMCO market advantages

Deepen the current business
model

Create and foster
the new IP business

Implement IP axis strategy inglobal market

Numerical Targets
Numerical plan for
FY2018.3

Results in FY2015.3

Net Sales¥565.4 billion¥600 billion

Operating
Income¥56.3 billion¥60 billion

ROE

13.2%

More than 10%

7

FY2016.3 Key Points

Toys and Hobby (Japan)
Japan

Maintain No. 1 share through IP portfolio

Strengthen established IP

Further strengthen Yokai Watch

Exciting products for pre-schoolboys and girls

Implement initiatives to make it anestablished productFresh business initiatives withalways new ideas

New initiatives in 2nd season of animation

35 years of Gundam
plastic models
Expand fan base,targeting 40 or 50 years

Stepped-up collaboration with new gamesoftwareExpand target customers
Products for adult
women

Expand IP lineup

Collaboration withother industries

8Toys and Hobby (Overseas)
Americas andEurope

Asia

Move ahead with building a foundation
for recovery

Expand regions

Increased efficiency + expanded investment in IP

Expanding regional
coverage to
ASEAN/Australia

Organizational restructuring
Control by Japan
Development: Japan
Sales/marketing: Americas andEurope

Expand IP lineup
Strengthen established IP(Power Rangers, Kamen Rider)+ New IP (Yokai Watch/Aikatsu!, etc.)

Strengthen IP capabilities

Favorable start with newPower Rangers series

Start roll-out in stages inSouth Korea, Hong Kong,
Taiwan, etc.

Aggressive investment in IP
that is popular around theworld

Network Entertainment
Develop IP in content outlets wanted by users
Company namechange

Network content【Japan】

Create entertainmentthat transcends the existing gamebusiness framework【Asia】

Aggressive business development with a rangeof partners
Shanghai base inoperationFocus resources on main titles
Maintain current high level【Americas and Europe】

Frontload costs withaggressive investment

Launch new titles
Launch while focusing carefully on
circumstances

Start One Piece application game and gradually expand
distribution area

Determine partners and titles to be launchedwhile focusing on trends

9Network Entertainment
Develop IP in content outlets wanted by users
Home video game software

Arcade game machines【Japan】

Develop original products to secure new user

Focus on titles linked to films and TV
Develop GOD
EATER animation

Careful development while focusing on market
environment

Strengthen prize IPAmusement facilities
Enhance value chain within new SBU
Renewal of large facilities【Americas and Europe】

Strengthen new IP-basedfacilities

Popular newfacilities in North
America

Focused launches of IP titles
that are supported aroundthe world

Use facilities as places topromote IP

Surpass 2 million units

Visual and Music Production
Increase profitability + strengthen IP creation and new businesses
Increase package profitability

Nurture and expand IP

Appealing IP + differentiateddevelopment initiatives

Accelerate media initiatives
Love Live! School Idol project
Release theatrical version in Japanand overseas
Hold fan meetings

Strengthen visualand productcollaboration

Strengthen IP lineup
Many new TV/film titles

Strengthen production-related businesses
Frontload costswith aggressive
investment

Live viewing
Fan club business
Sales of related goods, etc.

10

Asia
Move aggressively and aim for scale of ¥60.0 billion in three years
Collaboration with Japan + detailed product promotion in line with regional
characteristics
Sales target for Asia in FY2016.3

Sales in Asia in FY2015.3¥30.0 billion(including exports)

Initiatives coordinatedacross Asia, including Japan¥35.0 billion(including exports)

Toys & Hobby
Expand regions
Expand IP lineup

NetworkStart full-scalebusiness initiatives

Targeting No. 1 position in Asia, company names were unified as one partof the ALL BANDAI NAMCO structure
BANDAI HONG KONG

↓BANDAI NAMCO ASIA

Mid-term Vision11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 basisof information currently available. The words “forecast,” “plan,” “target,” “estimation,”“projection,” “intend,” “will” and similar expressions, as related to the Group, are intended toidentify forward-looking statements and information. Actual results could differ materially fromthose projected in such forward-looking statements.

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