November 5, 2015
Mitsuaki Taguchi
President and Representative Director
BANDAI NAMCO Holdings Inc.

1billion yen
FY 2015.3
1st Half Results

FY 2016.3
1st Half Forecast(end of 1Q)

FY 2016.3
1st Half Results

Net Sales

259.3

255.0

272.7

+13.4+17.7

Operating Income

31.8

25.0

31.1

▲0.7+6.1

Recurring Income

33.3

25.5

33.2

▲0.1+7.7

Net Income

21.2

17.0

22.7

+1.5+5.7

CapitalInvestments

8.5

8.0

9.9

+1.4+1.9

Depreciation

10.4

9.0

9.7

▲0.7+0.7

R&D Investments

25.7

25.027.0+1.3+2.0

Advertising
Expenses
Personnel
Expenses

17.0

17.0

15.9

▲1.1

▲1.1

23.8

22.5

25.8+2.0+3.3

Vs.Forecast(end of 1Q)

YOYbillion yen
FY 2016.3
1st Half
Forecast(end of 1Q)

FY 2015.3
1st Half
Results

Visual andMusic
Production

106.3

100.0

103.9

▲2.4+3.9

Segment income

9.7

9.5

11.5+1.8+2.0

Segment sales

134.0

1,40.0

147.2

+13.2

+7.2

Segment income

14.3

13.0

14.7

+0.4

+1.7

Segment sales

22.3

18.0

23.5

+1.2+5.5

Segment income

7.9

4.0

5.9

▲2.0+1.9

Segment sales

13.4

14.0

13.40▲0.6

Segment income

0.90.50.5▲0.40

Segment sales

▲16.8

▲17.0

▲15.4+1.4+1.6

Segment income▲1.1▲2.0▲1.6▲0.5+0.4

Net sales

2,59.3

2,55.0272.7+13.4+17.7

Operating income

31.8

25.0

31.1

▲0.7+6.1

Other
Corporate andElimination

Vs.Forecast(end of 1Q)

YOY

Segment sales

Toys and Hobby
NetworkEntertainment

FY 2016.3
1st Half
Results

Consolidated2

Toys and Hobby
Japan：Gundam, DRAGON BALL, products for older customers favorable
Yo-kai Watch steady popularity
Asia：Gundam, Power Rangers favorable+ Yo-kai Watch good start

Network Entertainment
Home video game software
Favorable repeat sales + favorable sales of new titles including third-party sales, etc.
Network content
Japan: Existing mainstay titles steady, IDOLM@STER good start
Overseas: Steady start

Visual and Music Production
Mobile Suit Gundam THE ORIGIN favorable
Love Live! School Idol project popularity increases(Theatrical version + Music CD sales)billion yen
FY 2015.3
1st Half Results

FY 2016.3
1st Half Forecast(end of 1Q)

FY 2016.3
1st Half Results

Net Sales259.3

255.0

272.7+13.4+17.7

Operating Income

31.8

25.0

31.1

▲0.7+6.1

Recurring Income

33.3

25.5

33.2

▲0.1+7.7

Net Income

21.2

17.0

22.7+1.5+5.7

CapitalInvestments

8.5

8.0

9.9+1.9

Depreciation

10.4

9.0

9.7

+1.4
▲0.7

R&D Investments

25.7

25.0

27.0+1.3+2.0

Advertising
Expenses
Personnel
Expenses

17.0

17.0

15.9

▲1.1

▲1.1

23.8

22.5

25.8

+2.0+3.3

Overseas share

15.5％

21.6％

24.7％

3YOY

Vs.Forecast(end of 1Q)+0.7

FY2015.3
results

FY2016.3forecast(as of May 2015)

billion yen
Vs.
Vs. previous
previousyear’s results
forecast

FY2016.3
forecast

Net Sales

565.4

530.0560.0▲5.4+30.0

Operating Income

56.3

45.0

50.0

▲6.3+5.0

Recurring Income

59.3

46.0

52.0

▲7.3

+6.0

Net Income

37.5

30.0

34.0

▲3.5+4.0

CapitalInvestments

22.2

20.0

24.0

+1.8

+4.0

Depreciation

23.7

20.0

20.0

▲3.70R&D Investments

55.7

50.0

52.0

▲3.7+2.0

Advertising
Expenses
Personnel
Expenses

41.3

40.0

40.0

▲1.3049.2

48.0

49.0

▲0.2+1.0billion yen
FY2015.3
results

Visual and Music
Production

Vs. previousyear’s results

Vs.
previousforecast

230.9

210.0

220.0

▲10.9+10.0

Segment income

17.0

15.0

17.00+2.0

Segment sales

296.4

300.0

310.0

+13.6

+10.0

Segment income

29.2

25.0

27.0

▲2.2+2.0

Segment sales

43.7

35.0

40.0

▲3.7+5.0

Segment income

10.0

7.0

9.0

▲1.0+2.0

Segment sales

27.0

28.0

28.0

+1.00

Segment income

1.4

1.0

1.0▲0.40

Segment sales

▲32.6

▲43.0

▲38.0

▲5.4+5.0

Segment income▲1.5▲3.0

▲4.0

▲2.5

▲1.0

Net sales

565.4

530.0

560.0

▲5.4

+30.0

Operating income

56.3

45.0

50.0

▲6.3

+5.0

OtherCorporate andElimination

FY2016.3
forecast

Segment sales

Toys and Hobby
NetworkEntertainment

FY2016.3
forecast(as of May 2015)

Consolidated4

First half vs. Second half

Toys and Hobby

billion yen
FY 2016.3
1st Half Results

FY2016.3
2nd Half forecast

103.9
11.5

116.0
5.4

Segment sales
Segment income

FY2016.3
forecast

220.0
17.0

Product mix change (Cards decrease, Yo-kai Watch settles)
Promotion expenses increase (Japan: new program begins, Asia expands)

NetworkEntertainment

FY 2016.3
1st Half Results

FY2016.3
2nd Half forecast

147.2
14.7

162.7
12.2

FY 2016.3
1st Half Results

FY2016.3
2nd Half forecast

23.5
5.9

16.4
3.0

Segment sales
Segment income

FY2016.3
forecast

310.0
27.0

Home video game title lineup change

Visual and Music
Production

Segment sales
Segment income

FY2016.3
forecast

40.0
9.0

Love Live! School Idol project : Product lineup (Many music products related to first-half theatricalversion)

Many large-scale live events held in first half5Japan Maintain No. 1 share through IP portfolio
Establish Yo-kai Watch as mainstay

Strengthen established IP【Gundam】

Stabilize popularity by rolling out through variousmedia

Use new titles’ strong start to target wider group
Higher demand from visitors to Japan, popularin Asia
Maintain popularity centered on plastic models
Cater by raising productionof Bandai Hobby Center

Expand target customers【For preschoolers】
New KAMEN RIDER product favorablestart
PRETTY CURE! rally from summer
onwards⇒Introduce strategic products end of year

For girls
Strengthen portfolio
Strengthen products foradults【DRAGON BALL】
Increase popularity through broadcastof new TV title
Strengthen focus on vending-machine
products

Europe and Americas

Asia
Accumulation ofmeasures produces successMove ahead with building
a foundation for recovery

Office integration, free distribution,
Internet sales, etc.

Increased efficiency +expanded investment in IP

Strengthen IP【Gundam】

Organizational restructuring

Increase free distribution regions andlanguages
Hold large-scale events in each region

Japan: Control development and IP acquisition
Europe and Americas: Sales, marketing【Yo-kai Watch】

Strengthen IP capabilities

Steady centered on South Korea, Hong Kong, Taiwan【Power Rangers】
Introduce popular series
Popularity increasing centered on South Korea【Collectible products】

Step up Power Rangers promotions
toward year-end

Foster popularity by linking with events

Fine-tune rollouts carefully to reflect
each region’s characteristics

Plan to introduce new IP next period6

Develop IP in content outlets wanted by users
Network content business

Target stable operation of mainstay titles【Japan】【Asia】

Stabilize by strengthening
mainstay lineup

Build pillars overseas
Mainstay titles currently in market

Mainstay titles for marketing in 3QChina

HOKAGENINJA ONLINE(NARUTO)

PC

China

KOUKAIOU KIKOU(ONE PIECE)

AppWorldwide

ONE PIECE Treasure Cruise

AppWorldwide

DRAGON BALL Z Dokkan BattleAppWorldwide

Drift Spirits

AppAsia

SD Gundam Strikers

App

Step up events, promotions toward year-end
and New Year

Develop IP in content outlets wanted by users
Home video game software business【Europe and Americas】

Amusement business【Arcade game machines】
Plan to introduce major titles in 4Q

Launch titles that are supported around the world

Roll out carefully while scrutinizing marketconditions【Amusement facilities】
Improve through benefits ofcost control, etc.
Establish value chain
Concentrate resources on mainstay facilities
Increase efficiency

Make maximum use ofown sales network
Increase third party titles carried【Japan】

Pursue play merging real + digital

Focus on popular series titles

7

Roll out mainstay IP aggressively + Introduce new IP proactively
Roll out mainstay IP aggressively
Strengthen and evolve Gundam further

Introduce new IP proactively【THE ORIGIN】 volume 1 is hit
Launch volume 2 November【Iron-Blooded Orphans】 good start
Target wider group(junior high and high school students)【Thunderbolt】
Decided on anime adaptation

Strengthen production related businesses

Strengthen live events

Increase Love Live! School idol project
popularity

Event production company
Artist management & music production company
Made two companies subsidiaries【Love Live! The School Idol Movie 】
Long-running major hit
Blu-ray Disc (launch December)Strengthen peripheral businesses【Love Live! Sunshine!! begins】
1st single is hit

Strengthen production of music forGroup-related titles

Consistently achieve
Sales of ¥500 billion
Operating income of¥50 billion
Going Concern
Advance measures not only for fiscal year but from medium-term and long-term
perspectives

Further reinforce BANDAI NAMCO’s strength IP axis strategy
Highly enduring
IP portfolio

Existing IP innovation

8New IP creation

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.

©創通・サンライズ ©創通・サンライズ・MBS ©LV5/YWP・TX ©2015⽯森プロ・テレビ朝⽇・ADK・東映 ©バードスタジオ／集英社・フジテレビ・東映アニメーション©BANDAI/TV TOKYO・ここたま製作委員会 ©武内直⼦・PNP・講談社・東映アニメーション ©＆TM Lucasfilm Ltd. TM and ©2015 SCG Power Rangers LLC.All Rights Reserved.
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