BANDAI NAMCO Group
Information Meeting(Fiscal Year Ended March 2020)

Results in FY2020.3
FY2018.3

FY2019.3

FY2020.3

Vs. previous Vs. previous billion yenyear’s results
forecast

Net Sales

678.3

732.3

723.9

-8.4+3.9

Operating Profit

75.0

84.0

78.7

-5.3+3.7

Recurring Profit

75.3

86.8

79.7

-7.1+3.2

Profit Attributable toOwners of Parent

54.1

63.3

57.6

-5.7

+3.6

Capital Investments

54.8

22.0

27.3

+5.3

+4.3

Depreciation

23.5

21.3

23.2

+1.9+0.2

Game content
R&D investments

70.9

81.4

80.3▲1.1▲14.3

Advertising Expenses

39.7

44.4

44.3

-0.1-5.7

Personnel Expenses

56.5

60.6

61.8

+1.2

+1.8

Results by Segment
Toys and Hobby
NetworkEntertainmentRealEntertainment
Visual and MusicProduction
IP Creation
Other
Elimination andCorporate
Consolidated

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

FY2018.3

FY2019.3

FY2020.3

Segment sales

222.4

242.8

253.7

+10.9

-6.3

Segment profit

14.4

21.7

26.7

+5.0-0.3

Segment sales

326.5

340.9

328.0-12.9+8.0

Segment profit

50.1

47.5

43.8

-3.7

+3.8

Segment sales90.5

101.4

91.7

-9.7

-3.3

Segment profit

3.1

4.2

-1.5

-5.7

-2.5

Segment sales

40.6

45.5

46.9

+1.4

+1.9

Segment profit

6.6

8.7

8.0

-0.7

±.0

Segment sales

16.9

22.4

19.7

-2.7

-0.3

Segment profit

5.2

5.0

5.7

+0.7

+0.7

Segment sales

27.6

29.7

35.7

+6.0

+0.7

Segment profit

0.7

1.1

1.8

+0.7

+0.8

Segment sales

-46.4

-50.6

-52.0

-1.4

+3.0

Segment profit

-5.4

-4.4

-5.9

-1.5

+1.1

Net sales

678.3

732.3

723.9-8.4+3.9

Operating profit

75.0

84.0

78.7

-5.3+3.7

Results by Segment
Toys and Hobby
FY2020.3Vs. previous
year’s results

Segment sales

253.7+10.9

Segment profit

26.7+5.0

・ Japan and overseas: Favorable performance of products for the mature fan base
⇒Products for the mature fan base contributing 40% of Toys and Hobby sales
・ Japan: Popularity of established IP toys and toy-related products
・ 4Q: Delays in production resulting from influence of novel coronavirus.
Influenced by closure of toy retail stores and distribution restrictions
in Europe, the Americas, etc.
・ Record high annual results for the Toys and Hobby business.

Network Entertainment
FY2020.3

Vs. previous
year’s results

Segment sales

328.0

-12.9

Segment profit

43.8

-3.7

・ Network Content: Stable popularity for major titles⇒ 4Q: Commemorative events for DRAGON BALL Z DOKKAN BATTLE
did well in Japan・ Home video games: Favorable performance of new titles and repeat titles in aperiod with a small number of major title launches
・ 4Q: Influenced by the closure of game retail stores overseas and by
postponement of large-scale events and self-restraint in regard topromotional activities

Results by Segment
Real Entertainment
FY2020.3

Vs. previous
year’s results

Segment sales

91.7

-9.7

Segment profit

-1.5

-5.7

・ Amusement facility business: Favorable results at existing facilities in Japan in the firstnine months of the fiscal year. Facilities closed in the 4Q due to the influence of the novel
coronavirus; in March, sales at existing facilities in Japan down 58% YoY
・ Amusement machine business: Launch of new products delayed; sales plans not achieved.
・ Implemented measures in the 4Q to bolster financial position▸Valuation loss on arcade game work in process, etc.: Approximately ¥3.0 billion▸Loss on impairment related to amusement facilities: Extraordinary lossof approximately ¥3.0 billion

Visual and Music Production
FY2020.3

Vs. previous
year’s results

Segment sales

46.9+1.4

Segment profit

8.0-0.7

FY2020.3

Vs. previous
year’s results

Segment sales

19.7-2.7

Segment profit

5.7

+0.7

・ Produced popular visual, music, and live events on an IP axis
・ Profits influenced by a change in the product mix
・ 4Q: Self-restraint due to the influence of the novel coronavirus affected multiple events(The effect on results was limited due to favorable events held in the first half of the 4Q,etc.)

IP Creation
・ Worked to create buzz about the 40th anniversary of Mobile Suit Gundam; rolled
out new visual products, such as TV animations and movies
・To strengthen IP creation, reinforced production system and advanced Groupwideprojects

FY2020.3 Dividend
End of second
quarterYear-end

Total

FY2019.3 Dividend

¥18

¥127

¥145

FY2020.3 Forecast(as of February 2020)

¥20

¥103

¥123

FY2020.3 Dividend

¥20

¥112

¥132

FY2021.3(forecast)

¥21

¥21

¥42

* The dividend forecast for FY2021.3 is the base dividend portion, based on equity as of the end of the previous period.

Dividend

Aim for a total dividend payout ratio of 50% or more based on a stable dividedof DOE 2%Interim dividend: ¥20
Year-end dividend: ¥112 (base dividend: ¥20; performance-based dividend: ¥92)
Annually ¥132 per share (base dividend: ¥40; performance-based dividend: ¥92)
(DOE: 6.6%; total dividend payout ratio: 50.3%)

Results Forecast for FY2021.3

In Japan and overseas, the influence of the spread of the novel
coronavirus infection is expected to continue for the time being

The results forecast for FY2021.3 will be disclosed promptly
when it becomes possible to make a reasonable calculation

Influence of the novel coronavirus infection (expected)
Groupwide

Toys and Hobby

・ Suspension of operations at retail stores
・ Distribution restrictions
・ Effect on various promotions due to self-restraint
regarding events・ Influence on the overseas operations of theCompany and cooperating plants
・ Influence of amusement facility closure on sales ofprizes and DATA CARDDASS products

Network Entertainment

Real Entertainment

・ Delays in development of home video games and apps
・ Influence on operational systems related to game
events, updates, etc.

・ Suspension of operations at facilities in Japan and overseas
・ Influence on demand for amusement machines
・ Delays in amusement machine development

Visual and Music Production

IP Creation

・ Delays in visual and music product production
operations, such as drawing and recording
・ Delays in sales of packaged products due topostponement of visual product openings
・ Direct influence on live event sales

・ Delays in visual product production operations, such as
drawing and recording
・ Delays in visual product opening schedules
・ Gundam global roll-outs

To reduce as much as possible the influence on business operations, we will implement initiatives toaddress these issues and will step up our efforts to gather information and make decisions rapidlyFuture-focused initiatives
Groupwide initiatives
Strengthen global Gundam roll-out initiatives.
Expand business in the Chinese market.

Initiatives by UnitPlans for 40th anniversary of Gundam plastic+ models.

Establish IP innovation.

Developing major home video games.

New IP creation project.

Bolstering financial and operational foundations.
Production of new series for established IP andnew visual products. etc.

Global entertainment roll-outs
in accordance with the IP axis strategy

Preparing for the post-coronavirus period.

BANDAI NAMCO Group
Information Meeting(Fiscal Year Ended March 2020)