www.bandainamco.co.jp

TABLE OF CONTENTS
1

Bandai Namco Group Outline
Results of Operations
01	Consolidated Business Performance /Management Indicators
02 Sales by Category

Products / Service Data
03 Sales by IPs / Entertainment Unit (Digital Business)
04 Entertainment Unit (Toys and Hobby Business)
06 IP Production Unit / Amusement Unit

2

Related Market Data
Entertainment Unit (Digital Business)
07 Game App Market / Home Video Game Market

Entertainment Unit (Toys and Hobby Business)
08 Toy Market
09	Plastic Model Market / Figure Market / Capsule Toy Market /Card Product Market
10	Candy Toy Market / Children’s Lifestyle (Sundries) Market /Babies’ and Children’s Clothing Market

IP Production Unit
10 Visual Software Market / Music Content Market
11 Animation Market

Amusement Unit
11 Amusement Machine Market / Amusement Facility Market

FACT BOOK 2023

3

ESG Data
12

FY2023.3 Segment Activity Report by Material Issue

14 Environmental Data
15 Personnel Data	Number of Employees by Type of Employment /Employee Data / Data on Female Managers /Annual Paid Leave Utilization Rate /Other Personnel Information /Employee Training-Related Data
16

4

Governance Data / Compliance Data

Bandai Namco Group’s History
History

17 BANDAI’s History / NAMCO’s History
25 Bandai Namco Group’s History

Printed in JapanCMYK : C80 M18 Y56 K54

1Bandai Namco Group Outline

RESULTS OF OPERATIONS
For the Fiscal Years Ended March 31
Note: Figures in this fact book have been rounded down.

CONSOLIDATED BUSINESS PERFORMANCE

MANAGEMENT INDICATORSSALES BY CATEGORY

NET SALESROE (PROFIT ATTRIBUTABLE TO OWNERS OF PARENT /AVERAGE TOTAL SHAREHOLDERS’ EQUITY)SALES BY SEGMENT (CONSOLIDATED)(¥ million)

990,089

1,000,000(%)

20

889,270

800,000

600,000

507,679

565,486 575,504

620,061

678,31216.9

732,347 723,989 740,903

14.7

15

15.5

13.3

13.2

14.6
13.1

11.2

10

9.7
10.2

400,000

0

14

15

16

17

18

19

20

21

22

23

(FY)

0

14

15

16

17

18

19

20

21

OPERATING PROFITROA (RECURRING PROFIT / AVERAGE TOTAL ASSETS)(¥ million)(%)

150,000

120,000

22

	Elimination of internal transactions
and corporate
¥60,748 million

	Elimination of internal transactions
and corporate
¥52,504 million

	Elimination of internal transactions
and corporate¥64,045 million

Net sales (after eliminations)¥990,089 millionNet sales (after eliminations)¥889,270 millionNet sales (after eliminations)¥889,270 million

23

Entertainment Unit (Digital Business)¥385,681 million
16.7

116,472

90,00084,04575,02456,32160,00044,67378,775

14.7

14.0

15
12.2

15.1

13.5

14.3
12.9

13.0

15

63,239

17

19

20

21

22

23

PROFIT ATTRIBUTABLE TO OWNERS OF PARENT

(FY)

0

15

16

17

18

19

20

21

92,752

90,345

29.7

30

22.4

80,00020.6
63,38337,588

23

16.0

28.5

IP Production Unit

IP Production Unit

IP Production Unit (Visual and Music Business)¥53,941 million
5.7%¥81,748 million¥104,602 million¥31,313 million

7.8%¥79,964 million

8.5%

Amusement Unit

10.0%

Other2.9%¥82,344 million¥27,667 million

8.7%
2.9%

Amusement Unit
Other3.9%¥82,344 million

8.6%¥27,667 million

2.9%

Note: Percentages are calculated based on sales before elimination of intersegment transactions.

• FY2023.3
Sales to external customers

22.3
20.5
18.7

20

57,665• FY2022.3¥990,089 million

Sales to external customers

¥889,270 million

20.0

16.7

48,894

44,15940,000Entertainment Unit (Toys and Hobby Business)¥373,625 million
39.2%

SALES BY GEOGRAPHIC REGION(%)

100,000

54,10922

OVERSEAS SALES PROPORTION(¥ million)

60,000Entertainment Unit (Toys and Hobby Business)¥373,625 million
39.7%

Other14

39.7%

Entertainment Unit (Toys and Hobby Business)¥447,491 million
42.6%

Amusement Unit

18

Entertainment Unit (Digital Business)¥378,173 million

IP Production Unit (Creation Business)¥37,564 million

49,641

16

40.2%

10

5

14

Entertainment Unit (Digital Business)¥378,173 million

36.7%

11.4

84,65430,0000• FY2022.3(PREVIOUS SEGMENT CLASSIFICATION)

20
125,496(FY)• FY2022.3(NEW SEGMENT CLASSIFICATION)

5200,000(FY)• FY2023.3(NEW SEGMENT CLASSIFICATION)

34,583

10

25,05420,000

0
(FY)

14

15

16

17

18

19

20

21

22

23

(FY)

0

14

15

16

17

18

19

20

21

22

23

Japan

¥707,531 million

71.5%

Japan

¥625,460 million

70.3%

Americas¥99,344 million

10.0%

Americas¥99,204 million

11.2%

Europe¥94,458 million

9.5%

Europe¥82,544 million

9.3%

Asia, excluding Japan

¥88,757 million

9.0%

Asia, excluding Japan¥82,063 million

9.2%

Note: Percentages are calculated based on external sales. Figures are estimates based on management accounting.

01

02

1

Bandai Namco Group Outline

PRODUCTS / SERVICE DATASALES BY IPs

ENTERTAINMENT UNIT (DIGITAL BUSINESS)

ENTERTAINMENT UNIT (TOYS AND HOBBY BUSINESS)

Groupwide Sales by IPs (Worldwide)• Sales by major category

BANDAI CO., LTD.

(¥ billion)
FY2022.3

FY2023.3

16.8

19.5

Ultraman series
KAMEN RIDER series

29.5

32.1

Gundam series

101.7

131.3

Super Sentai series

5.0

6.5

Anpanman

9.3

9.9

DRAGON BALL series

127.6

144.5

NARUTO

23.0

18.7

PRETTY CURE! series

5.8

5.6

ONE PIECE

44.1

86.3

Note: Sales before elimination of intersegment transactions

Sales by IP for Toys and Hobby Business (Japan)


FY2022.3(¥ billion)
FY2023.3

Ultraman series

8.0

9.2

KAMEN RIDER series

22.8

23.0

Gundam series

44.2

60.5

Super Sentai series

4.4

5.6

Anpanman

8.7

9.3

DRAGON BALL series

19.7

22.5

PRETTY CURE! series

5.7

5.6

Pokémon

5.9

8.8

ONE PIECE

10.0

31.9

Note: Sales before elimination of intersegment transactions

(¥ billion)
FY2022.3

FY2023.3

Network content

185.5

194.0

Home video games

174.4

159.8

•N
 umber of network content titles in Japan(As of the end of March 2023)
Social media Game apps (Google Play) Game apps (App Store) 

3 titles
26 titles
26 titles

Bandai Namco Entertainment Inc.

• Major home video game titles: Cumulative total number of shipmentsby series (including PC versions)· Super Robot Wars series
	Cumulative total number of shipments,
20.24 million units
April 1991 to March 2023 · TEKKEN series
	Cumulative total number of shipments,
March 1995 to March 2023 
55.00 million units· Tales of... series
	Cumulative total number of shipments,
December 1995 to March 2023 
29.29 million units· NARUTO-related series
	Cumulative total number of shipments,
January 2009 to March 2023 
32.52 million units· DARK SOULS series
	Cumulative total number of shipments,
September 2011 to March 2023
35.18 million units
Note: T otal for overseas sales for which Bandai Namco Entertainment Inc. was the original
seller (excluding domestic sales by FromSoftware, Inc.)• Major network content titles: Cumulative total number of downloads· ONE PIECE Treasure Cruise	Cumulative total number of downloads,
May 2014 to March 2023 
100.00 million downloads· DRAGON BALL Z DOKKAN BATTLE	Cumulative total number of downloads,
January 2015 to March 2023 
350.00 million downloads· THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE	Cumulative total number of downloads,
September 2015 to March 2023 
25.00 million downloads· NARUTO X BORUTO NINJA VOLTAGE
	Cumulative total number of downloads,
November 2017 to March 2023 
100.00 million downloads· DRAGON BALL LEGENDS	Cumulative total number of downloads,
May 2018 to March 2023 
70.00 million downloads· ONE PIECE Bounty Rush
	Cumulative total number of downloads,
January 2019 to March 2023 
80.00 million downloads

03

Toys
· Ultraman soft figures (heroes and monsters)	Cumulative shipment volume,
1983 to March 2023 
107.31 million units· Super Sentai series (shape-changing model robots)	Cumulative shipment volume,
1979 to March 2023 
31.21 million units· Digital Monsters (Digimon portable LCD games)	Cumulative shipment volume,June 1997 to March 2023 
14.41 million units· KAMEN RIDER transformation belt (HEISEI/REIWA RIDER)	Cumulative shipment volume,
February 2000 to March 2023 
15.76 million units· First-generation Tamagotchi (including overseas)	Cumulative shipment volume,
November 1996 to March 1999 
40.00 million units· Tamagotchi (including overseas)	Cumulative shipment volume,
March 2004 to March 2023 
51.53 million units· Donjara series
	Cumulative shipment volume,
1984 to March 2023 
4.02 million units· Anpanman PC series (including tablet devices)	Cumulative shipment volume,
1999 to March 2023 
2.51 million units

Capsule Toys: Gashapon· Gashapon (¥100–¥2,000)
	Cumulative shipment volume,
1977 to March 2023 · Capsule-less product series
	Cumulative shipment volume,
October 2015 to March 2023 

3,900.99 million units

Candy Toys
· Candy toys (all lines)	Cumulative shipment volume,
1995 to March 2023 

2,742.64 million units

Confectionery / Foods· Crayon Shin-chan Chocobi series
	Cumulative shipment volume,
March 2005 to March 2023 · Charapaki series
	Cumulative shipment volume,
October 2017 to March 2023 · Tabemasu (Japanese-style confection) series
	Cumulative shipment volume,
April 2015 to March 2023 

258.16 million units

122.62 million units

15.29 million units

Apparel· Transformation suits
	Cumulative shipment volume,
1991 to March 2023 · Glow-in-the-dark pajama series
	Cumulative shipment volume,
October 2007 to March 2023 

11.65 million units

7.84 million units

Lifestyle (Sundries)· Bikkura Tamago bathing salts
	Cumulative shipment volume,
March 2002 to March 2023 · The Rose of Versailles Liquid Eyeliner series(including overseas)	Cumulative shipment volume,
September 2007 to March 2023 

181.84 million units

6.99 million units

62.05 million units

Cards, Trading Cards· CARDDASS series
	Cumulative shipment volume,
1988 to March 2023 · DATA CARDDASS series
	Cumulative total card shipments,
March 2005 to March 2023 

12,029.20 million units

3,051.30 million units04

1

Bandai Namco Group Outline

PRODUCTS / SERVICE DATABANDAI SPIRITS CO., LTD.

Collectible Figures· SOUL OF CHOGOKIN	Cumulative shipment volume,
December 1997 to March 2023 

3.69 million units· SAINT CLOTH MYTH	Cumulative shipment volume,
November 2003 to March 2023 

5.66 million units· SOUL OF ROBOT	Cumulative shipment volume,
October 2008 to March 2023 

6.35 million units· S.H. Figuarts	Cumulative shipment volume,
February 2008 to March 2023 

17.61 million units

Plastic Model Kits
· Gundam series plastic models	Cumulative shipment volume,
As of the end of March 2023 		Gundam (Real) series plastic models	Cumulative shipment volume,
July 1980 to March 2023 		Gundam (SD) series plastic models	Cumulative shipment volume,
July 1987 to March 2023 · Figure-rise series
	Cumulative shipment volume,
December 2009 to March 2023 

IP PRODUCTION UNIT

MegaHouse Corporation

761.11 million units

577.05 million units

184.06 million units

8.81 million units

Prizes· Number of items developed into prizes in FY2023.3
	Total number of items Formed products (figures, etc.) 		 Sewn products (stuffed toys, etc.) 		Sundries 

1,539 items
703 items
606 items
230 items· Othello series
	Cumulative shipment volume,
1973 to March 2023 · Rubik’s Cube series
	Cumulative shipment volume,
1980 to March 2023 

26.04 million units

15.82 million units

1.97 million units

1.35 million units

SUN-STAR STATIONERY CO., LTD.

· Nurie (coloring book) series
	Cumulative shipment volume,
July 2009 to March 2023 · STICKYLE (stick-type stationery) series
	Cumulative shipment volume,
November 2010 to March 2023 

Packaged products(¥ billion)
FY2022.3

FY2023.3

12.4

11.5

Productions, license, distribution,
events, etc.

67.5

70.2

Total

79.9

81.7

Note: Certain changes were made to the segment classification from FY2023.3. Accordingly, forresults for FY2022.3, the segment classification has been reorganized.

CCP Co., Ltd.

· SWEEPLUS vacuum cleaner series
	Cumulative shipment volume,
August 2011 to March 2023 · Cordless rotating mop cleaner series
	Cumulative shipment volume,
July 2015 to March 2023 

AMUSEMENT UNIT

• Sales by category

101.74 million units

11.54 million units

HEART CORPORATION· Results in shipments of products for seasonal events	Confectionery for2022 Christmas 
83 items, 2.69 million units
	Confectionery for2023 Valentine’s Day 
153 items, 4.00 million units
	Confectionery for2023 White Day 
92 items, 1.94 million units• Sales by category

FY2023.3

Amusement machines

20.8

31.0

Amusement facilities

61.5

73.5

Amusement Facilities• Number of facilities at the end of FY2023.3
Directly
managed facilities

Revenue-sharing
facilities*

Other

Japan

243

683

10

Overseas

21

15

0

Total

264

698

10

RegionBandai Namco Filmworks Inc.

• Cumulative total sales of visual packaged products· Gundam series
	Cumulative shipment volume,
December 1987 to March 2023 
21.31 million units· Ultraman series
	Cumulative shipment volume,
January 1988 to March 2023 
8.56 million units· FY2023.3 visual packaged products overall	Cumulative total number of shipments,
April 2020 to March 2023 
1.27 million units(¥ billion)
FY2022.3* Revenue-sharing facilities: Revenues from the operation of amusement machines are shared.

• Existing-store sales (YoY)Japan

FY2022.3

FY2023.3

115.5%

114.9%HANAYASHIKI CO., LTD.

• Number of customers entering
ASAKUSA HANAYASHIKI in FY2023.3 

540,000 customers• Cumulative number of fee-based viewings for on-demand delivery ofanimations (Total for TVOD and SVOD, excluding free distribution)
	Cumulative total,
600,691,461 viewings
October 2002 to March 2023 • Number of animation productions available for on-demand delivery
	Number of productions delivered as of
5,095 productions
March 31, 2023 
Bandai Namco Filmworks Inc. / Bandai Namco Pictures Inc. /SUNRISE BEYOND INC.

Number of copyrighted products and total number of hours(As of the end of March 31, 2023)· Number of copyrighted products 
1,113 products· Total number of hours 
5,834 hours

Overseas· SAINT CLOTH MYTH	Cumulative shipment volume,
October 2003 to March 2023 · Gundam action figures
	Cumulative shipment volume,
January 2000 to March 2023 · Gundam plastic model kits	Cumulative shipment volume,
January 2000 to March 2023 · Web service “GUNDAM.INFO”
	Visual product viewing results,
March 2011 to March 2023 

05

Bandai Namco Music Live Inc.

9.15 million units

17.17 million units• Total number of musical works (As of the end of March 2023)·  Number of works
with master license recordings Approx. 70,000 works· Number of works published 
Approx. 37,600 works
Note: From FY2017.3, number of works managed in-house

108.52 million units

2,245.18 million views

06

2

Related Market Data

ENTERTAINMENT UNIT (DIGITAL BUSINESS)

ENTERTAINMENT UNIT (TOYS AND HOBBY BUSINESS)GAME APP MARKET (JAPAN)

HOME VIDEO GAME MARKET (JAPAN)

TOY MARKET (JAPAN)GAME APP MARKET SCALE TREND

HOME VIDEO GAME MARKET SCALE TREND[Toy Market Scale](¥ billion)(¥ billion)

1,600

600
1,316.4

1,200

1,166.0

1,300.1

1,214.0

1,243.3

480

360

580.7

434.2

436.8

88.2

110.4

213.4

800
240
400

(Year)

0

120

2018

2019

2020

2021

2022

Source: “Famitsu Game White Paper 2023 ” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Prepared based on information as of July 2023
Game apps: Games provided for smartphones and tablets(Includes games for feature phones that operate on social media platforms)(Year)

0

175.9

181.7

166.9

570.5

209.2

158.5

(Unit: ¥ million, manufacturer’s suggested retail price basis)
Major Categories

599.1

FY2022.3

Games18,151

18,028

Cards, trading cards

177,646

234,891

Jigsaw puzzles

14,644

12,965

9,037

10,507

68,73462,88347,97350,291

38,031

35,23028,331

32,041

171,428

177,458

49,61849,874

104,984

90,747

153,303

166,800

Other

10,733

10,787

Total

892,613952,502

General games (including mini electronic games), 3D puzzles, others (including party games, humorous games, magic tricks)

224.3

165.0

High-tech-related trendy toys

Interactive toys, robots, PC-related products

170.0

159.5

185.6

2018

2019

2020

202.8

209.7

2021

2022

Character products

TV character toys, movie character toys, etc.

Toy vehicles

Mini cars, railroad toys, RC toys, electric, others (racing, spring, metal toys, etc.)

Hardware
Software
OnlineSource: “Famitsu Game White Paper 2023” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Prepared based on information as of July 2023

Dolls, products for playing house

Dress-up dolls, dollhouses, products for playing house, arts and crafts, collection toys, cuddly dolls, others (including accessories, children’s
makeup kits)

Stuffed toys

Character stuffed toys, non-character stuffed toys

GAME APP MARKET (GLOBAL)
Central and SouthAmerica
140,917
1.5%

The Middle East
127,631
1.4%

Oceania
150,001
1.6%

Africa25,7450.3%

Europe1,312,894
14.3%

North America
2,578,646
28.1%

Educational

UNIT SALES SHARE BY MANUFACTURER (2022)

SALES BY REGION (2021)

Global Sales

FromSoftware
1.8%

Seasonal products

Small sparklers, summer toys, summer goods, small toys, sports toys, sports supplies, outdoor products

Nintendo
36.1%

Capcom2.0%
Microsoft Japan
2.2%¥9,169.7 billion

Top: Regional sales (¥ million)
Bottom: Percentage of global sales

Source:“Famitsu Mobile Game White Paper 2023” (KADOKAWA ASCII Research Laboratories, Inc.)
Airnow Data

Sony Interactive
Entertainment
3.0%
Bandai Namco
Entertainment
3.5%

Sundries

Variety goods, gifts, interior goods, housewares, stationery, apparel, others (including Christmas goods, Halloween goods, etc.)

Hobby products

Plastic models, RC hobby products, model trains, figures, others

KONAMI
3.0%
Asia
4,833,910
52.7%

Blocks, wooden products, preschool, infants’ characters, babies’ products (babies’ toys, bath toys, baby products), transportation-related (including
baby carriages, child seats, tricycles), others (including musical instruments, telephones, picture books, playground equipment, children’s videos,electric animals)

Other
14.6%

Koei Tecmo Games
1.9%

SQUARE ENIX
6.3%

Pokémon
25.6%

Collection period: December 27, 2021, to December 25, 2022
Source: “Famitsu Game White Paper2023” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Company names are as of the collection date.

FY2023.3

FY2022.3

FY2023.3

Hobby products
17.2%

Other Games
1.2% 2.0%

Cards, trading cards
19.9%

Other Games
1.1% 1.9%

Hobby products
17.5%

Cards, trading cards
24.7%

Jigsaw puzzles
1.6%

Sundries
11.8%

FY2022.3 Toy Market¥892,613 million

Character products
7.7%

Seasonal products
5.6%

Educational
19.2%

High-tech-related
trendy toys
1.0%

Stuffed toys
3.2%

Toy vehicles
5.4%
Dolls, products forplaying house
4.3%

Jigsaw puzzles
1.4%
Sundries
9.5%

FY2023.3 Toy Market¥952,502 million

Seasonal products
5.2%

Educational
18.6%

Stuffed toys
3.4%

High-tech-related
trendy toys
1.1%
Character products
6.6%
Toy vehicles
5.3%
Dolls, products
for playing house
3.7%

Notes: 1. In principle, the market created by the original products and own-brand products of member companies of the Japan Toy Association and of exhibitors at the International Tokyo Toy Show
2. Excluding drugstore distribution
3. Hobby products include distribution of models
Source: Research by the Japan Toy Association

07

08

2

Related Market Data

IP PRODUCTION UNIT

PLASTIC MODEL MARKET (JAPAN)

CAPSULE TOY MARKET (JAPAN)CANDY TOY MARKET (JAPAN)

VISUAL SOFTWARE MARKET (JAPAN)

PLASTIC MODEL OVERALL MARKET TRENDCAPSULE TOY MARKET TRENDCANDY TOY MARKET TRENDVISUAL SOFTWARE MARKET SCALE TREND(¥ billion)(%)(¥ billion)(%)(¥ billion)(%)(¥ billion)

80

100

80

100

60

100

800

72.0

65.2
58.1

60

49.0

40

40

50

20

58.6

55.0

20

25

39.3

37.7

50

400

25

200

39.0

562.8

397.3

0

2019

2020

2021

2022

0

2023

Market scale (left)
BANDAI SPIRITS share (right)
Source: Research by BANDAI SPIRITS (amounts are on a suggested retail price basis)
Fiscal years ended March 31

CHARACTER PLASTIC MODEL MARKET TREND

(FY)

0

125.9

(FY)

0

2018

2019

29.3

234.9

(%)

(¥ billion)

100

30

75

180

0

2019

2020

2021

2022

2023

Market scale (left)
BANDAI SPIRITS share (right)
Source: Research by BANDAI SPIRITS (amounts are on a suggested retail price basis)
Fiscal years ended March 31

FIGURE MARKET (JAPAN)
FIGURE MARKET SCALE TREND

50

120

25

60

0

(FY)

0

111.2

2019

2020

2021

6.0

2022

6.0

0

2023

(FY)

0

27.2
24.7
62.0

24.5
59.2

15.7

15.9

9

Source: “Toy Industry white paper 2023” (Yano Research Institute Ltd.)* Domestic shipment value basis, forecasts as of December 2022

(FY)

0

75

900

50

600

2021

2022

0

2023

2020

2021

2022

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

878.9(Year)

0

2017

2018

2019

2020

2021

Source: P repared by Media Development Research Institute Inc. based on “Information Media White
Paper 2023” from DENTSU INC., Dentsu Media Innovation Lab
Note: Calculated on the basis of user payments for music software (records, video software)purchase/rental, online music distribution, fee-based music channels, karaoke, and concerts

AUDIO RECORD PRODUCTION VALUE AND LIVE ENTERTAINMENT MARKETSCALE TREND(¥ billion)

(%)

10.0

919.0

914.1

820.0

811.8

787.2

2023

0

(FY)

0

2019

3.2

2.0

2.2

300

25

2019

844.0

398.4

400

366.5

7.5

300

5.0

200

60.0

60.8

18

10

09

63.9

1,532.2

1,493.6344.8

202022 (Forecast*)

1,497.2

50

34.0
27

2021

2020

BABIES’ AND CHILDREN’S CLOTHING MARKET TREND

30

2020

2,000

BABIES’ AND CHILDREN’S CLOTHING MARKET (JAPAN)

1,200

2019

2019

DIGITAL CARD MARKET SCALE TREND(¥ billion)

2018

2022

25

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Note: Market-scale figures are rounded down to the nearest decimal place.
Fiscal years ended March 31

100

0

2021

1,000

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Note: Graph data about the overall market and market share does not include
new digital-card-related products, such as DATA CARDDASS.
Fiscal years ended March 31

(%)

(FY)

2020

500

36
34.6

2019

42.5

25
10.0

9.0

50.6

10

59.0

58.6

58.2

(¥ billion)

32.7

27.1

26.8

49.9

37.6

33.9

50

40

31.2

75

1,500

(¥ billion)

31.0

28.2

75

7.0

(FY)

2018

(¥ billion)

(%)
28.6

20

15

0

MUSIC-RELATED MARKET SCALE TREND

33.8
30.2

(Year)CHILDREN’S LIFESTYLE (SUNDRIES) MARKET TREND

26.5

48.5

0

2022

CARD PRODUCT MARKET SCALE TREND

84.0

39.9

2021

167.0

MUSIC CONTENT MARKET (JAPAN)

240

30

2020

198.8

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET (JAPAN)(¥ billion)

78.5

0

2023

186.0

CARD PRODUCT MARKET (JAPAN)

100

45

2022

197.6

57.2

Sales market
Rental market
Paid online video distribution market
Source: 2 022 survey of video software market scale and user trends from the Japan Video Software
Association and the Institute for the Arts

(%)
86.0

2021

73.1

Market scale (left)
BANDAI share (right)
Source: 2023 version of research from FUJI KEIZAI regarding food marketing (No. 1)
Note: Market-scale figures are rounded down to the nearest decimal place.
Fiscal years ended March 31

60
86.0

2020

104.1

Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31(¥ billion)
86.0

2019

550.4

240.4

210.6

(FY)

486.3

563.8

154.2

15

25

600

198.0

54.1

53.9

30

50

75

36.6

35.3

35.2

55.0

38.5

35.3

34.6

55.0

774.6

687.4

48.1

45.8

45

75
59.2

62.0

55.8

53.4

53.0

60

75

56.1

48.7

47.6

65.0

758.3

2.5

2.0

2020

2021

2022

2023

Market scale (left)
BANDAI share (right)
Source: “Babies & Children’s Clothing Market Year Book 2023” (Yano Research Institute Ltd.)Fiscal years ended March 31

2.5

0

157.6

152.8

100

(Year)

0

129.9

153.1

78.0

2018

2019

2020

134.8

128.0

2021

2022

Live entertainment market
Audio record production value
Note: Information regarding the live entertainment market is calculated based on the informationfrom full members of the All Japan Concert & Live Entertainment Promoters Conference.
Sources: R ecording Industry Association of Japan, All Japan Concert & Live Entertainment Promoters
Conference

10

2

3

Related Market Data

ESG Data

AMUSEMENT UNIT

FY2023.3 SEGMENT ACTIVITY REPORT BY MATERIAL ISSUEANIMATION MARKET (JAPAN)

AMUSEMENT MACHINE MARKET (JAPAN)

ANIMATION MARKET SCALE TREND

AMUSEMENT MACHINE SALES TRENDThe Bandai Namco Group’s business segments and affiliated business companies have created KPI plans for the Group’s material issues and are
implementing initiatives on that basis. The Group Sustainability Committee and the Group Sustainability Subcommittee confirm and review progress with activities, and reports are periodically made to the Board of Directors. In these ways, we are working to achieve the plans. The status of
the activities of the business segments and affiliated business companies in FY2023.3 is as follows.

(¥ billion)(¥ billion)

320

200
301.6
7.2
4.2
17.9

280

292.7
274.4

267.0
7.5
3.9

16.9

6.2
1.5
15.3

150

152.9

152.0

Business Segment

14.1

50

71.8

82.7
76.1

60.3

(FY)

200

4.1
52.4
4.4
4.2

160

13.6

8.0

7.5

34.1

2019

2020

2021

2022

Source: 2021 report on the state of the amusement industry by the Japan Amusement Industry
Association
Fiscal years ended March 31

AMUSEMENT FACILITY MARKET (JAPAN)

38.8

29.3

19.1

24.9

7.1

5.0

(¥ billion)(Million people)

600

22.9

26.8

30

455.0

442.0

15.3

14.7

72.1

70.9

65.5

200

10

10.4

· Implementing regional contribution activities that utilize IP⇒ Implementing a campaign in collaboration with Okayama
Prefecture Bizenyaki Touyuukai, a cooperative⇒ Implementing a campaign in collaboration with Sagamihara City ,Kanagawa Prefecture⇒ Implementing a campaign in collaboration with the Toyosu Bousai
Festiv@l 2023, which was organized by a group aiming to increase
the regional disaster prevention capabilities of Koto Ward

· Expanding recycling initiatives⇒ Collecting 30 tons of empty capsules through the Gashapon
Capsule Recycling Project⇒ Collecting 21.8 tons of runners through the Gunpla Recycling
Project

289.0

12.5
76.5

Establishmentof Work
Harmonious
Environments That Coexistence with
Facilitate Mutual
Communities
Respect· Implementing an industry–university collaborative project with
Aoyama Gakuin University

20

341.0
13.4

68.9

Appropriate
Utilization andProtection ofIntellectual
Property· Reducing CO2 emissions by completely transitioning on-premises
servers to the cloud

444.0

400

40

Provision ofAppropriate
Products andServices· Continuing to participate in the “Playing for the Planet Alliance,”
which was launched at the UN Climate Action Summit
Implementing environmental conservation education events in the
PAC-MAN smartphone game⇒ More than one million unique users

AMUSEMENT FACILITY MARKET SCALE AND NUMBER OFPARTICIPANTS (GAME CENTERS)

21.6

11.6

80

52.5

53.4

14.7

2018

Digital Business

42.5

34.5

120

3.9

3.4

56.4

0

Harmonious
Coexistence with
the Natural
Environment· Implementing sustainability activities that utilize IP in order to reduce
environmental burdens⇒ Collecting clothing donations from attendees at live events (planning to implement upcycling initiatives)⇒ Implementing PR initiatives for plastic recycling in collaboration
with the Ministry of the Environment

3.1
13.4

FY2023.3 Activity Report

107.3

100

15.1

245.1

240

10.1
2.9

Material Issues

164.7

161.7

· Implementing BANDAI new quality standards (full implementa(Year)

0

2017

2018

2019

TV
MoviesVideo
Online distribution
Overseas
Amusement
Live entertainment
Note: Manufacturing/production company sales

2020

2021

Merchandising
Other

Music

NUMBER OF TV ANIMATION TITLES(Year)

0

2017

2018

2019

2020

2021

Toys and
Hobby Business

Market scale (left)
Number of participants (right)
Source: “Leisure White Paper 2022,” Japan Productivity Center· Planning and manufacturing an original toy to support children’s
mental well-being in times of disaster⇒ Received a special recognition award at the Bousai Goods
Selection Awards 2022 hosted by the Disaster Prevention ResearchInstitute(No. of facilities)

400

6,000
352

350
306

300

308

310
4,193

239

4,022

3,931

3,882

3,894

1,597

1,555

1,554

1,552

2,515

2,425

2,376

2,328

2,342

2018

2019

2020

2021

2022

4,000
254

200

1,678
198

211

214

· Expanding the number of countries where IP infringement countermeasures are implemented⇒ 12 countries· Implementing audits at overseas final packaging plants that makeproducts for the Japanese market for Bandai Co., Ltd., or Bandai
Spirits Co., Ltd.,⇒ Audit rate: 100%

TREND IN NUMBER OF NO. 5 FACILITIES(OPERATION OF GAME CENTERS, ETC.)(No. of titles)

tion in April 2022), revising quality standards

0

2,000
100
113

(Year)

0

2017

96

108

2018

2019

97

96

2020

2021

Titles continued from the previous year
Newly released titles
Source: “Animation Industry Report 2022,” The Association of Japanese Animations

11(Year)

0

Full-timePart-time
Source: National Police Agency, Community Safety Bureau, Safety Division12

3

ESG Data

ENVIRONMENTAL DATA
Scope: All Bandai Namco Group companies in Japan and overseas
Management standard: Total emissions

Material Issues
Business Segment

IP Production
Business

FY2023.3 Activity Report· Implementing regional contribution and educational activities thatutilize IP⇒ Continuing to support community activation measures in Numazu
City, Shizuoka Prefecture⇒ Proactively accepting company visits and enhancing the content
of those visits⇒ Continuing to cooperate with the SPACE Development Forum⇒ Continuing to implement the Gundam Educational Program forelementary and junior high school students in Yokohama City
Since November 2021,
3,788 participants at 53 schools

Harmonious
Coexistence with
the Natural
Environment

Provision ofAppropriate
Products andServices

Appropriate
Utilization andProtection ofIntellectual
Property

FY2019.3
Establishmentof Work
Harmonious
Environments That Coexistence with
Facilitate Mutual
Communities
Respect· Testing the safety of amusement machine cabinets⇒ Implementing 28 safety reviews, centered on new products

5,540

6,131

Scope 2 (t-CO2)

63,90759,97551,83650,94549,256CO2 emissions· Continuing to implement periodic safety checks at amusement
facilities⇒ For all facilities operated by Bandai Namco Amusement Inc

Fuel· Enhancing working environments (rebuilding working systems)· Working together with local traffic safety associations and contributing to communities through traffic safety activities· Implementing an agreement regarding storage of disaster supplies
with a local government (Katsushika Ward)(The agreement was reached in fiscal 2018)

Bandai Namco
Holdings· At Bandai Namco Holdings China Co., Ltd., implementing an experience-based event in Suzhou, Shanghai, involving the restoration ofold books, which are part of China’s intangible cultural heritage——755,556

—

—

—

—

515,051

Category 2

Capital goods

—

—

—

—

79,233Category 3

Fuel- and energy-related activities not­included in Scope 1 and 2

—

—

—

—

5,598

Category 4

Upstream transportation and distribution

—

—

—

—

7,158

Category 5

Waste generated in business operations

—

—

—

—

2,339

Category 6

Business travel

—

—

—

—

956

Category 7

Employee commuting

—

—

—

—

2,098

Category 8

Upstream leased assets

—

—

—

—

N/A

Category 9

Downstream transportation and distribution

—

—

—

—

N/A

Category 10 Processing of sold products

—

—

—

—

N/A

Category 11 Use of sold products

—

—

—

—

11,695

Category 12 End-of-life treatment of sold products

—

—

—

—

131,425

Category 13 Downstream leased assets

—

—

—

—

N/A

Category 14 Franchises

—

—

—

—

N/A

Category 15 Investments

—

—

—

—

N/A

127,022,975

123,864,626

111,406,837

109,787,373

107,387,004

Renewable energy (kWh) *2

Waste
Environmental
Compliance09,347,411

109,787,373

116,734,415

212,951.5

185,797.6

172,508.6

175,052.4

262,769.8

1,528,785.7

1,633,589.0

1,469,708.8

1,552,020.4
0.6

Company vehicles (LPG; t)

3.2

3.2

2.0

2.4

589.8

4,630.2

588.7

0

0

Gasoline (l)1,255.88

810.71

1,296.23

883.091,748.20

Kerosene (l)10,808.9

14,223.4

7,531.7

5,403.0

6,564.1

Diesel fuel (l)

0

0

0

0

0

Bunker A (kl)

2.38

2.42

2.00

2.26

2.10

Petroleum gas (t)

24.44

18.17

15.64

12.66

15.30

0

0

0

0

0

833,732.83

788,598.89

594,525.22

564,521.29

639,309.40

Company vehicles (natural gas; m3)

Steam (GJ)
Hot water (GJ)
Tap water used (m3)

0

0

0

0

16

195.41

126.3

135.62176.92

3,642.60

2,133.13

1,026.02

893.31

1,039.87

910.60191,111.59

185,274.92

134,441.61

149,175.90

167,514.00

Wastewater (m3)

188,348.04

182,635.90

134,334.34

146,594.20

164,335.00

Non-industrial waste (kg)1,865,172.0

1,757,772.9

1,370,751.2

1,658,942.0

2,078,405.9

Industrial waste (kg)1,596,628.5

1,442,364.5

2,099,314.6

3,484,766.7

2,453,357.4

Recycling volume (kg)862,601.5

829,768.1

841,815.7

900,283.0

1,095,035.1

Fines (No.)

0

0

0

0

0

Number of sanctions other than fines (cases)

0

0

0

0

0

Matters brought to a dispute resolution mechanism (cases)

0

0

0

0

0

*1 Covers the smartphone and home video games business of Bandai Namco Entertainment
Inc., the toy business of Bandai Co., Ltd., the live events business of Bandai Namco Filmworks
Inc., and the amusement facility operations business of Bandai Namco Amusement Inc.
*2 Electricity used from our own generation facilities using solar or wind power is not included
due to the design of our system for tabulating environmental performance data. Additionally,
renewable energy used (purchased) for FY2022.3 is included in the total for non-renewableenergy.
Calculation method for Scope 3 CO2 emissions
Category 1: Amount procured multiplied by the emission factor (excluding internal transactions)Category 2: Amount of capital investments multiplied by the emission factor (Groupwide)
Category 3: Amount of each type of energy consumed multiplied by the emission factor
Category 4: Amount of transportation services purchased multiplied by the emission factor
Category 5: Amount of each type of waste generated multiplied by the emission factor for eachprocessing method

13

0
111,406,837

1,420,057.3

Cold water (GJ)

Water

0
123,864,626

Company vehicles (diesel; l)City gas (m3)Other fuel0
127,022,975

Company vehicles (gasoline; l)Combustible natural gas (m3)· Maintaining certifications—excellent standards for safety at sites(G-Mark), PrivacyMark, ISO 9001, AEO (authorized customs broker)

Affiliated businesscompanies (Bandai
Logipal Inc., Logipal
Express Inc.)—

Purchased goods and services

Total· Promoting acquisition of AOU Youth Advisor certification⇒ Acquisition rate among Bandai Namco Amusement employees
who are in charge at the company’s amusement facilities : 99%· Implementing driver training⇒ Implementing eco-driving training, participating in eco-driving
activity contests, implementing driver contests—

Category 1

Non-renewable energy (kWh)Fuel for­company
vehicles

FY2023.3

6,039· Supporting artist participation in live charity events

Amusement
Business

FY2022.3

6,271

Scope 3 (t-CO2)*1

Electricity

FY2021.3

6,156· Operating live events with consideration for the environment⇒ Using LED lighting equipment, reusing stage scenery andequipment⇒ Advancing the transition to electronic tickets⇒ Planning and selling environmentally friendly goods· Advancing eco-amusement (environmentally friendly design)⇒ Promoting energy-saving with the CLENA3 crane game machine
Reduction of approximately 56% in electricity consumption incomparison with the first-generation CLENA FLEXFY2020.3

Scope 1 (t-CO2)

Category 6: Travel expenses paid for each mode of transportation multiplied by the emission
factor. For the smartphone game and home video game businesses only, number of
employees multiplied by the emission factor
Category 7: Travel expenses paid multiplied by the emission factor for the case in which all
travel was on passenger railways
Category 11: For products that use batteries, with an assumption that batteries are changed
twice, product sales volume, number of batteries used, and amount of electricity
consumed based on average battery lifespan are calculated and multiplied by theemission factor (toy business only)
Category 12: W eight of sold products multiplied by the emission factor (excluding facility
operations business). However, for the toy business, the average weight of products
accounting for 10% of sales for each division is used, and for the visual content
business and live events business, the average weight of the top 10 products bysales volume is used.
Note: Categories 8, 9, 10, 13, 14, and 15 are not applicable.

14

3

ESG Data

PERSONNEL DATAGOVERNANCE DATA

Scope (FY2023.3): Bandai Namco Entertainment Inc., Bandai Co., Ltd. / Bandai Spirits Co., Ltd., Bandai Namco Filmworks Inc., and Bandai Namco Amusement Inc.

NUMBER OF EMPLOYEES BY TYPE OF EMPLOYMENT

Full-time
employees

Junioremployees

Contract
employees

Temporaryemployees

Total

ANNUAL PAID LEAVE UTILIZATION RATEFY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

Male

1,967

2,160

2,254

2,297

2,324

Female

830

1,008

1,092

1,146

1,147

Total

2,797

3,168

3,346

3,443

3,471

Male

928

967

930

925

981

Female

964

982

969

972

999

Total

1,892

1,949

1,899

1,897

1,980

Male

128

146

143

137

99

Female

49

83

83

84

67

Total

177

229

226

221

166

Male

1,394

1,422

1,175

1,225

1,381

Female

2,156

2,035

1,694

1,668

1,842

Total

3,550

3,457

2,869

2,893

3,223

Male

4,417

4,695

4,502

4,584

4,785

Female

3,999

4,108

3,838

3,870

4,055

Total

8,416

8,803

8,340

8,454

8,840

EMPLOYEE DATAFY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

Number of
newly hired
university
graduates

Male

70

91

94

83

70

Female

60

79

68

54

54

Total

130

170

162

137

124

Retention rateof newly hired
university­graduates (%)*1

Male

—

99.1

98.8

95.9

89.1

Female

—

96.3

98.6

95.0

91.8

Total

—

97.8

98.7

95.5

90.2

Male

35

57

67

40

69

Female

35

44

31

40

39

Total

70

101

98

80

108

Male

85

58

49

76

97

Female

38

41

22

51

48

Number of­mid-career hires

Turnover*2

Average yearsof continuous
service

Average age*3

Total

123

99

71

127

145

Male

11.4

11.0

11.0

11.2

10.9

Female

8.6

8.2

8.3

8.7

8.5

Total

10.9

10.1

10.1

10.4

10.1

Male

41.4

40.5

40.6

40.5

40.4

Female

35.1

35.0

35.3

35.6

35.7

Total

39.4

38.7

38.9

38.9

38.8

*1 Retention rate within three years of joining the Company from university graduation*2 Full-time employees only; excludes mandatory retirement and permanent transfers within
the Group*3 Full-time employees only

DATA ON FEMALE MANAGERS
FY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

Number of Female
managers

120

147

157

168

174

Percentage of total (%)

17.4

18.1

19.1

21.5

21.2

15

Annual paid leave utilization rate (%)
Number of paid leavedays taken

Total

FY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

57.2

76.0

56.0

70.4

70.1

—

12.7

9.5

12.1

12.2

Number of internal directors

Number of
directors*1

OTHER PERSONNEL INFORMATION
Number of
employees thattook leave forchildcareChildcare leave­utilization rate(%)
Rate of employees returning towork after childcare leave (%)
Number of
employees using
family nursing
leave
Employment ofpeople withdisabilities*4

Male

FY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

9

17

19

20

21

Female

102

71

69

53

123

Total

111

88

88

73

144

Male

—

—

—

—

28.4

Female

—

—

—

—

100.0

Total

—

—

—

—

99.0

Male

100.0

100.0

100.0

100.0

98.4

Female

100.0

100.0

97.0

100.0

100.0

Total

100.0

100.0

98.0

100.0

99.0

Male

0

0

1

0

0

Female

1

1

1

0

1

Total

1

1

2

0

1

People

151

157

176

182

191

Percentage
of total (%)

Male
Number of
employees covFemale
ered by occupational health and Total
safety policy
Average monthly overtime work per employee(hours)*5
Industrial accidents(incidents)
Health check-up participation rate (%)
Stress check participation
rate (%)

2.06

2.17

2.20

2.34

2.27

4,417

4,695

4,502

4,584

4,785

3,999

4,108

3,838

3,870

4,055

8,416

8,803

8,340

8,454

8,840

—

—

—

16.96

17.98

52

61

53

92

78

—

—

—

—

99.9

—

—

—

—

97.9

*4 F or consolidated subsidiaries that use the service of special subsidiary Bandai Namco
Will Inc.
*5 T
 he average for each person calculated by deducting their prescribed working hours(1,800 hours) from their total annual working hours and dividing the resulting figure by
12 months. Excludes managers and supervisors, part-time workers, and discretionary
labor system employees.

Of whom, directors who are Audit& Supervisory Committee
members

Male

Female

14

12

2

9

8

1

1

1

0

Number of outside directors

5

4

1

 Of whom, number designated as
independent directors

5

4

1

 Of whom, directors who are
Audit & Supervisory Committee
members

3

2

1*1 Figures as of June 2023

Organization

Company with an audit and supervisory committee

Term of office ingovernance institutions(years)Directors

1

Board of Directors

19

Independent Directors
Committee

1

Number of meetings(times)*2

Personnel Committee

9

Board of Directors

98.9

Participation rate (%)*2

Independent Directors
Committee

100

Implementation status
of incentive measures

Directors (excluding Audit &Supervisory Committee
members and outside
directors)

Personnel Committee

100
Implementation of performance-based bonuses andperformance-based stockcompensation*2 Fiscal year ended March 31, 2023

COMPLIANCE DATAFY2019.3

FY2020.3

FY2021.3

FY2022.3

FY2023.3

Number of incidents
related to bribery

0

0

0

0

0

Number of incidents
related to anticompetitive practices

0

0

0

0

0

EMPLOYEE TRAINING-RELATED DATAFY2019.3

Percentage of
employees
receiving periodic
reviews for careerdevelopment (%)

FY2020.3

FY2021.3

FY2022.3

FY2023.3

Male

100

100

100

100

100

Female

100

100

100

100

100

Total

100

100

100

100

100

16

4

Bandai Namco Group’s History

HISTORY

Note: H istory of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY
July

1950s
1950

July

•	Bandaiya was founded in the Kikuyabashi sectionof Asakusa in Taito-ku, Tokyo (President: Naoharu
Yamashina). Paid-in capital was ¥1 million. The company
conducted sales of celluloid toys as well as metallic toys
(passenger cars), rubber swimming rings, etc.
September •	First original BANDAI product was launched: Rhythm
Ball.

1951

March
April

•	Export sales commenced.
•	B26, the first BANDAI original metallic toy, was launched.

1953

April

•	Accompanying the expansion of export operations,shipment and warehouse facilities were newly
established in Komagata, Asakusa, Taito-ku, Tokyo.
•	Product Inspection Department established to perform
checks on all products.
•	A research unit was established to improve the quality of
BANDAI brand metallic toys and to conduct R&D in new
products.
•	Transport Division (predecessor of BANDAI LOGIPAL
INC.) was established.

July
		

		

1955

1959

July

•	Metal model cars were commercialized and productswith the labels of car series from around the world werelaunched.
•	Trademark (commonly known as the Banzai mark) wasestablished to express the motto that quality is thehighest priority.

		

March
July

• Direct overseas sales started.
•	Bandai Toys Company established (transferred toBandai Overseas Supply in 1971).

1961

June

•	Name of Waraku Works was changed to BC
Manufacturing. (Name was changed to BANDAI
Manufacturing in May 1966.)

17•	Nakamura Manufacturing Ltd. established in Ikegami, ­Ota-ku, Tokyo (President: Masaya Nakamura). Capital:¥300,000. Started in the amusement business with the
installation of two children’s mechanical horse rides on
the rooftop of a department store in Yokohama.

1970

1964

January•	Remote control (RC) toy car became a major hit.

1965

January
October•	Racing Car Set enjoyed an enormous boom in sales.
•	Toy manufacturing complex completed in Mibu, Tochigi
Prefecture.

1966

July

		

1967

May
		
		

1969

•	Crazy Foam launched. Sold 2.4 million units in threemonths due to intensive campaign, centered on TV
promotion.
•	BANDAI’s new trademark (the BANDAI Baby) formulated.

©Bandai Namco
Entertainment Inc.

1957

• Headquarters office established in Ginza, Tokyo. Started sales ofamusement machines.

1959•	Reorganized to form Nakamura Manufacturing Co., Ltd. Capital:¥5 million.

1971•	Use of NAMCO brand name began.

1974•	Acquired Atari (Japan) Corp. from Atari Corp., of the
U.S. Entered the video game business.

1975•	Began full-scale research into robot technologies.
Developed President Lincoln Robot.

November • 	Acquisition of plant in Shimizu City, Shizuoka Prefecture.
Start of production of plastic models, such as theAutomobile series, Thunderbirds 2, and the Beetle series.

1963

September •	Tonka Japan established.

1971

May		• Bandai Models established.
July		
•	Established Popy as a specialist character toys
manufacturer.

1973

March
October•	MiniMini Fish launched.
•	Jumbo Machinder Mazinger Z won the Grand Prix prize atthe 4th International Trade Fair Toy Concours.

1976•	Developed F-1 driving simulation game machine. Became popular inJapan and overseas.

• Installed the Roadway Ride on the rooftop of Mitsukoshi Department
Store in Nihonbashi, Tokyo. Subsequently expanded business toeach Mitsukoshi store.

F-1 driving simulation game machine©Bandai Namco Entertainment Inc.

Roadway Ride

1965

•	Established the Production Department. Periscope, developed by
the Production Department, became a major hit.

1966•	Established main production facility in Ota-ku, Tokyo. Expanded
activities of development and production departments.
•	Began to use Nakamura Manufacturing brand mark.

1970s
1970

President Lincoln Robot

1960s•	Bandai Automobile established.
•	Water Motor series became a hit.
•	Thunderbirds series of electrically powered toys
launched.
•	New Model Toys Department launched sales of plastic
models.

•	Naughty Flipper series was a big hit, winning a gold medal at the
New York International Innovative Products Exhibition.
October • Customer service center established.

•	Established Yaguchi plant in Yaguchi, ­Ota-ku, Tokyo.
•	Developed Racer, a driving simulation
game. Projection equipment using 3Dmodels that were innovative for the time
period became popular, and it became a hit
machine.
Racer

Two wooden rocking-horse rides installed on the rooftop ofa department store in Yokohama

1960s
1960

June

©手塚プロダクション

Toyopet Crown•	First TV advertisement aired with the catchphrase “TheRed Box means a BC-guaranteed toy.”

1955

Astroboy

1968

July

1970s

1950s

September •	Bandai Transport was established.
November •	Assigned representative to New York and began sales in
the U.S.
December •	Due to growth of operations, moved to new officebuilding in Komagata
1-chome, Asakusa, Taito-ku,
Tokyo.
		•	Astroboy was launched as
BANDAI’s first TV character toy.

August1958•	Company name was changed to BANDAI. Paid-in capitalwas ¥20 million.

1963

January•	Waraku Works (predecessor of BANDAI Manufacturing)
was established.
June•	Office building newly constructed in Komagata
2-chome, Asakusa, Taito-ku, Tokyo.
		•	The BC logo was created by combining the first letters in
BANDAI Company.
November •	A product guarantee system—an industry first—was
launched in conjunction with the Toyopet Crown (1956version) model car.

NAMCO’S HISTORY

1977• Changed company name to NAMCO LIMITED.
Capital: ¥240 million.
•	NAMCO ENTERPRISES ASIA LTD. established.
•	Developed Shoot Away, a mirror-projection-type gun shooting game.

1978 June 	• Established NAMCO AMERICA INC. in California, U.S.
		 • Developed Submarine, a submarine game machine.
			• Introduced Gee-Bee, the firstoriginal amusement machine.

Gee-Bee

1967

1979• Opened Osaka office in Namba, Osaka.

•	Introduced Galaxian, a shooting game machine.
Became popular, centered on young consumers,
and became a major hit in Japan and overseas.
•	Developed Pitch In, a machine that measured the
speed of a pitched ball.
Galaxian©Bandai Namco
Entertainment Inc.

18

4

Bandai Namco Group’s History

HISTORY

Note: H istory of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY
1974

1981

•	Super-alloy Mazinger Z became a major hit.
December •	Three Group companies (BANDAI,
Popy, and Tonka Japan)
implemented an industry-first,
full-page newspaper
advertisement.

1975

January

October

March

1982
Super-alloy Mazinger Z•	Trademark and logo changed.
©ダイナミック企画
Expressed the dramatic
combined worldwide growth of nine BANDAI Group
companies.
•	Alliance with Monogram, of the U.S.

1976

•	Jumbo Machinder exported to Mattel, of the U.S. Becamea best seller in 1977 under the name Shogun.
October •	Published Ugoku E-Hon and entered the
publishing industry.
November •	Established Popy Mibu factory.

1977

April
June

August		• Started sales of capsule toys through vending machines.
•	BANDAI (H.K.) CO., LTD., established as overseas
manufacturing base in Hong Kong.
•	Launch of Mogura-Tataki Game, which becamea major hit in the following year, 1978, and was includedin Nikkei’s list of hit products.

Mogura-Tataki Game

1978

1983

1984

1985

September •	Bandai Publishing established.
•	Launch of LSI Baseball, which later became a hit
electronic game.
October •	BANDAI AMERICA INCORPORATED established as U.S.
sales base.

1979

November •	B-I Electronics and B-I Mibu established.
		•	Candy-Candy Nurse’s Bag became one of the biggestever hit products among girls’ character toys.

1986

1980s
May

•	Makoto Yamashina was
appointed president andrepresentative director,
and Naoharu Yamashina
was appointed chairman.
July• Gundam plastic models
launched, starting amajor boom.
		•	Tonka Japan changed
its company name to
Mameet.
November •	Celent established.

19

1987

Gundam RX-78 plastic model©創通・サンライズ•	BANDAI FRANCE S.A. established as sales basein Europe.
•	Entered the candy toy market.

1980s
1980

June
October•	BANDAI UK LTD. established in the U.K.
•	Frontier Department established as planning andproduction unit for animations and films.
November •	Emotion Ltd. established. Opened Emotion
video shop, the first video shop authorized
by the Japan Video Software Association.

•	Introduced PAC-MAN. Became a major hit
in Japan and overseas.
•	NAMCO sponsored the micromousenational tournament, which wasparticipated in by amateur robot
enthusiasts.

1987•	Main sponsor of the Japan performance of the musicalStarlight Express.
•	Developed Final Lap, the industry’s
first driving game with built-in
communications functions.

1988•	NAMCO stock listed on
the Second Section of the
Final Lap
©Bandai Namco
Tokyo Stock Exchange.
Entertainment Inc.
Capital: ¥5,550 million.
•	Established Yokohama Future Laboratory in Yokohama City.
•	Tie-up with JCGL, a computer graphics (CG) production company.
Entered a wide range of CG video business areas, from acceptanceof production orders to the provision of videos.
•	Presented first original video product, Mirai Ninja: Keiunkiningaiden,
at the Tokyo International Fantastic Film Festival. Also launched as
an amusement machine.
•	Developed Winning Run, the first racing game to use polygon
technology.

PAC-MAN©Bandai Namco Entertainment Inc.

March•	Absorption-type merger of seven companies—
Popy, Bandai Models, Bandai Manufacturing, Bandai
Overseas, Mameet, Celent, and Bandai Publishing.
Capital increased to ¥711.39 million.
		•	Corporate identity introduced. New BANDAI philosophy
established—“Dreams and Creation.”
April•	Kinnikuman capsule toy launched; became a major hit.
August•	Apparel Department established.
		•	A.E. Planning established to conduct sales of visualpackaged software.
December •	Launched Darosu, an industry-first original video
animation.

		

1980

January

NAMCO’S HISTORY

April•	Launched Air Condition series, which was created fromoriginal video software music and video.
October •	Gundam plastic model series surpassed 100 million
units since the launch.
December •	Fuman (H.K.) Co., Ltd., established in Hong Kong.

•	Introduced the Nyamco
maze-solving robot.

Nyamco©Bandai Namco Entertainment Inc.

1981

•	Introduced the Mappy maze-solving robot.
•	Established the IP Rights Department. Began full-scale initiatives toprotect in-house copyrights.

1982•	Introduced the Pole Position racing game machine.

1983•	Introduced the Xevious shooting gamemachine. Became highly popular due tobeautiful graphics and story.
•	Developed robot for Cosmo Hoshimaru,
the mascot character for the International
Science Technology Exposition.

May•	Advanced into the Chinese market with theestablishment of a Japan–China joint venture firm,
China Fuman (Fujian) Toys Co., Ltd., in Fujian Province,
China.
November •	First Famicon software, Kinnikuman-Muscle Tag Match,launched. Became a major hit with salesof one million units.

• Products related to Saint Seiya (Knights of the Zodiac) series
became hits.
March•	Joint venture firm BANDAI AND K.C. CO., LTD.,established in Thailand.
		•	Released Royal Space Force: The Wings of Oneamis,
a full-length original animation feature.
		•	Quick Curl launched. Entered the field of practicallifestyle sundries.
May•	Chairman Naoharu Yamashina was appointed executive
advisor.
•	Contract signed with The Walt Disney Company. Video
products launched.

©Bandai Namco Entertainment Inc.

1989

Xevious•	Jointly developed Eunos Roadstar
Driving Simulator in cooperation
with Mazda Motor Corp.
•	Developed the Wani Wani Panic
action game.

©Bandai Namco
Entertainment Inc.

1984

January•	BANDAI listed on the Second Section of the Tokyo Stock
Exchange. Capital: ¥240 million.
February •	Nekonyanbo became amajor hit.
September •	Entered the movie fieldNekonyanbo
by cooperating in the
production of The Baby
Elephant.

Winning Run•	Launched Galaxian, the first home
video game for the Famicon.
•	Introduced the first product in the
Tower of Druaga series of RPG gamemachines.

Wani Wani Panic©Bandai Namco Entertainment Inc.

1990s
1990
Galaxian©Bandai Namco Entertainment Inc.

1985

•	New headquarters building completed
in Ota-ku, Tokyo.
•	Developed Talking Aid, a mobile communication device.

1986•	Capital participation in Italian Tomato Ltd.
•	Established the New Technology Foundation with the objective offostering the development of science and technology.
•	Introduced Sweet Land, a candy prize machine.
•	Launched Professional Baseball Family Stadium,a Famicon software.

• NAMCO AMERICA INC. began direct sales of amusement machines in
the U.S.
•	NAMCO AMERICA INC. acquired Atari Operations Inc. Commenced
amusement facility operations in the U.S.
•	Established Namco Hometek Inc. as a U.S. base for home
video games.
•	At the International Garden and Greenery Exposition, exhibited andoperated Galaxian3 and The Tower of Druaga—large-scaleamusement facilities based on the hyper-entertainment concept.
• Developed the Cosmo Gangs action game machine.

1991

September •	Stock listed on the First Section of the Tokyo Stock
Exchange. Capital: ¥6,984 million.
November •	Established NAMCO EUROPE LTD., in London, U.K.
		•	Opened Plabo Sennichimae, a large-scale amusement
facility.

Professional Baseball
Family Stadium©Bandai Namco
Entertainment Inc.

20

4

Bandai Namco Group’s History

HISTORY

Note: H istory of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY
1988

April
July
August		

1989

January
October•	Media Department established. Made full-scale entry
into the visual products business.
•	Sales of CARDDASS started.
•	BANDAI listed on the First Section of the Tokyo Stock
Exchange.
•	Cooperated in the production of the musical The Forest
is Alive/Twelve Months of Nina.

NAMCO’S HISTORY

1995

July
October1996•	Launch of the Pippin Atmark.
•	Bandai Trading (Shanghai) Co., Ltd., establishedin Shanghai.
November •	Tamagotchi launched.

•	Technical Design Center (Tochigi) went into operation.
•	Three companies established in the U.S.—BANDAIHOLDING CORP., BANDAI DIGITAL ENTERTAINMENT
CORP., and BANDAI ENTERTAINMENT INC.

•	Completed head office building in Komagata,
Taito-ku, Tokyo.
•	Advanced into the music field (launch of the
Emotion label).

1991

1992

1993

1996

July

Tamagotchi©BANDAI

1997

April

•	Hyper Yo-Yo launched.

•	Established NAMCO OPERATIONS EUROPE LTD., in the U.K.
•	Opened Namco Wonder City Tsurumi, a comprehensive amusement
facility in Tsurumi-ku, Yokohama, with NAMCO acting as developer
for the first time.
•	Introduced Ridge Racer, a racing game machine including System 22,a real-time, 3D CG system board.

February •	Bandai (Taiwan) Co., Ltd., established as local company
in Taiwan.
April•	Chara-Can, which packaged toys with drinks througha tie-up with Suntory, are a big hit.
October •	Tosho, Dairin, and Seiko merged to establish HAPPINETCORPORATION.

		
		

1997

January		AugustHyper Yo-Yo

September •	Name of Bandai Transport was changed to
BANDAI LOGIPAL INC.
October •	BANDAI’s visual products business transferred to
BANDAI VISUAL CO., LTD.

©BANDAI

June		• Products related to Pretty Guardian Sailor Moon became major hits.

July

Sailor Moon series©武内直子・PNP・テレビ朝日・東映アニメーション•	Products related to Power Rangers became major hits in the U.S.

Power Rangers series©1993 SABAN INT.

March•	SUNRISE INC. became a Group company•	Opened Namco NAMJATOWN, one of Japan’s largest
indoor theme parks, in Ikebukuro, Tokyo.

Namco NAMJATOWN

1993

October21•	Developed Alpine Racer, an experience game machine.
December •	Launched Tales of Phantasia, the first product in
the Tales of... series for the Super Famicon.

•	Established Brent Leisure Ltd. to strengthen manufacturing inEurope and sales in the U.K.

August

1994

1995

Namco Wonder Eggs

January•	Name of Shinsei Manufacturing was changed to Yutaka
Co., Ltd.
August•	Bandai Transport registered on the over-the-countermarket (currently, JASDAQ).
		 • Sally the Witch Spikatact surpassed one million units.

February •	Opened Namco Wonder Eggs, the first urban themepark, for a limited time in Futakotamagawa, Tokyo.

March
		

1990s
1990

1992

•	Launched Tamapichi, a PHS phone that incorporated
Tamagotchi functions.
•	Takashi Mogi was appointed president andrepresentative director.
•	Group companies Kaken, Angel, and B-I merged toestablish MegaHouse Corporation.
•	HAPPINET CORPORATION offered its stock on theover-the-counter market (currently, the First Sectionof the Tokyo Stock Exchange).
•	Founder Naoharu Yamashina passed away
(October 28, age 79).

1998

December •	HAPPINET CORPORATION listed on the Second Sectionof the Tokyo Stock Exchange.

1999

March

•	Takeo Takasu was appointed president andrepresentative director.
		•	WonderSwan, a new mobile game machine, launched.
		•	Start of service for Dokodemo Aso Vegas, the first content
for NTT DOCOMO’s i-mode.
		•	DIGIMON ADVENTURE became an animation.
May•	Gundam plastic models surpassed cumulative total
sales of 300 million units.
September •	HANA-BI, whose production BANDAI VISUAL participatedin, won the Golden Lion award at the 54th Venice
International Film Festival.
October •	Concluded agreement with Mattel, of the U.S., regarding joint
business development (contract covering the Japanesemarket canceled in December 2003).
November • Primo Puel talking stuffed toys launched.

Ridge Racer		©Bandai Namco Entertainment Inc.

•	Acquired Aladdin’s Castle, Inc., the largest amusement facility
operator in the U.S.
•	Established Shanghai Namco Ltd. as a joint venture in China.
•	Opened Tamago Teikoku, which offered a land of entertainment
alchemy, on a site adjacent to Namco Wonder Eggs.

1994•	Launched Ridge Racer for the PlayStation at the same time as the
hardware launch.
•	Opened Yokohama Creative Center, a development base, in
Kanagawa-ku, Yokohama City.
•	Established NAMCO CYBERTAINMENT INC. through the merger of
two NAMCO Group companies in the U.S.
•	Introduced TEKKEN, a polygon martial arts game using System 11,
a 3D CG system board developed jointly with Sony ComputerEntertainment Inc.

1999

•	Established subsidiaries in Spain, France, Germany,and Israel.
•	Opened Namco Wondertower Kyoto, an urban
comprehensive amusement facility.
•	Capital tie-up with Nikkatsu Corporation(canceled in 2005).
•	Established XS ENTERTAINMENT INC. to manage
multipurpose amusement facilities in the North
American market.
•	Opened Namco Station at the County Hall, a large-scale
entertainment facility in a former county hall building in
London, U.K.
•	Three CG works selected for prizes by SIGGRAPH,
a CG conference in the U.S.

August•	Launched Soulcalibur, a weapon-based fighting gamefor the Dreamcast.
October •	Established Monolith Software Inc., a home video gamedevelopment company.
November •	Proposed barrier-free entertainment designs. Enterednursing care business with the aim of combining thethemes of “play” and “welfare.”December •	Launched Namco Station, a mobile phone site for
i-mode service. Expanded content business.
		•	Began to supply LCD units for pachinko machines.

TEKKEN©Bandai Namco Entertainment Inc.

22

4

Bandai Namco Group’s History

HISTORY

Note: H istory of Group companies before the management integration of BANDAI and NAMCO.
Company names and place names are as of the date cited.

BANDAI’S HISTORY
2000s
2000

March

•	HAPPINET CORPORATION listed on the First Section of
the Tokyo Stock Exchange.
		•	BANDAI KOREA CO., LTD., established in South Korea.
		•	Content for i-mode became popular and surpassed
one million paid subscribers.
April•	Network Department established.
		•	Character Research Institute established.
June•	Invested in Sotsu Agency (currently, SOTSU CO., LTD.).
September •	Network Department spun off from BANDAI to establish
BANDAI NETWORKS CO., LTD.
October •	BANPRESTO CO., LTD., listed on the Second Section of
the Tokyo Stock Exchange.
		•	Capital tie-up with Seika Note Co., Ltd.

2001

March
July
August•	BHK TRADING LTD. established.
•	Cumulative total sales of Gashapon HG series surpassed
100 million units.
•	1/12-scale Zaku model (overall height: approximately
1.5 m) was exhibited at the “C3 PRE” character culture
event and became a topic of conversation.

May
July

•	Invested in confectionery manufacturer Tohato Inc.
•	Opened Bandai Museum, a character museum(closed in August 2006).
August•	Entered the building block market through cooperation
with Mega Bloks Inc., the world’s second-largest
manufacturer of toy building blocks.
		 •	Zatoichi, whose production BANDAI VISUAL participatedin, won the Silver Lion for Best Director award at the60th Venice International Film Festival.
October •	Total number of BANDAI CHANNEL paid viewings
surpassed three million.
December •	BANDAI NETWORKS listed on JASDAQ.
		 •	BANDAI VISUAL listed on the Second Section of theTokyo Stock Exchange.

2004 March
		
April
		
		

May

		

Hyper Hybrid Model MS-06F Zaku II

NAMCO’S HISTORY		©創通・サンライズ•	Kaette Kita! Tamagotchi Plus launched.
•	Cumulative total shipments of Gundam series home
video games surpassed 20 million units.
•	New headquarters building completed.
•	Opened World Toy Museum in Karuizawa, exhibiting
antique toys (closed in November 2007).
•	BANPRESTO concluded basic agreement to take over
the operation of the ASAKUSA HANAYASHIKI
amusement park.
•	For the film Daremo Shiranai, which was co-produced
by BANDAI VISUAL, lead Yuya Yagira won the Best Actor
award at the Cannes International Film Festival.
•	Participated in the Shanghai International Character
Expo, China’s first character event. Over nine days,
100,000 visitors attended.
•	Cumulative total shipments of Zatchbell The Card Battle
surpassed 300 million units.

July

2000s
2000

March

•	Launched Ridge Racer V for the PlayStation 2 at thesame time as the hardware launch.
April•	Opened the Namco Digital Hollywood Game Lab school
in collaboration with Digital Hollywood Co., Ltd.
		•	Established Namco Ecolotec Limited to conduct
development of environmental machines.
June•	Simultaneously launchedversions of the Mr. Driller
home video game forthree different platforms.
August•	In cooperation withSony ComputerEntertainment, jointly
Mr. Driller
developed the System 246 ©Bandai Namco Entertainment Inc.
board, which was basedon PlayStation 2 technology.
October •	Obtained license to distribute PAC-MAN for Sharp
Corp.’s Zaurus.
December •	Opened Namco Entertainment World Tokyo Pitan City
in Daiba, Tokyo.
		•	Opened the Chi-Kou-Raku Internet facility in Nagoya(closed in 2011).
		•	Launched MotoGP for the PlayStation 2.

2001• Formed Team Namja, a group of producers of commercial spaces.
As the first project, opened Yokohama Curry Museum (operator:
Matahari Co., Ltd.).
February •	Introduced the TAIKO:DRUM MASTER amusement
machine.

November •	BANDAI VISUAL listed on JASDAQ.

2002

March

July
		

2003

March

April
		

•	BANDAI CHANNEL CO., LTD., established as an
on-demand online distribution company.
•	Capital tie-up with Tsukuda Original.
•	BANPRESTO listed on the First Section of the Tokyo
Stock Exchange.
•	Tsukuda Original and Wakui Corporation implemented
a management integration and the company name waschanged to Palbox Co., Ltd.
•	Name of Yutaka Co., Ltd., was changed to Popy Co., Ltd.
•	Cumulative total shipments of original character .hackgame software in Japan and the U.S. reached
one million units.

©Project .hack

23

TAIKO: DRUM MASTER

July
		

2005

April

•	Palbox transferred certain operations to MegaHouse
Corporation.

Ikebukuro Gyoza Stadium

November •	Launched Tales of Destiny 2 for the PlayStation 2.

2003©Bandai Namco Entertainment Inc.

October

2002

March

•	Established NAMCO TALES STUDIO LTD., a home video
game development company.
		•	Simultaneously launched versions of the Soulcalibur 2
home video game for three different platforms.
July•	Introduced Big Sweet Land, a large-size-prize game that
could be played by up to six players at once.
August•	Launched Tales of Symphonia for the Nintendo
GameCube.
November •	Opened Jiyugaoka Sweets Forest in Meguro-ku, Tokyo.
December •	Introduced Dragon Chronicle, a multiplayer fighting
video game machine.

2004

February • Opened Naniwa Gyoza Stadium in Umeda, Osaka.
March•	Launched Katamari Damashii for the PlayStation 2.
		•	Namco Hometek and Flagship Studios concluded
a partnership agreement for the development and salesof PC games.
July•	Introduced Wangan Midnight MAXIMUM TUNE, a racing
game machine.
October •	Opened Kaikaya day service center in Yokohama City,
Kanagawa Prefecture.
December •	Opened Kobe Sweets Harbor in Kobe City,
Hyogo Prefecture.

2005©雷句誠／小学館・フジテレビ・東映アニメーション•	Steamboy released (directed by Katsuhiro Otomo).
•	Comprehensive master licensing contract concluded with
Sanrio Company Ltd. for the character Cinnamoroll.
November •	Shuku Keitai Kaitsuu! Tamagotchi Plus launched.
		•	Sponsorship provided for the activities of the theatercompany Hikosen.

•	Opened Ikebukuro Gyoza Stadium in Namco
NAMJATOWN.

February •	Opened Tokyo Panya Street in Funabashi City,
Chiba Prefecture.
April•	Shigeichi Ishimura was appointed president andrepresentative director.

•	In collaboration with Benesse Corporation,
opened Shima-Shima Town, a communication parkfor preschool children, in Kawasaki City.

January•	Launched Kotoba no Puzzle: Mojipittan, a home video
game.
February •	Business tie-up with NintendoCo., Ltd., in the home video
game business.
		•	Introduced Bihada Wakusei, ahigh-definition seal printing
machine.
		•	Opened Namco Wonder
Bihada Wakusei©Bandai Namco Entertainment Inc.
Park Sapporo.
May•	Kyushiro Takagi was
appointed president and representative director.

24

4Bandai Namco Group’s History

HISTORY

Note: Company names and place names are as of the date cited.

BANDAI NAMCO GROUP’S HISTORY
From May 2005
2005

2006

May

•	The management integration of BANDAI and NAMCO
was announced.
September •	Establishment of holding company NAMCO BANDAI
Holdings Inc. through the management integration of
BANDAI and NAMCO. Takeo Takasu became president
and representative director. Establishment of the
BANDAI NAMCO Group.
November •	With its 10th installment of
for-sale DVDs in the series,
cumulative shipment volumeof Mobile Suit Gundam
SEED DESTINY surpassed
one million units.
December •	Through a corporate
separation, a portion of
BANDAI’s and NAMCO’s
management over affiliated©創通・サンライズ
companies was transferred to
NAMCO BANDAI Holdings.

•	DATA CARDDASS, a new card machine, became
hugely popular.
January •	North American operations werereorganized. The name of NAMCO
Holding was changed to NAMCO
BANDAI Holdings (USA), whichbecame the U.S. regional holding
company.
		•	NAMCO BANDAI Holdings made©バードスタジオ／
集英社・東映アニメーション
BANDAI LOGIPAL a wholly owned
subsidiary.
February •	BANDAI VISUAL was listed on the First Section of theTokyo Stock Exchange.
March•	The BANDAI Hobby Center, a production base for plastic
models, was opened in Shizuoka Prefecture.
		•	Cumulative worldwide sales of the Tamagotchi Plus
series surpassed 20 million units.
		•	The facility operation business was given to a remerged
NAMCO.
		•	NAMCO BANDAI Games Inc. was established through the
integration of BANDAI’s home video game operations
and NAMCO’s home video game, amusement machine,
and mobile phone game operations.
May•	Music company Lantis Co., Ltd., joined the Group.
		•	NAMCO BANDAI Will Inc. was certified as a special
subsidiary as stipulated by Japan’s Law for
Employment, Promotion, etc., of the Disabled.
June•	NAMCO BANDAI Holdings made BANPRESTO
a wholly owned subsidiary.
September •	Opened NAMCO Wonder Park Hero’s Base, a large-scale
facility combining amusement and character
merchandising, in Kawasaki City, Kanagawa Prefecture.
		•	BANDAI made CCP Co., Ltd., a subsidiary.
November •	Introduced Mobile Suit Gundam Senjo no Kizuna,
an amusement machine that was developed througha collaborative effort by NAMCO BANDAI Games and
BANPRESTO.

25

2007

January•	In Europe, NAMCO Holdings UK LTD. was established asa regional holding company and the operatingcompanies were reorganized.
March•	NAMCO BANDAI Holdings entered a capital and businessalliance with TOEI COMPANY, LTD., TOEI ANIMATION CO.,LTD., and KADOKAWA GROUP HOLDINGS INC.
April•	BANDAI started operation of Omochanomachi Bandai
Museum, in Tochigi Prefecture.
May•	BANDAI, the Ishimori Group, and ITOCHU Corporationentered a capital and business tie-up.
		•	NAMCO BANDAI Holdings acquired part of the shares of
Fujiya Co., Ltd.
August•	The movie GLORY TO THE FILMMAKER!, which wasco-produced by BANDAI VISUAL, won the Glory
to the Filmmaker Award at the 64th Venice InternationalFilm Festival.
November •	The vending machine capsule toy Earth Capsule won
the Minister of Agriculture, Forestry and Fisheries Awardin the eco-products category at the 4th Eco-productsAwards.
December •	Global cumulative shipments of the Tales of... series ofsoftware products for home video game consoles
surpassed 10 million.

2008

January•	BANDAI, TYO Productions Inc., and TSUBURAYAPRODUCTIONS Co., Ltd., formed a capital and businesstie-up.
February •	BANDAI VISUAL and BANDAI NETWORKS became wholly
owned subsidiaries of NAMCO BANDAI Holdings,
following an exchange of shares.
April•	The home video game consoles and amusement
machine operations of BANPRESTO were transferred toand integrated with the operations of NAMCO BANDAI
Games. BANPRESTO focuses on prize operations, such as
prizes for amusement machines.
		•	The administrative functions of major companies in theGroup were consolidated into NAMCO BANDAI Holdings.
		•	Opened the Wonder Park Plus amusement facility in
Hong Kong.
		•	BANDAI (SHENZHEN) CO., LTD., was established for the
purpose of strengthening toy production control andquality assurance.
July•	Launched Soulcalibur IV for the PlayStation 3 and Xbox
360, and sales surpassed two million units.

BANDAI NAMCO GROUP’S HISTORY
2009

February •	NAMCO BANDAI Games Europe S.A.S. concluded a sharepurchase agreement with Atari Europe S.A.S.; asubsidiary of Infogrames Entertainment SA. relating to
NAMCO BANDAI Games Europe’s investment in a new
game software distribution company was established by
Atari Europe.
March•	Seika Co., Ltd., which conducted stationery operations, wasliquidated following a capital and business alliance with
SUN-STAR STATIONERY CO., LTD.
		•	NAMCO BANDAI Games made D3PUBLISHER INC.
a subsidiary.
		•	NAMCO BANDAI Holdings received a fiscal 2008 Tokyo
Stock Exchange Disclosure Award from the Tokyo
Stock Exchange.
April•	Three-year Mid-term Plan began.
		•	Takeo Takasu was appointed chairman andrepresentative director, and Shukuo Ishikawa was
appointed president and representative director of
NAMCO BANDAI Holdings.
		•	NAMCO BANDAI Games and BANDAI NETWORKS
merged, with NAMCO BANDAI Games as the surviving
company and BANDAI NETWORKS as the expiring
company.
		•	BANDAI VISUAL and ANIME CHANNEL merged, with
BANDAI VISUAL as the surviving company and ANIMECHANNEL as the expiring company.
July•	As part of the Green Tokyo Gundam Project,a full-size, 18-meter-high Gundam statue was installed in
Shiokaze Park, Tokyo.

September •	Launched the Battle Spirits card game.
October •	Cumulative sales of BD/DVD software CODE GEASS:
Lelouch of the Rebellion series surpassed one million
units.
November •	BEN10 character toys were hit products in markets
worldwide.

• The KAMEN RIDER series was a major hit.

KAMEN RIDER Fourze DX Fourze Driver©2011 石森プロ・テレビ朝日・ADK・東映•	TIGER & BUNNY, a TV animation fromSUNRISE, was a hit.

©SUNRISE/T&BPARTNERS

April

2012

•	Banpresoft Co., Ltd., and Bec Co., Ltd., merged to form
B.B.STUDIO CO., LTD.

•	THE IDOLM@ STER drew attention in avariety of categories, such as home video
games and social games.
•	Products related to Aikatsu!, which is an
original Group IP, became major hits.

©BNP/BANDAI, DENTSU, TV TOKYO

April©創通・サンライズ•	NAMCO BANDAI Partners S.A.S. was made a wholly
owned subsidiary.
October •	NAMCO BANDAI Online Inc. was established.
December •	BANDAI CORPORACION MEXICO S.A. de C.V. wasestablished in Mexico.

2010s©Bandai Namco Entertainment Inc.

20112010 February •	The BANDAI NAMCO Group Restart Plan was announced.
		•	Mobile Suit Gundam UC (Unicorn) Vol. 1 implemented
simultaneous global cross-media development.
April•	NAMCO BANDAI Live Creative Inc. was established.
		•	As the first step in character-based entertainment areas,
we began to introduce Tamagotchi Idol Park and Narikiri
Athletic Ultra Heroes.
November •	NARUTO Shippuden: Ultimate Ninja Storm 2 for the
PlayStation 3 and Xbox 360 sold more than one million
units worldwide in the first month after its launch.

•	The Mid-term Plan, which included the vision“EMPOWER, GAIN MOMENTUM, AND ACCELERATEEVOLUTION,” was announced.
		•	Shukuo Ishikawa became president and representative
director of NAMCO BANDAI Holdings, and Kazunori
Ueno became executive vice president andrepresentative director.
		 •	The Content Development Division was separated from
NAMCO BANDAI Games, and NAMCO BANDAI Studios
Inc. was established.
•	Gundam Front Tokyo, a leading-edge entertainment
space based on the Gundam series, was opened in
Daiba, Tokyo.
September •	BANDAI PHILIPPINES INC. was established.

26

4Bandai Namco Group’s History

HISTORY

Note: Company names and place names are as of the date cited.

BANDAI NAMCO GROUP’S HISTORY2013• In visual and music content, Love Live! School Idol Project became
popular.

BANDAI NAMCO GROUP’S HISTORY

September •	BANDAI NAMCO Group reached the 10th anniversary of
its establishment.
		•	In one week after the start of online distribution,
THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE
game app for smartphones surpassed four million
downloads.

2017

January
March

April

		
		

©2013 プロジェクトラブライブ！

March
June
AugustOctober

2014

2015

•	NAMCO BANDAI Studios Vancouver Inc. and NAMCO
BANDAI Studios Singapore Pte. Ltd. were established.
•	In the U.S., broadcasts of PAC-MAN and the Ghostly
Adventures, a new animation, were aired.
•	For its 160th anniversary, ASAKUSA HANAYASHIKI
implemented a commemorative year plan.
•	BANDAI made SUN-STAR STATIONERY a subsidiary.

•	Yo-kai Watch-related products became major hits. Start of sales
in Asia.
January •	THE IDOLM@STER MOVIE, atheatrical release,became a hit.
March•	NAMCO BANDAI Holdings
was selected as a recipientof the Excellence Award at
the fiscal 2013 Corporate Value Improvement Awards
sponsored by the Tokyo Stock Exchange.
April•	The English-language names of 31 Group companies
were changed.
June•	The English-language name of NAMCO BANDAI Holdings
was changed to BANDAI NAMCO Holdings Inc.
August•	Opened Nazo Tomo Cafe, a puzzle-solving cafe.
October •	Game apps for smartphones became popular in Japan.
Start of full-sale network content business initiatives
overseas, including Asia.

•	TEKKEN and Tales of... series reached their 20th anniversaries.
January •	BANDAI NAMCO (SHANGHAI) CO., LTD., was establishedin Shanghai, China.
April•	Start of Mid-term Plan announcing “NEXT STAGE:EMPOWER, GAIN MOMENTUM, ACCELERATE EVOLUTION.”
		•	Name of BANDAI NAMCO Games was changed to
BANDAI NAMCO Entertainment Inc.
		•	Division producing IP products for children and families
was separated from SUNRISE to establish BANDAI
NAMCO Pictures INC.
		•	BANDAI NAMCO Live Creative made Grand-Slam Ltd.
a subsidiary.
June•	At BANDAI NAMCO Holdings, Shukuo Ishikawa becamechairman and representative director and
Mitsuaki Taguchi became president andrepresentative director.
August•	Start of distribution of IDOLiSH7 game app for
smartphones. Developed into a hit as original Group IP.

27

July

©Bandai Namco Entertainment Inc.

October •	BANDAI NAMCO INDIA PRIVATE LIMITED was established.
November •	BANDAI received METI Minister’s Award, the highest
award, at the fiscal 2015 Large Manufacturer andImporter Category of the Awards for Best Contributors
to Product Safety. We were certified as the first Product
Safety Contributor Gold Company in this category, inwhich we have won an award three times.
		•	GIRLS und PANZER der Film was released and became along-running hit in theaters for more than a year.
December •	The idol unit µ’s, which was created from Love Live!
School Idol Project, became a hit.

2016•	Tamagotchi and NAMJATOWN reached their 20th anniversaries.
January •	The headquarters functions of five Group companies,
including BANDAI NAMCO Holdings, were relocated to
Minato-ku, Tokyo, in stages.
April•	Implemented reorganization in Asia. BANDAI NAMCO
Holdings ASIA CO., LTD., became the regional
headquarters.
		•	WiZ Co., Ltd., was made a subsidiary.
		•	Opened the VR ZONE Project i Can, a VR entertainment
research facility, in Daiba, Tokyo, on a limited-time basis.
October •	DRAGON BALL Z DOKKAN
BATTLE, a popularsmartphone game app,surpassed 100 million
downloads worldwide.

©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 Namco
Entertainment Inc.

•	Masaya Nakamura, the founder of NAMCO, passed away
on January 22 at the age of 91.
•	Shukuo Ishikawa, chairman and representative directorof BANDAI NAMCO Holdings, was awarded the Legion of
Honour in the rank of chevalier by the Frenchgovernment.
•	Started a new system that separates the operatingcompany function and the holding company functionin Europe.
•	Established BANDAI NAMCO Technica Inc.
•	Opening of SPACE ATHLETIC TONDEMI, a nextgeneration athletic facility.
•	Opened VR ZONE SHINJUKU, a VR entertainment facility
in Shinjuku, on a limited-time basis.

September •	Equity investment by SUNRISE in Sublimation Inc.,a CG production company.
October •	Establishment of BANDAI NAMCO Collectibles LLC tostrengthen business in toys for the mature fan base in
North America.
		•	Establishment of BANDAI NAMCO Network Services Inc.
and BANDAI NAMCO Amusement Lab Inc.
November •	Establishment of the BANDAI NAMCO Content Fund.
		•	LOGIPAL EXPRESS received the Minister’s Award from the
Ministry of Land, Infrastructure, Transport andTourism at the 2018 Eco-Driving Activity Contest.

2019• Establishment of business bases in Shanghai, China, by the Toysand Hobby Business, the Real Entertainment Business, and the
IP Creation Business.
• A DRAGON BALL event tour—DRAGON BALL
WORLD ADVENTURE—was held in eight cities around the world.

©Bandai Namco Amusement Inc.

August•	THE GUNDAM BASE TOKYO, Japan’s first official
comprehensive facility centered on Gundam plastic
models, opened in Daiba, Tokyo.
September •	BANDAI VISUAL made Actas Inc. a subsidiary.
		•	Start of exhibition of actual-size Unicorn Gundam statue
in Daiba, Tokyo.
December •	Establishment of regional headquarters BANDAI NAMCO
Holdings CHINA CO., LTD., in China.

2018•	The BANDAI NAMCO Group, Shueisha Inc., and TOEI ANIMATION Co.,
Ltd., sponsored the DRAGON BALL NORTH AMERICA TOUR, which
visited seven cities in North America.
February •	BANDAI SPIRITS CO., LTD., established to take over themature fan base business of BANDAI and the lotteryrelated and new businesses of BANPRESTO (businesses
transferred in April).
April•	Started the Mid-term Plan with the visionof “CHANGE for the NEXT—EMPOWER, GAIN MOMENTUM,
ACCELERATE EVOLUTION.”
		•	Amusement machine business division of BANDAI
NAMCO Entertainment transferred to NAMCO LIMITED.
Name of NAMCO LIMITED was changed to BANDAI
NAMCO Amusement Inc.
		•	BANDAI VISUAL merged with Lantis. Company namewas changed to BANDAI NAMCO Arts Inc.
		•	Grand-Slam merged into BANDAI NAMCO Live Creative.
		•	VS PARK, a variety sports facility, opened in EXPO CITY,
Osaka.
July•	Announcement of joint development of Mobile Suit
Gundam series live-action film by SUNRISE andLEGENDARY.

©バードスタジオ／集英社・フジテレビ・東映アニメーション• Mobile Suit Gundam reached its 40th anniversary.
March•	Establishment of SUNRISE BEYOND INC.,
an animation production company.
April•	Implementation of absorption-type merger with BANDAISPIRITS CO., LTD., as the surviving company and
BANPRESTO CO., LTD., as the expiring company.
		•	Implementation of absorption-type merger with PLEX Co.,
Ltd., as the surviving company and WiZ Co., Ltd., as the
expiring company.
		•	Establishment of BANDAI NAMCO Sevens Inc. and BANDAI
NAMCO Research Inc.
		•	Company name of SUNRISE MUSIC Publishing Co., Ltd.,changed to SUNRISE Music INC.
		•	Cumulative total shipments of Gundam plastic models
surpassed 500 million units.
May•	Cumulative worldwide sales of Tales of... series home video
games surpassed 20 million units.
August•	BANDAI NAMCO Holdings Inc. was selected as acomponent issue for the Nikkei 225.
		•	BANDAI NAMCO Entertainment Inc. acquired the
management rights of the Shimane Susanoo Magic, aprofessional basketball team in the B.LEAGUE.
September •	BANDAI NAMCO Mobile S.L. was established in Spain tohandle development and marketing of mobile content
for Europe and the Americas.

28

4

Bandai Namco Group’s History

HISTORY

Note: Company names and place names are as of the date cited.

BANDAI NAMCO GROUP’S HISTORY
October•	SHUEISHA BANDAI NAMCO (SHANGHAI) CO., LTD., wasestablished as a joint venture by BANDAI NAMCO
Holdings Inc. and Shueisha Inc.
		•	BANDAI NAMCO Holdings Inc. was selected as acomponent issue for the TOPIX 100.
		•	BANDAI made HEART CORPORATION a wholly owned
subsidiary.
November •	The Lantis music label of BANDAI NAMCO Arts Inc.
reached its 20th anniversary.

2020s
2020

•	PAC-MAN and Gundam plastic models reached their 40th
anniversaries.
•	Products related to DEMON SLAYER: Kimetsu no Yaiba became
major hits.
March•	SOTSU CO., LTD., became a wholly owned subsidiary.
May•	Cumulative worldwide sales of DARK SOULS III, a home
video game jointly developed by Bandai Namco
Entertainment Inc. and FromSoftware, Inc., surpassed
10 million units.
September •	Cumulative worldwide sales of TEKKEN series home
video games surpassed 50 million units.
October •	Reflector Entertainment Ltd., which develops home
video game titles, was made a subsidiary of BANDAI
NAMCO Entertainment Europe S.A.S.
December •	Completed new building at BANDAI Hobby Center,a manufacturing base for plastic models.
		•	Opened GUNDAM FACTORY YOKOHAMA, which exhibits
an 18 meter life-size moving Gundam,in Yamashita Futo, Yokohama.

April
		
		

		
		

		

•	Implemented reorganization from the previous
five-Unit system to a three-Unit system.
•	Masaru Kawaguchi became the president andrepresentative director of BANDAI NAMCO Holdings Inc.
•	Started the Gunpla Recycling Project, through which
Gundam plastic model runners (plastic model frame
sections) are collected from customers and recycled.
•	Formulated the Bandai Namco Group Sustainability Policy.
•	BANDAI CO., LTD., received the Commissioner of the Japan
Patent Office Award in the 2021 Intellectual Property
Achievement Awards.
•	A life-sized Freedom Gundam statue exhibit was openedin Shanghai, China.

		

2021

•	Concluded partnership for PAC-MAN with the National
Basketball Association (NBA), a men’s professional
basketball league in North America.
•	Cumulative total sales of the Charapaki seriesof toy-related confectionery items surpassed
50 million units.

February •	Opened capsule toy store “Gashapon ‘no’ department
store” Ikebukuro Flagship Store, one of the largest capsule
toy specialty stores in the world, in Ikebukuro, Tokyo. With
3,010 installed machines, the store is recognized byGuinness World RecordsTM.

		

2022

		

June
July

January•	BANDAI NAMCO Toys & Hobby (SHANGHAI) CO., LTD.,merged into BANDAI NAMCO Entertainment (SHANGHAI)
CO., LTD.
February •	Announced plan to exhibit a pavilion at Expo 2025
Osaka, Kansai, Japan.
March•	Global sales of ELDEN RING, a home video game jointly
developed by BANDAI NAMCO Entertainment Inc. and
FromSoftware, Inc., surpassed 13.4 million units as of March
31, 2022.
		•	Announces prospects for the Gundam Metaverse Project,
the first scheme of the new IP Metaverse initiative aimed atconnecting with fans through IP.
		•	BANDAI AMERICA INC. and BANDAI NAMCO Collectibles LLC
merged and renamed as Bandai Namco Toys andCollectibles America.
April•	Established Bandai Namco’s Purpose “Fun for All into
the Future” as the ultimate definition of the Group andredesigned the corporate logo.

		
		

		

		

•	Commenced three-year Mid-term Plan based on the Midterm Vision of “Connect with Fans.”•	SUNRISE INC. (video production company), BANDAI
NAMCO Arts Inc.’s film production business, and BANDAI
NAMCO Rights Marketing Inc. merged into Bandai
Namco Filmworks Inc.
•	Music business of BANDAI NAMCO Arts Inc. (producer ofmusic and other live events), BANDAI NAMCO Live
Creative Inc., and SUNRISE Music INC. merged into
Bandai Namco Music Live Inc.
•	Bandai Namco Holdings Inc. transitioned from the First
Section to the Prime Market of the Tokyo Stock
Exchange (TSE) due to restructuring of the TSE.

•	Bandai Namco Holdings Inc. entered into a sponsorshipagreement with the U.S.-based Major League Baseballfranchise Los Angeles Angels.

April

		

September •	BANDAI NAMCO Holdings France S.A.S. and BANDAI
NAMCO Entertainment Europe S.A.S. merged into
BANDAI NAMCO Europe S.A.S.
October •	Gundam served as PR ambassador of the Japan Pavilion
at Expo 2020 Dubai.

©SOTSU･SUNRISE		BANDAI NAMCO GROUP’S HISTORY
Bandai Namco Entertainment Inc. and FromSoftware Inc.,surpassed 20 million units in cumulative worldwide sales.
•	A share split with a ratio of three shares for every one shareof common stock was implemented by Bandai Namco
Holdings Inc.
•	namco TOKYO, an amusement complex in Tokyu
Kabukicho Tower, was opened.

•	A life-size Gundam statue was unveiled and GUNDAM
PARK FUKUOKA, a Gundam-themed multi-purpose
entertainment complex, was opened in Fukuoka City,
Fukuoka Prefecture.
•	Bandai Namco Aces Inc. is established.
•	Bandai Namco Cross Store, which offer in one venue
products from Bandai Namco Group companies andexperience-based events, opened in Yokohama and
Hakata.

		 • ONE PIECE Card Game was launched and becamea major hit.
October•	Bandai Namco Europe S.A.S. made Limbic
Entertainment GmbH, which conducts gamedevelopment, etc., into a subsidiary.
		•	Broadcasting commenced for Mobile Suit Gundam
THE WITCH FROM MERCURY,a new TV anime in the
Gundam series.

		 • Bandai Namco Filmworks©SOTSU･SUNRISE・MBS
Inc. entered a capital
participation agreement with ANIMA Inc.,a computer graphics production company.
December • BANDAI SPIRITS CO., LTD., made SUNRISE INC. (currently,
Bandai Namco Nui Inc.), a manufacturer of stuffed toys,
into a subsidiary.

2023

January•	TAMASHII NATIONS STORE SHANGHAI, the first overseas
flagship store for TAMASHII NATIONS, an integrated brandfor collectible items for the mature fan base, opened in
Shanghai, China.

February • ELDEN RING, a home video game jointly developed by

2930