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 (Visual and Music Business /Creation Business) /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’ & Children’s Clothing Market
IP Production Unit
10 Visual Software Market / Music Content Market
11 Animation Market

FACT BOOK 2022

Amusement Unit
11 Amusement Machine Market /Amusement Facility Market

3 ESG Data

オンプロダクト-スタンドードタイプ 英語版

オンプロダクト-ミニラベル

英語版（印刷スペースが無い場合）

FY2022.3 Segment Activity Report by Material Issue
12 Harmonious Coexistence with the Natural Environment
13 Provision of Appropriate Products and Services
14 Appropriate Utilization andProtection of Intellectual Property /Establishment of Work Environments
That Facilitate Mutual Respect /Harmonious Coexistence with Communities
Environment-Related Information
15 Overview of Environmental Performance Data for FY2022.3 /Bandai Namco Group CO2 Emissions
16 The Bandai Namco Group Sustainability Policy

1C	Human Resources-Related Information(Total for segment business management companies)
17 Number of Employees by Type of Employment /Number of Female Managers /Number of Employees Hired after Graduation /Employment Rate for People with Disabilities /Averages / Number of Employees That Took Leave forChildcare or Family Nursing /Annual Paid Leave Utilization Rate /Industrial Accidents /Systems to Promote Achievement of Work–Life Balance(Examples)

1C

4C

4 Bandai Namco Group’s History
History
18 BANDAI’s History / NAMCO’s History
26 Bandai Namco Group’s History

4C

Printed in Japan
色指定 / 特色 : Pantone 626C

CMYK : C100 M60 Y100 K20

公和印刷株式会社

Note: This English-language fact book is based on a translation of the Japaneselanguage fact book. In the event of any discrepancies, the Japanese original
fact book shall have precedence.

1

Bandai 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)(%)

1,000,000

800,000

600,000

20

889,270

487,241 507,679

565,486 575,504

620,061

678,31216.9

732,347 723,989 740,903

15

14.7

14.1

15.5

13.3

13.2

13.1

11.2

10

13

14

15

16

17

18

19

20

21

22

(FY)

0

13

14

15

16

17

18

19

ROA (RECURRING PROFIT / AVERAGE TOTAL ASSETS)(¥ million)(%)

150,000

20

21

16.7
15

14.0

90,00084,04575,024

48,64356,321
44,67378,775

14.7

14.0
12.2

Net sales (after eliminations)¥889,270 million

15.1

13.5

12.9

13.0



Net sales (after eliminations)¥889,270 millionNet sales (after eliminations)¥740,903 million

63,239

14

15

16

17

18

19

20

21

22

PROFIT ATTRIBUTABLE TO OWNERS OF PARENT

(FY)

0

92,752

13

14

15

16

17

18

19

20

21

54,10920

57,665

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

IP Production Unit (Creation Business)¥28,213 million

8.5%¥82,344 million¥27,667 million

8.7%
2.9%

Amusement Unit
Other¥82,344 million¥27,667 million

3.9%
8.6%
2.9%

Amusement Unit
Other3.6%¥63,923 million

8.1%¥24,655 million

3.1%• FY2022.3

16.0¥889,270 million

Sales to external customers

¥740,903 million

22.3
20.5
18.7

16.6

• FY2021.3

20.0

16.7

48,894

44,15937,588

IP Production Unit (Visual and Music Business)¥34,219 million
4.3%

Sales to external customers
20.6

32,383

IP Production Unit (Visual and Music Business)¥53,941 million
5.7%¥79,964 million

22

29.7

22.4

60,000

IP Production Unit

SALES BY GEOGRAPHIC REGION

30

80,00063,38342.8%

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

(%)

100,000

Entertainment Unit (Digital Business)¥337,964 million

Entertainment Unit (Toys and Hobby Business)¥300,815 million
38.1%

OtherOVERSEAS SALES PROPORTION(¥ million)

39.7%

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

Amusement Unit

49,641Entertainment Unit (Digital Business)¥378,173 million

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

10

5

13

40.2%

11.4

84,65430,00040,000	Elimination of internal transactions
and corporate
¥48,887 million

22

20

120,0000	Elimination of internal transactions
and corporate¥64,045 million

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

125,496(FY)	Elimination of internal transactions
and corporate
¥52,504 million


10.2

OPERATING PROFIT

60,000• FY2021.3(PREVIOUS SEGMENT CLASSIFICATION)

5200,000

0• FY2022.3(PREVIOUS SEGMENT CLASSIFICATION)

9.7

400,000(FY)• FY2022.3(NEW SEGMENT CLASSIFICATION)

34,583

10

25,05420,000

0
(FY)

13

14

15

16

17

18

19

20

21

22

(FY)

0

13

14

15

16

17

18

19

20

21

22

Japan

¥625,460 million

70.3%

Japan

¥575,492 million

77.7%

Americas¥99,204 million

11.2%

Americas¥58,471 million

7.9%

Europe¥82,544 million

9.3%

Europe¥54,649 million

7.4%

Asia, excluding Japan¥82,063 million

9.2%

Asia, excluding Japan¥52,293 million

7.0%

Note: Percentage figures 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)
FY2021.3

FY2022.3

2.0

1.9

Ultraman series

8.6

16.8

KAMEN RIDER series

28.9

29.5

Mobile Suit Gundam series

95.0

101.7

Super Sentai series

5.2

5.0

Anpanman

8.7

9.3

DRAGON BALL series

127.4

127.6

NARUTO

21.4

23.0

PRETTY CURE! series

6.6

5.8

ONE PIECE

38.0

44.1

Aikatsu! series

Note: Sales before elimination of intersegment transactions

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

FY2021.3(¥ billion)
FY2022.3

KAMEN RIDER series

24.3

22.8

Mobile Suit Gundam series

41.0

44.2

Anpanman

8.3

8.7

DRAGON BALL series

15.4

19.7

PRETTY CURE! series

6.6

5.7

ONE PIECE

7.1

10.0

Note: Sales before elimination of intersegment transactions

(¥ billion)
FY2021.3

FY2022.3

Network content

207.7

185.5

Home video games

118.1

174.4

•N
 umber of network content titles in Japan(As of the end of March 2022)
Social media Game apps (Google Play) Game apps (App Store) 

5 titles
34 titles
34 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,
20.06 million units
April 1991 to March 2022 · TEKKEN series
	Cumulative total number of shipments,
March 1995 to March 2022 
54.50 million units· Tales of... series
	Cumulative total number of shipments,
December 1995 to March 2022 
27.75 million units· NARUTO-related series
	Cumulative total number of shipments,
January 2009 to March 2022 
28.11 million units· DARK SOULS series
	Cumulative total number of shipments,
September 2011 to March 2022
33.40 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 2022 
100.00 million downloads· DRAGON BALL Z DOKKAN BATTLE	Cumulative total number of downloads,
January 2015 to March 2022 
350.00 million downloads· THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE	Cumulative total number of downloads,
September 2015 to March 2022 
25.00 million downloads· NARUTO X BORUTO NINJA VOLTAGE
	Cumulative total number of downloads,
November 2017 to March 2022 
100.00 million downloads· DRAGON BALL LEGENDS	Cumulative total number of downloads,
May 2018 to March 2022 
60.00 million downloads

03

Toys
· Ultraman soft figures (heroes and monsters)	Cumulative shipment volume,
1983 to March 2022 
104.93 million units· Super Sentai series (shape-changing model robots)	Cumulative shipment volume,
1979 to March 2022 
31.04 million units· Digital Monsters (Digimon portable LCD games)	Cumulative shipment volume,June 1997 to March 2022 
14.41 million units· KAMEN RIDER transformation belt (HEISEI/REIWA RIDER)	Cumulative shipment volume,
February 2000 to March 2022 
15.06 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 2022 
48.15 million units· Donjara series
	Cumulative shipment volume,
1984 to March 2022 
3.99 million units· Anpanman PC series (including tablet devices)	Cumulative shipment volume,
1999 to March 2022 
2.45 million units

Capsule Toys: Gashapon· Gashapon (¥100–¥500)
	Cumulative shipment volume,
1977 to March 2022 · Capsule-less product series
	Cumulative shipment volume,
October 2015 to March 2022 

3,800.74 million units

Candy Toys
· Candy toys (all lines)	Cumulative shipment volume,
1995 to March 2022 

2,699.59 million units

Confectionery / Foods· Crayon Shin-chan Chocobi series
	Cumulative shipment volume,
March 2005 to March 2022 · Charapaki series
	Cumulative shipment volume,
October 2017 to March 2022 · Tabemasu (Japanese-style confection) series
	Cumulative shipment volume,
April 2015 to March 2022 

242.12 million units

89.06 million units12.79 million units

Apparel· Transformation suits
	Cumulative shipment volume,
1991 to March 2022 · Glow-in-the-dark pajama series
	Cumulative shipment volume,
October 2007 to March 2022 

11.45 million units

7.50 million units

Lifestyle (Sundries)· Bikkura Tamago bathing salts
	Cumulative shipment volume,
March 2002 to March 2022 · The Rose of Versailles Liquid Eyeliner series(including overseas)	Cumulative shipment volume,
September 2007 to March 2022 

159.70 million units

6.92 million units

59.39 million units

Cards, Trading Cards· CARDDASS series
	Cumulative shipment volume,
1988 to March 2022 · DATA CARDDASS series
	Cumulative total card shipments,
March 2005 to March 2022 

11,951.00 million units

2,899.56 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 2022 

3.56 million units· SAINT CLOTH MYTH	Cumulative shipment volume,
November 2003 to March 2022 

5.58 million units· SOUL OF ROBOT	Cumulative shipment volume,
October 2008 to March 2022 

5.94 million units· S.H. Figuarts	Cumulative shipment volume,
February 2008 to March 2022 

16.04 million units

Plastic Model Kits
· Gundam series plastic models	Cumulative shipment volume,
As of the end of March 2022 		Gundam (Real) series plastic models	Cumulative shipment volume,
July 1980 to March 2022 		Gundam (SD) series plastic models	Cumulative shipment volume,
July 1987 to March 2022 · Figure-rise series
	Cumulative shipment volume,
December 2009 to March 2022 

735.70 million units

555.26 million units

180.44 million units

6.76 million units

Prizes1,307 items
637 items
451 items
219 items

Overseas05· Othello series
	Cumulative shipment volume,
1973 to March 2022 · Rubik’s Cube series
	Cumulative shipment volume,
1980 to March 2022 

25.86 million units

15.02 million units

CCP Co., Ltd.

· SWEEPLUS vacuum cleaner series
	Cumulative shipment volume,
August 2011 to March 2022 · Cordless rotating mop cleaner series
	Cumulative shipment volume,
July 2015 to March 2022 

1.86 million units

1.14 million units

94.35 million units

11.14 million units

HEART CORPORATION· Results in shipments of products for seasonal events	Confectionery for
2021 Christmas 
83 items, 2.88 million units
	Confectionery for2022 Valentine’s Day 
156 items, 3.31 million units
	Confectionery for2022 White Day 
99 items, 1.82 million units• Sales by category(¥ billion)
FY2021.3

FY2022.3

Amusement machines

16.7

20.8

Amusement facilities

47.1

61.5

(¥ billion)
FY2021.3

FY2022.3

Packaged products

9.8

12.4

Productions, license, distribution,
events, etc.

46.5

79.0

Total

56.3

91.4

IP Production Unit (Visual and Music Business)
BANDAI NAMCO Arts Inc.*

SUN-STAR STATIONERY CO., LTD.

· Nurie (coloring book) series
	Cumulative shipment volume,
July 2009 to March 2022 · STICKYLE (stick-type stationery) series
	Cumulative shipment volume,
November 2010 to March 2022 • Sales by category

AMUSEMENT UNIT• Cumulative total sales of visual packaged products· Mobile Suit Gundam series
	Cumulative shipment volume,
December 1987 to March 2022 
21.16 million units· Ultraman series
	Cumulative shipment volume,
January 1988 to March 2022 
8.52 million units· FY2022.3 visual packaged products overall	Cumulative total number of shipments,
April 2020 to March 2022 
1.26 million units• Number of copyrighted products and total number of hours(As of the end of March 31, 2022)
1,218 products· Number of copyrighted products · Total number of hours 4,508 hours

Amusement Facilities• Number of facilities at end of FY2022.3
Directly
managed facilities

Revenue-sharing
facilities*

Other

Japan

240

551

5

Overseas

21

16

0

Total

261

567

5

Region* Revenue-sharing facilities: Revenues from the operation of amusement machines are shared.

• Existing-store sales (YoY)Japan

FY2021.3

FY2022.3

74.2%

115.5%HANAYASHIKI CO., LTD.

• Number of customers entering
ASAKUSA HANAYASHIKI in FY2022.3* 

300,000 customers* Closed from April to May 2021, in order to prevent the spread of COVID-19• Total number of musical works (As of the end of March 2022)·  Number of works
Approx. 66,700 works
with master license recordings · Number of works published 
Approx. 35,700 works
Note: From FY2017.3, number of works managed in-house· Number of items developed into prizes in FY2022.3
	Total number of items Formed products (figures, etc.) 		 Sewn products (stuffed toys, etc.) 		Sundries · SAINT CLOTH MYTH	Cumulative shipment volume,
October 2003 to March 2022 · Gundam action figures
	Cumulative shipment volume,
January 2000 to March 2022 · Gundam plastic model kits	Cumulative shipment volume,
January 2000 to March 2022 · Web service “GUNDAM.INFO”
	Visual product viewing results,
March 2011 to March 2022 

IP PRODUCTION UNIT
(VISUAL AND MUSIC BUSINESS / CREATION BUSINESS)

MegaHouse Corporation

9.00 million units

BANDAI NAMCO Rights Marketing Inc.*• Cumulative number of fee-based viewings for on-demand delivery ofanimations (Total for TVOD and SVOD, excluding free distribution)
	Cumulative total,
October 2002 to March 2022 
570,625,633 viewings• Number of animation productions available for on-demand delivery
	Number of productions delivered as of
4,851 productions
March 31, 2022 

IP Production Unit (Creation Business)
16.30 million units

96.02 million units

2,016.78 million views

SUNRISE INC.* / BANDAI NAMCO Pictures INC.

Number of copyrighted products and total number of hours(As of March 31, 2022)· Number of copyrighted products 
345 products· Total number of hours 
2,780 hours* Business and Company names are as of FY2022.3.

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

480

580.7

446.4
54.7

1,058.0

360

110.4

175.9

240
400

0

436.8

88.2

189.3

800

(Year)

434.2

120

2017

2018

2019

2020

2021

Source: “Famitsu Game White Paper 2022 ” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Prepared based on information as of July 2022
Game apps: Games provided for smartphones and tablets(Includes games for feature phones that operate on social media platforms)(Year)

0

202.3

166.9

213.4

181.7

(Unit: Millions of yen, manufacturer’s suggested retail price basis)
Major Categories

570.5

FY2021.3

Games

19,236

17,941

Cards, trading cards

122,452

178,249

Jigsaw puzzles

17,622

15,119

6,471

9,076

67,62868,62342,914

48,15838,421

38,733

26,31427,978

172,722

171,561

50,21449,716

105,541

105,107

144,166

153,633

Other

10,744

10,716

Total

824,445894,610

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

209.2

158.5

High-tech-related trendy toys

Interactive toys, robots, PC-related products

170.0

159.5

185.6

202.8

2018

2019

2020

2021

Character products

TV character toys, movie character toys, etc.

Toy vehicles
2017

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

Hardware
Software
OnlineSource: “Famitsu Game White Paper 2022” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Prepared based on information as of July 2022

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
120,158
1.6%

The Middle East
87,172
1.1%

Oceania
125,068
1.6%

Africa20,7200.3%

Europe1,050,884
13.6%

North America
2,078,302
26.9%

Educational

UNIT SALES SHARE BY MANUFACTURER (2021)

SALES BY REGION (2020)

Global Sales¥7,725.5 billion

Sony Interactive
Entertainment
1.8%

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
17.6%

Seasonal products

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

SEGA
2.0%

Nintendo
31.4%

Marvelous
2.4%

Top: Regional sales (millions of yen)
Bottom: Percentage of global sales

Source:“Famitsu Mobile Game White Paper 2022” (KADOKAWA ASCII Research Laboratories, Inc.)
Airnow Data

Variety goods, gifts, interior goods, housewares, stationery, apparel, others

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

SQUARE ENIX
3.5%
BANDAI NAMCOEntertainment
5.7%

Sundries

Hobby products

Koei Tecmo
Games
3.0%
Asia
4,243,172
54.9%

KONAMI
7.1%

FY2022.3

Capcom
14.2%
Pokémon
11.3%

Collection period: December 28, 2020, to December 26, 2021
Source: “Famitsu Game White Paper 2022” (KADOKAWA ASCII Research Laboratories, Inc.)
Note: Company names are as of the collection date.

FY2021.3
Hobby products
17.5%

FY2022.3
Other Games
1.3% 2.3%

Cards, trading cards
14.9%
Jigsaw puzzles
2.1%

Sundries
12.8%

FY2021.3 Toy Market¥824,445 million

High-tech-related
trendy toys
0.8%
Character products
8.2%
Toy vehicles
5.2%

Seasonal products
6.1%
Educational
21.0%

Stuffed toys
3.2%

Dolls, products forplaying house
4.7%

Other Games
1.2% 2.0%

Hobby products
17.2%

Cards, trading cards
19.9%
Jigsaw puzzles
1.7%

Sundries
11.8%

FY2022.3 Toy Market¥894,610 million

Seasonal products
5.6%

Educational
19.2%

High-tech-related
trendy toys
1.0%
Character products
7.7%

Toy vehicles
5.4%
Dolls, products
for playing house
Stuffed toys
4.3%
3.1%

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)

60

(%)

(¥ billion)(%)(¥ billion)

100

50

100

40

48.7

47.6

45

58.4

58.1

44.2

53.4

53.0

30

53.6

58.6

50

(FY)

0

25

2018

2019

2020

2021

0

2022

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(¥ billion)

38.6

40
83.0

30

86.0

29.3

86.0

33.8

0

75

52.0

20

50

45.3

2020

2021

0

2022

(FY)

0

81.0

26.5

2017

2018

2019

50

400

25

200

39.0

2020

0

2021

(Year)

0

563.8
397.3

198.0

125.9

104.1

73.1

204.4

210.6

197.6

186.0

198.8

2017

2018

2019

2020

2021

Market scale (left)
BANDAI share (right)
Source: 2022 version of research from FUJI KEIZAI regarding food marketing (No. 1)
Note: Figures shown are rounded down to the nearest decimal place.
Fiscal years ended March 31

Sales market
Rental market
Paid online video distribution market
Source: 2 021 survey of video software market scale and user trends from the Japan Video Software
Association and the Institute for the ArtsCARD PRODUCT MARKET (JAPAN)

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET (JAPAN)

MUSIC CONTENT MARKET (JAPAN)

CARD PRODUCT MARKET SCALE TRENDCHILDREN’S LIFESTYLE (SUNDRIES) MARKET TRENDMUSIC-RELATED MARKET SCALE TREND(%)(¥ billion)

100

120

111.2

(¥ billion)

(%)

100

30

75

27.8

90

27.1

26.0

24.7

75

50

59.0

58.6

58.2

51.9

50

1,500

1,523.7

1,497.2

1,532.2

1,493.6

50

44.3

34.7

33.9

2,000

25.9

75

60

(¥ billion)

(%)

38.8

1,000

844.0

47.5

10
10

25

30

0

2018

2019

2020

2021

2022

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

0

(FY)

0

500

2018

2019

10.0

9.0

7.0

6.0
2020

2021

0

2022

(FY)

0

(¥ billion)

100

1,200

30

30.7
27.2

24.7

Source: “Toy Industry white paper 2022” (Yano Research Institute Ltd.)* Domestic shipment value basis, forecasts as of December 2021

09

2021 (Forecast*)

(FY)

0

75

900

50

600

2019

2020

916.1

919.0

917.8

914.1

824.0

2021

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

2022

0

(FY)

0

2.6

2.4

300

25

2018

2018

2019

2020

(¥ billion)

400

7.5

300

5.0

200

366.5

344.8

173.9

15.9

10

10

2020

2017

59.2

60.8

62.0

15.7

2019

2016

AUDIO RECORD PRODUCTION VALUE AND LIVE ENTERTAINMENT MARKETSCALE TREND
10.0

63.9

20

20

2018

0

332.4

67.4

2017

(Year)

Source: P repared by Media Development Research Institute Inc. based on “Information Media White
Paper 2022” 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

(%)

33.0

30

0

0

2022

BABIES’ & CHILDREN’S CLOTHING MARKET TREND
(%)

(FY)

2021

BABIES’ & CHILDREN’S CLOTHING MARKET (JAPAN)

40

31.2

2020

DIGITAL CARD MARKET SCALE TREND(¥ billion)

31.0

2019

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

40
31.9

2018

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(¥ billion)

32.7

25

25
6.9

(FY)

486.3

240.4

154.2

165.9

20

20

562.8

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

86.0

30.2

45.3

39.3

10

25

2019

600

151.0
37.7

2018

758.3
687.4

55.0

10

(FY)

800

32.6

31.8

29.6

20
15

(¥ billion)

100

521.3

59.2

58.0

30

75

35.3

34.6

35.0

30

49.0

32.4

38.5

40

75

52.0

45.0

(%)

38.6

3.1

2.2
2.0

2017

2018

2019

2020

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

2021

2.5

0

157.6

152.8

100

(Year)

0

129.9

153.1
128.0

78.0

2017

2018

2019

2020

2021

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

FY2022.3 SEGMENT ACTIVITY REPORT BY MATERIAL ISSUE

AMUSEMENT UNITANIMATION MARKET (JAPAN)

AMUSEMENT MACHINE MARKET (JAPAN)

ANIMATION MARKET SCALE TREND

AMUSEMENT MACHINE SALES TREND(¥ billion)

200

7.2
4.2
17.9

274.4

267.0
7.5
3.9

250

BANDAI NAMCO GROUP MATERIAL ISSUES:

13.4

76.1

60.3

Business Segment

4.1
(FY)

52.4
4.4

45.8

3.4

56.4
4.2

53.4

34.5
30.4

21.6

14.7
13.6

2017

2018

2019

2020

2021

Source: 2020 report on the state of the amusement industry by the Japan Amusement Industry
Association
Fiscal years ended March 31

7.5

8.0

12.4

34.1

19.1
7.1

38.8

29.3

(¥ billion)

0

26.8

455.0

442.0

421.0

444.0

20
14.5

2016

76.5

68.9

2017

Toys and Hobby Business	Within the business segment, we held meetings of the CSR Promotion Committee (four meetings)
and the Eco Medals Committee (four meetings)
	Certifying 490 items in FY2022.3 under the Eco Medal certification system, which certifies productsthat meet internal standards for environmental friendliness

Visual and Music Business	Implementing live events with consideration for the environment⇒ Using LED lighting, reusing materials, etc.

Creation Business	Reducing the use of paper resources by promoting the digitalization of animation production
processes
	Continuing educational activities for employees through internal newsletters, mail magazines, etc.

Amusement Business	With the understanding of the commercial facilities that house our amusement facilities, implementing “lights down” campaigns to turn down the lighting to the extent possible without adversely
affecting customer safety, crime prevention, etc.
	⇒ Implementing campaigns at 90 bases in the Amusement Unit, including the head office andfacilities

Affiliated BusinessCompanies(BANDAI LOGIPAL INC.,
LOGIPAL EXPRESS INC.)	Average fuel consumption achieved through continued eco-driving activities⇒ 5.29 km/L

Status of Progress30

50(Year)

	Bandai Namco Entertainment Inc. announced its participation in the “Playing for the Planet
Alliance,” which was launched at the UN Climate Summit(million people)

600

400

65.7

FY2022.3 Activity Report

Digital Business

AMUSEMENT FACILITY MARKET (JAPAN)
AMUSEMENT FACILITY MARKET SCALE AND NUMBER OFPARTICIPANTS (GAME CENTERS)

11.6

25.2

0

42.5

4.5

12.0

HARMONIOUS COEXISTENCE WITH THE NATURAL ENVIRONMENT

50

13.3

100

107.3
100

71.8

2.7

150

150

3.1
18.3

200

6.2
1.5

Notes: Based on the business segment classification for FY2022.3.
In FY2022.3, we reviewed the Group’s Important CSR Themes and identified material issues.
Starting in FY2023.3, we have been working to establish targets and implement initiatives based on the material issues that were identified. In these tables, we have replaced the previous categories with material
issue categories. The status of progress for items that are not included in the FY2022.3 targets is not shown.

164.7

161.7

152.9

15.3

14.1

230.3

157.4

15.1

245.1

The Bandai Namco Group’s business segments and affiliated business companies have created KPI plans for the Group’s Important CSR Themes(currently, material issues) and are implementing initiatives on that basis. The Group CSR Committee (currently, the Group Sustainability Committee)
and the Group CSR Subcommittee (currently, 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 FY2022.3 is as follows.

(¥ billion)

301.6

300

ESG Data

2018

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

72.1

65.5

2019

2020

Merchandising
Other

Music

NUMBER OF TV ANIMATION TITLES

15.3

13.4

14.7

289.0

10.4

200

(Year)

0

2016

2017

2018

2019

2020

10

0

Market scale (left)
Number of participants (right)
Source: “Leisure White Paper 2021,” Japan Productivity Center

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

400
361

6,000
352

350
302

300
271

239

4,381

278

4,193

4,000
254

200

194

1,779

1,678

4,022
1,597

185

3,931

3,882

1,555

1,554

2,000
100
90

(Year)

0

2016

113

2017

96

108

93

2018

2019

2020

Titles continued from the previous year
Newly released titles
Source: “Animation Industry Report 2021,” The Association of Japanese Animations

11(Year)

0

2,602

2,515

2,425

2,376

2,328

2017

2018

2019

2020

2021

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

3

ESG Data

BANDAI NAMCO GROUP MATERIAL ISSUES:BANDAI NAMCO GROUP MATERIAL ISSUES:PROVISION OF APPROPRIATE PRODUCTS AND SERVICESAPPROPRIATE UTILIZATION AND PROTECTION OF INTELLECTUAL PROPERTYBusiness Segment

Digital Business

Toys and Hobby Business

FY2022.3 Activity Report	Periodically revising guidelines for game production
	Updating various ethical guidelines	Formulating usability guidelines	Holding the Product Safety Forum, with Toys and Hobby Business companies and Bandai Namco
Entertainment Inc. cooperating to implement an online exhibition to foster consideration for
product safety and quality⇒ 1,902 attendees, 33% increase from the previous forum	Starting application of the BANDAI new quality standards from October 2021
	Maintaining certification as Product Safety Contributor Gold Company
	At voice of the customer (VOC)/quality liaison committee meetings, sharing examples related to
VOC, quality, and ethics with people from operating departments

Status of Progress

Business Segment

FY2022.3 Activity Report

Status of Progress

Digital Business	Holding meetings to exchange opinions about patents with other companies in the industry—

Toys and Hobby Business	At the FY2021 Intellectual Property Achievement Awards sponsored by the Ministry of Economy,
Trade and Industry (METI) and the Japan Patent Office (JPO), BANDAI CO., LTD., received the Japan
Patent Office Commissioner’s Award as an excellent company utilizing the intellectual property
rights system—

Visual and Music Business	Strengthening rights infringement countermeasures in cooperation with related organizations andGroup companies—

Creation Business	Cooperating in the production of films with the Manga-Anime Guardians Project (MAGP), for which
the Content Overseas Distribution Association (CODA) is working as the secretariat office—

BANDAI NAMCO GROUP MATERIAL ISSUES:ESTABLISHMENT OF WORK ENVIRONMENTS THAT FACILITATE MUTUAL RESPECT

Visual and Music Business

Creation Business	Establishing skills in the operation of live events that take into account the influence of the
COVID-19 crisis	Implementing multiple checks of ethical expression in visual products by the production and quality
control departments and by production-related companies
	Expanding products compatible with Japanese-language voice guidance for users with visual
impairment

Business Segment

FY2022.3 Activity Report

Status of Progress—

Digital Business	Implementing family events

Toys and Hobby Business	Implementing audits at all overseas final packaging plants that make products for BANDAI CO., LTD.,for the Japanese market (180 plants)

Creation Business	Implementing family events—	Strengthening internal checking system for expression in scenarios, storyboards, and producteditorial supervision
BANDAI NAMCO GROUP MATERIAL ISSUES:HARMONIOUS COEXISTENCE WITH COMMUNITIES

Amusement Business

Affiliated BusinessCompanies(BANDAI LOGIPAL INC.,
LOGIPAL EXPRESS INC.)

13

	Implementing checks related to facility safety⇒ Implementing Bandai Namco Amusement Inc. facility safety checks (233 facilities), playequipment checks (44 points), large-scale entertainment facility checks (4 points), and electricalequipment checks (64 facilities)	Implementing 29 independent inspections related to food safety (food safety inspections)	Establishing secretariat in charge of ethics for ethical expression in products and services andcontinuing to advance checking system	Confirming quality of imported toys to secure safety in line with Japanese domestic laws andregulations

	Acquiring G-Mark certification for excellent standards for safety at an additional three sites⇒ Tochigi Sales Office, Shizuoka Assembly Distribution Center, and Kitakyushu Sales OfficeBusiness Segment

FY2022.3 Activity Report

Status of Progress

Digital Business	Launching Gundam Open Innovation aiming to resolve social issues through IP (characters andother intellectual property)—

Toys and Hobby Business	Implementing Gunpla Academia, a plastic model lesson package
Starting activities at BANDAI to support children when there is a disaster, developing support toys—

Visual and Music Business	Through the Japanese Red Cross Society, contributing a portion of the sales of charity goods sold atlive events to areas affected by disasters, such as earthquakes or heavy rain—

Creation Business	Proactively accepting school visits to Company facilities and enhancing the content of those visits
	Contributing to the SPACE Development Forum and holding workshops—

Amusement Business	Participating in the Sport in Life Consortium sponsored by the Japan Sports Agency—

Affiliated BusinessCompanies(BANDAI LOGIPAL INC.,
LOGIPAL EXPRESS INC.)

	Working together with local traffic safety associations and contributing to communities throughtraffic safety activities

—

14

3

ESG Data

ENVIRONMENT-RELATED INFORMATION
Note: Based on the business segment classification for FY2022.3.

OVERVIEW OF ENVIRONMENTAL PERFORMANCE DATA FOR FY2022.3
(Reference)
Measured Items

Gasoline

Unit

Fuel

Amusement

Affiliated Business Companies

FY2022.3 Total

FY2021.3 Total

40,557

9,747

10,88347,246

66,074

175,052

124,607

Other*

ℓ

0

0

0

0

0

0

883

883

1,296

ℓ

0

0

0

0

0

0

5,403

5,403

7,532

From use of Company
vehicles (diesel vehicles)

ℓ

0

0

73,9600001,395,749

1,469,709

1,505,688

Other*

ℓ

0

0

0

0

0

0

0

0

0

ℓ

0

0

2

0

0

0

0

2

2

From use ofCompany vehicles

t

0

0

2

0

0

0

0

2

2

Other*

t

0

0

6

0

0

3

4

13

16

From use ofCompany vehicles

m3

0

0

0

0

0

0

0

0

589

Other*

m3

0

0

0

0

0

0

0

0

0

Tap water used

m

259

3,820

63,2950

3,606

61,355

15,070147,405

134,442

Wastewater

Other
combustible
natural gas

3

City gas*

Waste

Creation

546

Electricity*

Other fuelVisual and Music

0

Liquefied petroleumgas (LPG)

Combustible
natural gas

Water

Toys and Hobbyℓ

Heavy oil A*
Petroleumgas

DigitalFrom use of Company vehicles

Kerosene*

Diesel fuelBandai Namco
Holdings Inc.

3

m

259

3,690

59,4370

3,606

62,644

13,502

143,138

133,986

kWh108,846

4,970,229

20,515,151

606,153

2,142,354

74,134,406

7,268,372

109,745,511

111,409,308

m3

16,630204,243

54,86200273,977

14,810564,521594,525

Steam (industrial use)*

GJ

0

0

0

0

0

0

0

0

0

Steam (excluding industrial use)*

GJ

0

0

0

0

0

0

0

0

0

Hot water*

GJ

0

0

0

0

0

177

0

177

136

Cold water*

GJ

0

0

0

0

0

1,040

0

1,040

893

Non-industrial waste

kg

1,861

24,660512,490

33,39016,707860,426

209,409

1,658,942

1,370,751

Industrial wastekg

034,041

634,610

471,791

50,3971,206,054

315,326

2,712,220

2,099,315

Recycling volumes

kg

3,769

25,007

663,593041,08339,313

127,232

899,997

841,816

kg

1,166

2,547

39,1996,329

12,737

15,18347,524

124,685

122,798

Photocopy paper

Note: I n accordance with the Law Regarding the Rationalization of Energy Use, the Bandai Namco Group calculates CO2 emissions from the items marked “*” in the table above.

BANDAI NAMCO GROUP CO2 EMISSIONS

THE BANDAI NAMCO GROUP SUSTAINABILITY POLICY(t- CO2)The Bandai Namco Group is working to reduce CO2 emissions bysetting reduction targets for each business segment for each fiscal year.

80,00073,996

	Environmental Management ScopeAll Group companies‌ 	Scope of Collection of Environmental Performance Data
Consolidated companies, excluding equity-method affiliates	Management Standard
Emissions volume

70,00059,04360,00059,55059,551

58,16952,25652,0162021

2022

50,000

0

(FY)

2014

2017

2018

2019

2020

Under the IP axis strategy, we will work with fans to promotesustainability activities corresponding to social issues that should be
addressed by the Group.
Specific Initiatives
Identification of material issues (reselection of Important CSR Themes)	Advancing activities linked to the IP axis strategy

Medium-to-long-term targets for decarbonization

TargetMediumterm target

Major
initiatives

By 2050: Reduce the amount of energy-related carbon
dioxide emissions at Group business sites (offices, own
plants, directly operated amusement facilities, etc.) tonet zero

By 2030: A 35% reduction compared with FY2020.3(a 50% reduction compared with FY2014.3) in energyrelated carbon dioxide emissions at Group business sites
Further promotion of energy-saving measures andintroduction of renewable energy, etc.

For the Fiscal Years Ended March 31

15

16

3

ESG Data

HUMAN RESOURCES-RELATED INFORMATION TOTAL FOR SEGMENT BUSINESS MANAGEMENT COMPANIES(Bandai Namco Entertainment Inc., BANDAI CO., LTD., BANDAI NAMCO Arts Inc.*, SUNRISE INC.*, Bandai Namco Amusement Inc.)* Company names are as of FY2022.3.

NUMBER OF EMPLOYEES BY TYPE OF EMPLOYMENTFY2019.3

FY2020.3

FY2021.3

FY2022.3

Male

1,967

2,160

2,254

2,297

Female

830

1,008

1,092

1,146

Male

928

967

930

925

Female

964

982

969

972

Contract employees(People)

Male

128

146

143

137

Female

49

83

83

84

Temporary employees(People)

Male

1,394

1,422

1,175

1,225

Female

2,156

2,035

1,694

1,668

Male

4,417

4,695

4,502

4,584

Female

3,999

4,108

3,838

3,870

Total

8,416

8,803

8,340

8,454

Full-time employees(People)Junior employees (People)

Total (People)

NUMBER OF FEMALE MANAGERS
FY2019.3

FY2020.3

FY2021.3

Female managers (People)

120

147

157

FY2022.3
168

Ratio to total managers

17.4%

18.1%

19.1%

21.5%

NUMBER OF EMPLOYEES HIRED AFTER GRADUATIONFY2019.3

FY2020.3

FY2021.3

FY2022.3

Number of employees hired
after graduation (People)

130

170

162

137

Number of female employees
included (People)

60

79

68

54

46.2%

46.5%

42.0%

39.4%

Percentage of female
employees included

FY2019.3
Employment rate for people
with disabilities

FY2020.3

2.10%

2.20%

FY2021.3
2.20%

2.30%

HISTORY

Note: History 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

NAMCO’S HISTORY

1950s

1950s

July

June

1955 • 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.

March1951 • Export sales commenced.
April 		 • B26, the first BANDAI original metallic toy, was launched.
April

NUMBER OF EMPLOYEES THAT TOOK LEAVE FOR
CHILDCARE OR FAMILY NURSINGFY2019.3

FY2020.3

FY2021.3

FY2022.3

Number of employees thattook leave for childcare(People)

111

88

88

73

Number of male employees
included (People)

9

17

19

20

Number of employees thattook leave to home nurse(People)

1

1

2

0

Number of male employees
included (People)

0

0

1

0

FY2022.3

Bandai Namco Group’s History

1950 • 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.

ANNUAL PAID LEAVE UTILIZATION RATEEMPLOYMENT RATE FOR PEOPLE WITH DISABILITIES

4FY2019.3

FY2020.3

FY2021.3

FY2022.3

57.2%

71.7%

56.0%

70.4%

FY2019.3

FY2020.3

FY2021.3

FY2022.3

52

61

53

92

Annual paid leave
utilization rate1953 • Accompanying the expansion of export operations,shipment and warehouse facilities were newly establishedin Komagata, Asakusa, Taito-ku, Tokyo.
July		• 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.
1955 • Waraku Works (predecessor of BANDAI Manufacturing)
was established.
June		
•O ffice 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— waslaunched in conjunction with the Toyopet Crown (1956version) model car.

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

1957 • Headquarters office established in Ginza, Tokyo. Started
sales of amusement machines.

January

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

1960s
1963 • Installed the Roadway Ride on the rooftop of Mitsukoshi
Department Store in Nihonbashi, Tokyo. Subsequently
expanded business to each Mitsukoshi store.

Note: For consolidated subsidiaries that use the service of special subsidiary Bandai Namco
Will Inc.

AVERAGESINDUSTRIAL ACCIDENTS
FY2019.3

FY2020.3

FY2021.3

FY2022.3

Average years of continuous
service

10.6

9.7

9.8

10.4

Average age

39.0

39.3

38.9

38.9

Industrial accidents(Incidents)(Programs that surpass legal requirements)
SystemOverview

Childcare leave

Can be taken until the day before the child’s second birthday.

Childcare support

Available until March 31 of the year in which the child completes sixth grade.
In addition to shorter working hours, includes exemption from overtime and late-night work.

Childbirth leave for spouses

Employees can take up to five days of paid leave when their spouse gives birth.

Flextime system

Normal working hours are determined not on a daily basis but on a monthly basis.

Child-rearing flextime system

Up to March 31 of the year in which the child completes sixth grade, core time can be adjusted in line with child-rearing circumstances.

Provision of support funds for childbirthand childcare

Provision of ¥200,000 at the birth of each of the first and second children.
Provision of ¥3,000,000 at the birth of each of the third and subsequent children.
(Acquisition of childcare leave for one continuous week or more and submission of a child-rearing report are requirements for the receipt of
this support.)

Lifestyle-support system

July

1958 • First TV advertisement aired with the catchphrase “TheRed Box means a BC-guaranteed toy.”

July

SYSTEMS TO PROMOTE ACHIEVEMENT OF WORK–LIFE BALANCE (EXAMPLES)

Toyopet Crown

Introduction of lifestyle-support system with the objective of establishing supportive environments for employees in a variety of household
circumstances.
Offering 30-day leave as well as shorter working hours/flextime, in accordance with the reason.
Examples of reasons: (1) truant children, (2) infertility treatment, (3) family nursing or caregiving for spouses and first- and second-degree relativesof employees, and (4) receiving outpatient care at medical facilities due to disease.

1959 • Metal model cars were commercialized and products withthe 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.

Roadway Ride

1965 • Established Production Department. Periscope,developed by the Production Department, becamea 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.

1960s
March
1960 • Direct overseas sales started.
July		• Bandai Toys Company established (transferred to Bandai
Overseas Supply in 1971).
June

1961 • Name of Waraku Works was changed to BC
Manufacturing. (Name was changed to BANDAI
Manufacturing in May 1966.)
July		• Company name was changed to BANDAI. Paid-in capitalwas ¥20 million.

1967 • Opened Osaka office in Namba, Osaka.

Note: Systems used by Group companies are different.

17

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

NAMCO’S HISTORYBANDAI’S HISTORY

NAMCO’S HISTORY

September1963 • 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 office buildingin Komagata 1-chome, Asakusa, Taito-ku, Tokyo.
		• Astroboy was launched as BANDAI’s first TV character toy.

1970s

March
1973 • MiniMini Fish launched.
October		• Jumbo Machinder Mazinger Z won the Grand Prix prize atthe 4th International Trade Fair Toy Concours.

1980s1970 • Established Yaguchi plant in
Yaguchi, Ota-ku, Tokyo.
		 • Developed Racer, a driving
simulation game. Projection
equipment using 3D models
that were innovative for the time
period became popular, and it
became a hit machine.
Racer1971 • Use of NAMCO brand name began.

©手塚プロダクション

January©Bandai Namco
Entertainment Inc.

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

Astroboy

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

1964 • Remote control (RC) toy car became a major hit.

President Lincoln robot

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

OctoberNovember

1968 • Naughty Flipper series was a big hit, winning a gold medal
at the New York International Innovative Products
Exhibition.
• Customer service center established.
1969 • Acquisition of plant in Shimizu City, Shizuoka Prefecture.
Start of production of plastic models, such as theAutomobile series, Thunderbirds 2, and the Beetle series.

1970s
September1970 • Tonka Japan established.

May
1971 • Bandai Models established.
July		
• Established Popy as a specialist character toys
manufacturer.

January

1975 • T
 rademark and logo changed.
Expressed the dramatic combined worldwide growth ofnine BANDAI Group companies.
October		• Alliance with Monogram, of the U.S.

		 • Introduced the Nyamco
maze-solving robot.

April1977 • Start of sales of capsule toys through vending machines.
June		
• 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.

Nyamco©Bandai Namco Entertainment Inc.

1981 • Introduced the Mappy maze-solving robot.
		 • Established IP Rights Department. Began full-scaleinitiatives to protect in-house copyrights.
1982 • Introduced the Pole Position racing game machine.
1983 • Introduced Xevious shooting gamemachine. Became highly popular
due to beautiful graphics and story.
		 • Developed robot for Cosmo
Hoshimaru, the mascot characterfor the International Science
Technology Exposition.

Mogura-Tataki Game

Xevious©Bandai Namco
Entertainment Inc.

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

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.
June

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

September1978 • Bandai Publishing established.
		 • Launch of LSI Baseball, which later became a hit
electronic game.
October		• BANDAI AMERICA INCORPORATED established as U.S.
sales base.
November
1979 • B-I Electronics and B-I Mibu established.
		 • Candy-Candy Nurse’s Bag became one of the biggest-everhit products among girls’ character toys.

May

Galaxian©Bandai Namco
Entertainment Inc.

1980 • 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.

1984 • Launched Galaxian, the firsthome video game for the
Famicon.
		 • Introduced the first productin the Tower of Druaga
series of RPG gamemachines.

Galaxian©Bandai Namco Entertainment Inc.

1985 • New headquarters building completed in Ota-ku, Tokyo.
		 • D eveloped Talking Aid, a mobile communication device.

1980s

Gee-Bee1979 • Introduced Galaxian, a shooting
game machine. Became popular,centered on young consumers, andbecame a major hit in Japan andoverseas.
		 • Developed Pitch In, a machinethat measured the speed of apitched ball.

19©Bandai Namco Entertainment Inc.

©ダイナミック企画

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.

July

May
1967 • Bandai Automobile established.
		 • Water Motor series became a hit.
		 • T hunderbirds series of electrically powered toys launched.
August		•N ew Model Toys Department launched sales of plastic
models.

PAC-MAN

Super-alloy Mazinger Z

AugustJanuary
1965 • R acing Car Set enjoyed an enormous boom in sales.
October		• Toy manufacturing complex completed in Mibu, Tochigi
Prefecture.
1966 • 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.

1974 • Super-alloy Mazinger Z became amajor hit.
December		•T hree Group companies (BANDAI,
Popy, and Tonka Japan)
implemented an industry-first,
full-page newspaper
advertisement.

1980 • Introduced PAC-MAN. Becamea major hit in Japan andoverseas.
		 • NAMCO sponsored the Micro
Mouse national tournament,
which was participated in byamateur robot enthusiasts.

Gundam RX-78 plastic model©創通・サンライズ

1986 • Capital participation in Italian Tomato Ltd.
		 • Established New Technology Foundation with theobjective of fostering thedevelopment of science andtechnology.
		 • Introduced Sweet Land,a candy prize machine.
		 • Launched Professional Baseball
Family Stadium,a Famicon software.
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

NAMCO’S HISTORYBANDAI’S HISTORY

NAMCO’S HISTORY

January

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

April

February

1981 • BANDAI FRANCE S.A. established as sales basein Europe.
March		
• Entered the candy toy market.
June1982 • BANDAI UK LTD. established in the U.K.
October		• 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.
1983 • Absorption-type merger of seven companies—
Popy, Bandai Models, Bandai Manufacturing, Bandai
Overseas, Mameet, Celent, and Bandai Publishing. Capitalincreased 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.

Final Lap

1988 • NAMCO stock listed on
the Second Section of the Tokyo Stock Exchange.
Capital: ¥5,550 million.

March©Bandai Namco
Entertainment Inc.

		 • Established Yokohama Future Laboratory in
Yokohama City.
		 • Tie-up with JCGL, a computer graphics (CG) production
company. Entered a wide range of CG video businessareas, from acceptance of production orders to theprovision 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.

April1984 • 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.
1985 • Advanced into the Chinese market with the establishmentof 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.
1986 • BANDAI listed on the Second Section of the Tokyo Stock
Exchange. Capital: ¥240 million.
February		• Nekonyanbo became amajor hit.
September		• Entered the movie field by
Nekonyanbo
cooperating in the
production of The Baby
Elephant.
1987 • Products related to Saint Seiya (Knights of the Zodiac) series
became hits.
March		• Joint venture firm BANDAI AND K.C. CO., LTD., establishedin Thailand.
		 • Released Royal Space Force: The Wings of Oneamis,
a full-length original animation feature.
		 • Quick Curl launched. Entered the field of practical lifestylesundries.
May		• Chairman Naoharu Yamashina was appointed executive
advisor.
• Contract signed with The Walt Disney Company. Video
products launched.

1989 • C ompleted head office building in Komagata,
Taito-ku, Tokyo.
October		• Advanced into the music field (launch of the
Emotion label).

1990s
January

1990 • 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

1991 • Bandai (Taiwan) Co., Ltd., established as local company
in Taiwan.
April		•C hara-Can, which packaged toys with drinks througha tie-up with Suntory, are a big hit.
October		•T osho, Dairin, and Seiko merged to establish HAPPINETCORPORATION.
1992 • Name of Bandai Transport was changed to
BANDAI LOGIPAL INC.
October		• BANDAI’s visual products business transferred to BANDAIVISUAL CO., LTD.

Winning Run©Bandai Namco Entertainment Inc.

1993

1989 • Jointly developed Eunos
Roadstar Driving Simulator
in cooperation with Mazda
Motor Corp.
		 • Developed the Wani Wani
Panic action game.

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

Sailor Moon series©武内直子・PNP・テレビ朝日・東映アニメーション

Wani Wani Panic©Bandai Namco Entertainment Inc.

Namco Wonder Eggs

		• Established Brent Leisure Ltd. to strengthen
manufacturing in Europe and sales in the U.K.
1993 • Established NAMCO OPERATIONS EUROPE LTD., in the U.K.
		 • O pened 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 systemboard.
		 • Acquired Aladdin’s Castle,
Inc., the largest amusement
facility operator in the U.S.
		 • Established Shanghai
Ridge Racer©Bandai Namco Entertainment Inc.
Namco Ltd. as a joint
venture in China.
		 • Opened Tamago Teikoku, which offered a land ofentertainment alchemy, on a site adjacent to Namco
Wonder Eggs.
1994 • Launched Ridge Racer for the PlayStation at the sametime as the hardware launch.
		 • Opened Yokohama Creative Center, a development base,in Kanagawa-ku, Yokohama City.
		 • Established NAMCO CYBERTAINMENT INC. through themerger 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 withSony Computer Entertainment Inc.

• Products related to Power Rangers became major hits in
the U.S.

1990s1990 • NAMCO AMERICA INC. began direct sales of amusement
machines in the U.S.
		 • N AMCO 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 and operated Galaxian3 and The Tower ofDruaga—large-scale amusement facilities based on thehyper-entertainment concept.
		 • D eveloped the Cosmo Gangs action game machine.

1992 • Opened Namco Wonder Eggs, the first urban theme park,for a limited time in Futakotamagawa, Tokyo.

January

SeptemberMay

January

1988 • Media Department established. Made full-scale entry into
the visual products business.
July		
• Sales of CARDDASS started.
August• BANDAI listed on the First Section of the Tokyo Stock
Exchange.
		 • C ooperated in the production of the musical The Forest is
Alive/Twelve Months of Nina.

Power Rangers series

TEKKEN©Bandai Namco Entertainment Inc.

©1993 SABAN INT.

March

1994 • SUNRISE INC. became a Group company

1995 • Developed Alpine Racer, an experience game machine.
December		• Launched Tales of Phantasia, the first product in
the Tales of... series for the Super Famicon.

September1991 • S
 tock listed on the First Section of the Tokyo Stock
Exchange. Capital: ¥6,984 million.
November 		 • E
 stablished NAMCO EUROPE LTD., in London, U.K.
		 • Opened Plabo Sennichimae, a large-scale amusement
facility.

21

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

NAMCO’S HISTORYBANDAI’S HISTORY

NAMCO’S HISTORY

July
1995 • Technical Design Center (Tochigi) went into operation.
October		• Three companies established in the U.S.—BANDAIHOLDING CORP., BANDAI DIGITAL ENTERTAINMENT CORP.,
and BANDAI ENTERTAINMENT INC.

July

2000s

December

1996 • Opened Namco NAMJATOWN, one of Japan’s largest
indoor theme parks, in Ikebukuro, Tokyo.

March1996 • Launch of the Pippin Atmark.
		 • Bandai Trading (Shanghai) Co., Ltd., establishedin Shanghai.
November 		 • Tamagotchi launched.
Namco NAMJATOWN

		 • E stablished subsidiaries in Spain, France, Germany,and Israel.
		 • Opened Namco Wondertower Kyoto, an urban
comprehensive amusement facility.
Tamagotchi©BANDAI 1996

April

1997 • Hyper Yo-Yo launched.

Hyper Yo-Yo©BANDAI 1997

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

1998 • HAPPINET CORPORATION listed on the Second Section of
the Tokyo Stock Exchange.

1999 • 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 salesof 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 Japanese market
canceled in December 2003).
November		• Primo Puel talking stuffed toys launched.

23

January

1997 • Capital tie-up with Nikkatsu Corporation(canceled in 2005).
		 • Established XS ENTERTAINMENT INC. to manage
multipurpose amusement facilities in the North American
market.
August• 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.
1999 • Launched Soulcalibur, a weapon-based fighting game forthe 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.

March

2000 • HAPPINET CORPORATION listed on the First Section of theTokyo Stock Exchange.
		 • BANDAI KOREA CO., LTD., established in South Korea.
		 • Content for i-mode became popular and surpassed
one million paid subscribers.
April		
•N etwork 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.
March
July
August2001 • 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.

March

2000 • Launched Ridge Racer V for the PlayStation 2 at the sametime 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 for threedifferent platforms.
August		• In cooperation withSony ComputerEntertainment, jointly
Mr. Driller
developed the System 246©Bandai Namco Entertainment Inc.
board, which was based on
PlayStation 2 technology.
October		• Obtained license to distribute PAC-MAN for Sharp
Corp.’s Zaurus.

February

2001 • Introduced the TAIKO: DRUM
MASTER amusement machine.

TAIKO: DRUM MASTER©Bandai Namco Entertainment Inc.

October		• In collaboration with Benesse Corporation,
opened Shima-Shima Town, a communication park forpreschool children, in Kawasaki City.
2001 • Formed Team Namja, a group of producers of commercial
spaces. As the first project, opened Yokohama Curry
Museum (operator: Matahari Co., Ltd.).
January
February

August2000s2000 • 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.

Hyper Hybrid Model MS-06F Zaku II©創通・サンライズ

November 		 • BANDAI VISUAL listed on JASDAQ.
March

2002 • BANDAI CHANNEL CO., LTD., established as an on-demand
online distribution company.
July		
•C
 apital tie-up with Tsukuda Original.
		 • BANPRESTO listed on the First Section of the Tokyo
Stock Exchange.
2003 • Tsukuda Original and Wakui Corporation implemented amanagement integration and the company name waschanged to Palbox Co., Ltd.
April		• 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.

2002 • Launched Kotoba no Puzzle: Mojipittan, a home video game.
• Business tie-up with Nintendo Co., Ltd., in the home video
game business.
		 • Introduced Bihada Wakusei, ahigh-definition seal printing
machine.
		 • Opened Namco Wonder
Park Sapporo.
May		• Kyushiro Takagi was
Bihada Wakusei
appointed president and©Bandai Namco Entertainment Inc.
representative director.
July		
• Opened Ikebukuro Gyoza Stadium in Namco NAMJATOWN.

March

Ikebukuro Gyoza Stadium

November		• Launched Tales of Destiny 2 for the PlayStation 2.
March2003 • 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.

©Project .hack24

4Bandai 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

NAMCO’S HISTORYBANDAI NAMCO GROUP’S HISTORY

May
2003 • I nvested in confectionery manufacturer Tohato Inc.
July		
•O
 pened 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 the 60th
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.

AugustFrom May 2005

March
2004 • Kaette Kita! Tamagotchi Plus launched.
		 • Cumulative total shipments of Mobile Suit Gundam series
home video games surpassed 20 million units.
April		• New headquarters building completed.
		 • Opened World Toy Museum in Karuizawa, exhibiting
antique toys (closed in November 2007).
		 • BANPRESTO concluded basic agreement to take over theoperation of the ASAKUSA HANAYASHIKI amusement park.
May		• 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.

©雷句誠／小学館・フジテレビ・東映アニメーション

July		
• 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.
April2005 • Palbox transferred certain operations to MegaHouse
Corporation.

2003 • 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.
February
2004 • 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.
February

2005 • Opened Tokyo Panya Street in Funabashi City,
Chiba Prefecture.
April		
• Shigeichi Ishimura was appointed president andrepresentative director.

May

2005 • The management integration of BANDAI and NAMCO wasannounced.
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.
2006 • 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 madeBANDAI LOGIPAL a wholly owned©バードスタジオ／
subsidiary.
集英社・東映アニメーション
February		• BANDAI VISUAL was listed on theFirst Section of the Tokyo Stock Exchange.
March		• The BANDAI Hobby Center, a production base for plastic
models, was opened in Shizuoka Prefecture.
		 • C umulative worldwide sales of the Tamagotchi Plus series
surpassed 20 million units.
		 • T he facility operation business was given to a remerged
NAMCO.
		 • N AMCO BANDAI Games Inc. was established through the
integration of BANDAI’s home video game operations and
NAMCO’s home video game, amusement machine, andmobile phone game operations.
May		•M
 usic 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.
January

25

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 Omocha-no-Machi 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 Award in theeco-products category at the 4th Eco-products Awards.
December		• Global cumulative shipments of the Tales of... series ofsoftware products for home video game consoles
surpassed 10 million.
January

2008 • 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 to andintegrated with the operations of NAMCO BANDAI Games.
BANPRESTO focuses on prize operations, such as prizes foramusement 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 Entertainment Inc.

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

2007 • In Europe, NAMCO Holdings UK LTD. was established as aregional holding company and the operating companies
were reorganized.

26

4Bandai Namco Group’s History

HISTORY

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

BANDAI NAMCO GROUP’S HISTORY
February

2009 • NAMCO BANDAI Games Europe S.A.S. concluded a sharepurchase agreement with Atari Europe S.A.S.; a subsidiaryof Infogrames Entertainment SA. relating to NAMCO
BANDAI Games Europe’s investment in a new gamesoftware 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 and representative
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.

2011 • The KAMEN RIDER series was a major hit.

KAMEN RIDER Fourze DX Fourze Driver		• TIGER & BUNNY, a TV
animation from SUNRISE,
was a hit.
2012 • The Mid-term Plan, which
includes the vision“Empower, Gain Momentum,and Accelerate Evolution,”
was announced.
		 • Shukuo Ishikawa becamepresident and representative©SUNRISE/T&BPARTNERS
director of NAMCO BANDAI
Holdings, and Kazunori Ueno became executive vicepresident and representative 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.
2012 • THE IDOLM@ STER drew attention in a variety of categories,
such as home video games and social games.
		 • Products related to Aikatsu!, which is an original Group IP,
became major hits.

• 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

27

2015 • 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.

January

April©BNP/BANDAI, DENTSU, TV TOKYO

March

September©2013 プロジェクトラブライブ！

©2011 石森プロ・テレビ朝日・ADK・東映©創通・サンライズ

February
2010 • 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		
•N ARUTO 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.
April
2011 • Banpresoft Co., Ltd., and Bec Co., Ltd., merged to form
B.B.STUDIO CO., LTD.

2013 • In visual and music content, Love Live! School Idol Project
became popular.

2013 • N
 AMCO BANDAI Studios Vancouver Inc. and NAMCO
BANDAI Studios Singapore Pte. Ltd. were established.
June		
• In the U.S., broadcasts of PAC-MAN and the Ghostly
Adventures, a new animation, were aired.
August		• For its 160th anniversary, ASAKUSA HANAYASHIKI
implemented a commemorative year plan.
October		• BANDAI made SUN-STAR STATIONERY a subsidiary.

2014 • THE IDOLM@STER MOVIE, a theatrical 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.
2014 • Yo-kai Watch-related
products became major
hits. Start of sales in Asia.

January

2015 • BANDAI NAMCO (SHANGHAI) CO., LTD., was establishedin Shanghai, China.
April		
• Start of Mid-term Plan announcing “NEXT STAGE:
Empower, Gain Momentum, Accelerate Evolution.”		 • N ame of BANDAI NAMCO Games was changed to
BANDAI NAMCO Entertainment Inc.
		 • D
 ivision producing IP products for children and families
was separated from SUNRISE to establish BANDAI NAMCO
Pictures INC.
		 • B ANDAI NAMCO Live Creative made Grand-Slam Ltd.
a subsidiary.
June•A t 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.

©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 and Importer
Category of the Awards for Best Contributors to Product
Safety. We were certified as the first Product Safety
Contributor Gold Company in this category, in which wehave 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.
2015 • TEKKEN and Tales of... series reached their 20th
anniversaries.
January
2016 • The headquarters functions of five Group companies,
including BANDAI NAMCO Holdings, were relocated to
Minato-ku, Tokyo, in stages.
April		• Implemented reorganization in Asia region. BANDAI
NAMCO Holdings ASIA CO., LTD., became the regional
headquarters.
		 • W
 iZ Co., Ltd., was made a subsidiary.
		 • O pened the VR ZONE Project i Can, a VR entertainment
research facility, in Daiba, Tokyo, on a limited-time basis.
October		•D
 RAGON BALL Z DOKKAN
BATTLE, a popular smartphonegame app, surpassed 100
million downloads worldwide.
2016 • Tamagotchi and NAMJATOWN
reached their 20th
anniversaries.

©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.

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
January

2017 • Masaya Nakamura, the founder of NAMCO, passed away
on January 22 at the age of 91.
March		
• Shukuo Ishikawa, chairman and representative directorof BANDAI NAMCO Holdings, was awarded the Legion of
Honour in the rank of chevalier by the French government.
April		
• Started a new system that separates the operatingcompany function and the holding company functionin Europe.
		 • Established BANDAI NAMCO Technica Inc.
		 • O pening of SPACE ATHLETIC TONDEMI, a next-generation
athletic facility.
July		
• Opened VR ZONE SHINJUKU, a VR entertainment facility inShinjuku, on a limited-time basis.

©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.
February2018 • B
 ANDAI 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		
•S tarted the Mid-term Plan with the visionof “CHANGE for the NEXT—Empower, Gain Momentum,and Accelerate Evolution.”		 • Amusement machine business division of BANDAI NAMCOEntertainment transferred to NAMCO LIMITED. Nameof NAMCO LIMITED was changed to BANDAI NAMCO
Amusement Inc.
		 • BANDAI VISUAL merged with Lantis. Company name waschanged 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 and LEGENDARY.
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. andBANDAI 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.
2018 • The BANDAI NAMCO Group, Shueisha Inc., and TOEIANIMATION Co., Ltd., sponsored the DRAGON BALLNORTH AMERICA TOUR, which visited seven cities inNorth America.
March2019 • 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.
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.
2019 • Establishment of business bases in Shanghai, China, by
the Toys and Hobby Business, theReal Entertainment Business, and the IP
Creation Business.
		 • A DRAGON BALL event tour—DRAGON BALL
WORLD ADVENTURE—was held in eight cities aroundthe world.

©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.

29

2020s
March
2020 • SOTSU CO., LTD., became a wholly owned subsidiary.
May		 • Cumulative worldwide sales of DARK SOULS III, a home
video game jointly developed FromSoftware, Inc., surpassed
10 million units.
September		 • Cumulative worldwide sales of TEKKEN series home video
games surpassed 50 million units.
October		 • R
 eflector Entertainment Ltd., which develops home video
game titles, was made a subsidiary of BANDAI NAMCOEntertainment Europe S.A.S.
December		 • Completed new building at BANDAI HOBBY CENTER,
			 a manufacturing base for plastic models.
		 • Opened GUNDAM FACTORY YOKOHAMA, which exhibits
an18-meter life-size moving Gundam,in Yamashita Futo, Yokohama.

September		 • BANDAI NAMCO Holdings France S.A.S. and BANDAI
NAMCO Entertainment Europe S.A.S. merge into BANDAI
NAMCO Europe S.A.S.
October		 • Gundam serves as PR ambassador of the Japan Pavilion
at Expo 2020 Dubai.
January2022 • BANDAI NAMCO Toys & Hobby (SHANGHAI) CO., LTD.,merges into BANDAI NAMCO Entertainment (SHANGHAI)
CO., LTD.
February		 • Announces 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., surpass 13.4 million units as of March
31, 2022.
		 • Announces prospects for the Gundam Metaverse Project, thefirst 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		 • Establishes Bandai Namco’s Purpose as the ultimate
definition of the Group and redesigns the corporate logo.

©創通・サンライズ		 • 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.
2020 • PAC-MAN and Gundam plastic models reached their 40th
anniversaries.
		 • Products related to DEMON SLAYER: Kimetsu no Yaiba
became major hits.
February2021 • 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 by Guinness
World RecordsTM.

April		 • Implemented reorganization from the previous
five-Unit system to a three-Unit system.
		 • Masaru Kawaguchi became the president and representative
director of BANDAI NAMCO Holdings Inc.
		 • Started the Gunpla Recycling Project, through which Gundam
plastic model runners (plastic model frame sections) arecollected 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 opened in
Shanghai, China.

		 • Commences 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. merge 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. merge into Bandai Namco
Music Live Inc.
		 • Bandai Namco Holdings Inc. transitions from the First
Section to the Prime Market of the Tokyo Stock Exchange(TSE) due to restructuring of the TSE.
		 • Bandai Namco Holdings Inc. enters into a sponsorshipagreement with the U.S.-based Major League Baseballfranchise Los Angeles Angels.

		 • A life-size Gundam statue is unveiled and GUNDAM PARKFUKUOKA, a Gundam-themed multi-purpose entertainment
complex, is opened in Fukuoka City, Fukuoka Prefecture.

30