www.bandainamco.co.jp

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 / Facts & Figures
Entertainment Unit (Digital Business) /Entertainment Unit (Toys and Hobby Business)
06 IP Production Unit (Visual and Music Business /Creation Business) / IP Production Unit
(Visual and Music Business) / IP Production Unit
(Creation Business) / Amusement Unit

2 Related Market Data
Entertainment Unit (Digital Business)07	Game App Market / Top Publishers in the Global
App Market / Home Video Game Market

BANDAI NAMCO GroupFA C T B O O K 2 021

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 (Visual and Music Business)
10	Visual Software Market / Music Content Market
IP Production Unit (Creation Business)
11 Animation Market

Amusement Unit

11	Amusement Machine Market /Amusement Facility Market

3 ESG Data	BANDAI NAMCO Group Important CSR Themes:
FY2021.3 Activity Report

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）

12 Safety and Cleanliness of Products and Services
13	Environmental Consideration
14	Policies Regarding Influence on Society of theGroup’s Content and Products / Supply Chain
Management

Environment-Related Information

15	Overview of Environmental Performance Data for
FY2021.3 / BANDAI NAMCO Group CO2 Emissions

	Human Resources-Related Information(Total for Unit Core Companies)

1C

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 for Childcare or Family
Nursing / Annual Paid Leave Utilization Rate /Industrial Accidents / Systems to Promote Achievement of Work–Life Balance (Examples)

1C

4 BANDAI NAMCO Group’s History
History

18 BANDAI’s History / NAMCO’s History
26 BANDAI NAMCO Group’s History

4C

4C

TABLE OF CONTENTS

Note:
Printed in Japan his English-language fact book is based on a translation of the
T
Japanese-language fact book.

1

BANDAI NAMCO Group Outline

RESULTS OF OPERATIONS
For the Fiscal Years Ended March 31
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)(%)

800,000

732,347 723,989
678,312700,000
600,000

565,486 575,504

500,000

454,210487,24120

740,903620,061

14.7

14.1

15

13.3

13.2

507,679

15.5
13.1

11.2

400,000 394,178

10• FY2021.3(PREVIOUS SEGMENT CLASSIFICATION)• FY2020.3(PREVIOUS SEGMENT CLASSIFICATION)	Elimination of internal transactions
and corporate
¥48,887 million

	Elimination of internal transactions
and corporate
¥53,577 million

	Elimination of internal transactions
and corporate
¥51,061 million

10.2

9.7

9.1

• FY2021.3(NEW SEGMENT CLASSIFICATION)Net sales (after eliminations)¥740,903 millionNet sales (after eliminations)¥740,903 millionNet sales (after eliminations)¥723,989 million

300,000
200,000

5

100,000
0

11

(FY)

12

13

14

15

16

17

18

19

20

21

0
(FY)

0.8
11

12

13

14

15

16

17

OPERATING PROFITROA (Recurring Profit / Average Total Assets)(¥ million)(%)

90,00084,04580,00075,02470,00048,64340,000

14.0

15

14.0
12.2

49,641

44,67320

21

78,77556,32150,00019

2084,654

63,23960,000

18

13.5

14.7

15.1
12.9

13.0

11.4

10.7

10

34,607

5

20,000 16,338

5.2

11

12

13

14

15

16

17

18

19

20

21

0
(FY)

11

12

13

14

15

OVERSEAS SALES PROPORTION(¥ million)(%)

70,00060,000Entertainment Unit (Toys and Hobby Business)¥300,815 million 38.1%

32.7%

Network Entertainment Unit
¥344,150 million

43.3%

Network Entertainment Unit
¥328,079 million

42.3%

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

Real Entertainment Unit
¥63,923 million

8.0%Real Entertainment Unit
¥91,753 million

11.8%

I P Production Unit (Creation Business)¥28,213 millionV isual and Music Production Unit
¥28,089 million

3.5%

V isual and Music Production Unit
¥46,951 million

6.1%

50,00040,00037,58832,383¥63,923 million

8.1%¥24,655 million

3.1%

17

18

19

20

48,894

IP Creation Unit
Other¥28,213 million

3.6%¥34,088 million

4.3%

IP Creation Unit therO¥23,497 million

3.1%¥31,054 million

4.0%

21

SALES BY GEOGRAPHIC REGION

Sales to external customers

44,1593.6%• FY2021.3

57,665

54,10916

30

63,383

22.4

20.8

20

16.7

16.6

16.0

12

13

14

• FY2020.3¥740,903 million

Sales to external customers¥723,989 million

22.3

20.6

20.5

17

18

18.7

20.0

16.7

34,58325,05410

19,30320,000Toys and Hobby Unit
¥253,714 million

Note: Percentage figures are calculated based on sales before elimination of inter-segment transactions.

PROFIT ATTRIBUTABLE TO OWNERS OF PARENT

30,00037.3%

Other

10,0000Toys and Hobby Unit
¥296,016 million

Amusement Unit

30,000(FY)

E ntertainment Unit (Digital Business)¥337,964 million 42.8%

10,000
0
(FY)

1,848
11

12

13

14

15

16

17

18

19

20

21

0
(FY)

11

15

16

19

20

21

Japan

¥575,492 million

77.7%

Japan

¥578,922 million

80.0%

Americas¥58,471 million

7.9%

Americas¥53,553 million

7.4%

Europe¥54,649 million

7.4%

Europe¥44,168 million

6.1%

Asia, excluding Japan¥52,293 million

7.0%

Asia, excluding Japan¥47,347 million

6.5%

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

FACTS & FIGURESGroupwide Sales by IPs (Worldwide)
FY2020.3

Aikatsu! series

3.2(¥ billion)
FY2021.3

7.8

8.6

KAMEN RIDER series

31.2

28.9

Mobile Suit Gundam series

78.1

95.0

Super Sentai series

6.8

5.2

Anpanman

9.9

8.7

DRAGON BALL series

134.9

127.4

NARUTO

13.0

21.4

PRETTY CURE! series

8.4

6.6

ONE PIECE

34.9

38.0

Note: Sales before elimination of inter-segment transactions

Toys• Sales by major category(¥ billion)
FY2020.3

FY2021.3

Network content

200.9

207.7

Home video games

99.0

118.1

•N
 umber of network content titles in Japan(As of the end of March 2021)
SNS 
Game apps (Google Play) Game apps (App Store) 

6 titles
34 titles
34 titles

Note: The totalization method was changed from FY2021.3.

BANDAI NAMCO Entertainment Inc.

Sales by IP for Toys and Hobby Unit (Japan)
FY2020.3(¥ billion)
FY2021.3

KAMEN RIDER series

28.5

24.3

Mobile Suit Gundam series

35.7

41.0

Anpanman

9.4

8.3

DRAGON BALL series

20.7

15.4

PRETTY CURE! series

8.3

6.6

ONE PIECE

7.9

7.1

Note: Sales before elimination of inter-segment transactions

BANDAI CO., LTD.

Entertainment Unit (Digital Business)

2.0

Ultraman series

Entertainment Unit (Toys and Hobby Business)• Major home video game titles: Cumulative total number of
shipments by series (including PC versions)· Super Robot Wars series
	Cumulative total number of shipments,
April 1991 to March 2021 
19.24 million units· TEKKEN series
	Cumulative total number of shipments,
March 1995 to March 2021 
52.51 million units· Tales... of series
	Cumulative total number of shipments,
December 1995 to March 2021 
24.84 million units· Ultimate Ninja Storm series
	Cumulative total number of shipments,
January 2009 to March 2021 
20.80 million units· DARK SOULS series
	Cumulative total number of shipments,
September 2011 to March 2021
29.34 million units
Note: T otal for overseas sales for which BANDAI NAMCO Entertainment Inc. was theoriginal seller (excluding domestic sales by FromSoftware, Inc.)• Major network content titles: Cumulative total number ofdownloads· ONE PIECE Treasure Cruise	Cumulative total number of downloads,
May 2014 to March 2021 
100.00 million downloads· DRAGON BALL Z DOKKAN BATTLE	Cumulative total number of downloads,
January 2015 to March 2021 
300.00 million downloads·T HE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE	Cumulative total number of downloads,
September 2015 to March 2021 
25.00 million downloads· NARUTO X BORUTO NINJA VOLTAGE
	Cumulative total number of downloads,
November 2017 to March 2021 
35.00 million downloads· DRAGON BALL LEGENDS	Cumulative total number of downloads,
May 2018 to March 2021 
40.00 million downloads

03· Ultraman soft figures (heroes and monsters)	Cumulative shipment volume,
1983 to March 2021 
101.87 million units· Super Sentai series (shape-changing model robots)	Cumulative shipment volume,
1979 to March 2021 
30.89 million units· Digital Monsters (Digimon portable LCD games)	Cumulative shipment volume,June 1997 to March 2021 
14.31 million units· KAMEN RIDER transformation belt (HEISEI / REIWA RIDER)	Cumulative shipment volume,
February 2000 to March 2021 
14.50 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 2021 
43.73 million units· Donjara series
	Cumulative shipment volume,
1984 to March 2021 
3.92 million units· Anpanman PC series including tablet devices
	Cumulative shipment volume,
1999 to March 2021 
2.39 million units

Capsule Toys: Gashapon· Gashapon (¥100–¥500)
	Cumulative shipment volume,
1977 to March 2021 
3,710.50 million units· HG / DG / HBG series (non-deformed figures)	Cumulative shipment volume,
September 1994 to March 2021 
300.10 million units· Capsule-less product series
	Cumulative shipment volume,
October 2015 to March 2021 
50.02 million units

Cards, Trading Cards· CARDDASS series
	Cumulative shipment volume,
1988 to March 2021 · DATA CARDDASS series
	Cumulative total card shipments,
March 2005 to March 2021 

Candy Toys
· Candy toys (all lines)	Cumulative shipment volume,
1995 to March 2021 

2,655.24 million units

Confectionery / Foods· Crayon Shin-chan Chocobi series
	Cumulative shipment volume,
March 2005 to March 2021 
227.02 million units· Charapaki series
	Cumulative shipment volume,
October 2017 to March 2021 
60.84 million units· Character decoration cake series
	Cumulative shipment volume,
1994 to March 2021 
11.43 million units· Tabemasu (Japanese-style confection) series
	Cumulative shipment volume,
April 2015 to March 2021 
10.47 million units

Apparel· T-shirts
	Cumulative shipment volume,
1991 to March 2021 · Transformation suits
	Cumulative shipment volume,
1991 to March 2021 · Glow-in-the-dark pajama series
	Cumulative shipment volume,
October 2007 to March 2021 

45.86 million units

11.38 million units

7.06 million units

Lifestyle (Sundries)· Children’s shampoo	Cumulative shipment volume,
1988 to March 2021 
92.92 million units· Bikkura Tamago bathing salts
	Cumulative shipment volume,
March 2002 to March 2021 
139.40 million units· The Rose of Versailles Liquid Eyeliner series(including overseas)	Cumulative shipment volume,
September 2007 to March 2021 
6.80 million units

11,767.40 million units

2,748.58 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 2021

3.41 million units· SAINT CLOTH MYTH	Cumulative shipment volume,
November 2003 to March 2021 

5.45 million units· SOUL OF ROBOT	Cumulative shipment volume,
October 2008 to March 2021 · S.H. Figuarts	Cumulative shipment volume,
February 2008 to March 2021 

5.50 million units

14.37 million units

Plastic Model Kits
· Gundam series plastic models	Cumulative shipment volume,
As of the end of March 2021 
714.84 million units		Gundam (Real) series plastic models	Cumulative shipment volume,
July 1980 to March 2021 
538.24 million units		Gundam (SD) series plastic models	Cumulative shipment volume,
July 1987 to March 2021 
176.60 million units· Figure-rise series
	Cumulative shipment volume,
December 2009 to March 2021 
5.11 million units

Prizes· Number of items developed into prizes in FY2021.3
	Total number of items 
1,171 items
Formed products (figures, etc.) 
511 items
		 Sewn products (stuffed toys, etc.) 
430 items
		Sundries 
230 items

Overseas· SAINT CLOTH MYTH	Cumulative shipment volume,
October 2003 to March 2021 · Gundam action figures
	Cumulative shipment volume,
January 2000 to March 2021 · Gundam plastic model kits	Cumulative shipment volume,
January 2000 to March 2021 · Web service “GUNDAM.INFO”
	Visual product viewing results,
March 2011 to March 2021 

05

IP Production Unit
(Visual and Music Business / Creation Business)

MegaHouse Corporation

8.79 million units

15.75 million units· Othello series
	Cumulative shipment volume,
1973 to March 2021 · Rubik’s Cube series
	Cumulative shipment volume,
1980 to March 2021 

25.60 million units

14.40 million units

CCP Co., Ltd.

· SWEEPLUS vacuum cleaner series
	Cumulative shipment volume,
August 2011 to March 2021 · Cordless rotating mop cleaner series
	Cumulative shipment volume,
July 2015 to March 2021 

SUNRISE INC. / BANDAI NAMCO Pictures INC.
(¥ billion)

FY2020.3

FY2021.3

Packaged products

15.2

9.8

Productions, license, distribution,
events, etc.

51.5

46.5

Total

66.7

56.3

Number of copyrighted products and total number of hours(As of March 31, 2021)· Number of copyrighted products 
342 products· Total number of hours 2,765 hours

Amusement Unit

• Sales by category
1.80 million units

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

0.86 million units

SUN-STAR STATIONERY CO., LTD.

· Nurie (coloring book) series
	Cumulative shipment volume,
July 2009 to March 2021 · STICKYLE (stick-type stationery) series
	Cumulative shipment volume,
November 2010 to March 2021 • Sales by category

IP Production Unit (Creation Business)

87.43 million units

10.70 million units

HEART CORPORATION· Results in shipments of products for seasonal events	Confectionery for2020 Christmas 
106 items, 3.80 million units
	Confectionery for
2021 Valentine’s Day 
175 items, 4.10 million units
	Confectionery for
2021 White Day 
102 items, 1.70 million units• Cumulative total sales of visual packaged products· Mobile Suit Gundam series
	Cumulative shipment volume,
December 1987 to March 2021 
20.92 million units· Ultraman series
	Cumulative shipment volume,
8.48 million units
January 1988 to March 2021 · FY2021.3 visual packaged products overall	Cumulative total number of shipments,
April 2020 to March 2021 
0.91 million units• Number of copyrighted products and total number of hours(As of March 31, 2021)· Number of copyrighted products · Total number of hours 

1,157 products
4,341 hours• Total number of musical works (As of the end of March 2021)· Number of works with master license
recordings · Number of works published 

Approx. 47,100 works
Approx. 25,000 works

Note: From FY2017.3, number of works managed in-house (excluding works managed
jointly and works not recorded on CD)(¥ billion)
FY2020.3

FY2021.3

Amusement machines

27.1

16.7

Amusement facilities

64.7

47.1

Amusement Facilities• Number of facilities at end of FY2021.3
Directly
managed facilities

Revenue-sharing
facilities*

Other

Japan

244

518

3

Overseas

22

16

0

Total

266

534

3

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

• Existing-store sales (YoY)Japan

FY2020.3

FY2021.3

98.1%

74.2％

HANAYASHIKI CO., LTD.

· Number of customers entering
ASAKUSA HANAYASHIKI in FY2021.3* 

160,000 customers* Closed from April to June, 2020, in order to prevent the spread of COVID-19

BANDAI NAMCO Rights Marketing Inc.

• Cumulative number of fee-based viewings for on-demanddelivery of animations (Total for TVOD and SVOD, excluding
free distribution)
	Cumulative total,
October 2002 to March 2021 
534,175,416 viewings• Number of animation productions available for on-demanddelivery	Number of productions delivered as ofMarch 31, 2021 

4,513 productions

84.85 million units

1,710.85 million views

06

1
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

580.7

480

213.4

1,316.4
1,166.0

1,200
969.0

1,214.0

446.4
54.7

360

800
240

343.9
44.5

189.3

0

120

2016

2017

2018

2019

0

2020

(Year)

Source: “Famitsu Game White Paper 2021” (KADOKAWA ASCII Research Laboratories, Inc.)* Prepared based on information as of May 2021
Game apps: Games provided for smartphones and tablets(Includes games for feature phones that operate on SNS platforms)

434.2

436.8

88.2

110.4

175.9

182.4

2016

166.9

19,246

Cards, trading cards

113,303122,240

Jigsaw puzzles

11,273

17,888

5,193

6,488

80,89067,69051,87042,90345,251

38,765

26,732

26,063

169,423

172,944

47,75951,265

95,817

105,789

138,087

144,911High-tech-related trendy toys
Interactive toys, robots, cameras, app-related products

170.0

159.5

185.6

2017

2018

2019

2020

Character products
Hero toys, etc.

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

Hardware
Software
OnlineSource: “Famitsu Game White Paper 2021” (KADOKAWA ASCII Research Laboratories, Inc.)* Prepared based on information as of May 2021

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 cosmetics)

Stuffed toys
Character stuffed toys, non-character stuffed toys

TOP PUBLISHERS IN THE GLOBAL APP MARKETTOP PUBLISHERS IN THE GLOBAL APP MARKET
Rank

Name of Publisher

Educational
Blocks, wooden products, preschool, infants’ characters, babies’ products (babies’ toys, bath toys, baby products), transportationrelated (including baby carriages, child seats, tricycles), others (including musical instruments, telephones, picture books, playgroundequipment, children’s videos, electric animals)

UNIT SALES SHARE BY MANUFACTURER (2020)
Country1

Tencent

China

2

NetEaseChina

3

Playrix

Ireland

4

Activision Blizzard

U.S.

5

Zynga

U.S.

6

BANDAI NAMCO

Japan

7

SupercellFinland8

Netmarble

South Korea

9

Playtika

Israel

10

Sony

Japan

Source: App Annie
Total for iOS, Google Play / Prepared by App Annie based on 2020 revenue figures

Microsoft Japan
2.1%

Other
14.1%

Seasonal products

Capcom2.3%

Nintendo
47.5%

Koei Tecmo
Games
2.9%

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

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

SEGA
3.0%

Hobby products

Sony Interactive
Entertainment
4.5%

Other

12,41010,563

Total

814,413826,755

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

Pokémon
4.8%
BANDAI NAMCOEntertainment
5.8%

SQUARE
ENIX
6.5%

KONAMI
6.5%

Collection period: December 30, 2019, to December 27, 2020
Source: “Famitsu Game White Paper 2021” (KADOKAWA ASCII Research Laboratories, Inc.)
Company names are as of the collection date.

FY2020.3
Hobby products
17.0%

FY2021.3
Other Games
1.5% 2.0%

Ranking

2020

No. 6

2019

No. 5

2018

No. 4

2017

No. 7

Cards, trading cards
13.9%
Jigsaw puzzles
1.4%

THE BANDAI NAMCO GROUP’S RANKING IN THE APP MARKETYear

FY2021.3

16,405General games (including mini electronic games), 3D puzzles, others (including party games, humorous games, magic tricks)

181.7

202.3
117.0

(Year)FY2020.3

Games

1,058.0400(Unit: Millions of yen, manufacturer’s suggested retail price basis)
Major Categories

Sundries
11.8%

FY2020.3 Toy Market¥814,413 million

Character products
9.9%

Based on ranking in Top Publishers in Global App Market, which was prepared by App Annie

Educational
20.8%

Dolls, products forplaying house
5.6%
Stuffed toys
3.3%

Other Games
1.3% 2.3%

Cards, trading cards
14.8%
Jigsaw puzzles
2.2%

High-tech-related
trendy toys
0.6%

Toy vehicles
6.4%

Seasonal products
5.9%

Hobby products
17.0%

Sundries
12.8%

FY2021.3 Toy Market¥826,755 million

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

Seasonal products
6.2%

Educational
20.9%

Dolls, products forplaying house
4.7%
Stuffed toys
3.2%

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

1
2

Related Market Data

IP PRODUCTION UNIT

(VISUAL AND MUSIC BUSINESS)
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)

58.1

60

(%)

(¥ billion)

100

40

38.5
35.0

45

46.2

44.2

75

30

29.7

30

49.0 50

15

0
(FY)

25

2017

2018

2019

2020

CHARACTER PLASTIC MODEL MARKET TREND

55.0

10

0
(FY)

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

58.6

20

0

2021

59.2

58.0

53.4

53.0

52.0

(%)

(¥ billion)

40

100

800

75
60.0

52.3

(¥ billion)

35.3

34.6

48.7

47.6

(%)

100

50

25

2017

2018

2019

2020

30

20

29.6

44.0

687.4

32.6

31.8

75

50

45.3

39.3

37.7

0
(FY)

2017

2018

2019

0

2020

0
(Year)(¥ billion)

75

2,000

86.0
33.8

25.0

64.0

59.0

58.6

58.2

60

27.8

26.0

24.7

27.1

75

1,500
20

47.5

20

50

40

50

10

25

20

25

34.7

33.9

30.0

44.3

38.8

2018

2019

2020

2021

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

0

0
(FY)

2017

2018

9.0

7.0

6.9

5.9

2017

2019

2020

2021

0

0
(FY)

2017

2018

2019

2020

0

2021

Market scale (left)
BANDAI share (right)* 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

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

DIGITAL CARD MARKET SCALE TRENDBABIES’ & CHILDREN’S CLOTHING MARKET TREND

0(Year)(¥ billion)(%)(¥ billion)

1,200

10.0

400

31.2

32.0

32.2

30.7

30

27.2
67.0

24.7
60.8

62.0

2018

2015

2016

2017

2018

2019

2019

Source: “Toy Industry 2021” (Yano Research Institute Ltd.)* Domestic shipment value basis, forecasts as of December 2020

2020 (Forecast)

0
(FY)

75

900

50

600

15.7

2018

2019

2020

919.0

917.8

914.1

824.0

7.5

300

5.0

200

310.1

177.7

25

2017

916.1

366.5

344.8

332.4

63.9

10

10

09

67.4

20

20

2017

1,532.2

AUDIO RECORD PRODUCTION VALUE AND LIVE ENTERTAINMENT
MARKET SCALE TREND

100

2016

1,493.6

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

01,497.2

Source: P repared by Media Development Research Institute Inc. based on “Information MediaWhite Paper 2021” from DENTSU INC., Dentsu Media Innovation Lab* 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

40

(FY)

1,523.7500(¥ billion)

31.0

1,451.1

25

40
31.9

2020

50

(¥ billion)

32.0

2019

10.0

FIGURE MARKET (JAPAN)
FIGURE MARKET SCALE TREND

30

2018

1,000

10

(FY)

186.0

MUSIC-RELATED MARKET SCALE TREND
(%)

0

2017

197.6

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET TREND

30

26.5

2016

210.6

CARD PRODUCT MARKET SCALE TREND(¥ billion)

75

204.4

104.1

MUSIC CONTENT MARKET (JAPAN)

100

30.2

217.1

125.9

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET (JAPAN)

(%)

29.3

154.2

CARD PRODUCT MARKET (JAPAN)

80

28.0

165.9

397.3

240.4

Sales market
Rental market
Paid online video distribution market
Source: 2020 survey of video software market scale and user trends from the Japan Video
Software Association and the Institute for the Arts(¥ billion)

30

198.0

Market scale (left)
BANDAI share (right)
Source: 2021 version of research from FUJI KEIZAI regarding food marketing (No. 1)
Fiscal years ended March 31

(%)
86.0

151.0

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

100
86.0

125.6

563.8

562.8

200

40
83.0

521.3

400

(¥ billion)
87.0

525.8

183.1

25

2016

600

39.0

10

0

2021

32.4

30.9

2021

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

0

0
(FY)

2.6

2.4

300

2017

2018

3.1

2.2

2019

2.0

2020

2021

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

2.5

0

152.8

173.9

157.6

129.9

100

0
(Year)

78.0

2016

2017

2018

2019

2020

Live entertainment market
Audio record production value* 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

1
2

3

Related Market DataXXXXXXX

IP PRODUCTION UNIT

AMUSEMENT UNITANIMATION MARKET (JAPAN)

AMUSEMENT MACHINE MARKET (JAPAN)

ANIMATION MARKET SCALE TREND

AMUSEMENT MACHINE SALES TREND(CREATION BUSINESS)(¥ billion)

301.7

300

BANDAI NAMCO GROUP IMPORTANT CSR THEMES:
FY2021.3 ACTIVITY REPORTThe BANDAI NAMCO Group’s business segments and affiliated business companies have formulated mid-term plans for the Group’s
Important CSR Themes and are implementing initiatives on that basis. Under these mid-term plans, major initiative themes are
established, and measures and roadmaps are determined for each theme. The Group CSR Committee and Group CSR 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 FY2021.3 was as follows.

(¥ billion)

7.2
4.3

17.9
267.1

200
161.1

156.9

157.4

152.9

150

161.7

164.7

Note: Based on the business segment classification for FY2021.3.
BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:

7.5
3.9

250

3.1

2.7

200

201.2

4.1

11.1
1,869 2.4

52.4
4.4

45.9

56.4
4.2

34.9

150

4.5

推移（億円）

4.0

30.4

21.6

14.7
13.6

12.0

11.0

100

7.5

8.1

11.7
34.1

2018

AMUSEMENT FACILITY MARKET (JAPAN)(¥ billion)

400

2015

2017

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

421.0

405.0

444.0

455.0

442.0

2018

72.1

2019

Merchandising
Other

Music

14.5

10

200

0
(Year)

2015

2016

2017

(No. of facilities)

400

2018

2019

Market scale (left)
Number of participants (right)
Source: “Leisure White Paper 2020,” Japan Productivity Center(No. of titles)

6,000
352

350

314

4,542

300
4,000
233

271

239

254

196

1,867

4,381

4,193

4,022

0
(Year)

2015

90

2016

113

96

1,779

1,678

1,597

1,555

2,675

2,602

2,515

2,425

2,376

2017

2018

2016

2017

2018

2019

2020

118

2019

Titles continued from the previous year
Newly released titles
Source: “Animation Industry Report 2020,” The Association of Japanese Animations

11

IP Creation Unit

Zero accidents campaign:
Working to increase safety
and eliminate accidents
in regard to the operationof vehicles used for thedelivery and collectionof products Implementing driving skills and traffic safety lecture for approximately 40
new employees (including mid-career hires) Managing driving operations with the installation of SmartDrive movementmonitoring systems on all 28 vehicles used for the delivery and collectionof products

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

Reducing vehicle accidents
through safe driving anddelivering cargo withoutdelay Implementing eco-driving training Implementing safety guidance during roll call Acquiring / maintaining G-Mark certification for excellent standards forsafety at 17 sites

Affiliated BusinessCompanies(ARTPRESTO CO., LTD.)

Providing safe, secure
products with initiatives
in manufacturing andmaterials Implementing ongoing management of production processes withflowcharts Updating information in a database for existing materials used by typeof material and by product title Implementing ongoing periodic checks for newly introduced materials,
in accordance with material characteristics

0(Year)

0

3,931

2,000
100
108

 Revising BANDAI NAMCO Arts Inc. quality control standards Implementing timely observation of manufacturing processes at plants towhich manufacturing of products has been contracted Changing to live events without customers in attendance at the physicalvenue and online live events Formulating guidelines for online events, live events, and program recording

14.7

13.4

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

361

Visual andMusic Production Unit

Product safety standard
initiatives and live event
safety and security

20

NUMBER OF TV ANIMATION TITLES

341

Creating safe,
secure facilities

30

14.8

76.5

68.9

65.7

2016

Real
Entertainment Unit

 Implementing checks related to facility safetyImplementing BANDAI NAMCO Amusement facility safety checks(239 points), play equipment checks (39 points), andlarge-scale entertainment facility checks (21 points) Implementing 33 independent inspections related to food safety(food safety inspections)(million people)

15.3

60.5

Advancing the provisionof safe, secure services Revising quality standards and various guidelines addressing laws andregulations for game production at BANDAI NAMCO Entertainment Inc.
and BANDAI NAMCO Online Inc.
 Revising guidelines related to service quality for the enza platform, which
is being rolled out by BANDAI NAMCO Nexus Inc.

Network
Entertainment Unit

AMUSEMENT FACILITY MARKET SCALE AND NUMBER OFPARTICIPANTS (GAME CENTERS)FY2021.3 Activity Report

Focusing on safety andpeace of mind

Toys and Hobby Unit

2020

Source: 2
 019 report on the state of the amusement industry by the Japan Amusement
Industry Association
Fiscal years ended March 31

50

200

2019

38.8

23.1

0

2017

29.3

25.2

(Year)

2016

600

12.5

14.5

2015

42.5

34.5

25.8

0
(FY)

Status of Progress Holding the Product Safety Forum, with six Group companies cooperating
to implement an online exhibition in order to foster consideration for
product safety Implementing document-based study initiatives instead of face-to-facemeetings for cooperating manufacturers in order to prevent the spread of
COVID-19 (four times)
Average satisfaction level of participants: 92.4% (Target: 80% or more) Reevaluating BANDAI quality standards two times and implementing
revisions for 32 items

60.3

13.3

13.9

Major Initiative Themes

50

13.4

18.4

Business Segments

71.8

14.2

230.6

SAFETY AND CLEANLINESS OF PRODUCTS AND SERVICES

100

15.1

245.3

XXXXXXX
ESG
Data

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

12

1
3

ESG Data

BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:ENVIRONMENTAL CONSIDERATIONBusiness Segments

Toys and Hobby Unit

Network
Entertainment Unit

Major Initiative Themes“Act Now For Future
Smiles”

POLICIES REGARDING INFLUENCE ON SOCIETY OF THE GROUP’S CONTENT AND PRODUCTS

Status of Progress

FY2021.3 Activity Report Within the business segment, online meetings held of the CSR Promotion
Committee (3 meetings) and the Eco Medals committee (3 meetings) Implementing environmental communications and other
CSR communications
Exhibiting at events: None (to prevent the spread of COVID-19)
Implementing on-site lessons: 94 locations, approximately 6,500 people Certifying 319 items in FY2021.3 under the Eco Medal certification
system, which certifies products that meet internal standards forenvironmental friendliness

Advancing environmental
education activities Saving electricity through “lights down” initiatives and advancing
paperless operations through the use of digital tools

RealEntertainment Unit

Energy-saving initiatives Changing to LEDs for interior lighting at ASAKUSA HANAYASHIKI
amusement park
 With the understanding of the commercial facilities that house ouramusement facilities, turning down the lighting to the extent possible
without adversely affecting customer safety and crime prevention

Visual andMusic Production Unit

Implementing environmental
consideration Recycling excess work-in-progress and product inventories Advancing the transition from paper tickets to electronic tickets

IP Creation Unit

Promoting environmental
consideration andthe environmental understanding of employees Reducing the use of paper resources through the digitalization ofanimation production processes Continuing educational activities for employees through internal
newsletters, mail magazines, etc.

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

Reducing CO2 emissions
through control of CO2
from vehicle exhaust
and reduced electricity
consumption at work sites For newly purchased vehicles, introducing types of vehicles compliant
with 2010 (post new long term) emission regulations Average fuel consumption achieved through continued eco-driving activities
5.29 km/L
 Continuing to save power by turning off unnecessary lighting at offices
and warehouses

13

Business Segments

Major Initiative Themes

Status of Progress

FY2021.3 Activity Report

Toys and Hobby Unit

Control of ethicalexpression in content andproducts Implementing training related to ethics
Implementing training for new employees (1 time) and training forcompanies in the Toys and Hobby Unit (1 time) In regard to ethical expression in products, accumulating examples fromother companies and from inside the Company, and revising ethicalassessment standards in line with target customer groups

Network
Entertainment Unit

Initiatives related toappropriate expression Announcing that “appropriately controlling ethical expression in content”
is an important initiative theme shared by all companies in the Network
Entertainment Unit, and implementing initiatives
Continuing to implement seminars for employees related to
ethical expression
Providing information to employees through the distribution of mailmagazines and through exclusive in-house websites

RealEntertainment Unit

Showing considerationfor ethics in content
and products Establishing secretariat in charge of ethics for ethical expression in
products and services and continuing to advance checking system

Visual andMusic Production Unit

Initiatives in the areas of
ethical expression and
IP protection Continuing to implement multiple checks of ethical expression by
two departments Implementing internal lectures related to copyrights

IP Creation Unit

Implementing initiatives
for appropriate ethicalexpression

Strengthening internal system for checks of ethical expression Implementing in-house ethical expression seminars

BANDAI NAMCO GROUP’S IMPORTANT CSR THEMES:

SUPPLY CHAIN MANAGEMENTBusiness Segments

Major Initiative Themes

Status of Progress

FY2021.3 Activity Report

Toys and Hobby Unit

BANDAI Factory Audits(BFAs) Implementing audits of all overseas final packaging plants that makeproducts for the Japanese market for BANDAI CO., LTD., and BANDAISPIRITS CO., LTD. (166 companies) Implementing Unit-wide integrated management at manufacturing
plants that make copyrighted products that have character information
regulations To prevent the spread of COVID-19, supplier conferences were not held inTokyo, Shanghai, or Shenzhen. Information was shared through documents

RealEntertainment Unit

Appropriate supply chain
management in Japan andoverseas When starting business relationships with suppliers, CSR Procurement
Questionnaire was implemented, which covers seven major items,
including prohibition of human rights violations, such as forced laborC onfirming quality of toys imported to Japan in order to secure safety inline with Japanese domestic laws and regulations

Visual andMusic Production Unit

Implementing supply chain
management Implementing audits at customer centers that handle personal information Continuing to implement interview research based on plant audit checklists for major production plants in Japan and overseas

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

Rolling out integrated
distribution services Maintaining AEO (Authorized Economic Operator) customs broker
certification Maintaining PrivacyMark

Affiliated BusinessCompanies(ARTPRESTO CO., LTD.)

Safety and security inproduction plants Continuing to implement supplier plant audits(5 companies out of a total of 11 in Japan and overseas)

14

1
3

ESG Data

ENVIRONMENT-RELATED INFORMATION
Note: Based on the business segment classification for FY2021.3.

OVERVIEW OF ENVIRONMENTAL PERFORMANCE DATA FOR FY2021.3
(Reference)
Measured Items

Gasoline

Unit

Fuel

Waste

Real Entertainment Unit

Visual and Music
Production Unit

IP Creation Unit

Affiliated BusinessCompanies

Total

FY2020.3 Total

026,991

1,211

2,756

2,970

12,77377,907

124,607

119,813

Other*

ℓ

0

0

0

10

0

0

1,286

1,296

800

ℓ

0

0

0

0

0

0

7,532

7,532

14,223

From use of company
vehicles (diesel vehicles)ℓ086,29600001,419,392

1,505,688

1,309,643

Other*

ℓ

0

0

0

0

0

0

0

0

16,287

ℓ

0

2

0

0

0

0

0

2

2

From use of company
vehicles

t

0

2

0

0

0

0

0

2

3

Other*

t

0

6

0

5

0

0

5

16

13

From use of company
vehicles

m3

0

0

0

0

0

0

589

589

4,630

Other*

m3

0

0

0

0

0

0

0

0

0

Tap water used

m

3

68

56,2373,810

59,375

0

3,732

11,219134,442

185,275

Wastewaterm3

68

56,273

3,699

59,301

0

3,732

10,913

133,986

181,994

kWh

65,43819,143,990

4,808,582

78,460,192

549,568

1,600,261

6,781,276

111,409,308

123,831,164

City gas*m

3

10,89045,784

193,611

339,505

0

0

4,735

594,525

716,251

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

136

0

0

0

136

126

Petroleumgas

Liquefied petroleumgas (LPG)

Combustible
natural gas

Othercombustible
natural gas

Electricity*

Other
fuels

Network Entertainment
UnitℓHeavy oil A*

Water

Toys and Hobby Unit

From use of company vehicles

Kerosene*

Diesel fuel

BANDAI NAMCO
Holdings Inc.

Cold water*

GJ

0

0

0

893

0

0

0

893

1,026

Non-industrial waste

kg

1,986

444,027

21,863755,01230,21018,20099,453

1,370,751

1,756,119

Industrial wastekg

0644,295

3,568

471,817407,017

44,202

528,415

2,099,315

1,442,365

Recycling volumes

kg

5,386

718,11232,13034,698025,275

26,214

841,816

829,768

kg

1,124

38,598

3,364

16,112

5,255

14,412

43,933

122,798

151,209

Photocopy paper

Note: In 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.

THE BANDAI NAMCO GROUP SUSTAINABILITY POLICYBANDAI NAMCO GROUP CO2 EMISSIONS(t- CO2)

80,00060,00061,79559,04359,55059,551

58,16952,25640,0000

16

17

For the Fiscal Years Ended March 31

15

Under the IP Axis Strategy, we will work with fans to promotesustainability activities corresponding to social issues thatshould be addressed by the Group.
Specific initiatives
Identification of Materiality Issues (Reselection of Important Themes)	Advancing activities linked to the IP axis strategy

Medium-to-long-term targets for decarbonization

Target* CO2 emissions per employee or per unit of total floor space

20,000(FY)

The BANDAI NAMCO Group is working to reduce CO2 emissions
by setting reduction targets for each business segment for eachfiscal year. From FY2019.3, in addition to total emissions management,
we are working to control CO2 emissions through theintroduction of management based on emissions intensity
for each business segment.*

18

19

20

21

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

Mediumterm 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.) to net zero

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

16

1
3

4

ESG Data

BANDAI NAMCO Group’s History

HUMAN RESOURCES-RELATED INFORMATION TOTAL FOR UNIT CORE COMPANIESHISTORY

Note: Accompanying a change in segment classification, there have been changes to the Unit core companies from FY2019.3. FY2018.3: BANDAI CO., LTD.,BANDAI NAMCO Entertainment Inc., BANDAI VISUAL CO., LTD.* FY2019.3–FY2021.3: BANDAI CO., LTD., BANDAI NAMCO Entertainment Inc.,BANDAI NAMCO Amusement Inc., BANDAI NAMCO Arts Inc., SUNRISE INC.
* The name of BANDAI VISUAL CO., LTD., was changed to BANDAI NAMCO Arts Inc. in April 2018.

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

NUMBER OF EMPLOYEES BY TYPE OF EMPLOYMENTFY2018.3

FY2019.3

FY2020.3

FY2021.3

Full-time employees(People)

Male

1,439

1,967

2,160

2,254

Female

652

830

1,008

1,092

Junior employees(People)

Male

25

928

967

930

Female

94

964

982

969

Contract employees(People)

Male

36

128

146

143

Female

27

49

83

83

Temporary employees(People)

Male

37

1,394

1,422

1,175

Female

78

2,156

2,035

1,694

Male

1,537

4,417

4,695

4,502

Female

851

3,999

4,108

3,838

Total

2,388

8,416

8,803

8,340

Total (People)

NUMBER OF FEMALE MANAGERS
FY2018.3

FY2019.3

FY2020.3

102

120

147

157

16.9%

17.4%

18.1%

19.1%

Female managers (People)
Ratio to total managers

FY2021.3

NUMBER OF EMPLOYEES HIRED AFTER GRADUATIONFY2018.3

FY2019.3

FY2020.3

FY2021.3

Number of employees hired
after graduation (People)

99

130

170

162

Number of female employees included (People)

47

60

79

68

47.5%

46.2%

46.5%

42.0%

Percentage of female
employees included

EMPLOYMENT RATE FOR PEOPLE WITH DISABILITIESEmployment rate forpeople with disabilities

FY2018.3

FY2019.3

FY2020.3

FY2021.3

2.04%

2.10%

2.20%

2.20%

NAMCO’S HISTORY

1950s

1950s

July

June

1950 • B
 andaiya 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		•F irst original BANDAI product was launched:
Rhythm Ball.

1955 • N akamura Manufacturing Ltd. established in
Ikegami, Ota-ku, Tokyo (President: Masaya
Nakamura). Capital: ¥300,000. Started in theamusement business with the installation of twochildren’s mechanical horse rides on the rooftop ofa department store in Yokohama.

March1951 • E xport sales commenced.
April 		 • B
 26, the first BANDAI original metallic toy, waslaunched.
April

NUMBER OF EMPLOYEES THAT TOOK LEAVE FOR
CHILDCARE OR FAMILY NURSINGFY2018.3

FY2019.3

FY2020.3

FY2021.3

Number of employees thattook leave for childcare(People)

65

111

88

88

Number of male employees
included (People)

8

9

17

19

Number of employees thattook leave to home nurse(People)

1

1

1

2

Number of male employees
included (People)

0

0

0

1

ANNUAL PAID LEAVE UTILIZATION RATE
Annual paid leave utilization rate

BANDAI’S HISTORYFY2018.3

FY2019.3

FY2020.3

FY2021.3

68.4%

57.2%

71.7%

56.0%

FY2018.3

FY2019.3

FY2020.3

FY2021.3

3

52

61

53

1953 • Accompanying the expansion of export operations,shipment and warehouse facilities were newly
established in Komagata, Asakusa, Taito-ku, Tokyo.
July		• Product Inspection Department established toperform checks on all products.
		 • A research unit was established to improve thequality of BANDAI brand metallic toys and to
conduct R&D in new products.
		 • T ransport division (predecessor of BANDAI LOGIPAL
INC.) was established.
1955 • W araku Works (predecessor of BANDAI
Manufacturing) was established.
June		
•O ffice building newly constructed in Komagata
2-chome, Asakusa, Taito-ku, Tokyo.
		 • T he 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(1956 version) model car.

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

1957 • H
 eadquarters office established in Ginza, Tokyo.
Started sales of amusement machines.
1959 • R eorganized to form Nakamura Manufacturing Co.,
Ltd. (Capital: ¥5 million)

January

1960s
1963 • I nstalled 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.

INDUSTRIAL ACCIDENTS

AVERAGES
FY2018.3

FY2019.3

FY2020.3

FY2021.3

Average years of continuous service

12.4

10.6

9.7

9.8

Average age

39.3

39.0

39.3

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 male employees

Male employees can take up to five days of paid leave when their wife 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 is a requirement for the receipt of this support.)

Lifestyle-support system

Introduction of lifestyle-support system with the objective of establishing supportive environments for employees in a variety ofhousehold 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 1st and 2nd degree
relatives of employees, and (4) receiving outpatient care at medical facilities due to disease.

Roadway Ride

1958 • F
 irst TV advertisement aired with the catchphrase“The Red Box means a BC-guaranteed toy.”

1965 • E stablished Production Department. Periscope,developed by the Production Department, becamea major hit.

1959 • Metal model cars were commercialized andproducts with the labels of car series from aroundthe world were launched.
		 • Trademark (commonly known as the Banzai mark)was established to express the motto that quality is
the highest priority.

1966 • E stablished main production facility in Ota-ku,
Tokyo. Expanded activities of Development andProduction departments.
		 • Began to use Nakamura Manufacturing brand mark.

July

July

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

Toyopet Crown

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

1961 • N ame of Waraku Works was changed to BC
Manufacturing. (Name was changed to BANDAI
Manufacturing in May 1966.)
July		•C ompany name was changed to BANDAI. Paid-in
capital was ¥20 million.

1967 • Opened Osaka office in Namba, Osaka.

Note: Systems used by Group companies are different.

17

18

1
4

BANDAI NAMCO Group’s History

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 HISTORYBANDAI’S HISTORY

NAMCO’S HISTORY

September1963 • Bandai Transport was established.
November 		 • Assigned representative to New York and begansales 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.

1970s

March
1973 • M iniMini Fish launched.
October		• J umbo Machinder Mazinger Z won the Grand Prix
prize at the 4th International Trade Fair Toy Concours.

1980s

January

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

1965 • Racing Car Set enjoyed anenormous boom in sales.
October		• Toy manufacturing complex
completed in Mibu, Tochigi
Prefecture.

1970 • Established Yaguchi plant in
Yaguchi, Ota-ku, Tokyo.
		 • Developed Racer, a driving
simulation game. Projection
equipment using 3D models
that were innovative for thetime period became popular,
and it became a hit machine.
1971 • Use of NAMCO brand namebegan.

January©BANDAI NAMCOEntertainment Inc.

©手塚プロダクション

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

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.
May
1967 • Bandai Automobile established.
		 • Water Motor series became a hit.
		 • Thunderbirds series of electrically powered toys
launched.
August		• New Model Toys Department launched sales ofplastic models.

NovemberRacer

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

Astroboy

July

October

1974 • S uper-alloy Mazinger Z becamea major hit.
December		•T hree Group companies(BANDAI, Popy, and Tonka
Japan) implemented anindustry-first, full-page
newspaper advertisement.

President Lincoln robot

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

1969 • Acquisition of plant in Shimizu City, Shizuoka
Prefecture. Start of production of plastic models,such as the Automobile series, Thunderbirds 2, andthe Beetle series.

August1976 • J umbo Machinder exported to Mattel, of the U.S.
Became best-seller in 1977 under the name Shogun.
October		• Published Ugoku E-Hon and entered the publishingindustry.
November 		 • E
 stablished Popy Mibu factory.
April
1977 • Start of sales of capsule toys through vending machines.
June		
• BANDAI (H.K.) CO., LTD., established as overseas
manufacturing base in Hong Kong.
		 • L aunch of Mogura-Tataki Game, which becamea major hit in the following year, 1978, and wasincluded in Nikkei’s list of hit products.

Mogura-Tataki GameF-1 driving simulation game machine1970s1970 • Tonka Japan established.

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

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, asubmarine game machine.
		 • Introduced Gee-Bee, the firstoriginal amusement machine.
1979 • Introduced Galaxian, a shooting
game machine. Became
popular, centered on young
consumers, and became amajor hit in Japan and overseas.
		 • Developed Pitch In, a machinethat measured the speed of apitched ball.

September1978 • B
 andai Publishing established.
		 • L aunch 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.
		• Candy-Candy Nurse’s Bag became one of the biggestever hit products among girls’ character toys.

1980s
May

Gee-Bee1980 • M akoto 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 		 • C elent established.

Galaxian©BANDAI NAMCOEntertainment Inc.

PAC-MAN

Super-alloy Mazinger Z

1975 • Trademark and logo changed. ©ダイナミック企画
Expressed the dramatic
combined worldwide growth of nine BANDAI Group
companies.
October		• Alliance with Monogram, of the U.S.

1968 • Naughty Flipper series was a big hit, winning a gold
medal at the New York International Innovative
Products Exhibition.
• Customer service center established.

©BANDAI NAMCO Entertainment Inc.

September

January

1980 • Introduced PAC-MAN.
Became a major hit inJapan and overseas.
		 • N AMCO sponsored theMicro Mouse national
tournament, which wasparticipated in by amateurrobot enthusiasts.

Gundam RX-78 plastic model©BANDAI NAMCO Entertainment Inc.

		 • I ntroduced the Nyamco
maze-solving robot.
1981 • I ntroduced the Mappy
maze-solving robot.
		 • E stablished IP Rights
Department. Began fullscale initiatives to protect
in-house copyrights.

Nyamco©BANDAI NAMCO Entertainment Inc.

1982 • I ntroduced the Pole Position racing game machine.
1983 • Introduced Xevious shooting
game machine. Became highly
popular due to beautiful
graphics and story.
		 • Developed robot for Cosmo
Hoshimaru, the mascot
character for the“International Science
Technology Exposition.”

1984 • Launched Galaxian, thefirst home video gamefor the Famicon.
		 • I ntroduced the first
product in the Tower ofDruaga series of RPG
game machines.

Xevious©BANDAI NAMCOEntertainment Inc.

Galaxian©BANDAI NAMCO Entertainment Inc.

1985 • N ew headquarters
building completed in Ota-ku, Tokyo.
		 • Developed Talking Aid, a mobile communication
device.
1986 • C apital participation in Italian Tomato Ltd.
		 • E stablished New Technology Foundation with theobjective of fostering the development of scienceand technology.
		 • Introduced Sweet Land,a candy prize machine.
		 • Launched Professional
Baseball Family Stadium,a Famicon software.

Professional Baseball
Family Stadium©BANDAI NAMCOEntertainment Inc.

©創通・サンライズ

19

20

1
4

BANDAI NAMCO Group’s History

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 HISTORYBANDAI’S HISTORY

NAMCO’S HISTORY

January

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

April

February

1981 • B
 ANDAI 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.
March

1983 • 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.

©BANDAI NAMCOEntertainment Inc.

1988 • NAMCO stock listed on
the second section of the Tokyo Stock Exchange.
(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 acceptance of 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.

April1984 • Launched Air Condition series, which was createdfrom original 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 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 1 million units.
1986 • BANDAI listed on the second section of the Tokyo
Stock Exchange. (Capital: ¥10,796 million)
February		• Nekonyanbo became a major hit.
September		• Entered the movie fieldby cooperating in the
production of The
Baby Elephant.
Nekonyanbo
1987 • 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.

1990s
January

1990 • N ame 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 1 million units.
February

1991 • Bandai (Taiwan) Co., Ltd., established as local
company in Taiwan.
April		•C hara-Can, which packaged toys with drinks
through a tie-up with Suntory, are a big hit.
October		• Tosho, Dairin, and Seiko merged to establish
HAPPINET CORPORATION.
1992 • Name of Bandai Transport was changed to
BANDAI LOGIPAL INC.
October		
•B ANDAI’s visual products business transferred to
BANDAI VISUAL 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.

©武内直子・PNP・テレビ朝日・東映アニメーション©BANDAI NAMCO Entertainment Inc.

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

1990s1990 • NAMCO AMERICA INC. began direct sales ofamusement 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 forhome video games.
		 • At the International Garden and Greenery Exposition,
exhibited and operated Galaxian3 and The Tower ofDruaga—large-scale amusement facilities based on
the hyper-entertainment concept.
		 • Developed the Cosmo Gangs action game machine.
1991 • 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-scaleamusement facility.

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

Sailor Moon series

Wani Wani Panic

September

21

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

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

January

SeptemberMay

January

1988 • M edia Department established. Made full-scale
entry into the visual products business.
July		
•S ales of CARDDASS started.
August•B
 ANDAI 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.

Namco Wonder Eggs		•E
 stablished Brent Leisure Ltd. to strengthen
manufacturing in Europe and sales in the U.K.
1993 • E stablished 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.
		 • A cquired Aladdin’sCastle, Inc., the largest
amusement facility
operator in the U.S.
Ridge Racer		 • E stablished Shanghai©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 thesame time as the hardware launch.
		 • O pened Yokohama Creative Center, a developmentbase, in Kanagawa-ku, Yokohama City.
		 • E stablished NAMCO CYBERTAINMENT INC. throughthe merger of two NAMCO Group companies in
the U.S.
		 • Introduced TEKKEN, a polygon martial arts gameusing System 11, a 3D CG system board developed
jointly with Sony Computer Entertainment Inc.

Power Rangers series©1993 SABAN INT.

March

1994 • SUNRISE INC. became a Group company

TEKKEN©BANDAI NAMCO Entertainment Inc.

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

22

1
4

BANDAI NAMCO Group’s History

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 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

		 • Established 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		•G roup 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 firstcontent for NTT DOCOMO’s i-mode.
		•D IGIMON ADVENTURE became an animation.
May		• Gundam plastic models surpassed cumulative total
sales of 300 million units.
September		 • HANA-BI, whose production BANDAI VISUAL
participated in, won the Golden Lion award at the54th Venice International Film Festival.
October		• Concluded agreement with Mattel, of the U.S., regarding
joint business development (contract covering theJapanese market canceled in December 2003).
November		• Primo Puel talking stuffed toys launched.

23

January

1997 • Capital tie-up with Nikkatsu Corporation (canceledin 2005).
		 • Established XS ENTERTAINMENT INC. to manage
multipurpose amusement facilities in the North
American market.
August• Opened Namco Station at the County Hall, a largescale entertainment facility in a former county hallbuilding in London, U.K.
		 • Three CG works selected for prizes by SIGGRAPH,
a CG conference in the U.S.
August1999 • Launched Soulcalibur, a weapon-based fighting
game for the Dreamcast.
October		• Established Monolith Software Inc., a home video
game development company.
November• Proposed barrier-free entertainment designs.
Entered nursing care business with the aim of
combining the themes 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.

2000s
March

2000 • 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
launched versions of theMr. Driller home video
game for three different
platforms.
August		• In cooperation withSony Computer
Mr. Driller©BANDAI NAMCO Entertainment Inc.
Entertainment, jointly
developed the System
246 board, which was based on PlayStation 2
technology.
October		• Obtained license to distribute PAC-MAN for Sharp
Corp.’s Zaurus.

March2000 • H
 APPINET CORPORATION listed on the first sectionof the Tokyo Stock Exchange.
		 • BANDAI KOREA CO., LTD., established in South Korea.
		 • C ontent for i-mode became popular and surpassed
1 million paid subscribers.
April		
•N etwork Department established.
		 • C haracter Research Institute established.
June		
• Invested in Sotsu Agency (currently, SOTSU CO., LTD.).
September		• Network Department spun off from BANDAI toestablish BANDAI NETWORKS CO., LTD.
October		• BANPRESTO CO., LTD., listed on the second sectionof the Tokyo Stock Exchange.
		 • C apital tie-up with Seika Note Co., Ltd.
March
July

2001 • B
 HK TRADING LTD. established.
•C umulative total sales of Gashapon HG series
surpassed 100 million
units.
August• 1/12-scale Zaku model(overall height:
approximately 1.5m)
was exhibited at the “C3PRE” character culture
event and became a
topic of conversation.
November 		 • B ANDAI VISUAL listed
Hyper Hybrid Model MS-06F
Zaku IIon JASDAQ.
©創通・サンライズ

March2002 • B
 ANDAI 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.

2000 • Opened Namco Entertainment World Tokyo Pitan City
in Daiba, Tokyo.
		 • O pened the Chi-Kou-Raku Internet facility in Nagoya(closed in 2011).
		 • Launched MotoGP for the PlayStation 2.
February

2001 • I ntroduced the TAIKO:DRUM MASTER
amusement machine.
October		• I n collaboration with
Benesse Corporation,
opened Shima-Shima Town,
a communication park forpreschool children, in
Kawasaki City.
2001 • Formed Team Namja,
TAIKO: DRUM MASTER©BANDAI NAMCO Entertainment Inc.
a group of producers ofcommercial spaces. As the first project, opened
Yokohama Curry Museum (operator: MatahariCo., Ltd.).
January

2002 • Launched Kotoba no Puzzle: Mojipittan, a home
video game.
February• Business tie-up with Nintendo Co., Ltd., in the home
video game business.
		 • Introduced Bihada Wakusei,
a high-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.

March2003 • Tsukuda Original and Wakui Corporation
implemented a management integration and thecompany name was changed to Palbox Co., Ltd.
April		• Name of Yutaka Co., Ltd., was changed to Popy Co., Ltd.
		 • C umulative total shipments of original character.hack game software in Japan and the U.S. reached
1 million units.

Ikebukuro Gyoza Stadium

November		• Launched Tales of Destiny 2 for the PlayStation 2.
March©Project .hack

2003 • E stablished 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 gamethat could be played by up to six players at once.

24

1
4

BANDAI NAMCO Group’s History

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 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		•E ntered the building block market throughcooperation 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 3 million.
December		 • B ANDAI 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 takeover the operation of the ASAKUSA HANAYASHIKI
amusement park.
May		• For the film Daremo Shiranai, which wasco-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. 100,000 visitors
attended over nine days.
		 • 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 thetheater company Hikosen.
April

25

2005 • 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 andsales of PC games.
July		
• Introduced Wangan Midnight MAXIMUM TUNE, aracing 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 • T he management integration of BANDAI and
NAMCO was announced.
September		•E stablishment of holding company NAMCO BANDAI
Holdings Inc. through the management integrationof BANDAI and NAMCO. Takeo Takasu became
President and Representative Director. Establishmentof the BANDAI NAMCO Group.
November		•W ith its 10th installment of for-sale DVDs in theseries, cumulative shipment
volume of Mobile Suit
Gundam SEED DESTINY
surpassed 1 million units.
December		•T hrough a corporate
separation, a portion of
BANDAI’s and NAMCO’s
management overaffiliated companies wastransferred to NAMCO©創通・サンライズ
BANDAI Holdings.
2006 • D
 ATA 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),
which became the U.S. regional
holding company.
		 • NAMCO BANDAI Holdings madeBANDAI LOGIPAL a wholly©バードスタジオ／
owned subsidiary.
集英社・東映アニメーション
February		•B ANDAI VISUAL was listed on
the first section of the Tokyo Stock Exchange.
March		•T he BANDAI Hobby Center, a production base forplastic 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 establishedthrough the integration of BANDAI’s home video
game operations and NAMCO’s home video game,amusement machine, and mobile phone game
operations.
May		•M
 usic company Lantis Co., Ltd., joined the Group.
		 • N AMCO BANDAI Will Inc. was certified as a special
subsidiary as stipulated by Japan’s Law for
Employment, Promotion, etc., of the Disabled.
June		•N AMCO BANDAI Holdings made BANPRESTO
a wholly owned subsidiary.
September		• Opened NAMCO Wonder Park Hero’s Base, a largescale facility combining amusement and character
merchandising, in Kawasaki City, Kanagawa
Prefecture.
		 • B ANDAI made CCP Co., Ltd., a subsidiary.
November		• Introduced Mobile Suit Gundam Senjo no Kizuna,
an amusement machine that was developed
through a collaborative effort by NAMCO BANDAI
Games and BANPRESTO.

January

2007 • I n Europe, NAMCO Holdings UK LTD. wasestablished as a regional holding company andthe operating companies were reorganized.
March		•N AMCO BANDAI Holdings entered a capitaland business alliance with TOEI COMPANY, LTD.,TOEI ANIMATION CO., LTD., and KADOKAWAGROUP HOLDINGS INC.
April		 • B ANDAI started operation of Omocha-no-Machi
Bandai Museum, in Tochigi Prefecture.
May•B ANDAI, the Ishimori Group, and ITOCHU Corporation entered a capital and business tie-up.
		 • N AMCO BANDAI Holdings acquired part of theshares of Fujiya Co., Ltd.
August		•T he movie GLORY TO THE FILMMAKER!, which wasco-produced by BANDAI VISUAL, won the Glory
to the Filmmaker Award at the 64th Venice
International Film Festival.
November		•T he vending machine capsule toy Earth Capsule won
the Minister of Agriculture, Forestry and FisheriesAward in the eco-products category at the 4th Ecoproducts Awards.
December		•G lobal cumulative shipments of the Tales of... seriesof software products for home video game consoles
surpassed 10 million.
January

2008 • BANDAI, TYO Productions Inc., and TSUBURAYAPRODUCTIONS Co., Ltd., formed a capital andbusiness tie-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 and integrated with the operations of NAMCO
BANDAI Games. BANPRESTO focuses on prize
operations, such as prizes for amusement machines.
		 • T he administrative functions of major companies in
the Group were consolidated into NAMCO BANDAI
Holdings.
		 • O pened the Wonder Park Plus amusement facility in
Hong Kong.
		 • BANDAI (SHENZHEN) CO., LTD., was established forthe purpose of strengthening toy production control
and quality assurance.
July• Launched Soulcalibur IV for the PlayStation 3 andXbox 360, and sales surpassed 2 million units.

©BANDAI NAMCO Entertainment Inc.

September		•L aunched the Battle Spirits card game.
October		• Cumulative sales of BD / DVD software CODE GEASS:
Lelouch of the Rebellion series surpassed
1 million units.
November		•B EN10 character toys were hit products in markets
worldwide.

26

1
4

BANDAI 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 ashare purchase agreement with Atari Europe S.A.S.;
a subsidiary 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,
was liquidated following a capital and businessalliance 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 theTokyo 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 thesurviving company and BANDAI NETWORKS as
the expiring company.
		 • BANDAI VISUAL and ANIME CHANNEL merged,
with BANDAI VISUAL as the surviving company and
ANIME CHANNEL as the expiring company.
		 • KAIKAYA LIMITED was established and took over
NAMCO’s senior citizen care business.
July		• As part of the Green Tokyo Gundam Project,a full-size, 18-meter-high Gundam statue wasinstalled in Shiokaze Park, Tokyo.

©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.
2010 • The BANDAI NAMCO Group Restart Plan wasannounced.
		 • Mobile Suit Gundam UC (Unicorn) Vol. 1 implemented
simultaneous global cross-media development.
April		• NAMCO BANDAI Live Creative Inc. was established.
		 • Gundam Café, the first official Gundam café, wasopened in Akihabara.
		 • As the first step in character-based entertainment
areas, we began to introduce Tamagotchi Idol Parkand Narikiri Athletic Ultra Heroes.
November		• NARUTO Shippuden: Ultimate Ninja Storm 2 for the
PlayStation 3 and Xbox 360 sold more than 1 million
units worldwide in the first month after its launch.

April

2011 • Banpresoft Co., Ltd., and Bec Co., Ltd., merged toform B.B.STUDIO CO., LTD.
2011 • KAMEN RIDER series products were a major hit.

2013 • F
 or its 160th anniversary, ASAKUSA HANAYASHIKI
implemented a commemorative year plan.
October		
•B ANDAI made SUN-STAR STATIONERY a subsidiary.
2013 • I n visual and music content, Love Live! School idol
project became popular.

KAMEN RIDER Fourze DX Fourze Driver©2011 石森プロ・テレビ朝日・ADK・東映©2013 プロジェクトラブライブ！

		• TIGER & BUNNY, a TV
animation fromSUNRISE, was a hit.

January©SUNRISE/T&BPARTNERS

April

2012 • The Mid-term Plan, which includes the vision“Empower, Gain Momentum, and Accelerate
Evolution,” was announced.
		 • Shukuo Ishikawa became President andRepresentative Director of BANDAI NAMCO
Holdings, and Kazunori Ueno became Executive
Vice President 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.

February

27

August2014 • T
 HE IDOLM@STER MOVIE, a theatrical release,became a hit.
• “ Possessions” (original title “Tsukumo”), which
was a part of the “Short Peace” film omnibus,
was nominated in the category of animated shortfilm for the 86th Academy Awards.
March		 • N AMCO BANDAI Holdings was selected as arecipient of 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•G ame apps for smartphones became popular inJapan. Start of full-sale network content businessinitiatives overseas, including Asia.
2014 • Yo-kai Watch related
products became major
hits. Start of sales
in Asia.

January

2015 • BANDAI NAMCO (SHANGHAI) CO., LTD., wasestablished in Shanghai, China.
April		
•S tart of Mid-term Plan announcing “NEXT STAGE:
Empower, Gain Momentum, Accelerate Evolution.”

April

2015 • N ame of BANDAI NAMCO Games was changed to
BANDAI NAMCO Entertainment Inc.
		 • D
 ivision producing IP products for children andfamilies was separated from SUNRISE to establish
BANDAI NAMCO Pictures INC.
		 • B ANDAI NAMCO Live Creative made Grand-SlamLtd. a subsidiary.
June•A t BANDAI NAMCO Holdings, Shukuo Ishikawa
became Chairman 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.
September		•B ANDAI 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 4
million downloads.

©BANDAI NAMCO Entertainment Inc.

October		
•B ANDAI NAMCO INDIA PRIVATE LIMITED wasestablished.
November		•B ANDAI received METI Minister’s Award, thehighest award, at the fiscal 2015 Large
Manufacturer and Importer Category of the Awards
for Best Contributors to Product Safety. We werecertified as the first Product Safety Contributor Gold
Company in this category, in which we have won anaward three times.
		 • GIRLS und PANZER der Film was released and becamea long-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 • G
 undam plastic models, which reached their 35th
anniversary, expanded their popularity in Japan andother parts of Asia.
		 • T EKKEN 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.

©BNP/BANDAI, DENTSU, TV TOKYO

March

2013 • NAMCO 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.

28

1
4

BANDAI NAMCO Group’s History

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

BANDAI NAMCO GROUP’S HISTORY
April

2016 • Lantis and Amuse Inc. established AmuseLantis
Europe S.A.S., a joint venture in France.
		 • Implemented reorganization in Asia region. BANDAI
NAMCO Holdings ASIA CO., LTD., became theregional headquarters.
		 • WiZ Co., Ltd., was made a subsidiary.
		 • Opened the VR ZONE Project i Can, a VR
entertainment research facility, in Daiba, Tokyo, ona limited-time basis.
October		• DRAGON BALL Z DOKKAN
BATTLE, a popularsmartphone game 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 NAMCOEntertainment Inc.

January

2017 • Masaya Nakamura, the founder of NAMCO, passed
away on January 22 at the age of 91.
March		
• Shukuo Ishikawa, Chairman and Representative
Director of BANDAI NAMCO Holdings, was awarded
the Legion of Honour in the rank of Chevalier by the
French government.
		 • ANiUTA, a flat-rate streaming service for animation
songs, started service, with the participation of
Lantis and SUNRISE MUSIC Publishing Co., Ltd.
April		
• 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.
July		
• Opened VR ZONE SHINJUKU, a VR entertainment
facility in Shinjuku, on a limited-time basis.

DecemberFebruary2018 • BANDAI SPIRITS CO., LTD., established to take overthe mature fan base business of BANDAI and thelottery-related 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, and 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
name was changed to BANDAI NAMCO Arts Inc.
		 • Grand-Slam merged into BANDAI NAMCO Live Creative.
		 • Start of BANDAI NAMCO Accelerator.
		 • VS PARK, a variety sports facility, opened in EXPO
CITY, Osaka.
		• enza, a smartphone browser game platform, wasplaced into service.
July		 • Announcement of joint development of Mobile Suit
Gundam series live-action film by SUNRISE andLEGENDARY.
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.
2018 • The BANDAI NAMCO Group, Shueisha Inc., and TOEIANIMATION Co., Ltd., sponsored the DRAGON BALLNORTH AMERICA TOUR, which visited seven cities
in North America.
March©BANDAI NAMCO Amusement Inc.

August		 • THE GUNDAM BASE TOKYO, Japan’s first official
comprehensive facility centered on Gundam plastic
models, opened in Daiba, Tokyo.
		• VR ZONE Portal, a small-to-medium-sized VR facility,
was launched. First overseas facility opened in
London.
September		• BANDAI VISUAL made Actas Inc. a subsidiary.
		 • Start of exhibition of actual-size Unicorn Gundam
statue in Daiba, Tokyo.

29

2017 • Establishment of regional headquarters BANDAI
NAMCO Holdings CHINA CO., LTD., in China.

2019 • Establishment of SUNRISE BEYOND INC.,
an animation production company.
April		 • Implementation of absorption-type merger with
BANDAI SPIRITS 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. andBANDAI 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.

August2019 • B
 ANDAI NAMCO Holdings Inc. was selected as acomponent issue for the Nikkei 225.
		 • B ANDAI NAMCO Entertainment Inc. acquired the
management rights of the Shimane Susanoo Magic,
a professional basketball team in the B.LEAGUE.
September		 • B ANDAI NAMCO Mobile S.L. was established in
Spain to handle development and marketing ofmobile content for Europe and the Americas.
October		 • S HUEISHA BANDAI NAMCO (SHANGHAI) CO., LTD.,
was established as a joint venture by BANDAI
NAMCO Holdings Inc. and Shueisha Inc.
		 • B ANDAI 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.
December		 • G undam was appointed ambassador of the Japan
Pavilion at the world expo in Dubai.
2019 • E stablishment 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 8 cities aroundthe world.

December2020 • 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.

©創通・サンライズ		 • C oncluded partnership for PAC-MAN with the
National Basketball Association (NBA), a men’s
professional basketball league in North America.

PAC-MAN™&©BANDAI NAMCO Entertainment Inc.

©バードスタジオ／集英社・フジテレビ・東映アニメーション		 • 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.
		 • P roducts related to DEMON SLAYER: Kimetsu no
Yaiba became major hits.

		• Mobile Suit Gundam reached its 40th anniversary.
FebruaryMarch2020 • SOTSU CO., LTD., became a wholly owned subsidiary.
May		 • Cumulative worldwide sales of DARK SOULS III, ahome video game jointly developed with
FromSoftware, 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.

2021 • 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, thestore is recognized by Guinness World RecordsTM.

April		 • Implemented reorganization from the previous
5-Unit system to a 3-Unit system.
		 • Masaru Kawaguchi became the President andRepresentative Director of BANDAI NAMCO Holdings Inc.
		 • Started the Gundam 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 theJapan Patent Office Award in the 2021 Intellectual
Property Achievement Awards.
		 • A life-sized Freedom Gundam statue exhibit was
opened in Shanghai, China.

30