May 11, 2016

1billion yen
FY2015.3
results

FY2016.3
forecast(as of February2016)

FY2016.3
results

Vs. previous
year’s results

Vs. previous
forecast

Net Sales

565.4

560.0

575.5

＋10.1＋15.5

Operating Income

56.3

43.0

49.6

－6.7

＋6.6

Recurring Income

59.3

45.0Ｃ

50.7

－8.6＋5.7

Net Income Attributable toShareholders of the Parent

37.5

30.0

34.5

－3.0＋4.5

Capital Investments

22.2

24.0

21.3

－0.9

－2.7

Depreciation

23.7

20.0

21.6

－2.1＋1.6

R&D Investments

55.7

52.0

54.5

－1.2＋2.5Advertising Expenses

41.3

40.0

37.7－3.6－2.3

Personnel Expenses

49.2

48.0

50.4

＋1.2＋2.4

billion yen
FY2015.3
results

FY2016.3
forecast(as of February2016)

FY2016.3
results

Vs. previous
year’sresults

Vs. previous
forecast

Segment sales

230.9

215.0

206.4

－24.5

－8.6

Segment income

17.0

17.0

16.6

－0.4－0.4

Segment sales

296.4

310.0

320.9

＋24.5

＋10.9

Segment income

29.2
Ｃ

20.0

23.9

－5.3＋3.9

Visual and Music Segment sales
production
Segment income

43.7

45.0

51.9＋8.2

＋6.9

10.0

9.011.6＋1.6＋2.6

Toys and Hobby
NetworkEntertainment

Other
Corporate andElimination
Consolidated

Segment sales

27.0

28.0

27.4＋0.4－0.6

Segment income

1.4

1.0

1.1－0.3＋0.1

Segment sales－32.6－38.0－31.2＋1.4＋6.8

Segment income－1.5－4.0－3.7－2.2＋0.3

Net sales

565.4

560.0

575.5

＋10.1＋15.5

Operating income

56.3

43.0

49.6

－6.7

＋6.62

Toys and Hobby
Vs.
PreviousYear

billion yen

Segment
sales

Segment
income－24.5－0.4

Japan
Strong performance of Gundam, DRAGON BALL and products forolder customers
Steady popularity of Yo-kai Watch
Asia
Solid performance of Gundam and products for older customers
Americas and Europe
Favorable performance of Power Rangers, effectiveness ofstructural reforms

Network EntertainmentVs.
PreviousYear

Segment
sales

Segment
income＋24.5

－5.3

Ｃ

Network content
Strong performance of mainstay titles, full-scale entrance overseas,
including Asia
Home video game software
Popularity of Company titles and titles of other companies in Europe
and the Americas
Amusement Facilities
Profit recovery in facilities but difficult conditions for arcade machine
sales

Visual and Music Production
Vs.
PreviousYear

Segmentsales

Segment
income＋8.2＋1.6

Toys and Hobby
Vs.
Previous
Forecast

billion yen

Segment
sales

Segment
income－8.6－0.4

Network Entertainment
Vs.
Previous
Forecast

Segment
sales

Segment
income＋10.9＋3.9

Favorable development of visual products, music, and live events forLove Live !
Favorable sales of the Gundam series

Japan
Solid sales of Gunpla, cards, etc.
Overseas
Strong performance but below expectations

Home video gameＣ software
Favorable sales of new NARUTO title andtitles of other companies in Europe andthe Americas
Network content
Continued favorable performance ofmainstay titles in Japan and overseas

Visual and Music Production
Vs.
Previous
Forecast

Segment
sales

Segment
income＋6.9＋2.6

Strong performance due to the rising
popularity of Love Live !

3

End of secondquarter

FY2016.3 YearEnd

Total

FY2016.3 Dividend

¥12

¥40

¥52

FY2016.3 forecast(as of February2015)

¥12

¥30

¥42

FY2015.3 Dividend

¥12

¥50
Ｃ Note: Includes
special¥62

dividend of ¥10

Dividend Policy
Maintain a base level of annual dividend payments of ¥24 pershare and a consolidated dividend payout ratio of 30%

Interim ¥12Year-end ¥40（stable dividend ¥24 + Performance-based dividend）

Ｃ4billion yen
FY2016.3
First half

FY2017.3
Full-year

First-half plan

Full-year plan

Net Sales

272.7

575.5

275.0

580.0

Operating Income

31.1

49.6

23.0

50.0

Recurring Income

33.2

50.7

23.5

51.0

Net Income Attributable to
Shareholders of the Parent

22.7

34.5

16.5

35.0

Capital Investments

9.9

21.3

9.0

20.0

Depreciation

9.7

21.6

11.0

24.0

R&D Investments

27.0

54.5

25.0

55.0

Advertising Expenses

15.9

37.7

17.0

40.0

Personnel Expenses

25.8

50.4

24.0

50.0

Ｃ

billion yenFY2016.3
First half

Toys and Hobby
NetworkEntertainment
Visual and Music
Production
Other
Corporate andElimination
Consolidated

FY2017.3 Plan

Full-year

First-half plan

Full-year plan

Segment sales

103.9

206.4

100.0

210.0

Segment income

11.5

16.6

6.5

16.0

Segment sales

147.2

320.9

160.0

340.0

14.7

23.9

14.0

28.0

23.5

51.9

21.0

43.0

Segment income

ＣSegment sales
Segment income

5.9

11.6

4.0

9.0

Segment sales

13.4

27.4

14.0

28.0

Segment income

0.5

1.1

0.5

1.0

Segment sales

－15.4

－31.2

－20.0－41.0

Segment income－1.6－3.7

－2.0

－4.0

Net sales

272.7

575.5

275.0

580.0

Operating income

31.1

49.6

23.0

50.05

Toys and Hobby
JapanIncrease sales from mainstay IP such as Gundam, steadily expand Yo-kai Watch
Introduce multiple new IP, SG&A expense increases from deprecation of card machines
Overseas
Favorable performance for Power Rangers in Europe and the Americas
Introduce new IP such as Finding Dory (worldwide)

Network EntertainmentＣ

Network content Steadily maintain mainstay titles + introduce new titles
Home video game software
Plan to introduce multiple titles such as the new Dark Souls series
Plan for titles of other companies and repeat titles in the current product lineup
Amusement facilities
Expand new business categories for facilities, develop arcade machines while constantly making
careful examinations

Visual and Music Production
Love Live ! new series not expected to perform at level of the previous year, when the previous
series became extremely popularＣ

6Consistently achieve
Net sales of ¥500 billion
Operating income of¥50 billion

Ｃ

Going Concern
Requirements for advancing to the next stage
Further leveraging
IP axis strategy
BANDAI NAMCO’s strengths

Targeting high potential areas

Accelerate Evolution in IP Axis Strategy
・Growth in newly created IP outlets
・Expanded new range of target customers
・Increased investments to strengthen IP axis strategy
Acquired merchandising rights for new IP,
Made WiZ Co., Ltd. a subsidiary etc.

Ｃ

Gain momentum in global markets
・Favorable progress with Asia initiativesof Toy and Hobby
・Strong performance of home video gamesoftware in Europe and the Americas
・Made full-scale entrance into network content
Overseas sales of ¥129.0 billion(Overseas percentage 22.4%←16.7%）

7Asia

Continuous creation and cultivation of IP in each business andreinforcement of IP outlet strategy+Established the Group cross-organizational“IP Strategy Division”
With the aim of continuing a strong IP axis strategy in the future
ＣProvide further IP value to existing customers
Acquire new customers through new IP creation and IP innovations

・Strengthen overseas development of Gundam・Make innovations to established IP・Cultivate new range of customers to target
・Strengthen partnerships with licensors
etc.

8Japan Expand share through IP portfolio
Strengthen established IPMobile Suit Gundam

DRAGON BALL

Strengthen all aspects of Gundam inJapan and Asia
Increase percentage of overseas sales

Make expansions centered on
popular card products

Strengthen IP lineup

ＣStrengthen established IPNew market
Strengthen efforts toward adult females

For boys
Power Rangers, Kamen Rider+ New Ultraman TV series

Take challenges in new approaches to IP

For girls
PRETTY CURE!, Kamisama
Minarai Himitsu no CoCotama,
Tamagotchi

Yo-kai Watch
Lasting expansion to make Yo-kai
Watch a standard series

Asia
Expand development area and IP lineup
Promote detailed expansion in line with thecharacteristics of each region

Americas and Europe
Strengthen established IPＣ

Expand IP lineup

Promote worldwide expansion ofFinding DoryPower Rangers
Build excitement for the movie

Launch products in over 100 different
countries and regions around the world→ Shift toward standard IP

Increased category
Full-scale introduction ofproducts for older customers

Introduce new girl IP into
the North American market

9Home video game software

Network content

Continuous introduction of powerful titles

Strengthen existing and new content both in Japan and overseas
Detailed expansion through collaboration with business
partners in each region【Japan】
ＣFebruary release: Over 1.7 million copies sold

April release(May release in North America,
June release in Europe)

April release: Over 3 million copies sold

【China】

Bolster sales fromdownloads

Reinforced sales of titles of other companies overseas【Americas and Europe】
Implementation of title
development focusing on
global markets
Development of new entertainment, not limited only
to games, that leverages the Company’s network

Creating new customers through space + the BANDAI NAMCO essence

Amusement Facilities

Development of numerous stores that offer a new businessstyle + continued improvement in efficiency

ＣAmusement Machines■Shift to an agile structure after intense examination of last period’s business■Currently moving forward with projects to offer new fun that integrates
facilities and leverages BANDAI NAMCO’s strengths
Power of space ×IP
Power of space × power of technology
Fun that only BANDAI NAMCO can offer

10Focus efforts on leveraging IP in a diverse manner
Cultivating IP

Actively introduce IP and titles

Cultivating IP together with fans

Strengthen visual and product collaboration

ＣOffer titles that suit the target audience
Deepen relationship withexisting customers

Strengthen “2.5-D” live events
Expand the adult female
customer range

Create new customers

Ｃ11

Make advancements
overseasNote on Projections
This document contains forward-looking statements and information related to the BANDAI NAMCO
Group that are based on our knowledge as well as various assumptions made on the basis of
information currently available. The words “forecast,” “plan,” “target,” “estimation,” “projection,”“intend,” “will” and similar expressions, as related to the Group, are intended to identify forwardlooking statements and information. Actual results could differ materially from those projected in suchforward-looking statements.

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