BANDAI NAMCO GroupFA C T B O O K 2 0 1 9

BANDAI NAMCO GroupFACT BOOK 2019
TABLE OF CONTENTS
1	BANDAI NAMCO Group Outline

3

Related Market Data

Group Organization

Toys and Hobby

01 Overview of Group Organization

20 Toy Market
21 Plastic Model Market

Results of Operations

		Figure Market

02 Consolidated Business Performance		Capsule Toy Market

		Management Indicators
03 Sales by Category		
Card Product Market
22 Candy Toy Market
		Children’s Lifestyle (Sundries) Market

Products / Service Data		
Babies’ / Children’s Clothing Market

04 Sales of IPs
		Toys and Hobby Unit
06	Network Entertainment Unit
07 Real Entertainment Unit		
Visual and Music Production Unit

Network Entertainment
22 Game App Market
		Top Publishers in the Global App Market
23 Home Video Game Market

		IP Creation Unit

Real Entertainment2	BANDAI NAMCO Group’s History

23 Amusement Machine Market
		
Amusement Facility Market

History
08 BANDAI’s History
		
NAMCO’s History
16 BANDAI NAMCO Group’s History

Visual and Music Production
24 Visual Software Market
		Music Content Market

IP Creation
24 Animation Market

Notes: 1. Figures in this report have been rounded down.
2. T his English-language fact book is based on a translation of the Japanese-language fact book.

1

BANDAI NAMCO Group Outline

GROUP ORGANIZATIONOVERVIEW OF GROUP ORGANIZATION

Units

BANDAI NAMCO Holdings Inc.

Core Company

Toys and Hobby

BANDAI CO., LTD.

Network Entertainment

BANDAI NAMCO Entertainment Inc.

Real Entertainment

BANDAI NAMCO Amusement Inc.

Visual and Music Production

BANDAI NAMCO Arts Inc.

IP Creation

SUNRISE INC.

Affiliated Business Companies• Group Business Report Meeting• Group CSR Committee• Group Management Meeting• Group Risk Compliance Committee•Content Business Strategy Meeting• Group Information Security Committee• IP Strategy Division Meeting• Internal Control Committee01

1

BANDAI NAMCO Group Outline

RESULTS OF OPERATIONS
For the Fiscal Years Ended March 31

CONSOLIDATED BUSINESS PERFORMANCE

MANAGEMENT INDICATORSNET SALESROE (Profit (Loss) Attributable to Owners of Parent / Average Total
Shareholders’ Equity)(¥ million)(%)

800,000
700,000

400,000

565,486 575,504
426,399454,210487,241

620,061

507,6795

378,547 394,178

200,000–10

100,000

–15
09

10

11

12

13

14

15

16

17

18

19

OPERATING PROFIT

15.5

18

19

14.7

15.1

17

18

19

20.6

20.5

17

18

4.3
0.8

–20
(FY)

–12.4

09

10

11

12

13

14

15

16

17

(%)

90,00020

84,04580,00075,02470,00014.0

1563,23960,00040,00049,641

44,67314.0
12.2

56,321
48,64350,00020,000

14.7

13.3

ROA (Recurring Profit / Average Total Assets)(¥ million)

30,000

11.2

0
–5

0

13.2
9.7

9.1

10

300,000

(FY)

14.1

15

678,312600,000
500,000

20

732,347

13.5
11.4

10.7

10

34,607

6.3

22,3485.2

516,33810,000
1,884

0

09

(FY)

10

11

12

13

14

15

16

17

18

19

PROFIT (LOSS) ATTRIBUTABLE TO OWNERS OF PARENT

10

11

12

13

14

15

16

(%)

70,00030

63,38360,00025.1

54,10950,00024.4

44,15940,00037,58832,38330,00010,0000.6
09

OVERSEAS SALES PROPORTION(¥ million)

20,0000(FY)34,58320

25,054

19,303

22.4

20.8
16.7

16.6

16.0

12

13

14

18.7

16.7

11,830–29,928 1,848

0

10–10,000–20,000–30,000
(FY)

02

09

10

11

12

13

14

15

16

17

18

19

0
(FY)

09

10

11

15

16

19

SALES BY CATEGORYSALES BY SEGMENT (CONSOLIDATED)• FY2018.3• FY2019.3

Elimination of internal transactions and corporateNet sales (after eliminations)

Toys and Hobby
Network Entertainment
Real Entertainment
Visual and Music Production
IP Creation
Other

Elimination of internal transactions and corporate¥46,493 million¥678,312 million¥222,417 million

30.7%¥326,537 million

45.1%¥90,549 million

12.5%¥40,691 million

5.6%¥16,970 million

2.3%¥27,640 million

3.8%



Net sales (after eliminations)

Toys and Hobby
Network Entertainment
Real Entertainment
Visual and Music Production
IP Creation
Other¥50,687 million¥732,347 million¥242,865 million

31.0%¥340,927 million

43.5%¥101,493 million

13.0%¥45,518 million

5.8%¥22,464 million

2.9%¥29,764 million

3.8%

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

SALES BY GEOGRAPHIC REGION• FY2018.3
Sales to external customers• FY2019.3¥678,312 million

Sales to external customers¥732,347 millionJapan¥538,983 million

79.5%

Japan

¥595,291 million

81.3%

Americas¥51,787 million

7.6%

Americas¥46,797 million

6.4%

Europe¥45,136 million

6.7%

Europe¥43,900 million

6.0%

Asia, excluding Japan¥42,406 million

6.2%

Asia, excluding Japan¥46,359 million

6.3%

Note: Region figures are estimates based on management accounting.

03

1

BANDAI NAMCO Group Outline

PRODUCTS / SERVICE DATASALES OF IPs
Groupwide Sales of IPs(Total of Japan and overseas sales)(¥ billion)
FY2018.3

FY2019.3

Aikatsu! series

3.6

3.0

Ultraman series

6.0

6.9

KAMEN RIDER series

26.4

29.3

Mobile Suit Gundam series

68.3

79.3

Super Sentai (Power Rangers) series

19.4

10.2

Anpanman

10.9

12.0

DRAGON BALL series

97.9

129.0

NARUTO

11.3

15.8

PRETTY CURE! series

8.1

10.3

ONE PIECE

29.4

30.4

Toys and Hobby Unit Sales of IPs (Japan)
(¥ billion)
FY2018.3

FY2019.3

KAMEN RIDER series

24.8

27.3

Mobile Suit Gundam series

26.2

32.5

Super Sentai series

9.1

6.0

Anpanman

10.9

11.5

DRAGON BALL series

14.2

20.4

PRETTY CURE! series

8.1

10.1

FACTS & FIGURES[ Toys and Hobby Unit ]BANDAI CO., LTD. / BANDAI SPIRITS CO., LTD.

Toys
• Ultraman soft figures (heroes and monsters)	Cumulative shipment volume,
1983 to March 2019 
96.42 million units•S uper Sentai (Power Rangers) series(shape-changing model robots)	Cumulative shipment volume,
1979 to March 2019 
29.77 million units•D igital Monsters (Digimon portable LCD games)	Cumulative shipment volume,June 1997 to March 2019 
14.12 million units•H yper Yo-Yo	Cumulative shipment volume,
April 1997 to March 2019 
18.30 million units•K AMEN RIDER transformation belt (HEISEI RIDER)	Cumulative shipment volume,
February 2000 to March 2019 
13.12 million units•D X Yo-kai Watch series
	Cumulative shipment volume,
January 2014 to March 2019 
5.26 million units•Y o-kai Medal series
	Cumulative shipment volume,
January 2014 to March 2019 
458.17 million units•H eroine transformation items
	Cumulative shipment volume,
1990 to March 2019 
18.12 million units

04•F irst-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 2019 
42.33 million units•D onjara series
	Cumulative shipment volume,
1984 to March 2019 
3.69 million units• Anpanman PC series
	Cumulative shipment volume including tablet devices,
1999 to March 2019 
2.23 million units

Collectible figures• S.I.C. (SUPER IMAGINATIVE CHOGOKIN)	Cumulative shipment volume,
December 1998 to March 2019 • SOUL OF CHOGOKIN series
	Cumulative shipment volume,
December 1997 to March 2019 • SAINT CLOTH MYTH series
	Cumulative shipment volume,
November 2003 to March 2019 • SOUL OF ROBOT series
	Cumulative shipment volume,
October 2008 to March 2019 • S.H. Figuarts series
	Cumulative shipment volume,
February 2008 to March 2019 

2.35 million units

3.06 million units

5.16 million units

4.81 million units

11.44 million units

Plastic Model Kits
• Gundam (non-deformed) series of plastic model kits	Cumulative shipment volume,
1980 to March 2019 
499.87 million units•B B Warrior (deformed) series of plastic model kits	Cumulative shipment volume,
1987 to March 2019 
165.60 million units•L ittle Battlers eXperience (LBX) series
	Cumulative shipment volume,
February 2011 to March 2019 
10.35 million units

Prizes•N umber of items developed into prizes in FY2019.3
	Total number of items Formed products (figures, etc.) 		 Sewn products (stuffed toys, etc.) 		Sundries 

917
330
425
162

Candy Toys
• Candy toys (all lines)	Cumulative shipment volume,
1995 to March 2019 • Super Sentai (Power Rangers) series
	Cumulative shipment volume,
1992 to March 2019 

2,575.16 million units

346.81 million units

Confectionery• Crayon Shin-chan Chocobi series
	Cumulative shipment volume,
March 2005 to March 2019 • Character tray gummi candy series
	Cumulative shipment volume,
September 2011 to March 2019 

Apparel

201.82 million units

151.86 million units

Foods• Character decoration cake series
	Cumulative shipment volume,
1994 to March 2019 
10.83 million units• Tabemasu (Japanese-style confection) series
	Cumulative shipment volume,
April 2015 to March 2019 
5.52 million units

Capsule Toys: Gashapon• Gashapon (¥100–¥500)
	Cumulative shipment volume,
1977 to March 2019 
3,566.30 million units• Kuttsukundesu series (magnets)
	Cumulative shipment volume,
July 1994 to March 2019 
193.44 million units• HG / DG / HBG series (non-deformed figures)	Cumulative shipment volume,
September 1994 to March 2019 
297.27 million units• SD Gundam series (multicolored figures)	Cumulative shipment volume,
October 1997 to March 2019 
222.27 million units

Cards, Trading Cards• CARDDASS series
	Cumulative shipment volume,
1988 to March 2019 • JUMBO CARDDASS series
	Cumulative shipment volume,
1994 to March 2019 • CARDDASS MASTERS series
	Cumulative shipment volume,
April 1996 to March 2019 • DATA CARDDASS series
	Cumulative total card shipments,
March 2005 to March 2019 • Net CARDDASS series
	Cumulative total card shipments,
December 2008 to March 2019 

11,612.53 million units

415.23 million sets

1,741.24 million units• T-shirts
	Cumulative shipment volume,
1991 to March 2019 • Transformation suits
	Cumulative shipment volume,
1991 to March 2019 • Briefs	Cumulative shipment volume,
1992 to March 2019 • Handkerchiefs	Cumulative shipment volume,
1994 to March 2019 • Socks	Cumulative shipment volume,
1990 to March 2019 • Pajamas	Cumulative shipment volume,
1996 to March 2019 

38.92 million units

10.54 million units

115.63 million units

59.33 million units

83.44 million units

37.40 million units

Lifestyle (Sundries)• Children’s shampoo	Cumulative shipment volume,
1988 to March 2019 
87.58 million units• Children’s bathing salts
	Cumulative shipment volume,
1991 to March 2019 
70.01 million units• Bikkura Tamago bathing salts
	Cumulative shipment volume,
March 2002 to March 2019 
105.98 million units• Children’s toothbrushes
	Cumulative shipment volume,
1994 to March 2019 
79.41 million units• Children’s sticking plasters	Cumulative shipment volume,
1993 to March 2019 
46.57 million units• The Rose of Versailles Liquid Eyeliner series(including overseas)	Cumulative shipment volume,
September 2007 to March 2019 
6.29 million units

Overseas
2,474.75 million units

239.31 million units• SAINT CLOTH MYTH series
	Cumulative shipment volume,
October 2003 to March 2019 • Gundam action figures
	Cumulative shipment volume,
January 2000 to March 2019 • Gundam plastic model kits	Cumulative shipment volume,
January 2000 to March 2019 • Web service “GUNDAM.INFO”
	Visual product viewing results,
March 2011 to March 2019 

8.45 million units

14.44 million units

67.20 million units

1,197.58 million views

05

1

BANDAI NAMCO Group Outline

PRODUCTS / SERVICE DATA
MegaHouse Corporation

BANDAI NAMCO Entertainment Inc.

• Othello series
	Cumulative shipment volume,
1973 to March 2019 • Rubik’s Cube series
	Cumulative shipment volume,
1980 to March 2019 • Slime series
	Cumulative shipment volume,
1978 to March 2019 

25.18 million units

13.37 million units

15.08 million units

CCP Co., Ltd.

• G/W DRIVE series (radio control cars)
	Cumulative shipment volume,
July 2007 to March 2019 • SWEEPLUS vacuum cleaner series
	Cumulative shipment volume,
August 2011 to March 2019 

1.25 million units

1.60 million units

Sun-Star Stationery Co., Ltd.

• Nurie (coloring book) series
	Cumulative shipment volume,
July 2009 to March 2019 • STICKYLE (stick-type stationery) series
	Cumulative shipment volume,
November 2010 to March 2019 

69.51 million units

9.27 million units[ Network Entertainment Unit ]• Sales by major category(¥ billion)
FY2018.3

FY2019.3

Network content

199.6

211.1

Home video games

98.4

102.1

• Number of network content titles in Japan(As of the end of March 2019)
SNS 
Game apps (Google Play) Game apps (App Store) 

6 titles
75 titles
75 titles

 ajor home video games titles: Cumulative total number ofMshipments by series (including PC versions)• TEKKEN series
	Cumulative total number of shipments,
March 1995 to March 2019 
48.39 million units• DARK SOULS series
	Cumulative total number of shipments,
September 2011 to March 2019 
22.19 million units* Total for overseas sales for which BANDAI NAMCO Entertainment Inc. was theoriginal seller (excluding domestic sales by FromSoftware, Inc., )• Tales of series
	Cumulative total number of shipments,
December 1995 to March 2019 • Super Robot Wars series
	Cumulative total number of shipments,
April 1991 to March 2019 • Ultimate Ninja Storm series
	Cumulative total number of shipments,
January 2009 to March 2019 

21.60 million units

18.77 million units

13.95 million units

Major network content titles: Cumulative total number ofdownloads• ONE PIECE Treasure Cruise	Cumulative total number of downloads,
May 2014 to March 2019 
100.00 million downloads• DRAGON BALL Z DOKKAN BATTLE	Cumulative total number of downloads,
January 2015 to March 2019 
250.00 million downloads• THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE	Cumulative total number of downloads,
September 2015 to March 2019 
23.00 million downloads• NARUTO X BORUTO NINJA VOLTAGE
	Cumulative total number of downloads,
November 2017 to March 2019 
15.00 million downloads• DRAGON BALL LEGENDS	Cumulative total number of downloads,
May 2018 to March 2019 
20.00 million downloads
BANDAI NAMCO Rights Marketing Inc.

•C umulative number of fee-based viewings for on-demanddelivery of animations(Total for TVOD and SVOD, excluding free distribution)
	Cumulative total,
October 2002 to March 2019 
464,445,546 viewings•N umber of animation productions available for on-demanddelivery	Number of productions delivered as ofMarch 31, 2019 
4,373 productions (67,412 episodes)

06[ Real Entertainment Unit ]• Sales by category(¥ billion)
FY2018.3

FY2019.3

Amusement machines

28.2

35.6

Amusement facilities

64.2

66.8

Amusement Facilities• Number of facilities at end of FY2019.3
Directly
managed facilities

Revenue-sharing
facilities*

Other

Japan

259

567

9

Overseas

33

906

0

Total

292

1,473

9

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

• Existing-store sales (YoY)Japan

FY2017.3

FY2018.3

FY2019.3

105.9%

102.1%

98.1%

Hanayashiki Co., Ltd.

• Number of customers entering
Asakusa Hanayashiki in FY2019.3 

570,000 customers[ Visual and Music Production Unit /IP Creation Unit ]• Sales by category(¥ billion)
FY2018.3

FY2019.3

Packaged products

16.4

17.0

Productions, license, distribution,
events, etc.

39.6

50.9

Total

56.0

67.9

[ Visual and Music Production Unit ]BANDAI NAMCO Arts Inc.

Cumulative total sales of visual packaged products• Mobile Suit Gundam series (video / LD / UMD / DVD / BD)	Cumulative shipment volume,
December 1987 to March 2019 
20.66 million units• Ultraman series (video / LD / DVD / BD)	Cumulative shipment volume,
8.33 million units
January 1988 to March 2019 • FY2019.3 visual packaged products overall (UMD, DVD, BD)	Cumulative number of shipments from
April 2018 to March 2019 
1.94 million units
Number of copyrighted products and total number of hours(As of March 31, 2019)• Number of copyrighted products 
1,063 products• Total number of hours 
4,096 hours
Total number of musical works (As of the end of March 2019)• Number of works with master license
recordings Approx. 43,000• Number of works published 
Approx. 23,000
Note: F rom FY2017.3, number of works managed in-house (excluding works
managed jointly and works not recorded on CD)[ IP Creation Unit ]SUNRISE INC. / BANDAI NAMCO Pictures INC.

Number of copyrighted products and total number of hours(As of March 31, 2019)• Number of copyrighted products 
331 products• Total number of hours 
2,697 hours

07

2

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 HISTORY

1950s

1950s

July

June

1950 • Bandaiya was founded in the Kikuyabashi sectionof Asakusa in Taito-ku, Tokyo (President: Naoharu
Yamashina). Paid-in capital was ¥1 million. The company
conducted sales of celluloid toys as well as metallic
toys (passenger cars), rubber swimming rings, etc.
September		• First original BANDAI product was launched:
Rhythm Ball.

1955 • Nakamura Manufacturing Ltd. established in
Ikegami, Ota-ku, Tokyo Prefecture (President:
Masaya Nakamura). Capital: ¥300,000. Started in
the amusement business with the installation of
two children’s mechanical horse rides on therooftop of a department store in Yokohama.

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

1953 • Accompanying the expansion of export operations,shipment and warehouse facilities were newly
established in Komagata, Asakusa, Taito-ku.
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.
		 • Transport division (predecessor of BANDAI LOGIPAL
INC.) was established.
1955 • Waraku Works (predecessor of BANDAI
Manufacturing) was established.
June		• Office building newly constructed in Komagata
2-chome, Asakusa, Taito-ku.
		 • The BC logo was created by combining the first
letters in BANDAI Company.
November		• A product guarantee system—an industry first—
was launched in conjunction with the Toyopet Crown(1956 version) model car.

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

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

January

Toyopet Crown

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

Roadway Ride

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

1965 • Established 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 • Established main production facility in Ota-ku,
Tokyo. Expanded activities of Development andProduction departments.
		 • Began to use Nakamura Manufacturing brand mark.

July

July

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

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

08

1967 • Opened Osaka office in Namba, Osaka.

BANDAI’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

January

1964 • Remote control 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©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.

November©BANDAI NAMCOEntertainment Inc.

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

Astroboy

July

October

Racer

President Lincoln robot

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

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

F-1 driving simulation game machine©BANDAI NAMCO Entertainment Inc.

1970s
September1970 • 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.

Gee-Bee

Galaxian©BANDAI NAMCOEntertainment Inc.

09

2

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 HISTORY

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

1980s

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

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.
August1976 • Jumbo 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
publishing industry.
November 		 • Established 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.
		 • Launch of Mogura-Tataki Game, which becamea major hit in the following year, 1978, and wasincluded in Nikkei’s list of hit products.

Mogura-Tataki Game

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

1980s
May

1980 • Makoto Yamashina was appointed President andRepresentative Director, and Naoharu Yamashina
was appointed Chairman.
July		• Gundam plastic models
launched, starting amajor boom.
		 • Tonka Japan changed
its company name to
Mameet.
November 		 • Celent established.

Gundam RX-78 plastic model©創通・サンライズ

101980 • Introduced PAC-MAN.
Became a major hit inJapan and overseas.
		 • Namco sponsored theMicro Mouse national
tournament, which wasparticipated in by amateurrobot enthusiasts.

©BANDAI NAMCO Entertainment Inc.

		 • Introduced the Nyamco
maze-solving robot.
1981 • Introduced the Mappy
maze-solving robot.
		 • Established IP Rights
Department. Began fullscale initiatives to protect
in-house copyrights.

Nyamco©BANDAI NAMCO Entertainment Inc.

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

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

Xevious©BANDAI NAMCOEntertainment Inc.

Galaxian©BANDAI NAMCO Entertainment Inc.

1985 • New headquarters
building completed in Ota-ku, Tokyo.
		 • Developed Talking Aid, a mobile communication
device.
1986 • Capital participation in Italian Tomato Ltd.
		 • Established 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.

BANDAI’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

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.

January

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.
May

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.
January

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.

Winning Run©BANDAI NAMCO Entertainment Inc.

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

1990s
1990 • 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 andThe Tower of Druaga, large-scale amusement
facilities based on the hyper-entertainment concept.
		 • Developed the Cosmo Gangs action game machine.
September1991 • 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.

11

2

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 HISTORY

April

February

1988 • Media Department established. Made full-scale
entry to the visual products business.
July		
• Sales of CARDDASS started.
August• BANDAI listed on the first section of the Tokyo Stock
Exchange.
		 • Cooperated in the production of the musical The
Forest is Alive/Twelve Months of Nina.
January
1989 • Completed head office building in Komagata, Taito-ku.
October		• Advanced 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.

Namco Wonder Eggs

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

1990s
January

1990 • Name of Shinsei Manufacturing was changed to
Yutaka Co., Ltd.
August		• Bandai Transport registered on the over-the-countermarket (currently, JASDAQ).
		• Sally the Witch Spikatact surpassed 1 million units.
February

1991 • Bandai (Taiwan) Co., Ltd., established as local
company in Taiwan.
April		
• Chara-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.
September1992 • Name of Bandai Transport was changed to
BANDAI LOGIPAL INC.
October		• BANDAI’s visual products business transferred to
BANDAI VISUAL CO., LTD.
1993

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

Sailor Moon series©バードスタジオ／集英社・フジテレビ・東映アニメーション• Products related to Power Rangers became major
hits in the U.S.

1993 • Established NAMCO OPERATIONS EUROPE LTD.
in the U.K.
		 • Opened Namco Wonder City Tsurumi, a comprehensive
amusement facility in Tsurumi-ku, Yokohama, with
Namco acting as developer for the first time.
		 • Introduced Ridge Racer,a racing game machine
including System 22,a real-time, 3D CG
system board.
		 • Acquired Aladdin’sCastle, Inc., the largest
amusement facility
operator in the U.S.
Ridge Racer		 • Established 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.
		 • Opened Yokohama Creative Center, a developmentbase, in Kanagawa-ku, Yokohama City.
		 • Established 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©バードスタジオ／集英社・フジテレビ・東映アニメーション

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.

12

BANDAI’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

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.
		 • W onderSwan, a new mobile game machine, launched.
		 • Start of service for Dokodemo Aso Vegas, the firstcontent for NTT DOCOMO’s i-mode.
July		• Gundam plastic models surpassed cumulative total
sales of 300 million units.
September		• DIGIMON ADVENTURE became an animation.
		 • HANA-BI, in which BANDAI VISUAL participated in
production, won the Golden Lion award at the 54th
Venice International Film Festival.
October		• Concluded agreement with Mattel, of the U.S., regarding
joint business development (contract covering theJapanese market canceled in December 2003).
November		• Primo Puel talking stuffed toys launched.

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.

13

2

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 HISTORY

2000s

December

March

2000 • HAPPINET CORPORATION listed on the first sectionof the Tokyo Stock Exchange.
		 • BANDAI KOREA CO., LTD., established in South Korea.
		 • Content for i-mode became popular and surpassed
1 million paid subscribers.
April		• Network Department established.
		 • Character Research Institute established.
June		
• Invested in Sotsu Agency (currently, SOTSU CO., LTD.).
September		• Network Department spun off from BANDAI toestablish BANDAI NETWORKS CO., LTD.
October		• BANPRESTO CO., LTD., listed on the second sectionof the Tokyo Stock Exchange.
		 • Capital tie-up with Seika Note Co., Ltd.
March
July

2001 • BHK TRADING LTD. established.
• Cumulative total sales of Gashapon HG series
surpass 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 		 • BANDAI VISUAL listed
on JASDAQ.
Hyper Hybrid Model MS-06F
Zaku II©創通・サンライズ

March2002 • BANDAI CHANNEL CO.,LTD., established as an on-demand online
distribution company.
July		• Capital 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.
		 • Opened the Chi-Kou-Raku Internet facility in Nagoya(closed in 2011).
		 • Launched MotoGP for the PlayStation 2.
February

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

14

2003 • Established NAMCO TALES STUDIO LTD., a home
video game development company.
		 • Simultaneously launched versions of the Soulcalibur 2
home video game for three different platforms.
July		
• Introduced Big Sweet Land, a large-size prize gamethat could be played by up to six players at once.

BANDAI’S HISTORY

NAMCO’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, in which BANDAI VISUAL participated in
production, 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.

AugustMarch
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
over 9 days.
		 • Cumulative total shipments of Zatchbell The Card
Battle surpassed 300 million units.

2003 • Launched Tales of Symphonia for the Nintendo
GameCube.
November 		 • Opened Jiyugaoka Sweets Forest in Meguro-ku, Tokyo.
December		• Introduced Dragon Chronicle, a multi-player fighting
video game machine.
February
2004 • Opened Naniwa Gyoza Stadium in Umeda, Osaka.
March		• Launched Katamari Damashii for the PlayStation 2.

Katamari Damashii©BANDAI NAMCO Entertainment Inc.

		 • 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.

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

15

2

BANDAI NAMCO Group’s History

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

BANDAI NAMCO GROUP’S HISTORY
From May 2005
May

2005 • The management integration of BANDAI and
NAMCO was announced.
September		• Establishment 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		• With its 10th installment of for-sale DVDs in theseries, cumulative shipment
volume of Mobile Suit
Gundam SEED DESTINY
surpassed one million units.
December		• Through 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 • DATA CARDDASS, a new card
machine, became hugely
popular.
January		• North American operations werereorganized. The name of
Namco Holding was changed to
NAMCO BANDAI Holdings (USA),
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		• BANDAI VISUAL was listed on
the first section of the Tokyo Stock Exchange.
March		• The BANDAI Hobby Center, a production base forplastic models, was opened in Shizuoka Prefecture.
		 • Cumulative worldwide sales of the Tamagotchi Plus
series surpassed 20 million units.
		 • The facility operation business was given to are-merged NAMCO.
		 • NAMCO 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		• Music company Lantis Co., Ltd., joined the Group.
		 • NAMCO BANDAI Will Inc. was certified as a special
subsidiary as stipulated by Japan’s Law for
Employment, Promotion, etc., of the Disabled.
June		• NAMCO BANDAI Holdings made BANPRESTO
a wholly owned subsidiary.
September		• Opened NAMCO Wonder Park Hero’s Base, a largescale facility combining amusement and character
merchandising, in Kawasaki City, Kanagawa
Prefecture.
		 • BANDAI made CCP Co., Ltd., a subsidiary.
November		• Introduced Mobile Suit Gundam Senjo no Kizuna,
an amusement machine that was developed
through a collaborative effort by NAMCO BANDAI
Games and BANPRESTO.

16

January

2007 • In Europe, NAMCO Holdings UK LTD. wasestablished as a regional holding company andthe operating companies were reorganized.
March		• NAMCO BANDAI Holdings entered a capitaland business alliance with TOEI COMPANY, LTD.,TOEI ANIMATION CO., LTD., and KADOKAWAGROUP HOLDINGS INC.
April		 • BANDAI started operation of Omocha-no-Machi
Bandai Museum, in Tochigi Prefecture.
May• BANDAI, the Ishimori Group, and ITOCHU Corporation entered a capital and business tie-up.
		 • NAMCO BANDAI Holdings acquired part of theshares of Fujiya Co., Ltd.
August		• The movie GLORY TO THE FILMMAKER!, which wasco-produced by BANDAI VISUAL, won the Glory
to the Filmmaker Award at the 64th Venice
International Film Festival.
November		• The 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		• Global 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.
		 • The administrative functions of major companies in
the Group were consolidated into NAMCO BANDAI
Holdings.
		 • Opened 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		• Launched the Battle Spirits card game.
October		• Cumulative sales of BD / DVD software CODE GEASS:
Lelouch of the Rebellion series surpassed
1 million units.
November		• BEN10 character toys were hit products in markets
worldwide.

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.
		 • BANDAI NAMCO Group announced the Mobile Suit
Gundam 30th Anniversary Project.
		 • 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, installeda full-size, 18-meter-high Gundam statue in
Shiokaze Park, Tokyo.

©創通・サンライズ• NAMCO BANDAI Partners S.A.S. was made a wholly
owned subsidiary.
October		
•N
 AMCO 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.
		 • G undam Café, the first official Gundam cafe, 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 a 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.

KAMEN RIDER Fourze DX Fourze Driver©2011 石森プロ・テレビ朝日・ADK・東映

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

©SUNRISE/T&BPARTNERS

April

2012 • The Mid-term Plan, which includes the visionof “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©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.

17

2

BANDAI NAMCO Group’s History

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

BANDAI NAMCO GROUP’S HISTORY
July
2013 • J-WORLD TOKYO was opened in Ikebukuro, Tokyo.
		 • NAMJATOWN was reopened in Ikebukuro, Tokyo.

©BANDAI NAMCO Amusement Inc.

August		• For its 160th anniversary, Asakusa Hanayashiki
implemented a commemorative year plan.
October		• BANDAI made Sun-Star Stationery a subsidiary.
2013 • Visual and Music Content: Love Live! School idol
project became popular.

2015 • Name of BANDAI NAMCO Games was changed to
BANDAI NAMCO Entertainment Inc.
		 • Division producing IP products for children andfamilies was separated from SUNRISE to establish
BANDAI NAMCO Pictures INC.
		 • BANDAI NAMCO Live Creative made Grand-SlamLtd. a subsidiary.
May		• PAC-MAN marked its 35th anniversary.
June• At BANDAI NAMCO Holdings, Shukuo Ishikawa
became Chairman and Representative Director and
Mitsuaki Taguchi became President andRepresentative Director.
August• Lantis made HIGHWAY STAR, Inc., a subsidiary.
• Start of distribution of IDOLiSH7 game app for
smartphones. Developed into a hit as original Group IP.
September		• BANDAI NAMCO Group reached the 10th
anniversary of its establishment.
		 • In one week after the start of online distribution,
THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT
STAGE game app for smartphones surpassed 4
million downloads.

©2013 プロジェクトラブライブ！

January

2014 • THE IDOLM@STER MOVIE, a theatrical release,became a hit.
• “ Possessions” (original title “Tsukumo”), which
was a part of the “Short Peace” film omnibus, wasnominated in the category of animated short film
for the 86th Academy Awards.
March		• The Mobile Suit Gundam 35th Anniversary Project wasannounced.
		 • NAMCO 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.
September		• Opened ANION STATION, an animation song facility.
October		• PT BANDAI NAMCO INDONESIA was establishedin Indonesia.
		 • Game apps for smartphones became popular inJapan. Start of full-sale network content businessinitiatives overseas, including Asia.
2014 • Yo-kai Watch related
products became hits.
Start of sales in Asia.

2015 • BANDAI NAMCO (SHANGHAI) CO., LTD., wasestablished in Shanghai, China.
April		
• Start of Mid-term Plan announcing “NEXT STAGE:
Empower, Gain Momentum, Accelerate Evolution.”		 • Names of major companies in Asia were changed tostandard format of “BANDAI NAMCO + region name.”©BANDAI NAMCO Entertainment Inc.

October		• BANDAI NAMCO INDIA PRIVATE LIMITED wasestablished.
November		• BANDAI 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 • Gundam plastic models, which reached their 35th
anniversary, expanded their popularity in Japan andother parts of Asia.
		 • TEKKEN and Tales of... series reached their 20th
anniversaries.
January

2016 • The headquarters functions of five Group
companies, including BANDAI NAMCO Holdings,
were relocated to Minato-ku, Tokyo, in stages.
February		• Cumulative sales of DRAGON BALL XENOVERSE
home video games surpassed 300 million units.

January

18©バードスタジオ／集英社・フジテレビ・東映アニメーション ©バードスタジオ／集英社©「2013ドラゴンボールZ」製作委員会 ©BANDAI NAMCO Entertainment Inc.

April2016 • 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,
on a limited-time basis.
May		• Cumulative worldwide sales of DARK SOULS III, ahome video game jointly
developed by BANDAI
NAMCO Entertainment
and FromSoftware, Inc.,surpassed 300 million
units.
October		• DRAGON BALL Z DOKKAN
BATTLE, a popularsmartphone game app,surpassed 100 million
downloads worldwide.
2016 • Tamagotchi and©バードスタジオ／集英社・
NAMJATOWN reachedフジテレビ・東映アニメーション©BANDAI NAMCO
their 20th anniversaries.
Entertainment Inc.
January

2017 • Masaya Nakamura, the founder of NAMCO, passed
away on January 22 at the age of 91.
March		
•S hukuo Ishikawa, Chairman and Representative
Director of NAMCO BANDAI 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.

December2017 • Establishment of regional headquarters BANDAI
NAMCO Holdings CHINA CO., LTD., in China.

February2018 • 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. Trade namewas 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 developed
and operated by BXD, was placed 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		 • Announcement of the Mobile Suit
Gundam 40th Anniversary Project.
		 • Establishment of the BANDAI NAMCO
Content Fund.
		 • LOGIPAL EXPRESS received theMinister’s Award from the Ministry©創通・サンライズ
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		• BXD Inc. established through joint investment
by BANDAI NAMCO Entertainment and Drecom
Co., Ltd.
		 • 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

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 thedisappearing company.
		 • Implementation of absorption-type merger with PLEX
Co., Ltd., as the surviving company and WiZ Co., Ltd.,as the disappearing 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.
2019 • Establishment of bases in Shanghai, China, by the
Toys and Hobby Business, the Real Entertainment
Business, and the IP Creation Business.

19

3

Related Market Data

TOYS AND HOBBYTOY MARKET (JAPAN)[Toy Market Scale](Unit: Millions of yen, manufacturer’s suggested retail price basis)
Major categories

FY2018.3

Games

FY2019.3

18,20917,782

Cards, trading cards

87,611

108,580

Jigsaw puzzles

9,851

10,071

7,374

7,162

74,30475,92850,23050,55062,036

70,847

24,99926,269169,548

172,992

51,63551,49398,326

96,766

132,720

138,324

Other

13,172

13,081

Total

800,015

839,845

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

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

Character products for boys
Toys for boys
Mini cars, railroad toys, RC toys, electric, others (racing, spring, metal toys, etc.)

Toys for girls
Dress-up (dolls, dollhouses), products for playing house, girls’ hobbies, character products for girls, girls’ collections, cuddly dolls,
others (including accessories, girls’ cosmetics)

Stuffed toys
Character stuffed toys, non-character stuffed toys

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

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

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

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

FY2018.3
Hobby products
16.6%

FY2019.3
Other Games
Cards, trading cards
1.5% 2.3%
11.0%
Jigsaw puzzles
1.2%

Other Games
1.7% 2.1%

Hobby products
16.5%

High-tech-related
trendy toys
0.9%
Sundries
12.3%

FY2018.3 Toy Market¥800,015 million

Seasonal products
6.5%

Character products
for boys
9.3%
Toys for boys
6.3%
Toys for girls
7.8%

Educational
21.2%

Sundries
11.5%

Stuffed toys
3.1%

Cards, trading cards
12.9%
Jigsaw puzzles
1.2%
High-tech-related
trendy toys
0.9%
Character products
for boys
FY2019.3 Toy Market
9.0%¥839,845 million

Seasonal products
6.1%

Toys for boys
6.0%
Toys for girls
8.4%

Educational
20.6%

Stuffed toys
3.1%

* 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.
* Excluding drugstore distribution* Hobby products include distribution of models
Source: Research by the Japan Toy Association

20

PLASTIC MODEL MARKET (JAPAN)

CAPSULE TOY MARKET (JAPAN)

PLASTIC MODEL OVERALL MARKET TRENDCAPSULE TOY MARKET TREND(¥ billion)(%)(¥ billion)

60

100

40

45

47.7

46.8

46.2

75

56.8

52.3

52.0

30

53.0

15

0

2015

2016

2017

2018

50

20

25

10

0

2019

0
(FY)

100

36.5

34.6

29.7

30
62.0

56.6

(FY)

35.0

34.3

47.6

44.2

(%)

75
60.0

59.2

58.0

57.5

50

25

2015

2016

2017

2018

0

2019

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

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

CHARACTER PLASTIC MODEL MARKET TRENDCARD PRODUCT MARKET SCALE TRENDCARD PRODUCT MARKET (JAPAN)(¥ billion)

30

29.1

29.7
91.1

91.3

29.3

28.0
87.0

26.5

83.0

(%)

(¥ billion)

(%)

100

80

100

75

60

86.0

64.0

59.3

57.0

58.2

20

47.5

50

40

25

20

0

0

50

10

25.0

25

20.0
6.9

5.9

0
(FY)

75

2015

2016

2017

2018

2019

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

(FY)

2015

2016

2017

2018

7.0
0

2019

Market scale (left)
BANDAI share (right)* Graph data about the overall market and market share does not include new types of card
machines from companies, such as DATA CARDDASS.
Fiscal years ended March 31

FIGURE MARKET (JAPAN)
FIGURE MARKET SCALE TREND

DIGITAL CARD MARKET SCALE TREND(¥ billion)(¥ billion)

40

40
31.6

32.0

32.0

31.9

(%)

100

36.0

32.5

32.2
73.0

30

30

32.2
68.0

30.7
67.0

67.4

75

27.2
62.0

20

20

50

10

10

25

0
(FY)

2014

2015

2016

2017

Source: Y ano Research Institute Ltd. Toy Industry 2019
* Domestic shipment value basis, forecasts as of December 20182018 (Forecast)

0
(FY)

2015

2016

2017

2018

2019

0

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

21

3

Related Market Data

TOYS AND HOBBYNETWORK ENTERTAINMENTCANDY TOY MARKET (JAPAN)GAME APP MARKET (JAPAN)

CANDY TOY MARKET TRENDGAME APP MARKET SCALE TREND(¥ billion)(%)(¥ billion)

40

100

1,200

33.2

32.4

32.4

30.9

30

1,166.0
1,058.0

29.6

75

928.3

900

969.0

715.4
51.3

20

44.0

45.3

37.7

10

0
(FY)

2015

2016

2017

2018

50

600

25

300

38.6

2019 (Forecast)

0

0

2014

(Year)

2015

2016

2017

2018

Source: “Famitsu Game White Paper 2019” (Gzbrain Inc.)* Prepared based on information as of April 2019Market scale (left)
BANDAI share (right)
Source: 2019 version of research from FUJI KEIZAI regarding food marketing (No. 1)
Fiscal years ended March 31

Game apps: Games provided for smartphones and tablets(Includes games for feature phones that operate on SNS platforms)

CHILDREN’S LIFESTYLE (SUNDRIES) MARKET (JAPAN)

TOP PUBLISHERS IN THE GLOBAL APP MARKETCHILDREN’S LIFESTYLE (SUNDRIES) MARKET TRENDTOP PUBLISHERS IN THE GLOBAL APP MARKET(¥ billion)

75
24.7

25.0

24.6

26.0

24.7

20

50
36.3

34.0

33.9

31.9

34.7

10

0

(FY)

Rank

(%)

30

25

2015

2016

2017

2018

0

2019

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

Name of publisher

Country1

Tencent

China

2

NetEaseChina

3

Activision Blizzard

U.S.

4

BANDAI NAMCO

Japan

5

Netmarble

South Korea

6

Sony

Japan

7

SupercellFinland

8

mixi

Japan

9

Playrix

Ireland

10

LINE

Japan

Source: App Annie
Total for iOS, Google Play / Prepared by App Annie based on 2018 revenue figures

BABIES’ / CHILDREN’S CLOTHING MARKET (JAPAN)
The BANDAI NAMCO Group’s Rank in the App Market

BABIES’ / CHILDREN’S CLOTHING MARKET TREND(¥ billion)

(%)

1,200

10.0

900

922.3

600

918.0

0

920.0

917.8

2016

2.6

2.4

2017

2018

2.3

2019 (Forecast)Market scale (left)
BANDAI share (right)
Source: Research by BANDAI (amounts are on a suggested retail price basis)
Fiscal years ended March 31

22

Ranking

YoY

No. 4

⬆

2017

No. 7

⬆

2016

No. 8

⬆

2015

No. 12⬇

2014

No. 10⬆

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

2.8

2015

7.5

5.0

4.4

300

(FY)

916.1

Year

2018

2.5

0

REAL ENTERTAINMENTHOME VIDEO GAME MARKET

AMUSEMENT MACHINE MARKET (JAPAN)

HOME VIDEO GAME MARKET SCALE TREND

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

200

500
446.4

400

403.8
35.3

54.7
360.1
39.2

300
226.4

200

100

0
(Year)

190.9

88.2

343.9
44.5

179.1

434.3

175.0
161.1

156.9

157.4

152.9

2015

2016

2017

2018

150

189.3

176.0

100

182.4

202.3
142.1

130.0

117.0

2014

2015

2016

170.0

2017

50

0

2018

(FY)

2013

2014

Hardware
Software
OnlineSource: “Famitsu Game White Paper 2019” (Gzbrain Inc.)* Prepared based on information as of April 2019

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

UNIT SALES SHARE BY MANUFACTURING (2018)

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

Microsoft
Japan
2.0%

(¥ billion)

Other
18.6%
Nintendo
36.0%

KONAMI
2.7%
Koei Tecmo
Games
2.9%

SQUARE
ENIX
5.3%

3,000

443.0

424.0

400

442.0

421.0

405.0

2,000

1,920
1,540

1,480

1,340

1,450

1,000

200

SEGA Games
2.9%
Sony Interactive
Entertainment
5.3%(10,000 people)

600

PokémonBANDAI NAMCO
7.0%
Entertainment
7.8%Collection period: January 1, 2018 to December 30, 2018
Source: “Famitsu Game White Paper 2019” (Gzbrain Inc.)* Company names are as of the collection date.

Capcom
9.5%

0(Year)

2013

2014

2015

2016

2017

0

Market scale (left)
Number of participants (right)
Source: Japan Productivity Center, Leisure White Paper 2018

TREND IN NUMBER OF NO. 8 FACILITIES(OPERATION OF GAME CENTERS, ETC.)(No. of facilities)

6,000

5,439
4,856

4,000

2,000

0
(Year)

4,542

2,345
2,026

3,094

2014

1,867

4,381

4,193

1,779

1,678

2,830

2,675

2,602

2,515

2015

2016

2017

2018

Full-timePart-time
Source: National Police Agency, Community Safety Bureau, Safety Division23

3

Related Market Data

VISUAL AND MUSIC PRODUCTION

IP CREATIONVISUAL SOFTWARE MARKET (JAPAN)

ANIMATION MARKET (JAPAN)

VISUAL SOFTWARE MARKET SCALE TRENDANIMATION MARKET SCALE TREND(¥ billion)(¥ billion)

600
500.4

513.6

525.8

61.4

96.1

125.6

562.8

250

244.4

521.3

400
194.1

183.1

2.6

154.2

165.9

200.7

200

228.7

223.4

217.1

204.4

186.3

184.6

210.6

9.1
1.2

2014

2015

2016

Rental market

2017

2018

Paid online video distribution market

Source: 2018 survey of video software market scale and user trends from the Japan Video
Software Association, the Digital Entertainment Group Japan, and the Institute for
the Arts

1.6

26.6

1,461.1

1,485.1

1,523.7

1,497.2

14.5

22.6

23.1

2013

2014

2015

2016

2017

0
(Year)

2013

2014

2015

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

NUMBER OF TV ANIMATION TITLES(¥ billion)(No. of titles)

318.6

344.8

332.4

310.1

322

300

274.9

200

200
186.4

182.6

177.7

157.6

173.9

2017
Music

341

356

340

266

230

90

110

2016

2017

271

232

233

193

100

100

2014

2015

2016

2017

2018

Live entertainment market
Audio record production value* Live entertainment market information is for full members of the All Japan Concert & LiveEntertainment Promoters Conference.
Sources: Recording Industry Association of Japan, All Japan Concert & Live Entertainment
Promoters Conference

24

2016

Merchandising
Other

400

400

0

68.9

65.7

60.5

61.7

67.4

AUDIO RECORD PRODUCTION VALUE AND
LIVE ENTERTAINMENT MARKET SCALE TREND(Year)

29.3

50

Source: Prepared by Media Development Research Institute Inc. based on Information MediaWhite Paper 2019 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

300

11.7

12.5

25.2

24.8

500

0

13.6
12.0

11.0

15.5
16.1

1,000

(Year)

25.8

10.2

100

1,551.5

34.5

3.3
30.4

2,000

1,500

3.6

8.5

MUSIC-RELATED MARKET SCALE TREND(¥ billion)

3.3

34.9

3.0

26.5

アニメ業界市場規模の推移（億円）

45.9

19.5

3.1

MUSIC CONTENT MARKET (JAPAN)

13.9

14.2

16.9

150

52.4

2.6
10.8

11.6

Sales market

13.3
11.1

200

(Year)

3.1
13.4

18.4
210.3

0

14.2

229.6

198.0

151.0

0
(Year)

78

90

108

2013

2014

2015

Titles continued from the previous year
Newly released titles
Source: “Animation Industry Report 2018,” The Association of Japanese Animations

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