BANDAI NAMCO Group
Information Meeting
Fiscal Year Ending March 2021
1st Half Result Presentation

FY2021.3 1st Half Results

1st Half Resultsbillion yen
FY 2020.3
1st HalfResults

FY 2021.3
1st Half Forecast(as of Aug. 2020)

FY 2021.3
1st Half Results

Vs. previous
year’s results

Vs. previousforecast

Net Sales

349.3

315.0

337.1

-12.2

+22.1

Operating Profit

47.9

30.0

45.9

-2.0

+15.9

Recurring Profit

48.7

30.5

47.1

-1.6

+16.6

Profit Attributable toOwners of Parent

34.6

20.0

31.7

-2.9+11.7

Capital Investments

13.311.0

10.6-2.7-0.4

Depreciation

9.7

10.0

9.7

±0-0.3

Game content
R&D investments

37.5

Advertising Expenses

20.0

19.0

14.7

-5.3

-4.3

Personnel Expenses

30.9

29.0

32.6

+1.7+3.6

Overview by Business Segment

1st Half Results by Business Segment
Toys and Hobby
NetworkEntertainment
RealEntertainment
Visual and Music
Production
IP Creation
OtherElimination andCorporateConsolidated

FY 2020.3
1st Half
Results

FY 2021.3
1st Half
Forecast(as of Aug. 2020)

FY 2021.3
1st HalfResults

Vs. previous
year’s results

Vs. previous
forecast

Segment sales

128.0120.0128.8+0.8+8.8

Segment profit

17.6

13.0

18.8

+1.2

+5.8

Segment sales

153.0

160.0

170.2

+17.2

+10.2

Segment profit

24.9

28.0

34.7+9.8+6.7

Segment sales

46.8

25.0

24.3

-22.5

-0.7

Segment profit

1.5-9.0

-8.0

-9.5

+1.0

Segment sales

20.7

10.0

11.0

-9.7

+1.0

Segment profit

3.8

00.8

-3.0

+0.8

Segment sales

7.8

10.0

9.5

+1.7

-0.5

Segment profit

2.2

1.0

1.9-0.3+0.9

Segment sales

15.3

14.0

15.7

+0.4

+1.7

Segment profit

0.9

0.5

0.6

-0.3+0.1

Segment sales

-22.5

-24.0

-22.6

-0.1

+1.4

Segment profit

-3.1

-3.5

-2.9

+0.2

+0.6

Net sales

349.3

315.0

337.1

-12.2

+22.1

Operating profit

47.9

30.0

45.9

-2.0

+15.9

billion yen

1st Half Overview by Business Segment
Toys and Hobby
Favorable performance of products for the mature fan base due to rapid measures to address digital transformation
Popularity of new IP products, such as Demon Slayer: Kimetsu no Yaiba, and toy-related products
Products sold at amusement facilities and products linked to TV programs were affected by COVID-19→Overall, the Toys and Hobby business set a new record-high for first-half results

Network Entertainment
Network Content:
DRAGON BALL Z DOKKAN BATTLE did well overseas throughout the period due to anniversary events, etc.
Mainstay titles, including DRAGON BALL Legends and THE IDOLM@STER series, recorded favorable results
Home Video Games:
The new Captain Tsubasa: Rise of New Champions got off to a solid start
Repeat titles continued to record favorable results due to strong digital demand
Increase in full package download sales ratio1st Half Overview by Business Segment
Real Entertainment
The closure of amusement facilities due to COVID-19 affected both amusement facility operations and amusement machine sales
In September, sales at existing facilities in Japan were down 21.7% year on year (Down 47.2% year on year in the first half)
Rapidly advancing measures aiming to build a corporate constitution that can generate earnings even in a challenging
operating environment

Visual and Music Production
Packaged products: Rolling out music packaged products for established IP, such as the Love Live! series
and THE IDOLM@STER seriesLive events: Number of times events were held in the first half: 67 times (same period of the previous year: 397 times)
Implementing initiatives to address changes in the operating environment,such as streaming of events without customers in attendance at the physical venue

IP Creation
In the first half, we produced visual products scheduled for future launch and worked to create buzz about IP
The effect of COVID-19 on first-half results was limited
SOTSU CO., LTD., joined the Unit from this fiscal year

Full-Year Forecast
Variable factors in businesses• Influence of COVID-19 on each business• Dramatic changes in market environments and consumer preferences• Trends in the busy Christmas and New Year selling season
in the Toys and Hobby business• Progress with development/sales schedules for home video games

The initial plan will not be revised at this point
It will be carefully reviewed in the future
FY 2020.3
Results

FY 2021.3
Previous Forecast

Vs. Previous
Year’s Results

Net sales

723.9

650.0

-73.9

Operating profit

78.7

50.0

-28.7

billion yen

Topics for Each BusinessTopics for Each Business
Toys and Hobby▸In addition to established IP products, expanding our lineup of products foryounger customers▸Strengthening initiatives on in-house and external e-commerce sites
in Japan and overseas▸Expanding promotion of on-line events▸Implementing new initiatives
for Gundam plastic models

Network Entertainment▸From this period, moving toward an organizational
system in which management activities are centeredon IP▸Aiming to launch high-quality titles

Topics for Each Business
Real Entertainment▸Highest priority is “building a corporate constitution that cangenerate earnings even in a challenging operating environment”▸Promoting links between Group know-how and assets
Example: Opening new capsule toy store facilities⇒ This facility has 2,200 capsule toy vendingmachines, making it one of Japan's largest
capsule toy facilities

Visual and Music Production▸Strengthening initiatives in the new live event business▸Successive launches of new animations

Topics for Each Business
IP Creation▸Starting roll-outs of new animations and new IP
Love Live! Nijigasaki High School Idol Club
Saikyo Kamizmode!
Aikatsu Planet!

GUNDAM FACTORY YOKOHAMA▸Opening in December▸18-meter life-sized moving GundamMid-term Vision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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BANDAI NAMCO Group
Information MeetingFiscal Year Ending March 2021
1st Half Result Presentation