Sega Sammy Holdings FY2026 Earnings Release
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Fiscal Year Ended March 2026
Results Presentation
May 12,2026
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-2-
01
FY2026/3 Full-year Results/
FY2027/3 Forecast
(B illion yen) FY2025/3 FY2026/3FY2027/3
Full-year
Results
Full-year
Results
Full-year
Forecast
Sales 428.9 487.5510.0
Operating Income 48.147.144.5
Ordinary Income 53.154.247.5
Extraordinary income 10.0 0.80.0
Extraordinary losses 8.358.8 1.0
Profit or loss attributable to
owners of parent 45.0 -5.7 32.5
Indicators in the Medium-Term Plan
Adjusted EBITDA
62.216.664.0
R OE 12.2% -1.6% 8.9%
FY2026/3 Results
-3-
FY2027/3 Forecast
*1CS=Consumer Area
Sales increased and profits decreased compared to
FY2025/3
• Full Game sales, new F2P titles and Rovio’s performance were
soft (CS
*1)
• Sales of mainstay pachislot titles were strong (Pachislot&
Pachinko)
• Sales increased and operating loss widened due to the
consolidation of two acquired companies (Gaming)
Resulted in a n et loss due to the recognition of
impairment losses on Rovio and Stakelogic
Plan for an increase in sales and a decrease in
profits compared to FY2026/3
•Sales of new titles are expected to increase in Full Game
(CS)
• Continue to strengthen Transmedia expansion (CS)
• Profits decline due to decrease in mainstay titles and rising
costs etc. (Pachislot & Pachinko)
• Loss widens due to upfront investments aimed at
establishing a foundation for future growth (Gaming)
Results Highlights (Consolidated)
*Adjusted EBITDA:Ordinaryincome+Interest expenses +Depreciation andamortization ±Adjustment items
Adjustment items:
Extraordinary incomeofbusiness, Extraordinary lossesofbusiness (impairment, titlewrite -down, etc.),
Profit attributable tonon- controlling interests,Goodwill, trademark rightamortization, etc.associated withM&A
-4-
Q4 Topics
GAN
Under the Purchase Price Allocation (PPA), the purchase price was allocated to
identifiable assets, and the residual amount was recognized as goodwill
• Goodwill: 14.5 billion yen
• Other Intangible Assets (trademark rights): 0.9 billion yen
• Other Intangible Assets (tech- related): 2.6 billion yen
• Other Intangible Assets (customer -related): 0.9 billion yen
Stakelogic
Following a further review of the business plan, extraordinary losses was recorded in
FY2026/3, including approx. 0.7 billion yen as an impairment loss associated with the
downsizing of operations in the Netherlands and approx. 18.0 billion yen as a full
impairment loss on goodwill, etc.
*Amounts represent balances as of the end of FY2026/3
(B illion yen) FY2025/3 FY2026/3 FY2027/3
Full-year
Results
Full-year
Results
Full-year
Forecast
Sales 428.9 487.5 510.0
E nte rta i nme nt C o nte nts 321.5 326.6 357.0
Pachislot & Pachinko Machines 97.1132.0 115.5
Ga mi ng 5.425.3 34.5
Other / Eli mi nati on 4.93.6 3.0
Operating Income 48.147.1 44.5
E nte rta i nme nt C o nte nts 40.832.4 42.5
Pachislot & Pachinko Machines 20.032.1 24.0
Ga mi ng -0.7-7.2-10.0
Other / Eli mi nati on -12.0 -10.2 -12.0
Adjusted EBITDA 62.216.6 64.0
E nte rta i nme nt C o nte nts 48.113.3 52.5
Pachislot & Pachinko Machines 24.233.7 27.5
Ga mi ng 1.0-18.4 -4.0
Other / Eli mi nati on -11.1-12.0 -12.0
-5-
(Reference) Per Segments Results
*See P.12 for details about each segment
-0.0
54.2
+2.6
+9.1
-58.8
16.6
+8.6
+0.8
65.9
-6-
(Reference) EBITDA Adjustment Items (FY2026/3 Results)
FY2026/3
Ordinary income FY2026/3
Adjusted EBITDA Interest
expenses Depreciation and amortization Extraordinarylosses of
business Profit
attributable
to noncontrolling interests Goodwill,
trademark right amortization,
etc. associated with M&A Extraordinary
income ofbusiness FY2026/3 EBITDA
(Billion yen)
Adjustment Items
FY2026 Results
R&D/ Content production expenses, Advertising
expenses:
• Increased compared to FY2025/3 due to more
launches of new titles in Full Game and F2P (CS)
• Increased compared to FY2025/3 due to the
impact of acquisitions (Gaming)
Various Expenses, etc.
-7-
FY2027/3 Forecast
R&D expenses:
• Reactionary decline from title write-downs in
the previous fiscal year (Entertainment)
• Increase due to the extension of GAN’s
consolidation period (from 9 to 12 months)
(Gaming)
Advertising expenses:
• Increase due to the extension of GAN’s
consolidation period (from 9 to 12 months)
(Gaming)
Depreciation expenses
• Increase due to change in accounting treatment
for lease assets in gaming machine sales
(Gaming)
*The expenses for“other/elimination” areincluded in“Data Appendix (FY2026/ 3)”
*Recognition criteriaofR&D andContent Production Expensesbybusiness segments
• Entertainment ContentsBusiness (FullGame (CS)):Expenses arecapitalized asinventory assetsorintangible assetsduringdevelopment andbooked asexpenses afterlaunch. 25%willbeamortized infirst month and
the rest willbeamortized overaperiod of23 months usingthestraight -line method (Totalamortization periodis24 months)
• Entertainment ContentsBusiness (F2P (CS)): Expenses arecapitalized asintangible assetsduringdevelopment andbooked asexpenses afterlaunch. Expenses areamortized overaperiod of24 or36 months usingthestraight -line method
• Entertainment ContentsBusiness(AM) :Expenses arecapitalized asinventory assetsduringdevelopment andbooked asexpenses afterlaunch. 30%willbeamortized infirst 2months with15% permonth,
and therest willbeamortized 7% per 10months usingthestraight -line method (Totalamortization periodis12 months)
• Pachislot &Pachinko Machines Business:Expenses aren’tcapitalized butare recognized asthey arise (outsourced processexpenses arerecognized whenworkisinspected)
FY2025/3 FY2026/3 FY2027/3
Full-year
Results
Full-year
Results
Full-year
Forecast
R&D / Content production 68.978.475.3
Advertising 27.030.832.2
Depreciation 4.64.54.4
Cap-ex 7.67.65.8
R&D / Content production 13.515.314.7
Advertising 3.43.44.2
Depreciation 2.72.82.7
Cap-ex 4.95.45.0
R&D / Content production 0.95.15.8
Advertising 0.12.94.5
Depreciation -0.7 2.4
Cap-ex 2.11.93.0
R&D / Content production 83.398.895.9
Advertising 31.638.242.4
Depreciation 8.49.110.6
Cap-ex 15.9 16.515.0
Consolidated
total
Entertainment
Contents
Pac his lot &
Pac hinko
G a mi ng
(B illion yen)
Account As of the endof Mar. 2025 As of the endof Mar. 2026 Increase
/Decrease Account As of the end of Mar. 2025 As of the endof Mar. 2026 Increase
/Decrease
Cash and Deposits 200.3153.3 -47.0Ac c ounts Pay able 23.517.4 -6.1
Ac c ounts Rec eivable 52.667.5+14.9Short Term Borrowings 7.57.5 –
Sec urities –
0.5+0.5Other 63.184.2+21.1
Inventories 93.6110.9 +17.3
T otal Current Liabilities 94.1109.1 +15.0
Other 42.242.5 +0.3Corporate Bonds 10.010.0 –
Total Current Assets 388.7374.7 -14.0 Long Term Borrowings 132.0124.5 -7.5
Tangible Fixed Assets 48.951.0 +2.1Other 26.928.7 +1.8
Intangible Fixed Assets 91.280.1-11.1
Total Noncurrent Liabilities 168.9163.2 -5.7
Goodwill (inc luded in Intangible Fix ed As s ets ) 30.1 14.5-15.6 T otal Liabilities 263.1272.4 +9.3
Trademark right (s ame as above) 44.8 45.3 +0.5Shareholders’ Equity 359.7311.0 -48.7
Investment Sec urities 51.153.3 +2.2 Total ac c umulated other c omprehensive inc ome 21.343.5+22.2
Other 64.868.2 +3.4Non-c ontrolling interests 0.00.0+0.0
Total Noncurrent Assets 256.0252.6 -3.4Total Net Assets 381.6354.9 -26.7
Total Assets 644.7627.3 -17.4Total Liabilities and Net Assets 644.7627.3 -17.4
【Liabilitie s and Ne t Asse ts】 ( Billion yen) 【Asse ts 】
Consolidated Balance Sheet Summary
-8-
Ma in reasons for increase/decrease
(Assets)
• Cash and deposits decreased due to the acquisition of GAN and
Stakelogic, the acquisition of treasury stocks, etc.
• Inventory assets associated with video game development
increased
(Noncurrent
assets) • While the consolidation of GAN and Stakelogic started, intangible
fixed assets decreased due to impairment of goodwill etc. on
Rovio and Stakelogic
(Net assets)
•Shareholder equity decreased due to the recording of a loss
attributable to owners of parent, the acquisition of treasury stocks,
and dividend payments, etc.
As of the end
of Mar. 2025 As of the endof Mar. 2026 Increase
/Decrease
Cash, deposits and c ash equivalents 198.8153.7 -45.1
Interest bearing debt 149.5142.0 -7.5
Net c ash 49.311.7-37.6
Equity ratio 59.1%56.5% -2.6p
(Reference) Consolidated B/S (Balance of Goodwill and Other Intangible Assets)
-9-
Balance of goodwill and
other intangible assets End of FY2025/3
End of Q3 2026/3
End of Q4 FY2026/3 Remaining
amortization period
Rovio Goodlwill
26.3
billion yen
( 181 million euro) –
––
Other intangible assets
(trademark rights) 44.8
billion yen
(308 million euro)
45.0 billion yen
(244 million euro)
44.3 billion yen
(241 million euro ) 20 years, 5 months
Other intangible assets
(tech
-related) 4.8 billion yen
(33 million euro)
4.5 billion yen
(24 million euro)
4.3 billion yen
(23 million euro) 7 years, 5 months
GAN Goodwill
–
17.2 billion yen
(116 million US dollars )
14.5 billion yen
(92 million US dollars) 9 years, 3 months
Other intangible assets
(trademark rights) -
– 0.9 billion yen
(6 million US dollars) 9 years, 3 months
Other intangible assets
(tech
-related) -
– 2.6 billion yen)
(16 million US dollars) 4 years, 3 months
Other intangible assets
(customer
-related) -
– 0.9 billion yen
(6 million US dollars) 9 years, 3 months
Stakelogic
Goodwill
– 18.0 billion yen
(104 million euro) –
-
*For Stakelogic, impairment losses were recognized at the end of FY2026/3
*For GAN, the purchase price allocation has been completed
(Reference) Trend of Balance of Content Production Expenses in B/S (Consumer area)
*Amortization in progress: Unamortized portion of title assets that have been released and begun to be amortized
(Billion yen )
-10-
+25.9
Loss before income taxes ‐3.7
Depreciation and amortization +16.1
Impairment loss +54.6
Increase in notes and accounts receivable -11.6
Increase in inventory -18.3
Income taxes paid -11.0
Income taxes refund +8.0
Others
‐ 8.2
Cash Flow s from
Operating Activities
Consolidated Cash Flow
-11 –
Cash and
cash equivalents
198.8
End of
FY2026/3 End of
FY2025/3 1,537
( B illion yen)
Other
+8.1
153.7
C/F from
Operating Activities +25.9
C/F from
Investing Activities ‐22.5
C/F from
Financing Activities ‐56.6
Cash Flow s from
Investing Activities -22.5
Proceeds from share of profits on
investments in capital +11.0
Purchase of shares of subsidiaries ‐22.5
Others ‐11.0
Cash Flow s from
Financing Activities -56.6
Repayment of long-term borrowings -7.5
Purchase of treasure stock
‐32.0
Cash dividends paid ‐11.5
Others ‐5.6
02
-12-
Results / Forecasts by Segment
-13-
Impact of the Middle East Situation on the Group
At this time, there has been no significant impact on manufacturing and sales
Going forward, supply chain disruptions may lead to rising prices and procurement difficulties for raw
materials, parts, packaging materials, and other supplies
As the situation remains fluid, we will continue to closely monitor the impact
Areas expected to be
affected Expected impact
Amusement machine,
To y Rising costs of raw materials and parts, rising logistics
costs, longer production lead times, etc.
Pachislot
& pachinko
machines
Gaming machines
* The Group does not have any direct sales channels and major offices in the Middles East
(B illion yen) FY2025/3FY2026/3 FY2027/3
Full-ye ar
Re sults
Full-ye ar
Re sults
Full-ye ar
Fore cast
Sales 321.5326.6 357.0
C o ns ume r 216.8219.9 246.0
Animation 28.028.4 29.0
AM & TOY 76.678.1 82.0
Operating Income 40.832.4 42.5
C o ns ume r 28.119.2 30.0
Animation 8.87.6 5.5
AM & TOY 3.85.6 7.0
Ordinary Income 41.834.4 43.5
Indicators in the Medium-Term Plan
Adjusted EBITDA
48.113.3 52.5
Full Game Sales 76.467.2 95.3
N ew titles 33.529.8 55.6
Repeat sales 42.837.4 39.7
F2P Sales 47.153.7 58.4
Full Game Unit Sales (Thousand) 31,450 22,95025,060
N ew titles 6,5705,660 6,450
Repeat sales 24,87017,280 18,610
Plan for an increase in both sales and profit s
compared to FY2026/3
• Launch four new Full Game titles based on mainstay IPs (CS)
• F2P titles launched in FY2026/3 are expected to contribute
throughout the full year (CS)
• Expect growth in licensing revenue (CS)
• Strengthen sales of prizes merchandise (AM)
FY2026/3 Results
Sales increased while profit decreased
compared to FY2025/3
• Full Game and some new F2Ptitles, and Rovio ’s performance
were soft (CS)
• Existing F2P titles, subscripti on services, DLC*
1 (all CS), and
Animation area performed steadily
• Licensing revenue grew steadily throughout the fiscal year
(CS )
Entertainment Contents Business
-14-
FY2027/3 Forecast
*1DLC = Downloadable Content
(Reference) Entertainment Contents Business Sub-segment
FY2026/3 Results FY2027/3 Forecast
• Record ed revenue related to video sales, etc.
• Continuously record ed the allocated revenue
from the first and second Sonic movies • Plan to release movies based on the Sonic and Angry Birds IPs
• Record allocated revenue from Sonic movie and revenue related
to video sales, etc.
• Release movie, Detective Conan: Fallen Angel of the Highway
Consumer
Animation
AM *1 &TOY
Full Game
F2P
AM
TOY
• Both new titles and repeat sales performed
below expectations •Launch four new titles based on mainstay IPs
• Repeat sales are expected to be on par with
FY2026/3
• Two new titles performed below expectations
• Existing titles performed steadily •Titles launched in FY2026/3 are expected to
contribut e throughout the full year
• Strengthen operations of existing titles
•Amusement machine sales remained steady
• Prizes merchandise sales remained soft • Sell centered on prize category
• Launch multiple new titles, including kids-oriented
content
• Sell centered on regular products
• Sold regular products, etc.
• Merchandise sales at Anpanman-related
facilities were strong
Other
• Rovio ’s performance were sluggish
• Licensing revenue increas ed
• Recorded revenue from DLC, subscription
services, etc.
• Implement continuous updates for Angry Birds 2
• Licensing revenue continues to grow
-15-
*1 AM=Amusement Machine
(Reference) Consumer Area / Full Game: Sales Trends
-16-
(Billion yen)
~FY2026/3 Upcoming Plans (Release date TBD)
Persona5: The Phantom X *2
(Jun. 26, 2025)
Sonic Rumble Party
(Nov. 5, 2025)
SEGA FOOTBALL CLUB CHAMPIONS
(Jan. 22, 2026)
Full Game
F2P
Consumer
Main New Titles_Sales/Launch Schedule (Consumer)
Yakuza Kiwami 3 & Dark Ties
(Feb. 12, 2026)
-17 –
SHINOBI: Art of Vengeance
(Aug. 29, 2025)
Sonic Racing: CrossWorlds
(Sep. 25, 2025)
RAIDOU Remastered:
The Mystery of the Soulless Army
(Jun. 19, 2025)
Football Manager 26
(Nov. 5, 2025)
Persona 3 Reload *1
(Oct. 23, 2025)
*1 Already released on PS5®, PS4®, Xbox Series X|S, PC, etc .
*2China, South Korea and Traditional Chinese area version are published by Perfect World from Apr. 2024
*Only announced titles are listed in Upcoming Plans
STRANGER THAN HEAVEN
(This Winter)
Total War: Medieval III
(Release Date TBD)
Total War: WARHAMMER 40,000
(Release Date TBD)
Persona 4 Revival
(Release Date TBD)
New VIRTUA FIGHTER Project
(Title/Release Date TBD)
Golden Axe
(Title/Release Date TBD)
Streets of Rage
(Title/Release Date TBD)
Jet Set Radio
(Title/Release Date TBD)
Crazy Taxi
(Title/Release Date TBD)
ALIEN: ISOLATION
(Title/Release Date TBD)
UFO CATCHER TRIPLE 2
(Feb. 2026)
StarHorseParty
(Mar. 2026)
Animation
AM &TOY
Main New Titles_Sales /Launch Schedule (Animation, AM&TOY)
MAGIC KNIGHT RAYEARTH
(Oct. 2026)
Sonic the Hedgehog 4
(Mar. 19, 2027 *1)
The Angry Birds Movie 3
(Dec. 23, 2026 *2)
Always a Catch!
(Apr. 1, 2026)
Detective Conan: Fallen Angel of the
Highway
( Apr. 10, 2026)
BAKIDOU
(Feb. 26, 2026)
Upcoming Plans ~FY2026/3
-18-
Anpanman: Pantanand the Promised
Star
(Jun. 26, 2026)
Blue Box Season 2
( Oct. 4, 2026)
SAKAMOTO DAYS
(Jul. 14, 2025)
My Status as an Assassin
Obviously Exceeds the Hero’s
(Oct. 6, 2025)
Anpanman: Chapon’s Hero !
( Jun. 27, 2025)
LUPIN THE IIIRD THE MOVIE:
The Immortal Bloodline
(Jun. 27, 2025)
Detective Conan :
One- Eyed Flashback
(Apr. 18, 2025)
Dr.STONE SCIENCE FUTURE
(Jul. 10, 2025)
PAW PATROL Be with Chase
(Apr. 17, 2025)
UFO CATCHER TRIPLE TWIN 2
(Jul. 10, 2025)
“ANPANMAN” Talking Picture Book
15th Anniversary Special BOX
( Jul. 31, 2025)
*Only announced titles are listed in Upcoming Plans
*¹, *² Date in () ( parentheses) is the scheduled release date in U.S., release date in other regions TBD
Dr.STONESCIENCE FUTURE
(Final Season)
( Apr. 2, 2026)
PAW Patrol Fun with Marshall
(Summar 2026)
Curious George Ukitto-Drive
(Summer 2026)
Curious George Ukitto-Carnival
(Summar 2026)
MOGURI A TALE
(Summer 2026)
Golden Axe
(Title/Release Date TBD)
SHINOBI
(Title/Release Date TBD)
Streets of Rage
(Title/Release Date TBD)
THE HOUSE OF THE DEAD
(Title/Release Date TBD)
OutRun (Title/Release Date TBD)
Eternal Champions
(Title/Release Date TBD)
(B illion yen)FY2025/3FY2026/3 FY2027/3
Full-year
Results Full-yearResults Full-year
Forecast
Sales 97.1 132.0 115.5
Pachislot 41.075.3 67.2
P a c hi nk o 45.444.3 36.0
Other / Eli mi nati on 10.712.4 12.3
Operating Income 20.032.1 24.0
Ordinary Income 20.933.3 25.0
Indicators in the Medium-Term Plan
Adjusted EBITDA
24.233.7 27.5
Pachislot
Number of Titles
8 titles 5 titles10 titles
Unit Sales (units) 86,641135,702 139,000
Cabinet + Reel Unit -132,617 106,000
Reel Uni t -3,085 33,000
Pachinko
Number of Titles
8 titles 5 titles 5 titles
Unit Sales (units) 99,88997,728 84,000
Board + Frame 61,92573,764 69,000
Board 37,96423,964 15,000
FY2026/3 Results
Pachislot & Pachinko Machines Business
*New series are counted as a single title
( Titles which installation started from previous FY, specification changed titles, etc. are not included)
-19-
Decrease in sales and profits compared to FY2026/3
•Reactionary decline due to fewer mainstay titles
• Increase in costs mainly due to rising parts costs
• Pachislo t: Decline in selling price associated with the full -scale rollout
of reel unit sales
• Pachinko: Unit sales decline due to an anticipated slowdown in the
market sales
In addition to mainstay titles, plan to launch several IP
titles adapted for the first time on pachislot & pachinko
machines
Increase in sales and profits compared to FY2025/3
•Strong sales of mainstay titles and new IP titles, particularly in
pachislot
• Ma in titles sold:
Smart Pachislot Tokyo Revengers
Smart Pachislot Hokuto No Ken Chapter of Resurrection 2
Smart Pachislot Kabaneriof the Iron Fortress: The Battle of Unato , etc.
FY2027/3 Forecast
Main New Titles_ Sales Schedule
FY2027 /3 Q1~ ~FY2026/3 Q4
Pachislot
*Among the announced titles, only those with confirmed title names are listed
e Tokyo Revengers
(Jul . 2025 )
Smart Pachislot Tokyo Revengers
(Sep . 2025 )
Smart Pachislot Bakemonogatari
(Dec . 2025 )
A-SLOT+ Isekai Quartet BT
(Ap r . 2026)
e Hokuto No Ken 11 Bokyosei
(Dec . 2025)
Smart Pachislot Hokuto No Ken
Chapter of Resurrection 2
(Jan . 2026)
Smart Pachislot GHOST IN THE SHELL
(Feb . 2026)
Smart Pachislot Kabaneri of the Iron
Fortress: The Battle of Unato
(Mar . 2026)
e Record of Ragnarok
(Ap r . 2026)
e The Rising of the Shield Hero
Ultimate199ver.
(Jan . 2026) *Specification change
e Shin Hokuto Muso Chapter 5 Mugentousou
(Feb . 2026) *Specification change
e Kabaneri of the Iron Fortress 2
Sakaseya Sanzen
(Mar . 2026)
-20 –
Smart Pachislot BIG DREAM
THE GOLDEN PUSHER
(May 2026)
e Bakemonogatari Oni99ver.
(Jun . 202 6) *Specification change
e Tokyo Revengers
Christmas Showdown Arc
(Jul . 2026) *Specification change
Pachinko
(B illion yen) FY2025/3 FY2026/3 FY2027/3
Full-year
Results
Full-year
Results
Full-year
Forecast
Sales 5.4 25.3 34.5
Gam ing m ac hine s ales 5.8 8.3 9.1
GAN* 1 – 14.5 22.8
B2B – 2.1 3.2
B2C – 12.4 19.6
Stakelogic *1 – 2.2 2.6
Operating Income -0.7 -7.2 -10.0
Gam ing m ac hine s ales 1.0 1.6 0.4
GAN *1 – -2.7 -3.2
Stakelogic *1 – -1.5 -1.6
Goodwill am ortiz ation – -3.3 -2.3
Other c om m on expens es *2/ Elim ination -1.7 -1.4 -3.3
Equity m ethod earnings am ount
(PARADISE SEGASAMMY*3) 3.2 4.5 2.0
Ordinary Income 2.1 -0.8 -8.0
Indicators in the Medium-T erm Plan
Adjusted EBIT DA 1.0 -18.4 -4.0
Gaming Business
-21-
*GAN and Stakelogic are recorded 3 months late to the Group as it closes its fiscal year in December
For FY2026/3, their 9 months results are incorporated (from April to December 2025)
*Other common expenses include fixed expenses such as common personnel expenses and project –
related expenses
*PARADISE SEGASAMMY is an equity -method affiliate of the Group, PARADISE SEGASAMMY is
recorded 3 months late to the Group as it closes its fiscal year in December, Local accounting
standards
Sales increased compared to FY2025/3 while losses
were recorded due to the consolidation of two
acquired companies
Sales and profits increased in existing businesses
•Gaming machine s ales: Strong sales of video slot machines in
the mainstay series
• PARADISE SEGASAMMY: Recorded the highest amount in
equity -method earnings
Loss widen s due to upfront investments to build a
foundation for growth
• Gaming machine sales : Sales to expand, led primarily by
mainstay series
• PARADISE SEGASAMMY: Expect contribution to profit in equity
method earnings
• Establish the foundation for providing B2B solutions in the U.S.
FY2026/3 Results
FY2027/3 Forecast
-22-
(Reference) PARADISE SEGASAMMY
*PARADISE SEGASAMMY is an equity -method affiliate of the Group
*PARADISE SEGASAMMY is recorded 3 months late to the Group as it closes its fiscal year in December
*Local accounting standards
Sales and income at each stage recorded highest
ever
• Casino sales reached a record high since its opening, driven
by Japanese VIP and mass market customers
• Hotel sales also reached a record high since its opening with
occupancy ratio and average daily rate remaining at high
levels
• Equity -method earnings exceeded expectations due to strong
performance, as well as the recognition of deferred tax assets
and the impact of tax refunds
FY2026/3 Results
(KRW Billion) FY2026/3
Full year
Results
Full year
Results
Sales 539.3 597.4
Casino 415.0 479.6
Hotel 102.3 96.6
Other 21.9 21.2
Cost of sales 402.9 429.0
Casino 235.3 260.9
Hotel 123.7 130.9
Other 43.9 37.2
Gross profit 136.3 168.4
SG&A 61.6 66.0
Operating profit 74.6 102.5
EBIT DA 116.4 138.3
Net profit 72.2 104.2
Num be r of casino v isitors
(Thousands) 363 434
Source: Paradise IR
SEGASAMMY Equity m e thod e arnings
am ount (Billion y e n) 3.2 4.5
FY2025/3
Equity Spread Expansion: FY2026/3 Results
[Trend of ROE, COE, and Equity Spread]
*ROE: Return on equity
*COE: Cost of Equity (Source: Bloomberg)
*Equity spread: ROE-COE
-23-
ROE declined due to the recording of a net
loss for this fiscal year
The equity spread also turned negative
due to the decline in ROE
2.9%
0.9%4.6%
0.4%12.7%
14.7%
9.6%12.2%
-1.6%
7.8%
6.4%9.1%
11.4%
12.2%10.1%
8.2%8.2% 8.7%
▲15.0%
▲10.0% ▲5.0%
0.0%
5.0%
10.0%
15.0%
20.0%
FY2018/3
FY2019/3FY2020/3FY2021/3FY2022/3FY2023/3FY2024/3FY2025/3FY2026/3
ROE
COE
ROIC by Business Segment: FY2026/3 Results
ROIC by business segment : Adjusted profit by business / Invested capital by business
[Trend of ROIC by business segment]
-24-
・Entertainment Contents Business
ROIC remained at a certain level
Invested capital decreased due to the Rovio
impairment
・Pachislot & Pachinko Machines Business
ROIC recovered significantly as invested capital
decreased while profits improved
Continued to remain at a high level
・Gaming Business
ROIC declined due to an increase in
invested capital associated with the
acquisition of the two companies, etc.
Invested Capital and Adjusted Profits by Business: FY2026/3 Results
[Trend of adjusted profits by business segment]
*Investment Capital per business: investment capital at the end of each business period (total assets -current liabilities excluding interest-bearing debt)-CMS deposits
*Adjusted profits by business: ordinary income after -tax and before-interest (Tax rate for the respective business is set to 30% for simplicity)
*Invested capital in the Resort and Gaming Business includes shares of affiliates
[Trend of invested capital by business segment]
-25 –
(Billion yen) (Billion yen)
Capital Allocation
(Announced on May 2024)
(Repost) Review of Capital Allocation Policy (Announced on February 13, 2026)
[Key Review Points]
① Decrease in operating cash flow due to underperformance of new F2P titles, etc.
② Increased the working capital amount associated with increase in sales resulting from
the acquisition of the two companies in the Gaming Business
③ Suspend large-scale M&A, implement share buybacks, and review strategic investment
framework
Cash & Deposit
(End of FY2024/3)
Approx. 220.0 billion yen
Generation of Operating CF
(Cumulative of 3 years from FY2025/3 to FY2027/3)
Approx. 190.0 billion yen
*Before deduction of
development investment in
growth areas
Working Capital
(End of FY2024/3)
Approx. 70.0 billion yen
Shareholder Return
Development
investment in CS area
120.0 billion yen+
Strategic
investment
80.0+ billion
yen
Working Capital
GAN acquisition: 14.9 billion yen
Stakelogic acquisition : 21.3 billion yen
Invest –
ment in
growth
Other investment CF and Repayment of loan
(Billion yen)
-26-
①
②③
Shareholder Returns: FY2026/3 Results and FY2027/3 Forecast
-27-
-27 –
[Trend of shareholder return amounts]
(Billion yen)
*1 Purchase period: Nov. 9, 2021- Apr. 19, 2022, *2Purchase period: May 1, 2023-Dec. 22, 2023, *3Purchase period: Sep. 2, 2024- Sep. 20, 2024 *4Shareholder return amounts include dividend payments to the executive compensation BIP Trust and the stock -granting ESOP Trust, and DOE and total return ratio are calculated based on this total amount of dividends.
Purchase period: Jun. 2, 2025- Jun. 20, 2025
*5 The purchase period is from February 16, 2026, to March 23, 2026. This includes 19.99 billion yen in acquisition of treasury stocks associated with a review of the strategic investment framework*6 Since the initial dividend forecast is provisionally calculated based on a DOE 3%, the annual dividend forecast for FY2027/3 is expected to be 55 yen per share (27 yen for interim and 28 yen for year -end) which is expected to result in shareholder return amounts of approximate 11.7 billion yen.
For reference, if return will be calculated with total return ratio of 50%, as the net income attributable to owners of parent in the operating results forecast for FY2027/3 announced today is 32.5 billion yen, the return amount in this case would be appr oximately 16.2 billion yen.
(The actual amount of shareholder returns, and the method of return may change depending on the progress of business performan ce and other factors)
*7 DOE (Dividends on Equity) = dividend amount / net asset*8Total return ratio = (total dividend amount + total amount of share buybacks) / Profit attributable to owners of parent*9Due to a net loss for this fiscal year
FY2018/3FY2019/3FY2020/3FY2021/3 FY2022/3 FY2023/3FY2024/3 FY2025/3 FY2026/3 FY2027/3
(Forecast)
Shareholder
return amounts 9.37 billion 9.38 billion 9.39 billion 7.05 billion 39.15 billion *
1 23.02
billion *2 20.91
billion *3 23.20
billion *4 31.45
billion *5
Approx.
11.2 billion
*6
Dividends per
share *5 Interim: 20
Year -end: 20
Interim: 20
Year-end: 20
Interim: 20
Year-end: 20
Interim: 10
Year-end: 20
Interim: 20
Year-end: 20
Interim: 20
Year -end: 39 Interim: 23
Year -end: 27 Interim: 25
Year -end: 27 Interim: 27
Year -end: 28
Interim: 27
Year -end: 28
DOE *7 3.0% 3.1%3.1%2.4% 3.1% 4.2%
3.3% 3.0%
3.1%3.0% or more
Total return ratio
*8 105% 355% 68%553% 106% 50%63.3% 51.5% – *9 50% or more
(Y en)
03
Initiatives for FY2027/3
-28 –
Review of the Medium-Term Plan
FY2025/3 -FY2027/3 t hree- year cumulative
Adjusted EBITDA Over 230.0 billion yen
FY2025/3 -FY2027/3 three-year average
ROE o ver 10%
FY2025/3 -FY2027/3 t hree- year cumulative
Adjusted EBITDA Over 142.5 billion yen
FY2025/3- FY2027/3 three- year average
ROE o ver 6.5%
(FY2025/3: 12.2%, FY2026/3: – 1.6%, FY2027/3: 8.9%)
Current Medium-Term Plan Projected Results
Ordinary income Adjusted EBITDA
Net sales (Billion yen) (
Billion yen)
(Billion yen)
-29-
428.9 487.5
510.0
445.0
500.0
540.0
FY2025/3
FY2026/3FY2027/3
(Forecast)
Results Forecast
53.1 54.2
47.5
48.0
65.0
76.0
FY2025/3
FY2026/3FY2027/3
(Forecast)
Results Forecast
62.2
16.6 64.0
62.0
79.0
90.0
FY2025/3
FY2026/3FY2027/3
(Forecast)
Results Forecast
Pachislot &
Pachinko Machines Business
Entertainment Content s
Business
Review of the Medium -Term Plan
Improv ement in d evelopment capabilities, centered on Japan
studios
Growth of licens ing-o ut related businesses
Challenges remained in the “sales capabilities ” of Full Game
Delay in the launch and underperformance of new F2P titles for
the global market
Recognition of impairment loss for Rovio
Generation of steady profits
Creation of multiple hit titles
Launch of new pachislotcabinet
Creation of hit titles
Growth of PARADISE SEGASAMMY
Execution of acquisitions to enter the online gaming
business
Recognition of impairment loss for Stakelogic
Adjusted
EBITDA
(three- year cumulative)
Plan: Over 90.0 billion yen
Forecast : 85.9 billion yen
Adjusted EBITDA
( three- year cumulative)
Plan: Positive *1
Forecast: -21.9 billion yen
Gaming Business
Initial Plan and Current Forecast Achievements and Challenges
Adjusted EBITDA
(three -y ear cumulative)
Plan: Over 180.0 billion yen
Forecast: 107.3 billion yen
*1 Impact of GAN and Stakelogic acquisition was
not included in Plan
-30 –
Entertainment Contents Business
-31-
FutureDirection
Review of the GaaS Strategy
Reviewed the strategic positioning of GaaS* ( F2P)
Progress through FY2026/3
*GaaS : Abbreviation for ” Game as a Service”
New F2P titles struggled in FY2026/3
•Weak performance of Sonic Rumble Party
• Did not achieve the creation of economic
value through collaboration with Rovio
• Delay in the launch of some titles
( Scheduled for FY2025/3 → FY2026/3)
Deci ded to cancel Super Game
*No additional costs associated with the cancellation
Review the positioning of the pillars for
medium -to long-term growth ( lowered the
priority of F2P )
• Some of F2P development personnel
(over 100 people) have already been
transferred to Full Game development
team focusing on the mainstay IPs
Rovio will continue the efforts toward a
global GaaS, but will focus on its own
restructuring first
-32 –
Approach to “Sales Transformation”
Advance transformation for the future across strategy, technology, and organization
Global Publishing
Strengthening “Sales Capabilities”
through data-driven approaches [Marketing and Sales Strategy ] KPI Design
• Introduce the globally standardized KPI and management rules to promote overall
optimization
• Clearly define global common rules and the scope of local discretion
[Data and Technology ] Global Integrated Platform
• Integrate data assets previously dispersed across regions and redefine them as
management and business assets
• Build an analytics platform usable across global operations and optimize investment
efficiency
[Organization and Process] Accelerating the PDCA Cycle
• Transformation of decision -making and operational processes through the use of data
and technology, and promote their integration across frontline operations
Reduce analytical and operational workloads and improve process efficiency
through the use of AI and other technologies
Standardize individual -dependent decision-making and task execution to
transition to reproducible operations
Three Key Elements of
Transformation
Marketing
and Sales Strategy
Data and
Technology Organization and
Process
-33 –
-34-
2 Improvement in the new
title sales decay rates
1
Layering repeat sales
(Recent releases and
catalog titles)
3
Maximizing the initial sales
of new titles
Conventional Sales Trends
Time
Sales
▲ Release
(Reference) Approach and Structure of KPI Design
Identifying Challenges in Digital Sales and Marketing ( image)
Analyz edata from each of
perspectives ①-③and set KPIs
to maximize them (currently
being formulated)
Start sequentially with mainstay
titles for FY 2027/3
Title B
Title A
-35-
(Reference) Title Lineup for FY2027/3
©SEGA
STRANGER THAN HEAVEN
(Release: This Winter)
The latest title from Ryu Ga GotokuStudio / Multi -platform, simultaneous worldwide release
-36-
Balance of Content Production Expenses
*The graph does not include titles currently being amortized
*Release timing are current plan and are subject to change
Content Production Expenses: Balance on the Balance Sheet
(as of the end of FY2026/3, Consumer area) The current balance of content production
expenses on the balance sheet is largely
attributable to titles scheduled for launch in
FY2027/3 and FY2028/3
Plan to release new Full Game titles leveraging
mainstay IPs in each fiscal year
• FY2027/3 :4 titles and others
• FY2028/3 :4 or more titles
• FY2029/3 onward: To be centered on
mainstay IPs
Of the total, 39% are attributable to titles
developed by overseas studios
34%
47%
19%
FY2029/3 onward and
others
Launch in FY2028/3
Launch in FY2027/3
Over 80 %
of the total is
attributable to titles
scheduled for launch in
FY2027/3–FY2028/3
5.79.7
11.0 13.3
17.520.8
410
415523
627748
-37
–
Licensing Revenue
*
2
Trends
*1 The number of licensees refers to the number of clients from whom revenue was recorded during each fiscal year*2 Does not include allocated revenue from Sonicmovies
Number of Licensees *1
Trends
(Billion yen)
(Companies)
Licensing-
out and Related Businesses
Licensing -out and related businesses
continue to grow
FY2026/3 Results
Realized sustainable growth centered on the SonicIP
FY2027/3 Forecast
Incorporating sales contribution from the Angry Birds IP
Expect growth in licensing -out related to Sonic and Angry
Birds IP following the movie releases
• The Angry Birds Movie 3 (Dec. 23, 2026)
• Sonic the Hedgehog 4 (Mar. 19, 2027)
Sales from mainstay IPs other than Sonic are also
expected to grow
Regarding Rovio
-38-
(M illion euros)
Sales Trend of Rovio
Aim to secure stable earnings
Aim for steady earnings improvement
under a conservative plan
Focus on the mainstay IP, Angry Birds
and advancing initiatives in video games,
licensing-out and other related area
Declining sales trend of Angry Birds 2
has bottomed out
273 304
309
275
213181158
FY2021/3 FY2022/3FY2023/3FY2024/3FY2025/3FY2026/3FY2027/3
(Forecast)
Regarding Rovio
-39-
Angry Birds 2
(In FY2027/3)
The Angry Birds Movie 3
(Dec 23, 2026)
Game
Transmedia Expansion
Aim to expand the Angry BirdsIP
through multifaceted development
Related Product Image
Expand the roll -out of Angry Birds titles
• Plan to launch Angry Birds 2 in mainland China
• Plan to release new Angry BirdsIP titles within this
fiscal year
• Leverage the Angry Birds Movie 3 in live games
(in -game content, marketing)
Full -scale transmedia expansion of the Angry
Birds IP
• The Angry Birds Movie 3 (Release: Dec 23, 2026)
• Full -scale expansion of the CP licensing- out
business
Angry Birds and all related properties, titles, logos, and characters are trademarks of Rovio Entertainment Ltd and are used with permission. All Rights Reserved.
Angry BirdsTM & © 2025 Rovio Entertainment Ltd. All Rights Reserved.
Pachislot& Pachinko Machines Business
-40-
0
2,000 4,000 6,000 8,000
10,000 0
5,000
10,000 15,000 20,000
25,000
Pachislot
& Pachinko Utilization Trends
Pachislot
Pachinko
The overall market continues to show soft
performance
Although machines equipped withLucky Trigger 3. 0
Plus have been introduced to the market since July
2025, the recovery in utilization has been temporary
Steady performance continues, led primarily by smart
pachislot
Although machines equipped with Bonus Trigger
have been introduced to the market since June 2025,
AT machines*² have continued to drive utilization
*¹ Out = Used as an indicator to represent utilization of pachislot& pachinko machines (Pachislot : Average number of inserted medals in a day for each title, Pachinko: Average
number of shot balls in a day for each title) When converting “Out” to utilization time at DaikokuDenki Co., Ltd , each of them are converted as follow: Pachislot : 1 hour = 2,000 medals, Pachinko: 1 hour = 5,000 balls
*² AT = Abbreviation for “assist time.” A situation in which players are more likely to win medals as the order of pressing butt ons is navigated by an LCD or voice to win a small payout
*2 weeks moving average, the dotted line in the graph is a linear approximation of the average utilization, for the period fr om Jan. 2023 to Mar. 2026
*In -house estimation based on DK -SIS data (Data for 4 yen Pachinko and 20 yen Pachislot) of Daikoku Denki Co., Ltd
Out*¹
Out*¹
Pachislot Pachinko
Smart Pachislot
Hokuto No Ken
Introduction of Smart
Pachinko Introduction of
machines
equipped with
Lucky Trigger 3.0 Plus
Introduction
of machines
equipped with Bonus Triger
-41 –
Market Trends: Utilization Trends
CY2023 CY2024CY2025 CY2023CY2024CY2025
CY2026 CY2026
Trends in Pachislot and Pachinko Unit Sales
*Unit sales are in- house estimation
Unit Sales Trends
(Thousand Unit)
Market Trends: Unit Sales Trend
FY2026 /3
FY2027
/3 (Forecast)
Pachislot: Slightly increased compared
to FY2025/3
• Demand for new titles with strong customer
appeal remained high
Pachinko: Decreased compared to
FY2025/3
• Sales boost from models equipped with
Lucky Trigger 3.0 Plus was temporary
Pachislot: Expect to increase
• Recent utilization has been steady
• Pachinko halls tend to prioritize investment in
pachislot
Pachinko: Expect to decrease
• Recent utilization has been soft
-42-
5.0%
10.0%
15.0% 20.0% 25.0% 30.0%
Apr.
Jul.Oct. Jan. Apr. Jul.Oct. Jan.
-43-
Total Utilization Share
Trends in Total Utilization Share of The Group and Competitors Total Utilization Share Ranking *1
FY2026/3 FY2025/3
*In -house estimation based on DK -SIS data (Data for 4 yen Pachinko and 20 yen Pachislot) of Daikoku Denki Co., Ltd, Listed period: Apr . 2024 to Mar . 2026
* Utilization Share = Ratio of Sammy machine’s utilization out of total number of installed machines for each title ×utilization of each title
( Pachislot : Numbers of inserted medals, Pachinko: Numbers of shot balls)
*1Calculated by average during the fiscal year (Excluded the week striding over fiscal years)
FY2025/3FY2026/3
FY2026 /3
• Titles released in Q3 and Q4 drove utilization,
and together with promotional initiatives,
contributed to an increase in the total utilization
share of the Group
e Hokuto No Ken 10 Smart Pachislot :
Kabaneri of the Iron Fortress:
The Battle of Unato
Sammy Company S
Company K
Company S Titles released in Q4 are driving
utilization in recent period
Smart Pachislot Bakemonogatari
e Hokuto No Ken 11 Bokyosei
FY2027 /3
•Proceed with the launch of mainstay titles and
new IP titles, aiming to become No. 1 in total
utilization share
1st Company S 19%
2nd Company K 16%
3rd Company S 13%
4th Sammy 12% 1st Company S 22%
2nd Company K 16%
3rd Company S 11%
4th Sammy 11%
-44-
Total Utilization Share
Climbed to second place in total utilization share as of the end of March 2026
Sammy
Buronson & Tetsuo Hara/COAMIX1983 Approved No.F07- 48Y ©2010-2013 KOEI TECMO GAMES ©Sammy
© Kabaneri Committee ©Sammy
© Buronson & Tetsuo Hara/COAMIX 1983, ©COAMIX 2007 Approved No.A05- 71W©Sammy
©Ken W akui / KODANSHA ©Ken W akui, KODANSHA / TOKYO REVENGERS Anime Production Committee. ©Sammy
© Nisioisin /Kodansha, AniplexInc., SHAFT INC. ©Sammy
© Buronson & Tetsuo Hara/COAMIX 1983, ©COAMIX 2007 Approved No.YJN -815 ©Sammy
©SHIROW MASAMUNE・Production I.G/KODANSHA LTD. ・The Ghost in the Shell Production Committee©Sammy
(Banner ads related tosocial media)
(Promotional material for pachinko halls)
• In March, we further intensified the promotions to coincide with the installation of new titles and provided a wide range
of promotional materials to pachinko hall s
-45-
Titles to be Launched
Smart Pachislot
Kabaneri of the Iron Fortress:
The Battle of Unato
(Additional sales: June2026)
Smart
Pachislot BIG DREAM
THE GOLDEN PUSHER (Installation: May 2026)
Smart Pachislot BIG DREAM
THE GOLDEN PUSHER
• AT machines based on in- house IP
Smart Pachislot Kabaneriof the Iron Fortress:
The Battle of Unato
• Highest level initial utilization* 1in the industry, following
Smart Pachislot Hokuto No Ken
• Additional sales planned in June 2026, due to popular
demand
Plan to introduce several mainstay titles and new IP titles
*1In-house estimation based on DK -SIS data of DaikokuDenki Co., Ltd (Scope: First -week utilization performance of pachislot machines sold from Jan. 2022 to Mar. 2026)
©Sammy
©Kabaneri Committee ©Sammy
-46-
Pachinko Pachislot Pachislot Pachinko
New IP Titles
Several new IP titles adapted for pachislot& pachinko machines for the first time are under
development
©Spider Lily/ Aniplex, ABC ANIMATION, BS11 ©Sammy
©Katarina / Ryosuke Fuji / Kodansha ©Katarina / Ryosuke Fuji / Kodansha, Shangri -La Frontier Production Committee・ MBS©Sammy
©Aka Akasaka x Mengo Yokoyari/Shueisha, “OSHI NO KO” Partners ©Sammy
-47-
Reel -Exchangeable Cabinet
Reel Unit Started full -scale rollout of reel unit
sales from FY2027/3
Reel unit sales are expected to account
for around 20% of planned pachislot
unit sales
Contribution to margin improvement through
minimization of parts
• Replacement with new titles can be completed by
exchanging only a few parts
©Buronson & Tetsuo Hara/COAMIX 1983, ©COAMIX 2007 ©Sammy
-48-
Gaming Business
-49-
-7.2
+0.7
-1.3
Operating
losses in
FY2026/3 results
-2.7
-1.1
+0.9
SSC *1 GAN / Stakelogic
Increase in
sales Impact of
Consolidation
*9 months to 12
months
Increase in
SG&A
expenses
*Expansion of
personnel and new market
research, etc.
Increase in
cost of sales
*Mainly due to change in
accounting
treatment for lease assets
Business
Efficiency
Improvement
*Effects of the
structural reforms
in Netherlands, etc.
Decrease in
goodwill, etc.
Other
– 10.0
Operating
losses in
FY2027/3 forecast
+0.7
• In FY2027/3, lease assets in gaming
machine sales will be recognized in cost of
sales as depreciation of fixed assets
*Recognition of Lease Assets
FY2026/3: 0.8 billion yen (extraordinary losses)
FY2027/3: 1.0 billion yen (cost of sales)
• SG&A expenses increase due to expansion
of development personnel associated with
gaming machine sales and the launch of the
online gaming business in the U.S., etc.
• The P/Ls of the two acquired companies will
be consolidated for the full 12 months
(consolidated for 9 months in FY2026/3)
Gaming Business
FY2027/3 marks the bottom of the J -curve and a year of upfront investments in line with the growth strategy
Aim to achieve profitability in the ordinary income stage of our next medium-term plan
(Billion yen)
*1 SSC = Abbreviation of SEGA SAMMY CREATION
Unit sales are growing, led by North American market
Aim to expand recurring revenue by strengthening lease sales in FY2027/3
-50-
Gaming Machines Sales
Sales Trends
(Billion yen)
Unit Sales Trends in North America
(Units )
-51-
Mainstay Titles in Gaming Machines
SEGA SAMMY CREATION INC.
cabinet Game Title
Railroad RICHES Link
(Installation: Sep . 2025)
Super Burst Bouncing Lions
(Installation: Oct. 2024)
The Railroad RICHES TM series and Super Burst TM series have been ranked in the ” Top Indexing
Games –Core (Overall) ” category of Eilers
*1 for an extended period
*1 A report issued by Eilers & Krejcik Gaming, LLC, a US gaming research company *2 The EKG Slot Awards is presented by Eilers & Krejcik Gaming, LLC, a US gaming research company, and is designed to recognize excellence in slot game development in the casino gaming industry. EKG
determines winners across 25 plus product categories including both land- based and interactive games utilizing a data driven process combined with a distinguished advisory board
Wonthe “Top Performing NEW Game from
an Emerging Supplier” award at the “8th
Annual EKG Slot Awards Show
*2”
376 127 87 158 328
415
480
463
178 162 271 449
539
597
CY2019
CY2020CY2021CY2022CY2023CY2024CY2025
Casino Sales Resort Sales (Hotel, etc.)
-52-
PARADISE SEGASAMMY *an equity -method affiliate
In 2025, PARADISE SEGA SAMMY achieved its highest -ever sales and operating income since opening, driven by
casino revenue
In 2026, PARADISE SEGA SAMMY aims to expand its customer base with acqui red adjacent hotel
COVID -19 Period
PARADISE CITY Sales Trends
(B illion KRW )
In addition to the continued growth in
sales and operating income, FY2025/3
and FY2026/3 were also significantly
affected by tax effects including the
recognition of deferred tax assets
Impact of tax effects are not factored
in FY2027/3 ( Forecast )
Equity Method Earnings
(Billion yen)
1.5 2.3
3.24.5
2.0
FY2025/3 FY2026/3FY2027/3
(Forecast)
Of which: tax effects
GAN and Stakelogic
[Initiatives for FY2026/3]
• Development of next gen tech stack (technical foundation) “V2” (B2B)
• Continued strong performance in Northern Europe and South America
( B2C )
[Initiatives for FY2027/3]
• Advancing migration to “V2” and new customer acquisition (B2B )
• Strengthening the expansion of the social casino business ( B2B)
• Making proactive investments in marketing to drive salesgrowth (B2C )
• Continuous review of fixed expenses
[Initiatives for FY2026/3]
• Sales declined, mainly due to market contraction in the Netherlands
following regulatory tightening
• Reco gnized impairment loss es of goodwill, etc. at the end of FY2026/3
[Initiatives for FY2027/3]
• Implement structural reforms, including downsizing of operations in the
Netherlands
• S treamlining the pipeline associated with a review of development policies
• Advancing the online porting of SSC titles for expansion into social market
in the U.S.
B2B is currently in a transitional phase involving the
replacement of its core platform. GAN will continue to
expand its customer base to establish a foundation for
future growth Promote efficiency through structural reforms and
shift from quantity to quality
Plan to implement business revitalization program s in FY2027/3
Advancing the development of a foundation to provide B2B solutions in the U.S.