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Bandai Namco Group FY2026 Q1 Earnings Release

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Bandai Namco GroupInformation Meeting
Fiscal Year Ending March 2026
First Quarter Result Presentation
August 5, 2025

FY2025. 3
First Quarter Results FY2026. 3
First Quarter Results Vs. Previous Year’s
Results
Net sales
280.6 300.4+19.8
Operating Profit 44.0 51.9+7.9
Ordinary Profit 49.0 54.6+5.6
Profit Attributable to
Owners of Parent
34.0 38.3+4.3
Capital Investments 12.3 13.1+0.8
Depreciation 7.4 8.4+1.0
Advertising Expenses 10.7 13.8+3.1
Personnel Expenses 24.3 25.0+0.7
(billion yen)
Results in First Quarter of FY2026. 3
Record-high first quarter results
Gundam sales grew thanks to cross- group initiatives

FY2025. 3
First Quarter Results FY2026. 3
First Quarter Results Vs. Previous
Year’s Results
Toys and Hobby
Segment sales 132.8 146.8+14.0
Segment profit 26.9 28.5+1.6
Digital
Segment sales 106.3 107.7+1.4
Segment profit 14.7 21.7+7.0
Visual and Music
Segment sales 17.5 21.2+3.7
Segment profit 2.4 4.2+1.8
Amusement
Segment sales 33.0 33.8+0.8
Segment profit 2.7 2.0-0.7
Other
Segment sales 8.3 9.0+0.7
Segment profit 0.3 0.4+0.1
Elimination and
Corporate Segment sales – 17.3 -18.3-1.0
Segment profit
– 3.2 -5.1-1.9
Consolidated
Net sales 280.6 300.4+19.8
Operating profit 44.0 51.9+7.9
Results in First Quarter of FY2026. 3 by Segment
(billion yen)

Forecast for First Half of FY2026. 3
FY2025. 3
First Half Results FY2026. 3
First Half Plan
(as of May 2025) FY2026. 3
First Half Newe Forecast Vs. Previous
Year’s Results Vs. Previous
Forecast
Net sales 611.3 595.0 605.0 -6.3+10.0
Operating Profit 113.6 78.590.0 -23.6+11.5
Ordinary Profit 115.5 81.094.0 -21.5+13.0
Profit Attributable to
Owners of Parent
80.7 54.0 65.0 -15.7+11.0
Revised our first- half earnings forecast to reflect 1Q results and recent business trends.
(billion yen)

FY2025. 3
First Half Results FY2026. 3
First Half Plan
(as of May 2025)
FY2026. 3
First Half New Forecast Vs. Previous Year’s
Results Vs. Previous
Forecast
Toys and Hobby
Segment sales 291.6 290.0 300.0+8.4 +10.0
Segment profit 59.7 58.0 58.0-1.7 –
Digital
Segment sales 228.5200.0 210.0-18.5 +10.0
Segment profit 44.7 20.5 32.0-12.7 +11.5
Visual and Music
Segment sales 41.2 38.0 38.0-3.2 –
Segment profit 6.75.0 5.0-1.7 –
Amusement
Segment sales 71.675.0 75.0+3.4 –
Segment profit 7.26.0 6.0-1.2 –
Other
Segment sales 17.319.0 19.0+1.7 –
Segment profit 1.21.0 1.0-0.2 –
Elimination and
Corporate Segment sales -39.1 -27.0 -37.0 +2.1 -10.0
Segment profit -6.0 -12.0 -12.0 -6.0 –
Consolidated
Net sales 611.3 595.0605.0-6.3 +10.0
Operating profit 113.6 78.590.0-23.6 +11.5
Forecast for First Half of FY2026. 3 by Segment
Estimate the impact of U.S. tariff policy on operating profit to be approximately ¥3.0 billion
for the first half (Toys and Hobby Business).
(billion yen)

No change in full-year earnings forecasts
Plan to make a careful assessment in light of:
・Rapidly changing market trends
・Performance of major upcoming titles and trends during key selling seasons, among other factors
Forecast for Full- Year of FY2026.3
FY 2026.3 Full-year Plan
(as of May 2025)
Net sales
1,200.0
Operating Profit 145.0
Ordinary Profit 149.0
Profit Attributable to Owners of Parent 100.0
(billion yen)

GUNDAM CARD GAME now available in 54 countries and regions
Trends in the Toys and Hobby Business Toys and Hobby Unit
■First Quarter: Record- High Performance Achieved
– Strong performance across a broad range of categories around the world
– Established IP products continued to maintain strong presence
– Tamagotchi and PRETTY CURE! remained consistently popular in toy category
■ Second Quarter
– Expect higher marketing costs for new product launches and impact from tariffs
Building long- term fan favorites through thoughtful communication
The new factory for model kits now
operational Tamagotchi Paradise
gaining
worldwide popularity
ONE PIECE Card Game celebrates 3rd
Anniversary with global expansion

Over five million units shipped
Trends in the Digital Business Digital Unit
■First Quarter
– SD Gundam G Generation Eternal off to a solid launch
– Console title ELDEN RING NIGHTREIGN performed well
New title sales: 4.62 million units / Repeat title sales: 6.13 million units
■Second Quarter
– Network content: Strengthening earnings base through core titles
– Higher upfront costs expected for both home console game and network content due to increase in
new releases
Boosted by brand synergy with the Tamagotchi device
LITTLE NIGHTMARES 3 launching in
October DRAGON BALL GEKISHIN SQUADRA
coming in 2025
Strengthening revenue base with core and new titles
Home console games Network content
Over six million downloads
1st Anniversary campaigns performing well

Expanding stories through both anime and live -action by the same team
Trends in the Visual and Music Business Visual and Music Unit
■ First Quarter
The box office performance, global streaming, and licensing revenue of Mobile Suit
Gundam GQuuuuuuX all contributed to its performance.
■ Second Quarter
– Prior- year results included multiple theatrical hits contributing to box office revenues
Delivering diverse content and stories tailored to regions and generations worldwide
Expansive lineup
across genres
Promoting overseas at
North America’s
largest anime event

Latest installment of a popular series
Trends in the Amusement Business Amusement Unit
■First Quarter
– Group IP -themed and product -branded entertainment facilities and activity facilities
performed well
– Major new amusement machine releases in the same period last year
■ Second Quarter
– Ongoing strong performance expected in facilities operations
– Updated versions of popular Gundam amusement machine series to be rolled out
Immersive facility inspired by the IP’s universe

IP axis strategy
Advance a group-wide project over the medium to long term toward the 50th anniversary

CW360 (Connect with 360)
A strategic partnership between Sony Group and
Bandai Namco Holdings
Carrying out various collaborations by leveraging the strengths of both companies
・ The expansion of works as well as products and services based on IP developed by
Bandai Namco, leveraging Sony’s strengths in areas such as the production and
distribution of anime and other video content, as well as merchandising
・ Joint development and promotion of IP
・ Planning and technical collaboration on experiential entertainment
・ Support for creators through the joint development and operation of entertainment-
related technologies and services
・ Joint investments and business alliances in the area of fan engagement

Bandai Namco exists to share dreams, fun and inspiration
with people around the world. Connecting people and societies
in the enjoyment of uniquely entertaining products and services, we’re working to create a brighter future for everyone.

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,” “es timation,”
“projection,” “intend,” “will” and similar expressions, as related to the Group, are intended to identify forward looking sta tements and
information. Actual results could differ materially from those projected in such forward -looking statements. This document is a translation of
the Japanese original. Bandai Namco Holdings Inc. provides this translation for your reference and convenience only and witho ut any warranty
as to its accuracy or otherwise. In the event of any discrepancy, the Japanese original shall prevail.
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