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Bandai Namco Group FY2026 Q2 Earnings Release

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Bandai Namco Group Information Meeting
Fiscal Year Ending March 2026 1st Half Result Presentation
November 6, 2025

FY2025. 3 First Half Results FY 2026.3 First
Half Previous Forecast FY2026. 3 First
Half Results Vs. Previous Year’s
Results Vs. Previous
Forecast
Change (%)
Net sales 611.3605.0643.8+32.5 +5.3 +38.8
Operating Profit 113.6 90.0105.4 -8.2 -7.2 +15.4
Ordinary Profit 115.5 94.0110.1 -5.4 -4.6 +16.1
Profit Attributable to
Owners of Parent
80.7 65.078.9 -1.8 -2.3 +13.9
(billion yen)
FY2025.3 First Half Results
・First -half results exceeded both initial and revised forecasts.
・Sales for the Gundam series increased due to growing excitement for the series and
synergistic effects between its products and services.

FY2025. 3 First Half Results FY 2026.3 First
Half Previous Forecast FY2026. 3 First
Half Results Vs. Previous
Year’s Results Vs. Previous
Forecast
Toys and Hobby
Segment sales 291.6 300.0 317.8+26.2+17.8
Segment profit 59.7 58.0 65.0+5.3+7.0
Digital
Segment sales 228.5 210.0 231.5+3.0+21.5
Segment profit 44.7 32.0 37.3-7.4 +5.3
Visual and Music
Segment sales 41.2 38.0 41.0-0.2 +3.0
Segment profit 6.7 5.0 5.3-1.4 +0.3
Amusement
Segment sales 71.6 75.0 75.3+3.7+0.3
Segment profit 7.2 6.0 7.0-0.2 +1.0
Other
Segment sales 17.3 19.0 18.4+1.1 -0.6
Segment profit 1.2 1.0 1.1-0.1 +0.1
Elimination and
Corporate Segment sales -39.1 -37.0 -40.4 -1.3 -3.4
Segment profit -6.0 -12.0 -10.4 -4.4 +1.6
Consolidated
Net sales 611.3 605.0 643.8+32.5+38.8
Operating profit 113.6 90.0105.4 -8.2 +15.4
FY2026.3 First Half Results by Segment
(billion yen)

■ Net sales
■ Operating profit
AM
VM
DIG
TH
FY2026.3 First Half Results -Comparison with Previous Forecast –
+15.4
TH :Toys and Hobby
DIG : DigitalVM
:Visual and Music
AM : Amusement
FY 2026.3 First Half
Previous Forecast
(as of Aug 5, 2025) FY2026. 3
First Half Results
DIG
TH VM
AM
Other
Elimination
and Corporate
+38.8
605.0 +17.8+21.5
90.0+7.0
+5.3
643.8
105.4 +3.0+0.3
-0.6
-3.4
+0.3 +1.0
+0.1
+1.6
(billion yen)
Other Elimination
and Corporate
FY 2026.3 First Half
Previous Forecast
(as of Aug 5, 2025) FY2026. 3
First Half Results

FY2026.3 First Half Results by Segment
Toys and Hobby Unit
Digital Unit
Record-
High Results Thanks to Ongoing Strong Performance Across Each Categories
•Robust performance of products for the mature fan base, such as model kits, as well as card games,
capsule toys, confectioneries, and other products
• Strong worldwide popularity for Tamagotchi
• Impact of U.S. tariff policy on operating profit: around ¥2.0 billion
Solid Contributions from the Strong Performance of New Title in Network Content
•Network content
Massive success of SD Gundam G Generation ETERNAL
Stable performance of existing mainstay titles
• Home console games
Worldwide success of ELDEN RING NIGHTREIGN
Decreased profitability from repeat title sales

Visual and Music Unit
Amusement Unit
Total company costs
Widespread Impact on Groupwide Performance From the Popularity of New GundamSeries Title
•Solid contributions from Mobile Suit Gundam GQuuuuuuXbox-office revenue, licensing revenue, etc.
• Overall, performance fell short of the same period last year, when multiple major releases had made
significant contributions to box office revenue.
Strong Performance of Amusement Facilities
•Facilities: Sales of existing -stores in Japan increased by 6.0% year-on -year
• Amusement machines: Sales of new products for the Gundamseries, etc.
Expenses recorded related to exhibition at Expo 2025 Osaka, Kansai, Japan
FY2026.3 First Half Results by Segment

Forecast for Full-Year of FY2026.3
FY2025. 3
Full -Year
Results FY2026.3
Full -Year
Plan FY2026.3 Full
-Year
New Forecast Vs. Previous
Forecast Vs. Previous
Year’s Results
Change (%)
Net sales 1,241.5
1,200.0 1,250.0 +50.0+4.2 +8.5
Operating Profit 180.2
145.0 165.0 +20.0+13.8 -15.2
Ordinary Profit 186.4
149.0 172.0 +23.0+15.4 -14.4
Profit Attributable to
Owners of Parent 129.3 100.0 120.0 +20.0+20.0 -9.3
Forcasts have been revised in light of the actual first half results , along with the current
trends of its businesses, and the marketing plans of the products and services in the third
quarter onwards, etc.
(billion yen)

FY2025. 3Full- Year
Results FY2026.3
Full-
Year
Plan FY2026.3 Full
-Year
New Forecast Vs. Previous
Year’s Results Vs. Previous
Forecast
Toys and Hobby
Segment sales 596.9 600.0 640.0+43.1 +40.0
Segment profit 102.2 105.0 115.0+12.8 +10.0
Digital
Segment sales 455.6 390.0 410.0-45.6 +20.0
Segment profit 68.5 40.0 48.0-20.5 +8.0
Visual and Music
Segment sales 90.7 90.0 90.0-0.7

Segment profit 11.7 10.5 10.5-1.2

Amusement
Segment sales 141.4 150.0 140.0-1.4 -10.0
Segment profit 8.4 9.5 9.5+1.1

Other
Segment sales 36.2 38.0 38.0+1.8

Segment profit 1.6 1.5 1.5-0.1

Elimination and
Corporate Segment sales -79.5 -68.0 -68.0 +11.5

Segment profit -12.3 -21.5 -19.5 -7.2 +2.0
Consolidated
Net sales 1,241.5 1,200.0 1,250.0 +8.5+50.0
Operating profit 180.2 145.0 165.0-15.2 +20.0
Forecast for Full -Year of FY2026.3 by Segment
(billion yen)

Steady launch of GUNDAM CARD GAME in 54
countries and regions
Trends in the Toys and Hobby Business Toys and Hobby Unit
■ Toys and Hobby Business in the Second Half
• Focus on maintaining strong performance across each categories
• Response to U.S. Tariff policy: Implement response measures according to the characteristics and price
ranges of products
• Strengthen marketing activities focused on growth in the next term and in the medium to long term
Aim for further growth towards the 50th anniversary of Gundam
Robust performance while expanding categories
for candy toys, collection candy, etc.
Worldwide popularity of Tamagotchi Paradise Continued strong performance of Gundam
model kits, driven by their 45th anniversary
and excitement generated from Expo 2025

Trends in the Digital Business Digital Unit
■ Digital Business in the Second Half
LITTLE NIGHTMARES III (October Release)
Strengthen earnings base through main and new titles
Home console game
Network content
Ongoing strong performance of
SD Gundam G Generation Eternal
CODE VEIN II
(January 2026 Release) Focus on launching games in new genres
DIGIMON STORY TIME STRANGER
(October Release)
•Network content:
• Home console game:
DRAGON BALL GEKISHIN SQUADRA
Focus on maintaining stable performance of mainstay titles and developing new titles
Projected decline in new title and repeat sales volumes compared with the second
half of the previous fiscal year
Recording of upfront costs following the launch of multiple new titles

Trends in the Visual and Music Business Visual and Music Unit
■ Visual and Music Business in the Second Half
•Projected recording of licensing revenue for the Gundamseries, given the strong performance of its
products and services
• Increase in live event revenue
Release a variety of titles and news catered to different regions and age groups
Strengthen global rollout of Gundamthrough Unit reorganization
Deliver diverse IP through extensive title rollouts

Developing new titles from popular series and ONE PIECE : Maboroshi no Hiseki to
Unmei no Haguruma , the first medal game for the ONE PIECEseries.
Trends in the Amusement Business Amusement Unit
■ Amusement Business in the Second Half
Experiential facilities that recreate the world of the IP
Amusement machines Amusement facilities

Amusement facilities: Second -half sales from existing stores in Japan is forecasted to increase by 5.0% year-on -year
Recording of expenses related to the opening of large- scale facilities
•Amusement machines: Sales of new large- scale products is concentrated in the first half

Report regarding Expo 2025 Osaka, Kansai, Japan
The pavilion achieved the highest satisfaction rating, ranking No. 1
■Data Source: Video Research Ltd.
■ Survey Period: July 2025
■ Survey Area: Kanto (within 50 km of Tokyo) and Kansai
■ Survey Respondents: Individuals aged 12 to 69 living in the survey area who have attended Expo
2025 Osaka, Kansai, Japan (700 samples)
Cumulative Attendance: Over 1 million
(April 13 –October 13, 2025)
GUNDAM NEXT FUTURE PAVILION

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.

©SOTSU・SUNRISE ©SOTSU ・SUNRISE・MBS ©BANDAI
©SOTSU ・SUNRISE
©BANDAI
© 本郷あきよし・東映アニメーション ©Bandai Namco Entertainment Inc.
Little Nightmares
III& ©Bandai Namco Entertainment Europe S.A.S.
CODE VEIN II & ©Bandai Namco Entertainment Inc.
© バード・スタジオ/集英社・東映アニメーション ©Bandai Namco Entertainment Inc.
© 創通・サンライズ ©創通・サンライズ・MBS
©SOTSU ・SUNRISE ©SOTSU・SUNRISE Gundam: Requiem for Vengeance uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 –2023, Epic Games, Inc. All rights reserved.
© 創通・サンライズ
©2024 プロジェクトラブライブ!虹ヶ咲学園スクールアイドル同好会ムービー
© 西﨑義展/宇宙戦艦ヤマト 3199 製作委員会
© 空知英秋/集英社� テレビ東京�電通�BNP・アニプレックス
©ONE ・村田雄介/集英社・ヒーロー協会本部、
© 川上泰樹・伏瀬・講談社/転スラ製作委員
© Michiharu Kusunoki/Kodansha Ltd. All rights reserved.
GAME ©Bandai Namco Experience Inc.
All trademarks and copyrights associated with the manufacturers, vehicles, models, trade names, brands and visual images depi cted in this game are the property of their respective owners, andused with such permissions.
© 尾田栄一郎/集英社・フジテレビ・東映アニメーション ©Bandai Namco Experience Inc.
© 荒木飛呂彦&LUCKY LAND COMMUNICATIONS/ 集英社
© 尾田栄一郎/集英社・フジテレビ・東映アニメーション ©Bandai Namco Experience Inc.
©SOTSU ・SUNRISE
Note on Projections
This document contains forward looking statements and information related to the Bandai Namco Group that are based on our kno wledge as
well as various assumptions made on the basis ofinformation currently available. The words “forecast,” “plan,” “target,” “estimation,”
“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.

Bandai Namco Group Information Meeting
Fiscal Year Ending March 2026 1st Half Result Presentation
November 6, 2025