“Dreams, Fun and Inspiration”
Transcription
“Dreams, Fun and Inspiration”
BANDAI NAMCO GROUP Strategic Presentation Session September 13, 2005 Group Corporate Philosophy Mission Statement “Dreams, Fun and Inspiration” BANDAI NAMCO will continue to provide Dreams, Fun and Inspiration to people around the world through entertainment based on creativity and boundless enthusiasm 1 Group Corporate Philosophy Belief Basic Ethos “Dreams, Fun and Inspiration” are the Key to Happiness The meaning of Dreams, Fun and Inspiration will essentially change over the time, but BANDAI NAMCO holds one unshakable belief: that Dreams, Fun and Inspiration will always hold the key to happiness More Passion, More Innovation More perceptive ・Unparalleled curiosity and boundless enthusiasm ・Abundant creativity unrestrained by the status quo ・Open to people’s needs and satisfaction from giving inspiration Group Corporate Philosophy Vision To become the world’s most inspiring entertainment group The BANDAI NAMCO Group will constantly strive to be a pioneer, aiming to deepen and widen the appeal of entertainment and winning the hearts of people worldwide who enjoy having fun. Our ultimate goal is to become the world’s most inspiring entertainment group 2 Slogan Cross-Entertainment!! By integrating the various entertainment businesses, Bandai Namco Group will not only make a quantum leap in evolution – it will also create value with various partners and develop new forms of entertainment Group Symbol Concept Fusion and Evolution 3 Reorganization Schedule The basic reorganization will be implemented by April 2006 Reorganization schedule Details Sep. Sep. 29, 29, 2005 2005 z Establishment of holding company through share-forshare exchange z Establishment of NAMCO BANDAI Holdings Inc. Dec. Dec. 1, 1, 2005 2005 z Reorganization of domestic operating companies z Portion of affiliated company share management operations to be transferred to holding company Jan. Jan. 1, 1, 2006 2006 z Reorganization in North America z Establishment of North American holding company Consolidation of North American game companies Apr. Apr. 1, 1, 2006 2006 z z z Consolidation of domestic game companies Establishment of NAMCO BANDAI Games America Inc. Strategic Business Unit Operations will be consolidated into strategic business units, through which the group will be managed NAMCO BANDAI Holdings Inc. Other Business Affiliated Business Visual and Music Network Game Contents Amusement Facility Toys & Hobby Strategic Business Unit 4 Business Portfolio The strengths of both companies will be combined, leading to dramatic growth in operations BANDAI NAMCO Bandai Toys & Visual Networks Hobby Character Amusement Toys & Hobby Visual and Music Life-style Life-style Video Game Apparel Software Character Technology Location Network Fusion Namco Home Videogame Software Coin-operated Facility Operations Game Machines New Business Game Contents Amusement Facility Technology Location Amusement Snack Food Spa Resort Welfare service etc. Financial Projections Billions of yen FY06.3(Projection) Sales Operating Income ROA ROE FY07.3(Projection) 475 44.2 11.0% 10.0% Sales FY08.3(Projection) 500 50.0 12.0% 10.5% 550 55.0 12.5% 11.0% Operating Income 500 50 12.0% ROA 10.0% ROE 8.0% 0 0% 0 06.3 07.3 08.3 06.3 07.3 08.3 06.3 07.3 08.3 5 Strategic Business Unit Basic Strategy Toys & Hobby Strategic Business Unit Basic Basic Strategy Strategy ① Strengthen management systems for major characters ② Establish development system from consumers’ viewpoint ③ Streamline production logistics ④ Strengthen overseas sales ⑤ Strengthen apparel business (including M&A) Numerical Numerical Plan Plan Sales ¥ billion Operating income ¥ billion 250 200 25 195.0 177.5 17.0 205.0 20 17.5 15.2 150 15 100 10 50 5 0 0 FY2006.3 FY2007.3 FY2008.3 6 Amusement Facility Strategic Business Unit Basic Basic Strategy Strategy ① Improve facility value by utilizing characters and other means Numerical Numerical Plan Plan Sales ¥ billion 120 12 100 80 ④ Pursue low-cost operations 93.0 87.3 100.0 10.0 9.0 10 8 7.2 ② Create new facility formats ③ Establish an earnings model in Europe and the Americas Operating income ¥ billion 60 6 40 4 20 2 0 FY2006.3 FY2007.3 FY2008.3 0 Game Contents Strategic Business Unit Basic Basic Strategy Strategy ① Introduce development systems and methods with an emphasis on development efficiency Numerical Numerical Plan Plan Sales ¥ billion Operating income ¥ billion 40 200 180.0 155.0 146.3 150 27.0 30 24.0 21.5 ② Expand and strengthen multiuse of content 100 20 ③ Develop business models for network games 50 10 ④ Strengthen development and marketing capabilities in Europe and the Americas 0 0 FY2006.3 FY2007.3 FY2008.3 7 Network Strategic Business Unit Basic Basic Strategy Strategy ① Secure rich content and attract customers ② Expand mobile related businesses ③ Expand system solutions business Numerical Numerical Plan Plan Sales ¥ billion Operating income ¥ billion 25 4 20.0 20 3 2.5 15.0 15 2.0 12.0 2.0 2 10 1 5 0 FY2006.3 FY2007.3 FY2008.3 0 Visual and Music Strategic Business Unit Basic Basic Strategy Strategy ① Create original contents ② Maximize content value through multiple use ③ Rebuild overseas business development model ④ Expand business domain for publishing, music, and other areas Numerical Numerical Plan Plan Sales ¥ billion 50 10 46.5 40 30 Operating income ¥ billion 40.0 37.0 6.3 6.4 8 6.5 6 20 4 10 2 0 0 FY2006.3 FY2007.3 FY2008.3 8 Business Synergy Effects Game Contents Character Merchandising ◆Global Expansion Game Contents Synergies “Significant increase in development efficiency” through flexible allocation of development staff and joint use of technologies Policy ① Flexible allocation of development staff Consolidation of creators, creation of units, effective development resource allocation Current Planning Production Unit 1 Organized into operational fields Unit 2 Other NAMCO CX NAMCO AM Banpresto NAMCO CT Bandai Organization Planning Mobile use Coinoperated use Home use Other Mobile use Coinoperated use Home use Operational Field After integration of game operations Planning Production ・ ・ ・ Unit 3 Consolidate and reorganize into units + Policy ② Application of development environment and technologies 9 Game Contents Synergies Provide appealing content to all customer groups by drawing on the strengths of both Bandai and NAMCO High Field C (30s) Game strengths Technical capabilities (NAMCO) × Character appeal (Bandai) Age Group NAMCO Field A Bandai Field A content development (teens) Expanded customer base Field B Low Balance Game emphasis Toward Field B, Field C content development Character emphasis Game Contents Synergies Strong collaboration in prize game machines (hardware) and prizes (software) → Expand profits in the prize related field by drawing on each company’s strengths Currently Hardware Weakness Strength Convene Catcher 2 Sweet Land CLENA-FREX BANDAI NAMCO Group New Product Development Minor Changes to Existing Products Draw on mutual appeal Software Prizes Strength Weakness Large volume of character prizes compatible with almost all hardware Certain characters centered on stuffed toys (low transaction volume) New Prize Development Minor Changes to Existing Prizes Operating Company NAMCO Higher Income Prize Game Machines Bandai After Integration 10 Game Contents Synergies (New Product) Bandai’s No.1 merchandising character: “Mobile suit Gundam” New type of NAMCO game machine for coin-operated use New Product “Mobile Suit Gundam Senjo no Kizuna” ©Sotsu Agency・Sunrise Business Synergy Effects Game Contents Character Merchandising ◆Global Expansion 11 Character Merchandising Synergies Realize wide-ranging synergies from content creation, the starting point of character merchandising, to content use and merchandising Content Creation Fields NAMCO NAMCO Games Games Bandai Bandai Characters Characters Content Content creation creation synergies synergies Mutual use and joint development of games and animation Content Use Fields Amusement facility Content distribution operations operations Synergies Synergies from from multiple multiple use use Manufacturing operations Character Merchandising Synergies Deepen the character world settings of the BANDAI NAMCO Group overall through merchandising of NAMCO game characters NAMCO game world settings Progress toward diverse value added Pac-Man Animation content Action figures The Idle Master Bandai’s character Cards merchandising know-how Ridge Racer Vending machine capsule toys Development of stories, merchandising, products… Apparel ・・・ ©NAMCO LTD., ALL RIGHTS RESERVED. ©Kubooka Toshiyuki, ©2003 NAMCO LTD., ALL RIGHTS RESERVED. ©2004 NAMCO LTD.,ALL RIGHTS RESERVED. Comic books, magazines 12 Character Merchandising Synergies Bandai’s virtual character worlds will be combined with Namco’s real locations to provide entirely new entertainment to customers Bandai’s Bandai’s Character Character World World Namco’s Namco’s Real Real Locations Locations Tamagotchi new amusement park Fusion “Unazukin” and “Riraku no Mori” Fusion ©BANDAI・WiZ 2004 ©rainbow spice! Business Synergy Effects Game Contents Character Merchandising ◆Global Expansion 13 Overseas Development Synergies Building an organization that will realize the integration of characters, locations, and technologies Reorganization as of January 1, 2006 NAMCO BANDAI Holdings Inc. (holding company) NAMCO BANDAI Holdings (USA) Inc. (regional holding company) Bandai America Inc. (toys) NAMCO AMERICA Inc. (Coin-operated use game machine sales) NAMCO BANDAI Games America Inc. (home use game software) NAMCO CYBERTAINMENT Inc. (facilities operation) Bandai Entertainment Inc. (visual) NAMCO MOBILE Inc. (provisional) (mobile operations) Maximize Maximizesynergies synergiesamong amongoperational operationalfields, fields,which whichwere wereexpanded expanded through establishment of holding company through establishment of holding company Realize allocationof ofresources resourcesand andincrease increasefunctional functionalefficiency efficiency Realizeoptimal optimalallocation Overseas Development Synergies In overseas operations, expectations include synergies within each strategic business unit as well as cross-functional synergies Strategic business unit Synergies Synergies Toys Toys & & Hobby Hobby -> Develop card, vending machine operations in NAMCO amusement facilities -> Develop NAMCO game characters that are very popular in North America into resources for Toys & Hobby -> Achieve synergies and reduce costs by unifying game development -> Develop NAMCO game characters that are very popular in North America into visual content Amusement Amusement Facility Facility -> Advance into network operations based on NAMCO’s mobile game content Game Game Contents Contents Network Network Visual Visual and and Music Music 14 Direction of Our Business Expansion (Entertainment Hub) Our Business Model: Entertainment Hub !!! !!! !!! !!! !!! !!! !!! !!! !!! !!! !!! Toys & Hobby Visual Apparel Broadband Game Contents !!! Mobile Amusement Facility 15 Plan for Entertainment Hub Expansion Players who can be linked through entertainment hub Markets in Asia Markets in Europe and the Americas In Japan Competitor manufacturers Global Global Collaboration Collaboration Competitor network companies Manufacturers in other industries Competitor manufacturers Distribution/ wholesale Expanding Expanding network network (medium-term (medium-term viewpoint) viewpoint) Competition Competition ⇒ ⇒ Cooperation Cooperation Tie-up partners Licensors Customers Amusement facilities Overseas Overseas network network (medium-term (medium-term viewpoint) viewpoint) Retail shops Service companies in other industries Core Core Network Network (short-term (short-term viewpoint) viewpoint) Raise Raise value value of of overall overall value value chain chain 16 Supplementary Information Financial Projection Billions of yen Sales Toys & Hobby Amusement Facility Game Contents Network Visual and Music Affiliated Business Elimination or Corporate Operating Income Toys & Hobby Amusement Facility Game Contents Network Visual and Music Affiliated Business Elimination and Corporate FY2006.3 (Projection) 475.0 FY2007.3 (Projection) 500.0 FY2008.3 (Projection) 550.0 177.5 87.3 146.3 12.0 46.5 18.5 △ 13.1 195.0 93.0 155.0 15.0 37.0 19.0 △ 14.0 205.0 100.0 180.0 20.0 40.0 20.0 △ 15.0 44.2 50.0 55.0 15.2 7.2 21.5 2.0 6.3 △ 0.7 △ 7.3 17.0 9.0 24.0 2.0 6.4 △ 0.2 △ 8.2 17.5 10.0 27.0 2.5 6.5 0 △ 8.5 17 Company Organized by Strategic Business Unit Toys & Hobby Strategic Business Unit Visual and Music Toys & Hobby Life-style Network Characters Technologies Locations Game Contents Bandai Co., Ltd., Megahouse Corporation, Popy Co., Ltd., Seika Co., Ltd., Seeds Co., Ltd., Plex Co., Ltd., Sunlink co., Ltd., Tohato Inc., People Co., Ltd., BANDAI AMERICA INC., BANDAI S.A., BANDAI U.K.LTD, BANDAI ESPANA S.A., BANDAI(H.K.)CO.,LTD., BHK TRADING LTD., BANDAI INDUSTRIAL CO.,LTD., BANDAI KOREA CO.,LTD. Amusement Facility Strategic Business Unit NAMCO LIMITED, Pleasure Cast Co., Ltd., Hanayashiki Co., Ltd., St. Tropez Ltd., NAMCO CYBERTAINMENT INC., NAMCO OPERATIONS EUROPE LTD., NAMCO OPERATIONS SPAIN S.L.NAMCO ENTERPRISES ASIA LTD., SHANGHAI NAMCO LTD.* Amusement Facility Game Contents Strategic Business Unit Bandai Co., Ltd., NAMCO LIMITED, Banpresto Co.,Ltd., Bec Co., Ltd., Banpresoft Co., Ltd., Banpresto Sales Co., Ltd., Monolith Software Inc., NAMCO TALES STUDIO Ltd., BANDAI GAMES INC., BANPRESTO (H.K.) LTD., NAMCO AMERICA INC., NAMCO HOMETEK INC., NAMCO EUROPE LTD. Network Strategic Business Unit Affiliated Business (Shared Services Center) Bandai Networks Co., Ltd., VIBE Inc. Visual and Music Strategic Business Unit Bandai Visual Co., Ltd., Sunrise Inc., Bandai Channel Co., Ltd., BANDAI ENTERTAINMENT INC. Affiliated Business Group Bandai Logipal Inc., Banalex Corporation, Artpresto Co., Ltd., Happinet Corporation*, Sotsu Agency Co., Ltd.*, NAMCO ECOLOTECH LTD., NAMCO SUPPORTERS LTD., NAMCO TRADING LTD., Italian Tomato Ltd.* Underline: strategic business unit core company, *equity method affiliate Note concerning “Forward-looking statements” This document contains forward-looking statements that are based on the information currently available to management, and estimates involving uncertain factors thought likely to have an effect on future results. As such, they include various risks and uncertainties. Actual results may differ materially from these projections for a variety of reasons, including changes in business environments, market trends and exchange rate fluctuations relevant to the business of BANDAI NAMCO Group. 18