TOP INTERVIEW
Gundam and Other Established IPs Demonstrate Strong Market Presence
President and Representative Director, CEO
Bandai Namco Holdings Inc.
The Financial results for FY2026.3 have been announced.
In FY2026.3 (April 1, 2025–March 31, 2026), net sales were ¥1,348.2 billion, operating profit was ¥189.5 billion, ordinary profit was ¥201.9 billion, and profit attributable to owners of parent was ¥140.6 billion. As a result, we reached record levels in net sales and all profit metrics, marking a strong start to the first year of the Mid-term Plan.
In terms of IPs, our established IPs performed extremely well, with net sales from the Gundam series on a Groupwide basis exceeding ¥250.0 billion. By business, the Toys and Hobby Business achieved record-high results for the eighth consecutive year, while the Amusement Business did so for the fourth consecutive year. In addition,all of our businesses achieved the targets that set at the beginning of the fiscal year.
Although the Toys and Hobby Business was affected by certain tariffs, this impact was offset by the swift actions of frontline employees and strong performance across all product categories. Moreover, we maintained good momentum across all product categories without relying excessively on any particular product or category. We also commenced efforts to strengthen our product structure to support future growth.
Turning to the Digital Business, for network content, existing titles for mainstay IPs achieved solid results, while the new title SD Gundam G Generation Eternal made significant contributions throughout the year. In home console games, ELDEN RING NIGHTREIGN, its downloadable content (hereinafter “DLC”), and Digimon Story Time Stranger were among the titles that gained strong popularity.
In the Visual and Music Business, Mobile Suit Gundam GQuuuuuuX expanded the Gundam fan base and drove the success of products and services on a Groupwide basis. In addition, MOBILE SUIT GUNDAM HATHAWAY The Sorcery of Nymph Circe, which premiered in theaters in January, got off to a solid start. Furthermore, the Love Live! series expanded its popularity through theatrical releases, music content, and live events, while global distribution and streaming of established properties such as the Gundam series and One-Punch Man delivered strong performance.
In the Amusement Business, facilities that leverage the unique strength of the Bandai Namco Group—such as the Bandai Namco Cross Store and THE★JOJO WORLD, an official experience-focused IP-based store—proved popular, while sales from existing domestic facilities increased 7% over the previous fiscal year. For amusement machines, the updated version of Mobile Suit Gundam Extreme VS 2 was well received among fans.
Please tell us about the results for shareholder returns in FY2026.3.
Following careful consideration in line with our basic policy on shareholder returns, we decided to issue a year-end dividend of ¥50 per share. Including the interim dividend, this brings the full-year dividend to ¥73 per share. This dividend, together with the acquisition of treasury shares in the fourth quarter, resulted in a total payout ratio of 51.0%. We also canceled 5 million shares of treasury shares held by the Company at the end of April 2026. We will continue to reassess shareholder returns for FY2027.3 based on our basic policy (for details on results by business, see page 4).
What is the forecast for financial results in FY2027.3?
In FY2027.3, we forecast net sales of ¥1,350.0 billion and operating profit of ¥185.0 billion. While this forecast incorporates certain negative impacts from rising raw material and logistics costs, we will work to offset these impacts through the swift implementation of various initiatives. We expect to achieve record-high net sales and operating profit levels comparable to FY2026.3, and are committed to setting a new record in operating profit.
Business and Growth
Strategies Aimed at New Rollouts
Could you comment on the trends for each business in FY2027.3? What is the situation in the Toys and Hobby Business?
In the Toys and Hobby Business, we will continue to expand our IP lineups, product categories, areas of operation, and fan touchpoints across the globe. We will strive to achieve record-high profits by maintaining a strong performance across all categories, while taking into account the adverse impact from rising raw material and logistics costs.
For the Gundam series, which has achieved sales of over ¥100.0 billion in Japan, we aim to maintain net sales at a level comparable to FY2026.3. At the new model kit factory, we plan on introducing a total of 94 injection molding machines by June 2026, helping us to achieve a 35% increase in production capacity compared to the model kit output recorded in FY2024.3. Also, we are increasing the number of directly managed THE GUNDAM BASE stores to increase touchpoints with fans both in Japan and overseas. Going forward, we will continue to expand touchpoints with fans around the world.
Additionally, GUNDAM CARD GAME will celebrate its first anniversary this July. Supported by its engaging gameplay and the popularity of the miniatures game GUNDAM ASSEMBLE, the card game has greatly exceeded initial expectations in North America and Europe.
In terms of new product categories, we will launch BANDAI TABLETOP GAMES, a new tabletop gaming brand, in July as we expand into a new genre.
Tamagotchi is an IP that appeals to a broad range of age groups, with a diverse lineup of popular products extending beyond its core device. The IP will celebrate its 30th anniversary in 2026. During this milestone year, we will drive excitement by expanding permanent stores, holding commemorative events, and promoting cross-industry collaborations, thereby building momentum toward the IP’s 40th and 50th anniversaries.
Global expansion is a key driver of medium-to long-term growth in the Toy and Hobby Business, with North America and China remaining our priority markets. Trading card games are performing well in North America, while in China, fan enthusiasm for our products and services remains strong. In April, we opened our first all-in-one toy and hobby store in Shanghai, marking our first store of this kind in China. Furthermore, we are advancing initiatives centered on local production for local consumption, including the commercialization of local IP. Going forward, we will continue to strengthen engagement with fans through a wide range of approaches.

GUNDAM CARD GAME is
celebrating its first anniversary since launch.
©SUNRISE ©SUNRISE・MBS
©BANDAI

The launch of the new product PLAKORO
was announced
©Pokémon.
©Nintendo/Creatures Inc./GAME FREAK inc.
What is the situation in the Digital Business?
In the Digital Business, we are starting to see the positive impact from efforts to promote structural improvements aimed at building an optimized title portfolio. At the moment, our efforts to promote the first anniversary of SD Gundam G Generation Eternal have been performing well. With regard to network content, we have achieved a stable performance in existing titles through ongoing fan engagement, which has strengthened the earnings base for the Digital Business overall.
Looking ahead to upcoming home console game releases, we plan to launch the major DLC expansion NEO for DRAGON BALL Sparking! ZERO this summer, followed by the release of ACE COMBAT 8 in 2026. Furthermore, we plan to release DRAGON BALL XENOVERSE 3 in 2027.
Set in the future of a new DRAGON BALL world known as “AGE 1000,” the title will feature a diverse cast of characters created by Akira Toriyama. As part of our efforts to strengthen our game development capabilities, we have developed our in-house game engine, SOL-AVES, which will be utilized across a wide range of titles.
Furthermore, we are stepping up efforts to expand IP originating from games, including through licensing and other initiatives. In addition to licensing our owned IP such as PAC-MAN, we are also planning to hold live events for THE IDOLM@STER series in overseas markets. Regarding ELDEN RING, production of a live-action film is underway, with a global theatrical release scheduled for March 2028 (more details regarding the release in Japan will be announced at a later date). Going forward, we will continue to broaden touchpoints with fans, without being constrained to conventional approaches, with a view toward maximizing the value of IPs.

A major DLC expansion for DRAGON BALL Sparking! ZERO titled,
Super Limit-Breaking NEO DLC,
is scheduled for release in summer 2026
©バード・スタジオ/集英社・東映アニメーション
©Bandai Namco Entertainment Inc.

ACE COMBAT 8: WINGS OF THEVE,
the latest title in the ACE COMBAT series,
is scheduled for release in 2026
ACE COMBAT 8: WINGS OF THEVE™& ©Bandai Namco Entertainment Inc. br CORE IMAGERY – VIEW-READY © 2025 Vantor.
All trademarks and copyrights associated with the manufacturers, aircraft, models, trade names, brands and visual images depicted in this game are the property of their respective owners, and used with such permissions
What is the situation in the Visual and Music Business?
With regard to the Visual and Music Business in FY2027.3, we will continue to create high-quality content that serves as the foundation of our IP Axis Strategy while striving to deliver the benefits of our organizational restructuring as quickly as possible. Specifically, we will further strengthen and expand the Gundam business, fully leverage our visual and music assets, and expand our live events. In terms of profits, we anticipate amortization expenses for major theatrical releases, as well as initial costs associated with the full-scale opening of the Shibuya LOVEZ live music venue from the end of June.
For Gundam, we have decided to release the theatrical film MOBILE SUIT GUNDAM HATHAWAY The Sorcery of Nymph Circe in North America. In addition, production has been greenlit for Mobile Suit Gundam SEED FREEDOM ZERO, a prequel to the blockbuster Mobile Suit Gundam SEED FREEDOM, released in 2024. Furthermore, we have finalized the main casting for the live-action Gundam movie, and filming is now underway. While the release timing has yet to be determined, we will continue efforts to expand our global fan base through various initiatives.
In addition to these initiatives, we will develop a diverse range of content, including theatrical films and TV animations based on various IPs, to serve as a core driver of our IP Axis Strategy. We will also pursue both in-house studio production and collaborative projects with other studios. Through these efforts, we aim to create works that resonate with a broad range of fans.
In the music business, we restructured our music operations in April with the aim of achieving growth through a three-pronged approach comprising music production, music publishing, and live events. Music is deeply connected to all of the Group’s products and services, and plays a supporting role across all of our businesses. We aim to establish a music business that is uniquely Bandai Namco by drawing on the Group’s diverse infrastructure and expertise. Guided by this aim, we have held various assessments while promoting projects launched by the CW360 Division.
One achievement on this front has been the establishment of a strategic partnership with the music agency UDO ARTISTS Inc. UDO ARTISTS possesses extensive experience and insight in the planning, production, and management of concerts featuring leading artists both in Japan and overseas, and is highly regarded by artists and music professionals alike.
Bandai Namco is also involved in organizing live events across a wide range of genres, including IP-related productions. Going forward, in collaboration with UDO ARTISTS, we will promote live events and music business initiatives that leverage the strengths of both companies. Furthermore, we are advancing a wide range of initiatives to promote live events and establish a music business that reflects Bandai Namco’s unique strengths, with an eye toward future global expansion. Our live music venue, Shibuya LOVEZ, is set to open soon, and we hope you look forward to it.

The North American theatrical release
of MOBILE SUIT GUNDAM HATHAWAY The Sorcery
of Nymph Circe (for May 15, 2026) was confirmed
©SUNRISE

Live music venue
Shibuya LOVEZ
What are the circumstances in the Amusement Business?
In the Amusement Business, we project a 4% increase in sales from existing amusement facilities in Japan. With regard to amusement machines, we plan to launch new products primarily in the second half, focusing on small- to medium-scale titles.
In the amusement facility business, THE★JOJO WORLD facility has garnered strong support from fans. By combining the planning and operational capabilities of our Amusement Business with the worldviews of IP, this facility has received high praise from a wide range of fans. We are also currently operating ONE PIECE BASE SHOP, the official store for the ONE PIECE. We will consider further store openings given strong fan demand for experience-focused, IP-based official stores that leverage our strength. Moreover, our Bandai Namco Cross Store locations, which bring together Group IPs and product brands under one roof, have gained popularity both inside and outside Japan, supporting the strong performance of the Toys and Hobby Business.
For amusement machines, we are developing multiple new products, including new machines that leverage IPs and new entries in popular series. We will work to revitalize and enhance the facilities industry as a whole, with the aim of delivering unique and engaging experiences that can only be offered in physical locations. Looking ahead, we will fully leverage our unique strengths and promote Groupwide collaborations in the Amusement Business to continue offering physical venue that deliver uniquely Bandai Namco value.

ONE PIECE Dawn Strike is
an immersive punching game set
in the Great Pirate Era
© 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.

THE★JOJO WORLD,
an official experience-focused IP-based store,
has enjoyed a strong positive response.
©荒木飛呂彦&LUCKY LAND COMMUNICATIONS/集英社
©荒木飛呂彦&LUCKY LAND COMMUNICATIONS/集英社・ジョジョの奇妙な冒険
THE ANIMATION PROJECT GAME
©Bandai Namco Experience Inc.
Do you have a closing message for the readers?
To summarize FY2026.3, it was a year in which the Toys and Hobby Business fulfilled its role as a growth driver under the Mid-term Plan, leading the Group’s overall performance. In the Digital Business, we started to see the positive impact from efforts to build an optimized title portfolio. In the Visual and Music Business, we carried out structural reorganization, laying the groundwork for maximizing the value of IP and creating a music business that is uniquely Bandai Namco. With regard to the Amusement Business, we delivered results by leveraging our unique planning and operational capabilities and pursuing Groupwide collaborations. Furthermore, the CW360 division began full-scale operations, broadening collaborations and alliances with a wide range of partners.
In FY2026.3, the first year of the Mid-term Plan, we made a solid start, achieving record-high results while advancing key strategies and initiatives. In FY2027.3, we will continue to promptly address issues, further reinforce areas that are performing steadily, and respond swiftly to changes in the operating environment. By doing so, we will further strengthen our foundation with a view to the next Mid-term Plan.
Going forward, we will continue to engage sincerely with IPs, products, and services as we work to expand and deepen our connections with fans around the world.
