www.bandainamco.co.jp
BANDAI NAMCO Group
FACT BOOK 2021
TABLE OF CONTENTS
1 BANDAI NAMCO Group Outline
Results of Operations
01 Consolidated Business Performance /
Management Indicators
02 Sales by Category
Products / Service Data
03 Sales by IPs / Facts & Figures
Entertainment Unit (Digital Business) / Entertainment Unit (Toys and Hobby Business)
06 IP Production Unit (Visual and Music Business / Creation Business) / IP Production Unit (Visual and Music Business) / IP Production Unit (Creation Business) / Amusement Unit
-
Related Market Data
Entertainment Unit (Digital Business)
07 Game App Market / Top Publishers in the Global App Market / Home Video Game Market
Entertainment Unit (Toys and Hobby Business)
08 Toy Market
09 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market
10 Candy Toy Market / Children's Lifestyle (Sundries) Market / Babies' & Children's Clothing Market
IP Production Unit (Visual and Music Business)
10 Visual Software Market / Music Content Market
IP Production Unit (Creation Business)
11 Animation Market
Amusement Unit
11 Amusement Machine Market / Amusement Facility Market - ESG Data
BANDAI NAMCO Group Important CSR Themes: FY2021.3 Activity Report
12 Safety and Cleanliness of Products and Services
13 Environmental Consideration
14 Policies Regarding Influence on Society of the Group's Content and Products / Supply Chain Management
Environment-Related Information
15 Overview of Environmental Performance Data for FY2021.3 / BANDAI NAMCO Group CO2 Emissions
Human Resources-Related Information (Total for Unit Core Companies)
17 Number of Employees by Type of Employment / Number of Female Managers / Number of Employ- ees Hired after Graduation / Employment Rate for People with Disabilities / Averages / Number of Employees That Took Leave for Childcare or Family Nursing / Annual Paid Leave Utilization Rate / Industrial Accidents / Systems to Promote Achieve- ment of Work-Life Balance (Examples) - BANDAI NAMCO Group's History
History
18 BANDAI's History / NAMCO's History
26 BANDAI NAMCO Group's History
Note: This English-language fact book is based on a translation of the | |
Printed in Japan | Japanese-language fact book. |
1 | BANDAI NAMCO Group Outline |
RESULTS OF OPERATIONS
For the Fiscal Years Ended March 31
Figures in this fact book have been rounded down.
CONSOLIDATED BUSINESS PERFORMANCE
NET SALES
(¥ million) | |||||||||||
800,000 | 732,347 723,989740,903 | ||||||||||
700,000 | |||||||||||
678,312 | |||||||||||
600,000 | 565,486 575,504 | 620,061 | |||||||||
500,000 | 454,210 | 487,241 507,679 | |||||||||
400,000 | 394,178 | ||||||||||
300,000 | |||||||||||
200,000 | |||||||||||
100,000 | |||||||||||
0 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
(FY) |
MANAGEMENT INDICATORS
ROE (Profit Attributable to Owners of Parent / Average Total Shareholders' Equity)
(%)
20 | ||||
14.7 | 15.5 | |||
15 | 14.1 | |||
13.3 | 13.1 | |||
13.2 | ||||
11.2 | 10.2 | |||
9.1 | 9.7 | |||
10 |
5
- 0.8
(FY) | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
SALES BY CATEGORY
SALES BY SEGMENT (CONSOLIDATED)
• FY2021.3 | • FY2021.3 | • FY2020.3 | ||
(NEW SEGMENT CLASSIFICATION) | (PREVIOUS SEGMENT CLASSIFICATION) | (PREVIOUS SEGMENT CLASSIFICATION) | ||
Elimination of internal transactions | Elimination of internal transactions | Elimination of internal transactions | ||
and corporate | and corporate | and corporate | ||
¥48,887 million | ¥53,577 million | ¥51,061 million | ||
Net sales (after eliminations) | Net sales (after eliminations) | Net sales (after eliminations) | ||
¥740,903 million | ¥740,903 million | ¥723,989 million | ||
OPERATING PROFIT
(¥ million) | |||
90,000 | 84,045 | 84,654 | |
80,000 | 75,024 | 78,775 | |
70,000 | 63,239 | ||
60,000 | 56,321 | ||
50,000 | 48,643 | 49,641 | |
44,673 | |||
40,000 | 34,607 | ||
30,000 |
ROA (Recurring Profit / Average Total Assets)
(%)
20 | |||||||
15 | 14.0 | 14.0 | 14.7 | 15.1 | |||
13.5 | |||||||
12.9 | 13.0 | ||||||
12.2 | |||||||
11.4 | |||||||
10.7 | |||||||
10 |
Entertainment Unit (Digital Business) | 42.8% | Toys and Hobby Unit | 37.3% | Toys and Hobby Unit | 32.7% | ||||||
¥337,964 million | ¥296,016 million | ¥253,714 million | |||||||||
Entertainment Unit (Toys and Hobby Business) | Network Entertainment Unit | 43.3% | Network Entertainment Unit | ||||||||
¥300,815 million | 38.1% | ¥344,150 million | ¥328,079 million | 42.3% | |||||||
IP Production Unit (Visual and Music Business) | Real Entertainment Unit | Real Entertainment Unit | |||||||||
¥34,219 million | 4.3% | ¥63,923 million | 8.0% | ¥91,753 million | 11.8% | ||||||
IP Production Unit (Creation Business) | 3.6% | Visual and Music Production Unit | 3.5% | Visual and Music Production Unit | 6.1% | ||||||
¥28,213 million | ¥28,089 million | ¥46,951 million | |||||||||
Amusement Unit | 8.1% | IP Creation Unit | 3.6% | IP Creation Unit | 3.1% | ||||||
¥63,923 million | ¥28,213 million | ¥23,497 million |
20,000 | 16,338 | ||
10,000 | |||
0 | |||
5
0
5.2
Other | 3.1% | Other | 4.3% | Other | 4.0% | |||
¥24,655 million | ¥34,088 million | ¥31,054 million |
Note: Percentage figures are calculated based on sales before elimination of inter-segment transactions.
(FY) | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
(FY) | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
PROFIT ATTRIBUTABLE TO OWNERS OF PARENT
(¥ million) | |||||||||||
70,000 | 63,383 | ||||||||||
60,000 | 54,109 | 57,665 | |||||||||
48,894 | |||||||||||
50,000 | |||||||||||
44,159 | |||||||||||
40,000 | 32,383 | 37,588 | 34,583 | ||||||||
30,000 | |||||||||||
25,054 | |||||||||||
20,000 | 19,303 | ||||||||||
10,000 | |||||||||||
0 | 1,848 | ||||||||||
(FY) | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
OVERSEAS SALES PROPORTION
(%)
30 | |||||||
20.8 | 22.4 | 20.6 | 22.3 | ||||
20.5 | 18.7 | 20.0 | |||||
20 | |||||||
16.7 | 16.6 | 16.0 | 16.7 |
10
0
(FY) | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
SALES BY GEOGRAPHIC REGION | ||||
• FY2021.3 | • FY2020.3 | |||
Sales to external customers | ¥740,903 million | Sales to external customers | ¥723,989 million | |
Japan | ¥575,492 million | 77.7% | Japan | ¥578,922 million | 80.0% | ||||
Americas | ¥58,471 million | 7.9% | Americas | ¥53,553 million | 7.4% | ||||
Europe | ¥54,649 million | 7.4% | Europe | ¥44,168 million | 6.1% | ||||
Asia, excluding Japan | ¥52,293 million | 7.0% | Asia, excluding Japan | ¥47,347 million | 6.5% | ||||
Note: Percentage figures are calculated based on external sales. Figures are estimates based on management accounting.
01 | 02 |
1 | BANDAI NAMCO Group Outline | |||
PRODUCTS / SERVICE DATA | ||||
SALES BY IPs | ||||
Groupwide Sales by IPs (Worldwide) | ||||
(¥ billion) | ||||
FY2020.3 | FY2021.3 | |||
Aikatsu! series | 3.2 | 2.0 | ||
Ultraman series | 7.8 | 8.6 | ||
KAMEN RIDER series | 31.2 | 28.9 | ||
Mobile Suit Gundam series | 78.1 | 95.0 | ||
Super Sentai series | 6.8 | 5.2 | ||
Anpanman | 9.9 | 8.7 | ||
DRAGON BALL series | 134.9 | 127.4 | ||
NARUTO | 13.0 | 21.4 | ||
PRETTY CURE! series | 8.4 | 6.6 | ||
ONE PIECE | 34.9 | 38.0 | ||
Note: Sales before elimination of inter-segment transactions
Sales by IP for Toys and Hobby Unit (Japan)
(¥ billion) | ||
FY2020.3 | FY2021.3 | |
KAMEN RIDER series | 28.5 | 24.3 |
Mobile Suit Gundam series | 35.7 | 41.0 |
Anpanman | 9.4 | 8.3 |
DRAGON BALL series | 20.7 | 15.4 |
PRETTY CURE! series | 8.3 | 6.6 |
ONE PIECE | 7.9 | 7.1 |
Note: Sales before elimination of inter-segment transactions
FACTS & FIGURES
Entertainment Unit (Digital Business)
• Sales by major category
(¥ billion) | ||
FY2020.3 | FY2021.3 | |
Network content | 200.9 | 207.7 |
Home video games | 99.0 | 118.1 |
- Number of network content titles in Japan (As of the end of March 2021)
SNS | 6 titles |
Game apps (Google Play) | 34 titles |
Game apps (App Store) | 34 titles |
Note: The totalization method was changed from FY2021.3.
BANDAI NAMCO Entertainment Inc.
• Major home video game titles: Cumulative total number of shipments by series (including PC versions)
· Super Robot Wars series | |
Cumulative total number of shipments, | |
April 1991 to March 2021 | 19.24 million units |
· TEKKEN series | |
Cumulative total number of shipments, | |
March 1995 to March 2021 | 52.51 million units |
· Tales... of series | |
Cumulative total number of shipments, | |
December 1995 to March 2021 | 24.84 million units |
· Ultimate Ninja Storm series | |
Cumulative total number of shipments, | |
January 2009 to March 2021 | 20.80 million units |
· DARK SOULS series | |
Cumulative total number of shipments, | |
September 2011 to March 2021 | 29.34 million units |
Note: Total for overseas sales for which BANDAI NAMCO Entertainment Inc. was the original seller (excluding domestic sales by FromSoftware, Inc.)
• Major network content titles: Cumulative total number of downloads
· ONE PIECE Treasure Cruise Cumulative total number of downloads,
May 2014 to March 2021 | 100.00 million downloads |
- DRAGON BALL Z DOKKAN BATTLE Cumulative total number of downloads,
January 2015 to March 2021 | 300.00 million downloads |
- THE IDOLM@STER CINDERELLA GIRLS: STARLIGHT STAGE Cumulative total number of downloads,
September 2015 to March 2021 | 25.00 million downloads |
- NARUTO X BORUTO NINJA VOLTAGE Cumulative total number of downloads,
November 2017 to March 2021 | 35.00 million downloads |
· DRAGON BALL LEGENDS | |
Cumulative total number of downloads, | |
May 2018 to March 2021 | 40.00 million downloads |
Entertainment Unit (Toys and Hobby Business)
BANDAI CO., LTD.
Toys
- Ultraman soft figures (heroes and monsters) Cumulative shipment volume,
1983 to March 2021 | 101.87 million units |
- Super Sentai series (shape-changing model robots) Cumulative shipment volume,
1979 to March 2021 | 30.89 million units |
- Digital Monsters (Digimon portable LCD games) Cumulative shipment volume,
June 1997 to March 2021 | 14.31 million units |
- KAMEN RIDER transformation belt (HEISEI / REIWA RIDER) Cumulative shipment volume,
February 2000 to March 2021 | 14.50 million units |
- First-generationTamagotchi (including overseas) Cumulative shipment volume,
November 1996 to March 1999 | 40.00 million units |
· Tamagotchi (including overseas) | |
Cumulative shipment volume, | |
March 2004 to March 2021 | 43.73 million units |
· Donjara series | |
Cumulative shipment volume, | |
1984 to March 2021 | 3.92 million units |
- Anpanman PC series including tablet devices Cumulative shipment volume,
1999 to March 2021 | 2.39 million units |
Capsule Toys: Gashapon
- Gashapon (¥100-¥500) Cumulative shipment volume,
1977 to March 2021 | 3,710.50 million units |
- HG / DG / HBG series (non-deformed figures) Cumulative shipment volume,
September 1994 to March 2021 | 300.10 million units |
- Capsule-lessproduct series Cumulative shipment volume,
October 2015 to March 202150.02 million units
Cards, Trading Cards
· CARDDASS series | |
Cumulative shipment volume, | |
1988 to March 2021 | 11,767.40 million units |
- DATA CARDDASS series Cumulative total card shipments,
March 2005 to March 2021 | 2,748.58 million units |
Candy Toys
- Candy toys (all lines) Cumulative shipment volume,
1995 to March 2021 | 2,655.24 million units |
Confectionery / Foods
- Crayon Shin-chan Chocobi series Cumulative shipment volume,
March 2005 to March 2021 | 227.02 million units |
· Charapaki series | |
Cumulative shipment volume, | |
October 2017 to March 2021 | 60.84 million units |
- Character decoration cake series Cumulative shipment volume,
1994 to March 2021 | 11.43 million units |
- Tabemasu (Japanese-style confection) series Cumulative shipment volume,
April 2015 to March 202110.47 million units
Apparel
· T-shirts | |
Cumulative shipment volume, | |
1991 to March 2021 | 45.86 million units |
- Transformation suits Cumulative shipment volume,
1991 to March 2021 | 11.38 million units |
- Glow-in-the-darkpajama series Cumulative shipment volume,
October 2007 to March 20217.06 million units
Lifestyle (Sundries)
· Children's shampoo | |
Cumulative shipment volume, | |
1988 to March 2021 | 92.92 million units |
- Bikkura Tamago bathing salts Cumulative shipment volume,
March 2002 to March 2021 | 139.40 million units |
- The Rose of Versailles Liquid Eyeliner series (including overseas)
Cumulative shipment volume, | |
September 2007 to March 2021 | 6.80 million units |
03 | 04 |
1 | BANDAI NAMCO Group Outline |
PRODUCTS / SERVICE DATA
BANDAI SPIRITS CO., LTD.
Collectible figures
· SOUL OF CHOGOKIN | |
Cumulative shipment volume, | |
December 1997 to March 2021 | 3.41 million units |
· SAINT CLOTH MYTH | |
Cumulative shipment volume, | |
November 2003 to March 2021 | 5.45 million units |
· SOUL OF ROBOT | |
Cumulative shipment volume, | |
October 2008 to March 2021 | 5.50 million units |
· S.H. Figuarts | |
Cumulative shipment volume, | |
February 2008 to March 2021 | 14.37 million units |
Plastic Model Kits
· Gundam series plastic models | |
Cumulative shipment volume, | |
As of the end of March 2021 | 714.84 million units |
Gundam (Real) series plastic models | |
Cumulative shipment volume, | |
July 1980 to March 2021 | 538.24 million units |
Gundam (SD) series plastic models | |
Cumulative shipment volume, | |
July 1987 to March 2021 | 176.60 million units |
· Figure-rise series | |
Cumulative shipment volume, | |
December 2009 to March 2021 | 5.11 million units |
Prizes
· Number of items developed into prizes in FY2021.3
Total number of items | 1,171 items |
Formed products (figures, etc.) | 511 items |
Sewn products (stuffed toys, etc.) | 430 items |
Sundries | 230 items |
Overseas
· SAINT CLOTH MYTH | |
Cumulative shipment volume, | |
October 2003 to March 2021 | 8.79 million units |
- Gundam action figures Cumulative shipment volume,
January 2000 to March 2021 | 15.75 million units |
- Gundam plastic model kits Cumulative shipment volume,
January 2000 to March 2021 | 84.85 million units |
- Web service "GUNDAM.INFO" Visual product viewing results,
March 2011 to March 2021 | 1,710.85 million views |
MegaHouse Corporation | |
· Othello series | |
Cumulative shipment volume, | |
1973 to March 2021 | 25.60 million units |
· Rubik's Cube series | |
Cumulative shipment volume, | |
1980 to March 2021 | 14.40 million units |
CCP Co., Ltd.
- SWEEPLUS vacuum cleaner series Cumulative shipment volume,
August 2011 to March 2021 | 1.80 million units |
- Cordless rotating mop cleaner series Cumulative shipment volume,
July 2015 to March 2021 | 0.86 million units |
SUN-STAR STATIONERY CO., LTD.
- Nurie (coloring book) series Cumulative shipment volume,
July 2009 to March 2021 | 87.43 million units |
- STICKYLE (stick-type stationery) series Cumulative shipment volume,
November 2010 to March 2021 | 10.70 million units |
HEART CORPORATION
- Results in shipments of products for seasonal events Confectionery for
2020 | Christmas | 106 items, 3.80 million units |
Confectionery for | ||
2021 | Valentine's Day | 175 items, 4.10 million units |
Confectionery for | ||
2021 | White Day | 102 items, 1.70 million units |
IP Production Unit
(Visual and Music Business / Creation Business)
• Sales by category | (¥ billion) | |
FY2020.3 | FY2021.3 | |
Packaged products | 15.2 | 9.8 |
Productions, license, distribution, | 51.5 | 46.5 |
events, etc. | ||
Total | 66.7 | 56.3 |
IP Production Unit (Visual and Music Business)
BANDAI NAMCO Arts Inc.
-
Cumulative total sales of visual packaged products · Mobile Suit Gundam series
Cumulative shipment volume,
December 1987 to March 2021 | 20.92 million units |
· Ultraman series | |
Cumulative shipment volume, | |
January 1988 to March 2021 | 8.48 million units |
· FY2021.3 visual packaged products overall | |
Cumulative total number of shipments, | |
April 2020 to March 2021 | 0.91 million units |
- Number of copyrighted products and total number of hours (As of March 31, 2021)
· Number of copyrighted products | 1,157 products |
· Total number of hours | 4,341 hours |
- Total number of musical works (As of the end of March 2021) · Number of works with master license
recordings | Approx. 47,100 works |
· Number of works published | Approx. 25,000 works |
Note: From FY2017.3, number of works managed in-house (excluding works managed jointly and works not recorded on CD)
BANDAI NAMCO Rights Marketing Inc.
-
Cumulative number of fee-based viewings for on-demand delivery of animations (Total for TVOD and SVOD, excluding free distribution)
Cumulative total,
October 2002 to March 2021 | 534,175,416 viewings |
- Number of animation productions available for on-demand delivery
Number of productions delivered as of
March 31, 2021 | 4,513 productions |
IP Production Unit (Creation Business)
SUNRISE INC. / BANDAI NAMCO Pictures INC.
Number of copyrighted products and total number of hours
(As of March 31, 2021) | |
· Number of copyrighted products | 342 products |
· Total number of hours | 2,765 hours |
Amusement Unit
• Sales by category | (¥ billion) | ||||
FY2020.3 | FY2021.3 | ||||
Amusement machines | 27.1 | 16.7 | |||
Amusement facilities | 64.7 | 47.1 | |||
Amusement Facilities | |||||
• Number of facilities at end of FY2021.3 | |||||
Directly | Revenue-sharing | ||||
Region | managed facilities | facilities* | Other | ||
Japan | 244 | 518 | 3 | ||
Overseas | 22 | 16 | 0 | ||
Total | 266 | 534 | 3 | ||
- Revenue-sharingfacilities: Revenues from the operation of amusement machines are shared.
• Existing-store sales (YoY)
FY2020.3 | FY2021.3 | ||
Japan | 98.1% | 74.2% | |
HANAYASHIKI CO., LTD. | |||
· Number of customers entering | |||
ASAKUSA HANAYASHIKI in FY2021.3* | 160,000 customers |
* Closed from April to June, 2020, in order to prevent the spread of COVID-19
05 | 06 |
2 Related Market Data
ENTERTAINMENT UNIT (DIGITAL BUSINESS)
GAME APP MARKET (JAPAN) | HOME VIDEO GAME MARKET (JAPAN) |
ENTERTAINMENT UNIT (TOYS AND HOBBY BUSINESS)
TOY MARKET (JAPAN)
GAME APP MARKET SCALE TREND
(¥ billion)
1,600
HOME VIDEO GAME MARKET SCALE TREND
(¥ billion) | 580.7 |
600 |
[Toy Market Scale]
(Unit: Millions of yen, manufacturer's suggested retail price basis)
Major Categories | FY2020.3 | FY2021.3 |
1,316.4
1,200 | 969.0 | 1,058.0 | 1,166.0 | 1,214.0 | |||||||
800 | |||||||||||
400 | |||||||||||
0 | |||||||||||
2016 | 2017 | 2018 | 2019 | 2020 | |||||||
(Year) |
480 | |
360 | 343.9 |
44.5 | |
240 | 182.4 |
120 | |
117.0 | |
0 | 2016 |
(Year) |
446.4 | 434.2 |
54.7 | |
88.2 | |
189.3 | 175.9 |
202.3 | 170.0 |
2017 | 2018 |
436.8 | 213.4 |
110.4 | |
166.9 | 181.7 |
159.5 | 185.6 |
2019 | 2020 |
Games | 16,405 | 19,246 |
General games (including mini electronic games), 3D puzzles, others (including party games, humorous games, magic tricks) | ||
Cards, trading cards | 113,303 | 122,240 |
Jigsaw puzzles | 11,273 | 17,888 |
High-tech-related trendy toys | 5,193 | 6,488 |
Interactive toys, robots, cameras, app-related products | ||
Character products | 80,890 | 67,690 |
Hero toys, etc. | ||
Toy vehicles | 51,870 | 42,903 |
Mini cars, railroad toys, RC toys, electric, others (racing, spring, metal toys, etc.) | ||
Source: "Famitsu Game White Paper 2021" (KADOKAWA ASCII Research Laboratories, Inc.) * Prepared based on information as of May 2021
Game apps: Games provided for smartphones and tablets
(Includes games for feature phones that operate on SNS platforms)
TOP PUBLISHERS IN THE GLOBAL APP MARKET
TOP PUBLISHERS IN THE GLOBAL APP MARKET
Rank | Name of Publisher | Country |
1 | Tencent | China |
2 | NetEase | China |
3 | Playrix | Ireland |
4 | Activision Blizzard | U.S. |
5 | Zynga | U.S. |
6 | BANDAI NAMCO | Japan |
7 | Supercell | Finland |
8 | Netmarble | South Korea |
9 | Playtika | Israel |
10 | Sony | Japan |
Source: App Annie
Total for iOS, Google Play / Prepared by App Annie based on 2020 revenue figures
THE BANDAI NAMCO GROUP'S RANKING IN THE APP MARKET
Year | Ranking |
2020 | No. 6 |
2019 | No. 5 |
2018 | No. 4 |
2017 | No. 7 |
Based on ranking in Top Publishers in Global App Market, which was prepared by App Annie
Hardware Software Online
Source: "Famitsu Game White Paper 2021" (KADOKAWA ASCII Research Laboratories, Inc.) * Prepared based on information as of May 2021
UNIT SALES SHARE BY MANUFACTURER (2020)
Microsoft Japan | Other | |
2.1% | ||
14.1% | ||
Capcom | ||
2.3% | Nintendo | |
Koei Tecmo | 47.5% | |
Games | ||
2.9% | ||
SEGA | ||
3.0% | ||
Sony Interactive | ||
Entertainment | ||
4.5% | ||
Pokémon | ||
4.8% | ||
BANDAI NAMCO | SQUARE | KONAMI |
Entertainment | ENIX | |
5.8% | 6.5% | 6.5% |
Collection period: December 30, 2019, to December 27, 2020
Source: "Famitsu Game White Paper 2021" (KADOKAWA ASCII Research Laboratories, Inc.) Company names are as of the collection date.
Dolls, products for playing house | 45,251 | 38,765 |
Dress-up dolls, dollhouses, products for playing house, arts and crafts, collection toys, cuddly dolls, others (including accessories, | ||
children's cosmetics) | ||
Stuffed toys | 26,732 | 26,063 |
Character stuffed toys, non-character stuffed toys | ||
Educational | ||
Blocks, wooden products, preschool, infants' characters, babies' products (babies' toys, bath toys, baby products), transportation- | 169,423 | 172,944 |
related (including baby carriages, child seats, tricycles), others (including musical instruments, telephones, picture books, playground | ||
equipment, children's videos, electric animals) | ||
Seasonal products | 47,759 | 51,265 |
Small sparklers, summer toys, summer goods, small toys, sports toys, sports supplies, outdoor products | ||
Sundries | 95,817 | 105,789 |
Variety goods, gifts, interior goods, housewares, stationery, apparel, others | ||
Hobby products | 138,087 | 144,911 |
Plastic models, RC hobby products, model trains, figures, others | ||
Other | 12,410 | 10,563 |
Total | 814,413 | 826,755 |
FY2020.3 | FY2021.3 | ||||||
Other | Games | Other | Games | ||||
Hobby products | 1.5% | 2.0% | Cards, trading cards | Hobby products | 1.3% | 2.3% | Cards, trading cards |
13.9% | 14.8% | ||||||
17.0% | |||||||
Jigsaw puzzles | 17.0% | ||||||
Jigsaw puzzles | |||||||
1.4% | |||||||
High-tech-related | 2.2% | ||||||
High-tech-related | |||||||
trendy toys | |||||||
Sundries | 0.6% | trendy toys | |||||
FY2020.3 Toy Market | Character products | Sundries | FY2021.3 Toy Market | 0.8% | |||
11.8% | Character products | ||||||
¥814,413 million | 9.9% | 12.8% | ¥826,755 million | ||||
8.2% | |||||||
Toy vehicles | Toy vehicles | ||||||
Seasonal products | 6.4% | 5.2% | |||||
5.9% | Dolls, products for | Seasonal products | Dolls, products for | ||||
playing house | 6.2% | playing house | |||||
5.6% | 4.7% | ||||||
Stuffed toys | Stuffed toys | ||||||
Educational | 3.3% | Educational | 3.2% | ||||
20.8% | 20.9% |
Notes: 1. In principle, the market created by the original products and own-brand products of member companies of the Japan Toy Association and of exhibitors at the International Tokyo Toy Show.
- Excluding drugstore distribution
- Hobby products include distribution of models Source: Research by the Japan Toy Association
07 | 08 |
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Bandai Namco Holdings Inc. published this content on 08 October 2021 and is solely responsible for the information contained therein. Distributed by Public, unedited and unaltered, on 08 October 2021 06:06:04 UTC.