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Business Segments

(as of November 12, 2020)

Digital Contents / % of Net Sales 73.5% / Net Sales 59,942 million yen (up 27.8% from the previous year) / Operating Margin 40.3%

This business develops and sells packaged and digital game content for consumer home video game platforms. It also develops and manages games for Mobile Contents and PC Online Games. Consumer games produces creative, original content that provides recurring revenue by utilizing digital distribution. Many of these million-seller titles are used for smartphone, tablet device and PC online games, and are distributed worldwide in order to maximize earnings.

FY2019 Financial Results

Net Sales/Operating Margins

Chart:Net Sales/Operating Margin

Assets/ROA

Chart:Assets/ROA

Note: Effective from the beginning of the fiscal year ended March 31, 2019, Capcom has applied "Implementation Guidance on Tax Effect Accounting" (ASBJ Guidance No. 28, February 16, 2018). Figures for the previous fiscal year have undergone retrospective application.

Non-financial information

SWOT Analysis

An analysis of the current strengths and weaknesses of this business.

SWOT Analysis

Utilization of Non-Financial Capital

A summary of the different capital we utilize that comprises our corporate value.

Utilization of Non-Financial Capital

FY2019 Operating Results

Consumer (Package + Digital)

  • New title Monster Hunter World: Iceborne was a hit
  • Major catalog title hits Monster Hunter: World, Resident Evil 2, and Devil May Cry 5 performed well
  • Highly profitable digital sales grew further

Mobile Contents

  • Launched in-house titles such as Monster Hunter Riders and Sengoku BASARA Battle Party, as well as alliance titles

PC Online

  • Retired the PC Online titles Monster Hunter Frontier Z and Dragon’s Dogma Online.

Main Products in FY2019

Monster Hunter World: Iceborne

A massive expansion for Monster Hunter: World, which holds the record for Capcom’s best selling title with sales of more than 15.7 million units. With a stellar critical reception, this game has attracted attention from around the world and sold 5.2 million copies globally.

Monster Hunter Riders

In addition to the deep-rooted popularity of the Monster Hunter brand, the game’s fast tempo, dynamic staging, vibrant characters, and rich content have drawn much attention resulting in a total of 5 million downloads.

Outlook (FY2020 Business Divisional Strategies and Projections)

PDF "Business Segments Highlights" -Digital Contents (PDF:2.97MB) (May 12, 2020)

Arcade Operations / % of Net Sales 14.8% / Net Sales 12,096 million yen (Up 9.5% from the previous year) / Operating Margin 10.0%

We operate amusement facilities, primarily Plaza Capcom arcades, in Japan. These arcades are predominantly in large commercial complexes. We have diligently followed a scrap-and-build policy to maximize our efficiency in arcade operations, and have been hosting various events designed to attract families and younger customers.

FY2019 Financial Results

Net Sales/Operating Margins

Graph: Net sales/Operating Margin

Assets/ROA

Graph: Assets/ROA

Non-financial information

SWOT Analysis

An analysis of the current strengths and weaknesses of this business.

SWOT Analysis

Utilization of Non-Financial Capital

A summary of the different capital we utilize that comprises our corporate value.

Utilization of Non-Financial Capital

FY2019 Operating Results

  • We opened Capcom Store Tokyo, a showroom in Shibuya that sells Capcom merchandise
  • We focused efforts on cultivating new customer segments, including free game experience tours for middle-aged and elderly persons
  • We opened three new stores
  • To prevent the further spread of COVID-19, we changed the operating hours of some stores and temporarily closed others
  • Same store sales were up 3% year over year

Major Store in FY2019

Showroom Capcom Store Tokyo

This showroom featuring Capcom’s popular characters merchandise opened in Shibuya in November 2019. The store is performing well due to its location, perfect for meeting the demands of inbound visitors, and through offering original merchandise that has created a buzz.

Outlook (FY2020 Business Divisional Strategies and Projections)

PDF "Business Segments Highlights" -Arcade Operations (PDF:2.97MB) (May 12, 2020)

Amusement Equipments / % of Net Sales 8.0% / Net Sales 6,533 million yen (down 90.9% from the previous year) / Operating Margin 31.9%

This business utilizes the content from our home video games. We focus primarily on the development, manufacture and sales of software, frames and LCD devices for gaming machines.

FY2019 Financial Results

Net Sales/Operating Margins

Chart:Net Sales/Operating Margin

Assets/ROA

Chart:Assets/ROA

Non-financial information

SWOT Analysis

An analysis of the current strengths and weaknesses of this business.

SWOT Analysis

Utilization of Non-Financial Capital

A summary of the different capital we utilize that comprises our corporate value.

Utilization of Non-Financial Capital

FY2019 Operating Results

  • Sold a total of 20,000 units of one model
  • Returned to profitability after releasing model designed to current regulations

Main Products in FY2019

Shin Onimusha for Pachislo

This pachislo machine is based on the Onimusha series, which boasts great popularity in the pachislo market. The machine was introduced in March 2020 and 20,000 units have been sold.

Outlook (FY2020 Business Divisional Strategies and Projections)

PDF "Business Segments Highlights" -Amusement Equipments (PDF:2.97MB) (May 12, 2020)

Other Businesses / % of Net Sales 3.7% / Net Sales 3,018 million yen (up 17.2% from the previous year) / Operating Margin 18.0%

Based on our Single Content Multiple Usage strategy of leveraging game IP across different media, we pursue a variety of copyright-related business opportunities. In addition to adapting game content into movies, animated television programs, music CDs, character merchandise and other products as part of our licensing business, we are also devoting resources to our esports.

FY2019 Financial Results

Net Sales/Operating Margins

Chart: Net Sales/Operating Margin

Assets/ROA

Chart: Assets/ROA

Non-financial information

SWOT Analysis

An analysis of the current strengths and weaknesses of this business.

SWOT Analysis

Utilization of Non-Financial Capital

A summary of the different capital we utilize that comprises our corporate value.

Utilization of Non-Financial Capital

FY2019 Operating Results

  • We held events and sold merchandise leveraging IPs like Monster Hunter and Resident Evil, creating multifaceted opportunites for earning
  • Proactively worked to develop new esport events such as the CAPCOM Pro Tour Asia Premier and the Street Figher League World Championship
  • Despite the increase in licensing revenue, the margin decreased due to upfront investments in esports

Major Topics in FY2019

Capcom Pro Tour Asia Premier

This tournament expanded upon the target region of the CAPCOM Pro Tour Japan Premier, which was held in the previous fiscal year, to include the Asian region. The tournament was held at the Makuhari Messe Event Hall in September 2019, attracting more than 1,000 entrants from across Asia.

Outlook (FY2020 Business Divisional Strategies and Projections)

PDF "Business Segments Highlights" -Other Businesses (PDF:2.97MB) (May 12, 2020)

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