Business Segments
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This business develops and sells digital game content for consumer home video game and PC platforms. It also develops and manages Mobile Contents. 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 games, and are distributed worldwide in order to maximize earnings.
FY2020 Financial Results
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Net Sales/Operating Margins
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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.
Utilization of Non-Financial Capital
A summary of the different capital we utilize that comprises our corporate value.
FY2020 Operating Results
Consumer (Package + Digital)
- New titles Resident Evil 3 and Monster Hunter Rise were hits
- Major catalog title hits Monster Hunter World: Iceborne, Monster Hunter: World, Resident Evil 2, and Resident Evil 7 biohazard performed well
- Highly profitable digital sales grew further
Mobile Contents
- Launched both in-house as well as alliance titles, such as Rock Man X Dive and Street Fighter: Duel
Main Products in FY2020
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Monster Hunter RiseThis was developed as a new addition to the Monster Hunter series with our proprietary development engine, RE ENGINE. Prior to release, we distributed demo versions that allowed cooperative play twice, and due to the high acclaim and amount of attention it received, 4.8 million copies were sold.
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Resident Evil 3Released in 1999, Resident Evil 3: Nemesis, which sold a total of 3.5 million copies, was remade for the first time in 21 years using the latest technology and concepts. Based on a digital sales strategy, we were able to increase the sales percentage of the download version, and 3.9 million copies were sold during the fiscal year.
Outlook (FY2021 Business Divisional Strategies and Projections)-
“Business Segments Highlights”
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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.
FY2020 Financial Results
-
Net Sales/Operating Margins
-
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.
Utilization of Non-Financial Capital
A summary of the different capital we utilize that comprises our corporate value.
FY2020 Operating Results
- We are focusing on steadily opening and operating stores while working to minimize the impact of COVID-19
- To address the spread of COVID-19, we changed the operating hours of some stores and suspended operations of others
Same store sales were down 22% - We opened Capcom Store Osaka, a showroom in Osaka’s Shinsaibashi district that sells Capcom merchandise
- We opened one new store
Major Store in FY2020
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Showroom
Capcom Store OsakaWe opened Capcom’s first showroom in the Kansai area selling popular character novelty items in Shinsaibashi, Osaka in November 2020. By opening this store in the Kansai area, in addition to the showroom we opened last year in Shibuya, Tokyo we are able to more broadly communicate the appeal of our content.
Outlook (FY2021 Business Divisional Strategies and Projections)-
“Business Segments Highlights”
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Related Article -
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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.
FY2020 Financial Results
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Net Sales/Operating Margins
-
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.
Utilization of Non-Financial Capital
A summary of the different capital we utilize that comprises our corporate value.
FY2020 Operating Results
- Sold a total of 27,000 units of three models
- Increased sales and profits after releasing multiple models designed to current regulations
Main Products in FY2020
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Pachislo, Monster Hunter: WorldThis pachislo machine is based on Monster Hunter: World, our all-time best-selling home video game with more than 17 million units sold cummulatively.Released in November 2020, 17,000 units were sold.
Outlook (FY2021 Business Divisional Strategies and Projections)-
“Business Segments Highlights”
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Related Article -
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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.
FY2020 Financial Results
-
Net Sales/Operating Margins
-
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.
Utilization of Non-Financial Capital
A summary of the different capital we utilize that comprises our corporate value.
FY2020 Operating Results
- We held events and sold merchandise leveraging IPs like Monster Hunter and Resident Evil, creating multifaceted opportunites for earnings
- In our licensing business, we strengthened our expansion into visual media and merchandising to coincide with the release of new home video game titles
- We made efforts in eSports to expand the player and fan demographics by holding online tournaments in light of the COVID-19 pandemic
Major Topics in FY2020
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Hollywood movie Monster HunterOne of our most popular brands, Monster Hunter, was adapted into a Hollywood movie for the first time. After opening in North America in December 2020, it was rolled out to theaters around the world.
Outlook (FY2021 Business Divisional Strategies and Projections)-
“Business Segments Highlights”
PDF
Related Article -