Purpose of mergers and acquisitions
Capcom must increase sales in the Consumer Online Games Business outside Japan, where the market for these games is larger and there is much more growth potential, in order to maintain growth. Acquisitions and partnerships are one of the important strategies for increasing our market share overseas. We aggressively seek the opportunities of acquisitions and partnerships for the purposes of creating game content with universal market appeal and acquiring technologies and know-how required for our “Single Content Multiple Usage” strategy.
However, a merger with a large Japanese game or toy manufacturer is not being considered as a serious option since it would not make a significant contribution to growth in our overseas sales. Furthermore, this type of merger also poses the risk of limiting our activities involving the licensing of game content.
We have never made any takeover bids (TOB). We understand that the human resources that create content are the most important assets in the entertainment industry. With a TOB, employee departures could significantly erode the value of the acquired company. We believe choosing an appropriate partner company that complements our strengths will lead to subsequent successful acquisition and contribute to the growth of our business. The first objective, therefore, is to form partnerships that meet our needs as well as those of our partners.
|October 2010||Blue Castle Games (now Capcom Game Studio Vancouver, Inc.), a Canadian company, became a wholly owned subsidiary to strengthen overseas development operations for home video games.|
|November 2008||Capcom acquired a 90% equity stake in Enterrise Co., Ltd. to upgrade capabilities involving the development, manufacture and sale of amusement equipment.|
|May 2008||K2 Co., Ltd. became a wholly owned subsidiary to strengthen development activities for home video games.|
|June 2006||Established Capcom Interactive, Inc. (now Beeline Interactive, Inc.) in the United States for the overseas development and distribution of content for cell phones. In addition, Beeline Interactive made Cosmic Infinity, Inc. (now Beeline Interactive Canada, Inc.) a wholly owned subsidiary.|
|February 1991||Yunika Co., Ltd.(Arcade operating company) became a wholly owned subsidiary.|
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