Management Policy
Business Strategies
Business Summary
The SEGA SAMMY Group is mainly comprised by the Entertainment Contents Business, which offers a diversity of fun through consumer and arcade game content, toys and animation; the Pachislot and Pachinko Machines Business, which conducts everything from development to sales of Pachinko/Pachislot machines; and the Gaming Business, which operates integrated resorts and develops casino gaming products and software.
Business Plan
| FY2026/3 Results | FY2027/3 Forecast | |||
|---|---|---|---|---|
| Net sales | Overall | 487.5 | 510.0 | |
| Entertainment Contents | 326.6 | 357.0 | ||
| Pachislot and Pachinko Machines | 132.0 | 115.5 | ||
| Gaming | 25.3 | 34.5 | ||
| Other / Elimination | 3.6 | 3.0 | ||
| Adjusted EBITDA | Overall | 16.6 | 64.0 | |
| Entertainment Contents | 13.3 | 52.5 | ||
| Pachislot and Pachinko Machines | 33.7 | 27.5 | ||
| Gaming | -18.4 | -4.0 | ||
| Other / Elimination | -12.0 | -12.0 | ||
(Billion yen)
Sales Composition
Business Plan by Segment / External Environment
1. Entertainment Contents Business
Business Plan
| FY2026/3 Results | FY2027/3 Forecast | |
|---|---|---|
| Net Sales | 326.6 | 357.0 |
| Operating Income | 32.4 | 42.5 |
| Ordinary Income | 34.4 | 43.5 |
| Adjusted EBITDA | 13.3 | 52.5 |
(Billion yen)
FY2026/3 Results
Sales increased while profit decreased compared to FY2025/3
●Full Game and some new F2P titles, and Rovio’s performance were soft (CS)
●Existing F2P titles, subscription services, DLC* (all CS), and Animation area performed steadily
●Licensing revenue grew steadily throughout the fiscal year (CS)
*DLC = Downloadable Content
FY2027/3 Forecast
Plan for an increase in both sales and profits compared to FY2026/3
●Launch four new Full Game titles based on mainstay IPs (CS)
●F2P titles launched in FY2026/3 are expected to contribute throughout the full year (CS)
●Expect growth in licensing revenue (CS)
●Strengthen sales of prizes merchandise (AM)
External Environment
Consumer area
Global video games market environment
The global video game content market is becoming more diversified in terms of content delivery methods, and the new market is emerging due to
the growth of emerging economies. Expectations for the growth of the video game market also continue to increase, as the environment is now
conducive to the provision of content and services for a longer period of time, regardless of device or platform, to the entire world.
Diversification of the way to interact with games and expansion of eco system
The acceleration of Digital Transformation (DX) and the emergence of new technologies such as 5G and cloud services have greatly influenced and shaped the entertainment industry. Traditionally, games and other kinds of entertainment-related content were distributed separately by device and by region in a form of package. Nowadays however, it is easier than ever for our products and services to reach users all over the world via digital distribution channels.
The way people interact with games is also becoming far more diverse than in the past. Game players are naturally at the center of the ecosystem. The broader ecosystem is also expanding, though, as games draw together many people on a global scale, to encompass not only game players but also, for example, streamers who broadcast their games and their viewers. These factors are also expected to fuel growth in the game population going forward.
Example of an ecosystem based on video game
Amusement Machines / Facilities Market
In the amusement machine market, despite the impact of soaring raw material prices due to the weak yen, the prize category continues to perform well, and the market as a whole remains firm
| FY2014 | FY2021 | |
|---|---|---|
| Amusement machine sales | ¥161.1 billion | ¥152.0 billion |
| FY2014 | FY2021 | |
|---|---|---|
| Revenues from amusement facility operations | ¥422.2 billion | ¥449.2 billion |
2. Pachislot and Pachinko Business
Business Plan
| FY2026/3 Results | FY2027/3 Forecast | |
|---|---|---|
| Net Sales | 132.0 | 115.5 |
| Operating Income | 32.1 | 24.0 |
| Ordinary Income | 33.3 | 25.0 |
| Adjusted EBITDA | 33.7 | 27.5 |
(Billion yen)
FY2026/3 Results
Increase in sales and profits compared to FY2025/3
●Strong sales of mainstay titles and new IP titles, particularly in pachislot
●Main titles sold:
Smart Pachislot Tokyo Revengers
Smart Pachislot Hokuto No Ken Chapter of Resurrection 2
Smart Pachislot Kabaneri of the Iron Fortress: The Battle of Unato, etc.
FY2027/3 Forecast
Decrease in sales and profits compared to FY2026/3
●Reactionary decline due to fewer mainstay titles
●Increase in costs mainly due to rising parts costs
●Pachislot: Decline in selling price associated with the full-scale rollout of reel unit sales
●Pachinko: Unit sales decline due to an anticipated slowdown in the market sales
In addition to mainstay titles, plan to launch several IP titles adapted for the first time on pachislot & pachinko machines
External Environment
Along with the slow decline of the player population since 1995, there has been a long-term downtrend in the overall number of pachinko halls, as well as in the number of machines installed and in annual machine turnover. On the other hand, the opening of large pachinko halls and an increase in locations of major hall operators has caused a rise in the number of machines installed per pachinko hall.
Pachinko and Pachislot—Player Numbers and Market Size
Source: White Paper on Leisure Industry 2022, Japan Productivity Center
Pachinko and Pachislot Machines—Unit Sales and Market Size
Source: Yano Research Institute Ltd. “Pachinko Manufacturer Trends 2022” (Research of Japanese Market)
Annual Turnover* and Pachinko Hall Numbers
Source: Annual turnover is in-house calculation. Pachinko hall numbers are from the National Police Agency.
* Annual turnover = Annual unit sales ÷ Machine installations
Utilization Time*
Source: Daikoku Denki Co., Ltd., DK-SIS data
* Number of hours per business day that pachinko or pachislot machines are utilized
In the pachislot and pachinko industry, while the number of pachinko parlors is trending lower amid significant changes in regulatory and market environment, the size of pachinko parlors continues to become larger. As a result, the number of machines per parlor is growing. Removal of pachislot and pachinko machines comply with previous regulations was almost completed by the end of January 2022, as the market completed the migration to machines that comply with current regulation. In pachinko , a number of popular new pachinko machines that conply with new regulations were introduced and in pachislot, the relaxation of voluntary regulations continues intermittently. Concerns have emerged for rising raw materials prices due to the effects of factors such as the global chip shortage, logistics disruptions, and rising oil prices.
Given these circumstances, the Group must strive to maintain and grow its market share by developing and supplying products that offer innovative gameplay; meet market needs; and comply with regulations. Another management issues is the need to improve profitability in various ways, including promoting the standardization of pachislot and pachinko machine components, reducing costs through reuse of components and other measures, and more efficient development.
3.Gaming Business
| FY2026/3 Results | FY2027/3 Forecast | |
|---|---|---|
| Net Sales | 25.3 | 34.5 |
| Operating Income | -7.2 | -10.0 |
| Ordinary Income | -0.8 | -8.0 |
| Adjusted EBITDA | -18.4 | -4.0 |
(Billion yen)
FY2026/3 Results
Sales increased compared to FY2025/3 while losses were recorded due to the consolidation of two acquired companies
Sales and profits increased in existing businesses
●Gaming machine sales: Strong sales of video slot machines in the mainstay series
●PARADISE SEGASAMMY: Recorded the highest amount in equity-method earnings
FY2027/3 Forecast
Loss widens due to upfront investments to build a foundation for growth
●Gaming machine sales: Sales to expand, led primarily by mainstay series
●PARADISE SEGASAMMY: Expect contribution to profit in equity method earnings
●Establish the foundation for providing B2B solutions in the U.S.
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