PAST, PRESENT, AND THE FUTURE

PRESENT Turning Ideas into Entertainment Value

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  • PRESENT Turning Ideas into Entertainment Value

We use creators' ideas to make the products we bring to the world. It is only at this point that ideas generate value. The SEGA SAMMY Group's operating companies have businesses in a wide range of entertainment areas. We continuously improve business models throughout the operations of these companies—from development and production through sales—so that we can keep on delivering competitive entertainment.

  • Pachislot and Pachinko Machine Business (Sammy)
  • Consumer Business (SEGA)
  • Amusement Machine Sales Business (SEGA)

Pachislot and Pachinko Machine Business (Sammy)

As the core operating company of the Pachislot and Pachinko Machine Business segment, Sammy is reengineering its business models to realize rigorously market-driven operations. These efforts cover all aspects of operations, from a product development system that unites development, sales, and production through to an industry-leading production system that reduces lead times dramatically and enables Sammy to meet intensive demand concentrated in short periods.

Sammy has competitive intellectual properties that it has developed in-house, including the Aladdin series and the Juoh series. Also, the company actively incorporates major intellectual properties from outside, such as the Hokuto No Ken series and the SOUTEN-NO-KEN series. Sammy creates competitive products by optimally combining intellectual properties and its original mechanical engineering capabilities. Furthermore, we protect our intellectual properties to secure the advantages of these operations while rigorously avoiding infringing upon third parties' intellectual properties.

Intellectual properties developed in-house

Aladdin series

Juoh series

Intellectual properties introduced from outside

Hokuto No Ken series

SOUTEN-NO-KEN series

INTELLECTUAL PROPERTIES

Market-Driven Development System Based on Close Coordinationamong Three Divisions

Our market research division collects utilization rate data to determine which types of machines are earning market support. Based on this information, development, sales, and production divisions work together closely to advance an integrated series of processes that includes preparing development schedules and managing progress, analyzing and deciding development costs, checking quality, checking mass production compatibility and durability, forecasting unit sales, and deciding sales prices. Furthermore, we use a "gate management" system that entails strict checks at three stages, or gates, during the development process. At each of these gates, we also check for any changes in the market environment, which can occur during products' development periods, and flexibly adjust plans if needed. This system is steadily enhancing the product appeal of our pachislot and pachinko machines.

New development system based on close coordination among three divisions

DEVELOPMENT

Industry-Leading Production Capacity

We boast one of the industry's largest production capacities. The new plant, which started up operations in September 2012; the older plant; and Group companies' plants give us a combined daily production capacity of 7,900 pachislot machines and 9,800 pachinko machines. Moreover, we are shortening production lead times by simplifying production processes through the outsourcing of certain processes.

Industry-Leading Production Capacity

PRODUCTION

Consolidation of Dispersed Distribution Bases

Next to the new plant, we have built a new distribution center that consolidates the capabilities of what was our largest distribution center and component warehouses that were at six different locations. The new distribution center incorporates an upgraded system for controlling warehousing, shipping, and delivery operations that reduces man-hours and realizes real-time inventory recording.

Consolidation of Dispersed Distribution Bases

DISTRIBUTION

Realization of Lightning-Fast Production and Supply

By coordinating our new distribution center with our new plant, which has industry-leading production capacity and shorter production lead times, we can cater to the intense demand for pachislot and pachinko machines that tends to occur in the initial period after sales launches. In other words, we have established a system that minimizes sales opportunity loss.

Realization of Lightning-Fast Production and Supply

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Pachinko CR Hokuto No Ken 5 Hasha
Pachinko CR Hokuto No Ken 5 Hasha

© Buronson & Tetsuo Hara / NSP1983,
Approved No. YKA-105

© Sammy

Pachinko CR Shin-Juoh
Pachinko CR Shin-Juoh

© Sammy

SALES

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Consumer Business (SEGA)

SEGA's Strategy for Creating, Fostering, and Maximizing the Value of Intellectual Properties

Owning competitive intellectual properties at home and abroad, SEGA fosters intellectual properties and maintains and enhances their value by increasing points of contact with players. At the same time, it creates new intellectual properties tirelessly.

Intellectual Property Portfolio

Major intellectual properties in the Japanese market

Ryu ga Gotoku
Ryu ga Gotoku
Puyopuyo
Puyopuyo
Phantasy Star Online
Phantasy Star Online
HATSUNE MIKU
-Project DIVA-
HATSUNE MIKU
-Project DIVA-
Herobank
Herobank
project 575
project 575

Major intellectual properties in the U.S. and European market

FOOTBALL MANAGER
FOOTBALL MANAGER
TOTAL WAR
TOTAL WAR
Company of Heroes
Company of Heroes
ALIENS
ALIENS
Sonic The Hedgehog™
Sonic The Hedgehog™

FOOTBALL MANAGER
© Sports Interactive Limited 2012. Published by SEGA Publishing Europe Limited. Developed by Sports Interactive Limited. SEGA and SEGA logo are either registered trademarks or trademarks of SEGA Corporation. Football Manager, Sports Interactive and the Sports Interactive Logos are either registered trademarks or trademarks of Sports Interactive Limited.

TOTAL WAR
© SEGA. THE CREATIVE ASSEMBLY AND THE TOTAL WAR LOGO ARE TRADEMARKS OR REGISTERED TRADEMARKS OF THE CREATIVE ASSEMBLY LIMITED. SEGA AND THE SEGA LOGO ARE EITHER REGISTERED TRADEMARKS OR REGISTERED TRADEMARKS OF SEGA CORPORATION. ALL RIGHTS RESERVED. ALL OTHER TRADEMARKS ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.

Company of Heroes
© SEGA. Developed by Relic Entertainment Inc. SEGA, the SEGA logo, Relic Entertainment and Company of Heroes are either registered trademarks or trademarks of SEGA Corporation. All rights reserved. All other trademarks, logos and copyrights are property of their respective owners.

ALIENS
Aliens: Colonial Marines, Alien, Aliens, Alien 3™ & © 2013 Twentieth Century Fox Film Corporation. All rights reserved. Twentieth Century Fox, Alien, Aliens, Alien 3 and their associated logos are registered trademarks or trademarks of Twentieth Century Fox film Corporation. Aliens: Colonial Marines game software, excluding Twentieth Century Fox elements © SEGA. SEGA and the SEGA logo are either registered trademarks or trademarks of SEGA Corporation. All rights reserved. © 2013 Gearbox Software, LLC. Gearbox and the Gearbox Software logos are registered trademarks of Gearbox Software, LLC in the U.S. and/or other countries and used here under license.

Maintaining and Enhancing Intellectual Properties' Value through Multifaceted Rollouts

Owning competitive intellectual properties at home and abroad, SEGA fosters intellectual properties and maintains and enhances their value by increasing points of contact with players. At the same time, it creates new intellectual properties tirelessly.

Example: Ryu ga Gotoku Series

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Amusement Machine Sales Business (SEGA)

Evolving Business Models to Invigorate the Market

In the 1970s, SEGA launched the first video game made in Japan. Since then, it has remained at the forefront of the industry's development by offering an array of mold-breaking games as an amusement arcade machine pioneer. Today, it is showing further leadership in the industry by introducing new business models that are helping invigorate the amusement industry.

Interdependent Relationship with the Amusement Center Operations Market

Sales Trends in the Amusement Industry

The amusement arcade machine market has continued to see challenging conditions due to the shrinking of the amusement center operations market. To stimulate the amusement center operations market and sustain growth of amusement arcade machine sales over the long term, SEGA is actively introducing business models based on two main approaches.

1. Reduce Amusement Center Operators' Capital Investment Burden

We are proactively advancing products and business models that help invigorate the industry by lessening amusement center operators' capital investment burden and thereby encouraging the introduction of new products.

StarHorse3 Season II BLAZE OF GLORY © SEGA CODE OF JOKER © SEGA

CVT Kits We are introducing CVT kits, which enable amusement center operators to upgrade games without purchasing new machine cabinets. Operators use the kits to replace the boards, oftware, and exteriors of their existing machines.

Revenue-Sharing Business Model SEGA is promoting the introduction of a revenuesharing business model. In this model, SEGA provides amusement center operators with low-priced machine cabinets and free content. Through the infrastructure of SEGA's ALL.NET network service, the company and amusement center operators share revenues from the utilization of the amusement arcade machines. Under this model, amusement center operators are able to curb their initial investment while introducing new products. Meanwhile, the business model extends SEGA's involvement beyond the sales of amusement arcade machines. It allows us to sustain earnings by upgrading content periodically and thereby maintain the market value of our amusement arcade machines.

1. Reduce Amusement Center Operators' Capital Investment Burden

2. Extend Player Base

We are developing products and business models designed to extend our player base beyond core players to encompass families.

Puyopuyo!! Quest Arcade © SEGA

Free-to-PlayThrough Puyopuyo!! Quest Arcade, SEGA is advancing the amusement arcade machine industry's first business model based on free-to-play (F2P) games. These games can be played for free, but players pay fees to purchase items within the games or to continue stages. By using the broadly popular Puyo Puyo!! intellectual property for this new game format, we hope to attract women and families, who tend visit amusement centers less frequently. In the future, we hope to further exploit amusement centers and digital content so that they grow each other's customer bases.

Acquire stable earnings by invigorating the market and deepening relationships with amusement center operators

HOME

THE MANAGEMENT TEAM

  • A Message from the CEO SEGA SAMMY HOLDINGS INC.HAJIME SATOMI
  • Interview with the COO SEGA CORPORATION NAOYA TSURUMI
  • Interview with the COO Sammy Corporation SHIGERU AOKI

PAST, PRESENT, AND THE FUTURE

PRESENT

  • Wellspring of Ideas: Personnel
  • Turning Ideas into Entertainment Value
  • Opinion from an Outside Director

FUTURE

  • Special Feature 1 Casinos and the SEGA SAMMY Group
  • Special Feature 2 Delivering Quality Games to Even More Customers