Management Policy

Business Strategies

Business Summary

Business Plan

In addition to Pachislot and Pachinko Machines Business which consist of pachislot and pachinko machines, the Group is engaged in a diverse array of entertainment businesses such as Entertainment Contents Business which consists of Consumer area which handles the video game software for smartphones, PCs and home video game console, Amusement Machines Sales area, as well as Animation and Toys area. Additionally, we are aiming to make a full-fledged entry into the integrated resort facility business and will make active efforts to make the Resort Business, which involves development and management of resort facilities, a new core business.

  FY2023/3 Results FY2024/3 Revised Forecast (announced on Fev. 9)
Net sales Overall 389.6 463.0
  Entertainment Contents 282.8 313.5
  Pachislot and Pachinko Machines 94,2 136.0
  Resort 11.5 12.0
  Other / Elimination 1.1 1.5
Ordinary income Overall 49.4 53.5
  Entertainment Contents 41.1 24.5
  Pachislot and Pachinko Machines 20.7 42.0
  Resort -3.2 0.0
  Other / Elimination -9.2 -13.0
Ordinary income to net sales 12.7% 11.6%

Sales Composition

Business Plan by Segment / External Environment

1. Entertainment Contents Business

Business Plan

FY2023/3 Results FY2024/3 Revised Forecast (announced on Fev. 9)
Net Sales 282.8 313.5
Operating Income 38.7 23.0
Ordinary Income 41.1 24.5
Ordinary Income Mergine 14.5% 7.8%

(Billion yen)

FY2023/3 Results

Both sales and profit increased YoY

  • Some new titles in Full game and F2P* performed strongly (CS*)
  • Sales in the Prize category went strong (AM*)





*CS=Consumer area, AM= Amusement Machine Sales area, F2P = Free to play

FY2024/3 Forecast

Especially new titles developed by European studio and repeat titles in Full Game went lower than expected. In addition to sell mainstay new titles, implement structural reform (CS*)


Strengthen sales in the prize category.

Continue to closely monitor impact of raw material price hikes (AM*)

External Environment

Consumer area

Strong ongoing growth expected in the global video games market

The global game content market continues to grow against the backdrop of rising download sales and the proliferation of game distribution platforms. Although the Amusement Machine Sales and Amusement Center Operations markets were hard hit by COVID-19, the prizes began to rally in 2021 and the market is recovering gradually.

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 Machine Area

  FY2014 FY2021
Amusement machine sales ¥161.1 billion ¥152.0 billion
  FY2014 FY2021
Revenues from amusement center operations ¥422.2 billion ¥449.2 billion

The Amusement Machine and Amusement Center Operations markets were in tough situation as they were hard hit by COVID-19, but they are in gradual recovery trend due to the strong performance of prizes since 2021. On the other hand, the impact of supply chain disruptions and raw material price hikes becomes apparent recently.

2. Pachislot and Pachinko Business

Business Plan

FY2023/3 Results FY2024/3 Revised Forecast (announced on Fev. 9)
Net Sales 94.2 136.0
Operating Income 20.0 41.5
Ordinary Income 20.7 42.0
Ordinary Income Mergine 22.2% 30.9%

(Billion yen)

FY2023/3 Results

Achieved significant increases in sales and profits YoY

  • Especially pachislot machines (No. 6.5 models) performed strongly
  • Recorded the sales and profits of partially pre-delivered units for the titles which will be released in FY2024/3
  • Major titles sold:

      ”Pachislot Kabaneri of the Iron Fortress”

      ”P Shin Hokuto Muso Chapter 4″ etc.

FY2024/3 Forecast

Forecast higher sales and profits YoY

Continue to be driven by pachislot machines (No. 6.5 models and Smart Pachislot)

  • Pachislot:

In addition to No. 6.5 models, aggressively launch smart pachislot, starting with “Smart Pachislot Hokuto No Ken”


  • Pachinko:

Launch centered on mainstay series 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. Pachislot and Pachinko Business

FY2023/3 Results FY2024/3 Revised Forecast (announced on Fev. 9)
Net Sales 11.5 12.0
Operating Income -1.1 -1.0
Ordinary Income -3.2 0.0
Ordinary Income Mergine - -

(Billion yen)

FY2023/3 Results

Strong performance centered on individual customers, leading to a recovery in earnings


  • Strong growth in individual customers due to government and facility’s own measures to stimulate tourism demand, and achieved the highest sales and first profitability since it joined the group



  • PARADISE SEGASAMMY: Casino sales recovered rapidly, centered on Japanese VIP customers, due to relaxation of travel restrictions

FY2024/3 Forecast

Expect to be profitable at ordinary income stage


  • Continue to take various measures for individual customers and strengthen CRM, and expect the
    recovery of group customers from resumption of sporting camps and MICE, etc.



  • Casino sales are expected to continue to be driven by strong Japanese VIP customer. In addition to that, a gradual recovery in Chinese VIP customers is also expected


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