{"id":5718,"date":"2026-05-19T09:39:57","date_gmt":"2026-05-19T09:39:57","guid":{"rendered":"https:\/\/icon-era.com\/statistics\/?p=5718"},"modified":"2026-05-20T09:47:28","modified_gmt":"2026-05-20T09:47:28","slug":"sega-sammy","status":"publish","type":"post","link":"https:\/\/icon-era.com\/statistics\/sega-sammy\/","title":{"rendered":"Sega Sammy Statistics 2026: Revenue, Pachinko Market Share, Gaming Revenue And Stock Data"},"content":{"rendered":"\n<link href=\"https:\/\/fonts.googleapis.com\/css2?family=Inter:wght@400;500;600;700&#038;display=swap\" rel=\"stylesheet\">\n<script src=\"https:\/\/cdn.jsdelivr.net\/npm\/chart.js\"><\/script>\n<style>\n.cbg-article .meta{text-align:center;color:#555;margin-bottom:14px;font-size:15px;}\n.cbg-article a{color:#1a4fbf;text-decoration:none;border-bottom:1px solid #d6def0;}\n.cbg-article a:hover{border-bottom-color:#1a4fbf;}\n.cbg-article details{border-bottom:1px solid #e5e5e5;padding:14px 0;}\n.cbg-article details:first-of-type{border-top:1px solid #e5e5e5;}\n.cbg-article summary{cursor:pointer;padding:6px 0;list-style:none;position:relative;padding-right:28px;}\n.cbg-article summary::-webkit-details-marker{display:none;}\n.cbg-article summary::after{content:'+';position:absolute;right:0;top:6px;font-size:22px;color:#555;}\n.cbg-article details[open] summary::after{content:'\u2212';}\n.cbg-article details p{padding-top:10px;margin-bottom:0;color:#333;}\n.cbg-article table{width:100%;border-collapse:collapse;margin:18px 0;font-size:15px;}\n.cbg-article th{background:#f5f5f5;font-weight:600;text-align:center;padding:10px 12px;border:1px solid #e0e0e0;}\n.cbg-article td{text-align:center;padding:9px 12px;border:1px solid #e0e0e0;}\n.cbg-article .chart-wrap{margin:24px 0;max-width:100%;height:400px;display:flex;justify-content:center;align-items:center;}\n.cbg-article .source-line{font-size:13px;color:#777;margin:6px 0 18px;}\n<\/style>\n\n<div class=\"cbg-article\">\n\n<p>Sega Sammy Holdings posted \u00a5487.5 billion ($3.08 billion) in net sales for FY2026 \u2014 a 13.7% jump over the prior year \u2014 but swung to a \u00a55.7 billion net loss after writing down \u00a558.8 billion on failed acquisitions. Revenue beat the company&#8217;s own forecast by \u00a512.5 billion, while the net income target missed by \u00a543.2 billion. Here is a full breakdown of the latest Sega Sammy statistics covering revenue, gaming performance, impairment losses, and stock data through May 2026.<\/p>\n\n<h2>Sega Sammy Statistics 2026 \u2014 TL;DR<\/h2>\n\n<p>FY2026 net sales reached \u00a5487.5 billion ($3.08 billion), up 13.7% year-on-year from \u00a5428.9 billion.<\/p>\n<p>The company recorded a net loss of \u00a55.7 billion ($36 million), reversing FY2025&#8217;s \u00a545 billion profit.<\/p>\n<p>Extraordinary impairment losses totalled \u00a558.8 billion ($373 million), with Rovio accounting for \u00a531.3 billion and Stakelogic for \u00a518.0 billion.<\/p>\n<p>Adjusted EBITDA dropped 73.3% from \u00a562.2 billion to \u00a516.6 billion.<\/p>\n<p>Sega Sammy announced a \u00a520.0 billion share buyback and suspended large-scale M&#038;A activity from Q3 FY2026 onward.<\/p>\n\n<p>Sega Sammy&#8217;s FY2026 results tell a split story. The top line grew at its fastest pace in three years, driven by pachinko machine sales and the first full-year consolidation of Stakelogic. But below the operating line, \u00a558.8 billion in write-downs erased all profitability. The company responded by halting acquisition-led growth and redirecting cash toward buybacks and organic development \u2014 a clear change in direction compared to <a href=\"https:\/\/icon-era.com\/statistics\/gaming-industry-revenue-statistics\/\">the broader gaming industry&#8217;s<\/a> continued dealmaking.<\/p>\n\n<h2>How Much Revenue Did Sega Sammy Generate in FY2026?<\/h2>\n\n<p>Sega Sammy reported full-year FY2026 net sales of \u00a5487.5 billion ($3.08 billion), up from \u00a5428.9 billion in FY2025. That 13.7% increase came primarily from pachinko\/pachislot machine sales and the Stakelogic acquisition that closed in May 2025. For context, FY2024 net sales were \u00a5468.9 billion, so FY2026 also exceeded the pre-dip FY2024 level by about 4%.<\/p>\n\n<p>Operating income dipped slightly to \u00a547.1 billion ($298 million) from \u00a548.1 billion \u2014 a 2.1% decline despite much higher revenue. The gap between revenue growth and operating income tells you where margin pressure came from: acquisition integration costs and underperformance in mobile gaming ate into the gains. This pattern contrasts with companies like <a href=\"https:\/\/icon-era.com\/statistics\/nintendo-statistics\/\">Nintendo, which posted 99.3% revenue growth<\/a> in the same nine-month window on the back of the Switch 2 launch.<\/p>\n\n<table>\n<tr><th>Metric<\/th><th>FY2026<\/th><th>FY2025<\/th><th>FY2024<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Net Sales<\/td><td>\u00a5487.5B ($3.08B)<\/td><td>\u00a5428.9B ($2.71B)<\/td><td>\u00a5468.9B<\/td><td>+13.7%<\/td><\/tr>\n<tr><td>Operating Income<\/td><td>\u00a547.1B ($298M)<\/td><td>\u00a548.1B ($304M)<\/td><td>\u00a557.9B<\/td><td>-2.1%<\/td><\/tr>\n<tr><td>Net Income\/(Loss)<\/td><td>-\u00a55.7B (-$36M)<\/td><td>\u00a545.0B ($285M)<\/td><td>\u00a533.1B<\/td><td>Loss<\/td><\/tr>\n<tr><td>Adjusted EBITDA<\/td><td>\u00a516.6B ($105M)<\/td><td>\u00a562.2B ($394M)<\/td><td>\u2014<\/td><td>-73.3%<\/td><\/tr>\n<tr><td>Extraordinary Losses<\/td><td>\u00a558.8B ($373M)<\/td><td>\u2014<\/td><td>\u2014<\/td><td>\u2014<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy Holdings FY2026 Consolidated Financial Results (May 12, 2026); focusgn.com<\/p>\n\n<div class=\"chart-wrap\"><canvas id=\"revenueChart\"><\/canvas><\/div>\n\n<h2>Sega Sammy Quarterly Revenue (FY2026)<\/h2>\n\n<p>Q1 FY2026 (April\u2013June 2025) was rough. Net sales came in at \u00a581.0 billion, a 22.65% year-on-year decline with an operating loss of \u00a5519 million. Limited new game launches and weak Rovio performance dragged results down. The recovery was sharp: Q2 hit \u00a5120.1 billion (+12.32%) and Q3 reached \u00a5134.1 billion (+21.21%), fuelled by stronger pachinko sales and holiday-season releases.<\/p>\n\n<p>Nine-month cumulative net sales reached \u00a5335.2 billion, up 4.01% year-on-year. The implied Q4 (January\u2013March 2026) generated the remaining \u00a5152.3 billion \u2014 the strongest quarter of the year by a wide margin.<\/p>\n\n<table>\n<tr><th>Quarter<\/th><th>Net Sales<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Q1 (Apr\u2013Jun 2025)<\/td><td>\u00a581,026M<\/td><td>-22.65%<\/td><\/tr>\n<tr><td>Q2 (Jul\u2013Sep 2025)<\/td><td>\u00a5120,082M<\/td><td>+12.32%<\/td><\/tr>\n<tr><td>Q3 (Oct\u2013Dec 2025)<\/td><td>\u00a5134,124M<\/td><td>+21.21%<\/td><\/tr>\n<tr><td>Q4 (Jan\u2013Mar 2026)<\/td><td>~\u00a5152,268M<\/td><td>\u2014<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy IR; Japan IR; r134x7 data tracker<\/p>\n\n<div class=\"chart-wrap\"><canvas id=\"quarterlyChart\"><\/canvas><\/div>\n\n<h2>Sega Sammy Gaming Revenue And Software Sales<\/h2>\n\n<p>The Entertainment Contents segment \u2014 which covers console games, mobile, and licensing \u2014 showed a steady climb through FY2026. Q1 posted \u00a567.9 billion, Q2 reached \u00a581.3 billion, and Q3 hit \u00a593.6 billion. Combined, that&#8217;s \u00a5242.8 billion across nine months. The Sonic IP licensing business achieved sustained growth through FY2026, with two major franchise films on the horizon: Angry Birds Movie 3 (December 2026) and Sonic the Hedgehog 4 (March 2027).<\/p>\n\n<p>An interesting shift is happening in how Sega sells games. Q3 FY2026 full-game unit sales fell 30.03% year-on-year, but revenue only dropped 18.41% because per-unit pricing rose 16.6%. Sega is selling fewer copies at higher prices \u2014 concentrating on premium IP like Like a Dragon, Total War, and Sonic rather than chasing volume. This mirrors <a href=\"https:\/\/icon-era.com\/statistics\/video-game-statistics\/\">industry-wide trends toward digital distribution and premium pricing<\/a>.<\/p>\n\n<p>In FY2025, older catalogue titles outsold new releases by nearly 4-to-1: 24.87 million catalogue copies versus 6.57 million new title units. That 33.3% jump in catalogue sales (from 18.66 million in FY2024) offset a 28.8% drop in new release volume \u2014 and catalogue sales carry better margins since the development costs are already paid. Other <a href=\"https:\/\/icon-era.com\/statistics\/sony-interactive-entertainment\">major publishers like Sony<\/a> have reported similar catalogue-driven profit patterns.<\/p>\n\n<div class=\"chart-wrap\"><canvas id=\"softwareChart\"><\/canvas><\/div>\n\n<h2>Rovio And Stakelogic Impairment Losses<\/h2>\n\n<p>The \u00a558.8 billion ($373 million) in extraordinary losses that wiped out Sega Sammy&#8217;s FY2026 profit came from two acquisitions. Rovio Entertainment \u2014 the Angry Birds maker that Sega bought for \u20ac706 million (~\u00a5110 billion) in April 2023 \u2014 accounted for \u00a531.3 billion in goodwill and intangible asset impairment. Stakelogic, a Dutch online gambling platform acquired for $141 million in April\/May 2025, required a full \u00a518.0 billion goodwill write-down.<\/p>\n\n<p>The Rovio impairment was recognized in Q3 FY2026 (October\u2013December 2025) and directly triggered a guidance revision in February 2026. The full-year net income forecast was slashed from \u00a537.5 billion to -\u00a513.0 billion. The actual result of -\u00a55.7 billion beat the revised forecast, but the damage to investor confidence was done. Sega Sammy&#8217;s M&#038;A strategy over the past three years \u2014 aggressive expansion into mobile gaming and online gambling \u2014 has cost the company more in write-downs than it generated in returns. Both <a href=\"https:\/\/icon-era.com\/statistics\/microsoft-gaming-xbox-statistics\">Microsoft&#8217;s Activision Blizzard deal<\/a> and <a href=\"https:\/\/icon-era.com\/statistics\/tencent-statistics\">Tencent&#8217;s acquisition spree<\/a> faced similar integration questions, though on much larger scales.<\/p>\n\n<table>\n<tr><th>Acquisition<\/th><th>Purchase Price<\/th><th>Impairment (FY2026)<\/th><th>Write-Down %<\/th><\/tr>\n<tr><td>Rovio (Angry Birds)<\/td><td>\u20ac706M (~\u00a5110B)<\/td><td>\u00a531.3B<\/td><td>~28%<\/td><\/tr>\n<tr><td>Stakelogic<\/td><td>$141M<\/td><td>\u00a518.0B (full)<\/td><td>100%<\/td><\/tr>\n<tr><td>Total<\/td><td>\u2014<\/td><td>\u00a549.3B<\/td><td>\u2014<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Japan IR; Technetbooks; focusgn.com citing Sega Sammy FY2026 results<\/p>\n\n<div class=\"chart-wrap\"><canvas id=\"impairmentChart\"><\/canvas><\/div>\n\n<h2>Sega Sammy Stock Buyback And Strategic Pivot<\/h2>\n\n<p>Alongside the Q3 FY2026 guidance revision, Sega Sammy announced a \u00a520.0 billion share buyback programme and suspended large-scale M&#038;A. This is a direct pivot from the acquisition-heavy approach of FY2024\u2013FY2025. The buyback signals that management sees better value in returning cash to shareholders than pursuing further deals, at least for now.<\/p>\n\n<p>The company employed 8,147 people as of 2025. With FY2027 lined up around organic IP growth \u2014 Angry Birds Movie 3 in December 2026 and Sonic the Hedgehog 4 in March 2027 \u2014 Sega Sammy is betting its film and licensing pipeline can replace acquisition-driven revenue expansion. How that bet plays out will depend on whether the <a href=\"https:\/\/icon-era.com\/statistics\/mobile-gaming-revenue-vs-console-gaming-statistics-and-trends\/\">mobile gaming segment<\/a> stabilizes and whether premium console releases like the <a href=\"https:\/\/icon-era.com\/statistics\/playstation\/\">next wave of PlayStation titles<\/a> continue to favour catalogue-driven revenue models across the industry.<\/p>\n\n<h2>Sega Sammy Statistics: Key Numbers At A Glance<\/h2>\n\n<table>\n<tr><th>Metric<\/th><th>Value<\/th><\/tr>\n<tr><td>FY2026 Net Sales<\/td><td>\u00a5487.5B ($3.08B)<\/td><\/tr>\n<tr><td>FY2026 Net Loss<\/td><td>-\u00a55.7B (-$36M)<\/td><\/tr>\n<tr><td>FY2026 Operating Income<\/td><td>\u00a547.1B ($298M)<\/td><\/tr>\n<tr><td>Extraordinary Losses<\/td><td>\u00a558.8B ($373M)<\/td><\/tr>\n<tr><td>Rovio Impairment<\/td><td>\u00a531.3B<\/td><\/tr>\n<tr><td>Stakelogic Impairment<\/td><td>\u00a518.0B<\/td><\/tr>\n<tr><td>Adjusted EBITDA<\/td><td>\u00a516.6B (-73.3% YoY)<\/td><\/tr>\n<tr><td>Share Buyback Programme<\/td><td>\u00a520.0B<\/td><\/tr>\n<tr><td>Employees<\/td><td>8,147<\/td><\/tr>\n<tr><td>Q3 FY2026 Full Game Units<\/td><td>8.69M (-30.03% YoY)<\/td><\/tr>\n<tr><td>FY2025 Catalogue Sales<\/td><td>24.87M copies<\/td><\/tr>\n<tr><td>FY2025 New Title Sales<\/td><td>6.57M copies<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy Holdings IR; focusgn.com; Japan IR; GamingBolt<\/p>\n\n<h2>FAQ<\/h2>\n\n<details>\n<summary>How much revenue did Sega Sammy generate in FY2026?<\/summary>\n<p>Sega Sammy reported \u00a5487.5 billion ($3.08 billion) in net sales for FY2026 (April 2025\u2013March 2026), a 13.7% increase over FY2025&#8217;s \u00a5428.9 billion.<\/p>\n<\/details>\n\n<details>\n<summary>Why did Sega Sammy report a net loss in FY2026?<\/summary>\n<p>Extraordinary impairment losses of \u00a558.8 billion on Rovio (\u00a531.3 billion) and Stakelogic (\u00a518.0 billion) pushed Sega Sammy to a \u00a55.7 billion net loss despite operating income of \u00a547.1 billion.<\/p>\n<\/details>\n\n<details>\n<summary>How much did Sega Sammy write down on Rovio?<\/summary>\n<p>Sega Sammy recognized \u00a531.3 billion in goodwill and intangible asset impairment on Rovio Entertainment (Angry Birds) during Q3 FY2026, roughly 28% of the \u20ac706 million acquisition price.<\/p>\n<\/details>\n\n<details>\n<summary>What is Sega Sammy&#8217;s share buyback programme?<\/summary>\n<p>Sega Sammy announced a \u00a520.0 billion share buyback in Q3 FY2026 alongside suspending large-scale M&#038;A, redirecting capital toward shareholders and organic growth.<\/p>\n<\/details>\n\n<details>\n<summary>How many game copies did Sega sell in FY2025?<\/summary>\n<p>Sega sold 6.57 million new title copies and 24.87 million catalogue copies in FY2025, totalling over 31 million units. Catalogue sales grew 33.3% year-on-year.<\/p>\n<\/details>\n\n<p style=\"margin-top:32px;font-size:14px;color:#555;\">Sources:<\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/www.focusgn.com\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/www.focusgn.com\/<\/a><\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/www.segasammy.co.jp\/en\/ir\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/www.segasammy.co.jp\/en\/ir\/<\/a><\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/www.gamingbolt.com\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/www.gamingbolt.com\/<\/a><\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/technetbooks.com\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/technetbooks.com\/<\/a><\/p>\n\n<\/div>\n\n<script>\nconst labelFont = {family:\"'Inter', sans-serif\", size:12};\nconst colors = 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