Capcom full fiscal report in detail. FY24 Highlights + Game Sales Updates. Major titles coming this fiscal year to be announced at a later date.

Eternal_Wings

Dein Nomos
24 Jun 2022
3,013
3,988



Street Fighter 6 which debuted in June sold 3.3 million units. Prior to the release of the game, Capcom's president said the company aimed to sell 10 million copies of the game, which would break the series record of 7.4 million achieved by Street Fighter 5.

Capcom's latest big title, the acclaimed RPG Dragon's Dogma 2, sold 2.6 million units since release, pushing overall sales of the Dragon's Dogma franchise to over 11 million. Dragon's Dogma 2 was notable as Capcom's first $70 title.

It's worth noting that Dragon's Dogma: Dark Arisen saw a huge sales push over the financial period, likely driven by excitement for the sequel.

15 titles achieved over 1 million sales during this financial period. The Monster Hunter franchise has also crossed 100 million cumulative sales.





Revenue $978.5 Million, +21% YoY

• Operating Income $278.4 Million, +18% YoY

• Sold 45.59 Million FY24, +3.89 Million YoY

- Achieved 11 consecutive years of operating profit growth!

- Net sales up 21%

- Operating income up 12.3%

- Achieved this with Street Fighter 6
Dragon's Dogma 2 and acquiring new fans of its IP

- 45.89M game units sold in the last year

- Highest yearly game sales in Capcom history!


Capcom Latest Sales Updates!

▪️ Dragon's Dogma 2 - 2.62M
▪️ Street Fighter 6 - 3.3M
▪️ Resident Evil 4 - 7.02M
▪️ Monster Hunter: World - 25.32M

Credit to @Genki_JPN

Source 1
Source 2

Full detail added to OP...

URL unfurl="true"]https://www.capcom.co.jp/ir/english/finance/review.html[/URL]

1715272658702.png

1715272701793.png

CAPCOM



1. Net Operating Sales​

View attachment 4941

View attachment 4942

In the fiscal year ended March 31, 2024, Capcom Co., Ltd. (the "Company," together with its subsidiaries, the "Group") actively pursued investments for growth focused on the ongoing enhancement of digital sales in order to further evolve and expand within the global market. Moreover, the Group was pleased to mark the 40th anniversary of its founding in June of last year, a milestone it was able to achieve thanks to the support of all stakeholders. With the aim of stable and sustainable growth, and as part of its human resources investment strategy, which is one of the Group’s top priorities, the Company made further improvements to the workplace environment. These included strengthening its human resources organization, establishing a new production support facility, called Creative Studio, introducing a progressive program with a more inclusive definition for spouses/partners, and enhancing its employee welfare and benefits programs. Furthermore, in order to continue strengthening its development and technological capabilities, the Company worked to improve corporate value by acquiring a company with strengths in 3D computer graphics production technology for consumer game development as a wholly-owned subsidiary.

With these kinds of management policies, the Company worked to increase global sales in its core Digital Contents business by launching major new titles in its flagship series and proactively promoting digital sales of catalog titles. These efforts brought sales volumes in the Digital Contents business in the fiscal year under review to 45.89 million units, exceeding the previous fiscal year’s figure of 41.70 million units, and improving the value of the Group’s content. The Company also worked to enhance the brand of its intellectual properties (IPs) through utilizing its major IPs in film and television productions, licensed merchandise, and esports. In addition, the Company worked to increase earnings through efficient operation of amusement arcades and the promotion of store openings in new store formats in Arcade Operations, as well as through the introduction of smart pachislo machines and catalog sales leveraging the Group’s popular IPs in Amusement Equipments.

As a result, net sales for the fiscal year under review increased by 21.0% year on year to 152,410 million yen. Operating income increased by 12.3% year on year to 57,081 million yen, ordinary income increased by 15.7% to 59,422 million yen, and net income attributable to owners of the parent increased by 18.1% to 43,374 million yen. This was the Company’s eleventh consecutive year of increased operating income

Status of business by operating segment​

img_colorguide.svg


1. Digital Contents business​

Net sales (cumulative)​


View attachment 4943

View attachment 4945

In Digital Contents, Street Fighter 6 (for PlayStation 5, PlayStation 4, Xbox Series X|S, and PC), the latest title in the series leading the Group’s eSports activities, was released in June 2023 to global acclaim. As a result, the game achieved sales of 3.3 million units, which contributed to improved segment results.

In addition, Dragon’s Dogma 2 (for PlayStation 5, Xbox Series X|S, and PC) was released in March 2024 as the first all-new game in the series in 12 years. Dragon’s Dogma 2 is an open world action role playing game where players can enjoy adventure in a fantasy realm, and thanks to strong support from series fans and a surge in new users, the game performed well, selling over 2.62 million units while also contributing to sales growth of Dragon’s Dogma: Dark Arisen, a catalog title in the same series.

Regarding catalog titles, in conjunction with the announcement of Monster Hunter Wilds, an all-new addition to the Monster Hunter series, sales of the same series’ catalog title Monster Hunter: World were solid. The game achieved cumulative sales of 25.32 million units worldwide, while sales of Monster Hunter World: Iceborne and Monster Hunter Rise: Sunbreak also continued to grow.

Further, in addition to reaching a cumulative total of 7.02 million units sold for Resident Evil 4, which launched in March 2023, and contributing to catalog sales growth, the Company conducted proactive promotional campaigns to gain wider recognition for its IPs and acquire new fans, focusing primarily on series title sales, such as Resident Evil 2. As a result, catalog title sales reached 36.29 million units, exceeding 29.3 million units in the same period of the previous fiscal year and boosting earnings.

In Mobile Contents, Monster Hunter Now (an out-licensed title for iOS and Android) was released in September, representing the latest mobile game in the Monster Hunter series. The number of worldwide downloads of the game exceeded 10 million, driving wider recognition of the IP.

As a result, the segment earned net sales of 119,841 million yen (up 22.1% year on year), and operating income of 59,831 million yen (up 11.8% year on year).

View attachment 4946

View attachment 4947

View attachment 4948

In Arcade Operations, economic activities recovered due to the reclassification of COVID-19 as a Category V infectious disease (a category that includes the seasonal flu). As such, the Company worked to increase earnings through measures such as the efficient operation of existing stores and store openings in new lines of business.

In April 2023, the Company opened a Kids Banet attraction in Shizuoka, a facility featuring playground equipment for kids, as well as a Crazy Banet interactive amusement facility at Aeon Mall in Niihama, Ehime Prefecture in June 2023. Moreover, the Company opened a capsule toy specialty store, Capsule Lab Harajuku Takeshita Street, in Tokyo in December 2023, as well as a photo sticker specialty store, Puri Mart/Capsule Lab Sannomiya, in Hyogo Prefecture in March 2024, bringing the total number of stores to 49.

The Company also promoted collaboration between its businesses, such as by securing spaces for visitors to enjoy Monster Hunter Now at its stores.
As a result, the segment earned net sales of 19,343 million yen (up 23.9% year on year), and operating income of 1,868 million yen (up 52.2% year on year).

3. Amusement Equipments business​

Net sales (cumulative)​


View attachment 4949

View attachment 4950
View attachment 4951

In Amusement Equipments, the pachislo market remained strong driven by smart pachislo machines. The Company’s first smart pachislo machine, Sengoku BASARA GIGA, sold 15 thousand units, while its second smart pachislo machine, Resident Evil Village, sold 10 thousand units, both of which contributed to earnings.

The Company also achieved solid catalog sales due to ongoing demand for Shin Onimusha 2, launched in August 2022, and Monster Hunter World: Iceborne, launched in January 2023, driven by their strong performance in the market.

In total, sales of five models in the fiscal year under review, including three new models, was 31 thousand units.

As a result, the segment earned net sales of 9,020 million yen (up 15.6% year on year), and operating income of 4,117 million yen (up 19.9% year on year).

View attachment 4952

View attachment 4953

View attachment 4954

In Other Businesses, the Company continued to focus on movie and television adaptations of its major IPs and developing character merchandise to increase the brand value of its titles, as exemplified by the worldwide release of the feature-length CG-animated movie Resident Evil: Death Island in July 2023 and the worldwide release of the animated Onimusha series on Netflix in November 2023.

Regarding its eSports business, the Company began featuring Street Fighter 6, the latest title in the series, in its activities. For the Capcom Pro Tour 2023, which is held worldwide, the Company offered its highest-ever prize pool, totaling over $2 million USD. The final tournament of the tour, CAPCOM CUP X, was a huge success with more than 190,000 people simultaneously livestreaming the event. Further, the Company started a Japan-based team league, Street Fighter League: Pro-JP 2023, before going on to organize the final tournament for the same league held in North America and Europe, Street Fighter League: World Championship 2023, in which heated competition took place. In addition, the Company took measures to expand its user base on a global scale, such as by promoting esports with events held in Singapore and other countries.

As a result, the segment earned net sales of 4,204 million yen (down 3.6% year on year), and operating income of 883 million yen (down 38.4% year on year).

View attachment 4955
Total assets as of the end of the fiscal year ended March 31, 2024, increased by 26,111 million yen from the end of the previous fiscal year to 243,476 million yen. The primary increase was 23,074 million yen in cash on hand and in banks. The primary decrease was 1,955 million yen in deferred tax assets.

View attachment 4956

Total liabilities as of the end of the fiscal year ended March 31, 2024, decreased by 7,841 million yen from the end of the previous fiscal year to 48,394 million yen. The primary increases were 2,661 million yen in accrued bonuses, 2,373 million yen in long-term borrowings, and 1,055 million yen in provision for share awards. The primary decreases were 6,690 million yen in accrued income taxes, 4,772 million yen in deferred revenue, and 3,000 million yen in current portion of long-term borrowings.

View attachment 4957

Net assets as of the end of the fiscal year ended March 31, 2023, increased by 33,952 million yen from the end of the previous fiscal year to 195,081 million yen. The primary increases were 43,374 million yen in net income attributable to owners of the parent, and 4,865 million yen in cumulative translation adjustments. The primary decrease was 14,278 million yen in dividends from retained earnings.

3. Cash flow overview for the fiscal year under review​

Cash and cash equivalents as of the end of the fiscal year ended March 31, 2024, increased by 19,620 million yen from the end of the previous fiscal year to 109,091 million yen.
Please refer to "Cash Flows."

4. Forecast and Outlook​

Earnings forecast for the fiscal year ending March 31, 2025 (From April 1, 2024 to March 31, 2025)​

Scroll horizontally to view
Scroll

Net salesOperating incomeOrdinary incomeNet income attributable to
owners of the parent
Earnings per share
Year ending March 31, 2025165,000 million yen
( 8.3% increase YoY )
64,000 million yen
( 12.1% increase YoY )
63,000 million yen
( 6.0% increase YoY )
46,000 million yen
( 6.1% increase YoY )
109.98 yen
  • Note: 1. The Company discloses a full year business forecast, as it manages its business performance on an annual basis.
    2. With an effective date of April 1, 2024, the Company performed a 2-for-1 split of its common stock.
    The Company took the sock split into consideration for "Earnings per share" in the above earnings forecast.

Outlook​

Regarding the outlook going forward, the business environment is undergoing significant changes: the transition to high-speed, high-capacity mobile communication standards, an increased number of distribution channels for content, diversification of devices, and the expansion of the global gaming user base. In such an environment, the Group, which marked the 40th anniversary of Capcom’s founding in 2023, recognizes the important management challenges of securing stable profits for the enhancement of corporate value over the medium- to long-term and further improving brand value globally in order to make even greater strides going forward.
For this reason, the Group has set a medium-term management goal of achieving 10% annual growth in operating income and is working to establish a stable profit structure through the creation of high-quality content and long-term sales through digitalization.

Moreover, the Group will grow its core Digital Contents business with the long-term aim of selling 100 million units annually. It looks to accomplish this by expanding its user base and maximizing profit opportunities via enhanced country/regional marketing while working to understand user needs. In addition to continuing to develop the Arcade Operations and Amusement Equipments businesses by using popular IPs and major content, the Group will also aim for sustainable growth and strive to enhance brand value for its IPs by leveraging them in film and television productions, licensed merchandise, and esports. Enabling this is the Group’s human resources investment strategy, which it will continue to promote going forward.

Moreover, by actively investing in strengthening and enhancing its development system, the Group will work to expand its product pipeline through the creation of new IPs and utilization of major IPs.

Please refer to FY2023 Financial Results in "Quarterly Reports."
 
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Eternal_Wings

Eternal_Wings

Dein Nomos
24 Jun 2022
3,013
3,988
Great numbers for Dragons Dogma 2!
True it very solid result but I wish some certain fanbases would share the same sentiment. Multi-platform title with 2.6m sale is superb, but an exclusive game with 2.5-3m is failure. Spot the difference.
 
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Gediminas

Boy...
Founder
21 Jun 2022
7,577
9,290
Revenue $978.5 Million, +21% YoY

• Operating Income $278.4 Million, +18% YoY

• Sold 45.59 Million FY24, +3.89 Million YoY

- Achieved 11 consecutive years of operating profit growth!

- Net sales up 21%

- Operating income up 12.3%

- Achieved this with Street Fighter 6
Dragon's Dogma 2 and acquiring new fans of its IP

- 45.89M game units sold in the last year

- Highest yearly game sales in Capcom history!


Capcom Latest Sales Updates!

▪️ Dragon's Dogma 2 - 2.62M
▪️ Street Fighter 6 - 3.3M
▪️ Resident Evil 4 - 7.02M
▪️ Monster Hunter: World - 25.32M

Credit to @Genki_JPN

Source 1
Source 2
so the sales for DD2 flattened completely? didn't they done like 2,5M in first week or so? now it is 1,5 month passed that.
 
Last edited:
OP
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Eternal_Wings

Eternal_Wings

Dein Nomos
24 Jun 2022
3,013
3,988
so the sales for DD2 flattened completely? didn't they done like 2,5M in first week or so? know it is 1,5 month passed that.
Seems so. I really hate the standards of today’s generation. They rather buy GTA5 for the fifth time then actually try new genre. I wish all the folks who play COD, Fortnite, PUBG would disappear from PS.
 

quest4441

Veteran
27 Feb 2024
2,155
2,544
so the sales for DD2 flattened completely? didn't they done like 2,5M in first week or so? know it is 1,5 month passed that.
Rise of Ronin is above DD2 in every online PSN store in the major regions, Ronin was already selling better in Japan since day1. The game will have no legs unless they release an expansion that makes the game fun to play instead of a chore
 
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mibu no ookami

Veteran
21 Feb 2024
2,242
2,042
so the sales for DD2 flattened completely? didn't they done like 2,5M in first week or so? know it is 1,5 month passed that.

It fell off completely on steam and had really bad user reviews. It also fell pretty hard on the PS Store. Right now on the US Store it is behind FF16. It's not even in the top 100 on Steam.
 
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Evilnemesis8

Veteran
19 Dec 2023
1,475
1,262
DD2 is following a similar path than DD1 did(just with bigger initial sales).
It has some quirky game design decisions, but the real issue is that the game has bad performance(just like the OG PS3/360 release). Even worse is that the PC port is worse than the DD1 port that came years later.

Gamers, especially on PC, have wayyy more triple A ports of games nowadays than they did like 10-12 years ago.
They won't accept having games that run like dogshit.

DD2 is going to need that Dark Arisen expansion again if they want long term sales to pick up.
-----

Also, Capcom expects to continue their record breaking run in FY2025.
Considering this FY had residual sales from RE4R and launch of SF6/DD2, it seems to be that Monster Hunter Wilds is going to release in Feb/March 2025 and they expect it to sell a gazillion copies.
 

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652

CAPCOM



1. Net Operating Sales​

1715249960367.png

1715250088121.png

In the fiscal year ended March 31, 2024, Capcom Co., Ltd. (the "Company," together with its subsidiaries, the "Group") actively pursued investments for growth focused on the ongoing enhancement of digital sales in order to further evolve and expand within the global market. Moreover, the Group was pleased to mark the 40th anniversary of its founding in June of last year, a milestone it was able to achieve thanks to the support of all stakeholders. With the aim of stable and sustainable growth, and as part of its human resources investment strategy, which is one of the Group’s top priorities, the Company made further improvements to the workplace environment. These included strengthening its human resources organization, establishing a new production support facility, called Creative Studio, introducing a progressive program with a more inclusive definition for spouses/partners, and enhancing its employee welfare and benefits programs. Furthermore, in order to continue strengthening its development and technological capabilities, the Company worked to improve corporate value by acquiring a company with strengths in 3D computer graphics production technology for consumer game development as a wholly-owned subsidiary.

With these kinds of management policies, the Company worked to increase global sales in its core Digital Contents business by launching major new titles in its flagship series and proactively promoting digital sales of catalog titles. These efforts brought sales volumes in the Digital Contents business in the fiscal year under review to 45.89 million units, exceeding the previous fiscal year’s figure of 41.70 million units, and improving the value of the Group’s content. The Company also worked to enhance the brand of its intellectual properties (IPs) through utilizing its major IPs in film and television productions, licensed merchandise, and esports. In addition, the Company worked to increase earnings through efficient operation of amusement arcades and the promotion of store openings in new store formats in Arcade Operations, as well as through the introduction of smart pachislo machines and catalog sales leveraging the Group’s popular IPs in Amusement Equipments.

As a result, net sales for the fiscal year under review increased by 21.0% year on year to 152,410 million yen. Operating income increased by 12.3% year on year to 57,081 million yen, ordinary income increased by 15.7% to 59,422 million yen, and net income attributable to owners of the parent increased by 18.1% to 43,374 million yen. This was the Company’s eleventh consecutive year of increased operating income

Status of business by operating segment​

img_colorguide.svg


1. Digital Contents business​

Net sales (cumulative)​


1715250186830.png

1715250273157.png

In Digital Contents, Street Fighter 6 (for PlayStation 5, PlayStation 4, Xbox Series X|S, and PC), the latest title in the series leading the Group’s eSports activities, was released in June 2023 to global acclaim. As a result, the game achieved sales of 3.3 million units, which contributed to improved segment results.

In addition, Dragon’s Dogma 2 (for PlayStation 5, Xbox Series X|S, and PC) was released in March 2024 as the first all-new game in the series in 12 years. Dragon’s Dogma 2 is an open world action role playing game where players can enjoy adventure in a fantasy realm, and thanks to strong support from series fans and a surge in new users, the game performed well, selling over 2.62 million units while also contributing to sales growth of Dragon’s Dogma: Dark Arisen, a catalog title in the same series.

Regarding catalog titles, in conjunction with the announcement of Monster Hunter Wilds, an all-new addition to the Monster Hunter series, sales of the same series’ catalog title Monster Hunter: World were solid. The game achieved cumulative sales of 25.32 million units worldwide, while sales of Monster Hunter World: Iceborne and Monster Hunter Rise: Sunbreak also continued to grow.

Further, in addition to reaching a cumulative total of 7.02 million units sold for Resident Evil 4, which launched in March 2023, and contributing to catalog sales growth, the Company conducted proactive promotional campaigns to gain wider recognition for its IPs and acquire new fans, focusing primarily on series title sales, such as Resident Evil 2. As a result, catalog title sales reached 36.29 million units, exceeding 29.3 million units in the same period of the previous fiscal year and boosting earnings.

In Mobile Contents, Monster Hunter Now (an out-licensed title for iOS and Android) was released in September, representing the latest mobile game in the Monster Hunter series. The number of worldwide downloads of the game exceeded 10 million, driving wider recognition of the IP.

As a result, the segment earned net sales of 119,841 million yen (up 22.1% year on year), and operating income of 59,831 million yen (up 11.8% year on year).
 
Last edited:

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652
1715250373772.png

1715250414659.png

1715250457064.png

In Arcade Operations, economic activities recovered due to the reclassification of COVID-19 as a Category V infectious disease (a category that includes the seasonal flu). As such, the Company worked to increase earnings through measures such as the efficient operation of existing stores and store openings in new lines of business.

In April 2023, the Company opened a Kids Banet attraction in Shizuoka, a facility featuring playground equipment for kids, as well as a Crazy Banet interactive amusement facility at Aeon Mall in Niihama, Ehime Prefecture in June 2023. Moreover, the Company opened a capsule toy specialty store, Capsule Lab Harajuku Takeshita Street, in Tokyo in December 2023, as well as a photo sticker specialty store, Puri Mart/Capsule Lab Sannomiya, in Hyogo Prefecture in March 2024, bringing the total number of stores to 49.

The Company also promoted collaboration between its businesses, such as by securing spaces for visitors to enjoy Monster Hunter Now at its stores.
As a result, the segment earned net sales of 19,343 million yen (up 23.9% year on year), and operating income of 1,868 million yen (up 52.2% year on year).

3. Amusement Equipments business​

Net sales (cumulative)​


1715250539001.png

1715250573999.png
1715250608604.png

In Amusement Equipments, the pachislo market remained strong driven by smart pachislo machines. The Company’s first smart pachislo machine, Sengoku BASARA GIGA, sold 15 thousand units, while its second smart pachislo machine, Resident Evil Village, sold 10 thousand units, both of which contributed to earnings.

The Company also achieved solid catalog sales due to ongoing demand for Shin Onimusha 2, launched in August 2022, and Monster Hunter World: Iceborne, launched in January 2023, driven by their strong performance in the market.

In total, sales of five models in the fiscal year under review, including three new models, was 31 thousand units.

As a result, the segment earned net sales of 9,020 million yen (up 15.6% year on year), and operating income of 4,117 million yen (up 19.9% year on year).

1715250657308.png

1715250687602.png

1715250725625.png

In Other Businesses, the Company continued to focus on movie and television adaptations of its major IPs and developing character merchandise to increase the brand value of its titles, as exemplified by the worldwide release of the feature-length CG-animated movie Resident Evil: Death Island in July 2023 and the worldwide release of the animated Onimusha series on Netflix in November 2023.

Regarding its eSports business, the Company began featuring Street Fighter 6, the latest title in the series, in its activities. For the Capcom Pro Tour 2023, which is held worldwide, the Company offered its highest-ever prize pool, totaling over $2 million USD. The final tournament of the tour, CAPCOM CUP X, was a huge success with more than 190,000 people simultaneously livestreaming the event. Further, the Company started a Japan-based team league, Street Fighter League: Pro-JP 2023, before going on to organize the final tournament for the same league held in North America and Europe, Street Fighter League: World Championship 2023, in which heated competition took place. In addition, the Company took measures to expand its user base on a global scale, such as by promoting esports with events held in Singapore and other countries.

As a result, the segment earned net sales of 4,204 million yen (down 3.6% year on year), and operating income of 883 million yen (down 38.4% year on year).
 
Last edited:

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652
1715251009074.png
Total assets as of the end of the fiscal year ended March 31, 2024, increased by 26,111 million yen from the end of the previous fiscal year to 243,476 million yen. The primary increase was 23,074 million yen in cash on hand and in banks. The primary decrease was 1,955 million yen in deferred tax assets.

1715251072702.png

Total liabilities as of the end of the fiscal year ended March 31, 2024, decreased by 7,841 million yen from the end of the previous fiscal year to 48,394 million yen. The primary increases were 2,661 million yen in accrued bonuses, 2,373 million yen in long-term borrowings, and 1,055 million yen in provision for share awards. The primary decreases were 6,690 million yen in accrued income taxes, 4,772 million yen in deferred revenue, and 3,000 million yen in current portion of long-term borrowings.

1715251135181.png

Net assets as of the end of the fiscal year ended March 31, 2023, increased by 33,952 million yen from the end of the previous fiscal year to 195,081 million yen. The primary increases were 43,374 million yen in net income attributable to owners of the parent, and 4,865 million yen in cumulative translation adjustments. The primary decrease was 14,278 million yen in dividends from retained earnings.

3. Cash flow overview for the fiscal year under review​

Cash and cash equivalents as of the end of the fiscal year ended March 31, 2024, increased by 19,620 million yen from the end of the previous fiscal year to 109,091 million yen.
Please refer to "Cash Flows."

4. Forecast and Outlook​

Earnings forecast for the fiscal year ending March 31, 2025 (From April 1, 2024 to March 31, 2025)​

Scroll horizontally to view
Scroll

Net salesOperating incomeOrdinary incomeNet income attributable to
owners of the parent
Earnings per share
Year ending March 31, 2025165,000 million yen
( 8.3% increase YoY )
64,000 million yen
( 12.1% increase YoY )
63,000 million yen
( 6.0% increase YoY )
46,000 million yen
( 6.1% increase YoY )
109.98 yen
  • Note: 1. The Company discloses a full year business forecast, as it manages its business performance on an annual basis.
    2. With an effective date of April 1, 2024, the Company performed a 2-for-1 split of its common stock.
    The Company took the sock split into consideration for "Earnings per share" in the above earnings forecast.

Outlook​

Regarding the outlook going forward, the business environment is undergoing significant changes: the transition to high-speed, high-capacity mobile communication standards, an increased number of distribution channels for content, diversification of devices, and the expansion of the global gaming user base. In such an environment, the Group, which marked the 40th anniversary of Capcom’s founding in 2023, recognizes the important management challenges of securing stable profits for the enhancement of corporate value over the medium- to long-term and further improving brand value globally in order to make even greater strides going forward.
For this reason, the Group has set a medium-term management goal of achieving 10% annual growth in operating income and is working to establish a stable profit structure through the creation of high-quality content and long-term sales through digitalization.

Moreover, the Group will grow its core Digital Contents business with the long-term aim of selling 100 million units annually. It looks to accomplish this by expanding its user base and maximizing profit opportunities via enhanced country/regional marketing while working to understand user needs. In addition to continuing to develop the Arcade Operations and Amusement Equipments businesses by using popular IPs and major content, the Group will also aim for sustainable growth and strive to enhance brand value for its IPs by leveraging them in film and television productions, licensed merchandise, and esports. Enabling this is the Group’s human resources investment strategy, which it will continue to promote going forward.

Moreover, by actively investing in strengthening and enhancing its development system, the Group will work to expand its product pipeline through the creation of new IPs and utilization of major IPs.

Please refer to FY2023 Financial Results in "Quarterly Reports."
 
Last edited:

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,665
Capcom is in fire:
  • Revenue up 21.0% yoy
  • Operating profit up 12.3% yoy
  • Net profit attributable to owners of the parent up 18.1% yoy
  • 11th consecutive year of increased operating profit
  • Street Fighter 6 and Dragon's Dogma 2 performing great