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Toei Animation (4816) · InitiativeDomestic licensing revenue declined while overseas licensing revenue continued to increaseLatest Earnings presentation (2026-07-31): "Advanced"

Monetizing Character IP Through Licensing Rights and Product Sales

First written in FY2017-Q1. 24 of 39 entries say "Advanced", first in FY2017. Latest entry: 2026-07-31.

39entries
11years
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2017 – FY2020-Q2AdvancedFY2022-Q1 – FY2024-Q12016: 220162017: 420172018: 420182019: 420192020: 320202021: 420212022: 320222023: 420232024: 320242025: 220252026: 62026
Same theme, other companies
Diversified Monetization and Overseas Expansion Through the Transformation into a Content HolderA theme 18 companies write about · 0 as a headwind · 24 as a tailwind

14 other companies' latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 18 companies compared. The sentences above are computed from all 18.
Full recordFilings, disclosures and news, newest first
  1. FY2026Domestic licensing revenue declined while overseas licensing revenue continued to increaseAnnual report

    「The domestic licensing segment posted a substantial decrease in revenue because anniversary initiatives for One Piece and new Dragon Ball series titles in the same period of the previous year created a difficult comparison, and performance did not match the momentum of that period. The overseas licensing segment posted a slight increase in revenue from the same period of the previous year, as strong sales of One Piece and Digimon Adventure series merchandising rights and game rights more than offset a decline in Dragon Ball series game-rights sales.」

    Domestic licensing saw a decline from the previous year in anniversary initiatives and new-title-related activity, while overseas sales of One Piece and Digimon merchandising rights and game rights performed strongly.
  2. FY2026-H1Domestic licensing revenue declined while overseas licensing revenue increased.Annual report

    「The domestic licensing segment posted a decrease in revenue because sales of One Piece and Dragon Ball series merchandising rights and game rights did not match the momentum of the previous year. The overseas licensing segment posted a substantial increase in revenue as merchandising-rights sales for One Piece and the Digimon series and game-rights sales for the Dragon Ball series performed strongly.」

    Sales of One Piece and Dragon Ball merchandising rights and game rights fell below the momentum of the previous year domestically, while sales of merchandising rights and game rights for multiple major IP performed strongly overseas.
  3. FY2025AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue from the same period of the previous year as sales of game rights and merchandising rights for the Dragon Ball series and merchandising rights for One Piece performed strongly. The overseas licensing segment also posted a substantial increase in revenue from the same period of the previous year as merchandising-rights sales for One Piece, the Dragon Ball series and the Digimon series and game-rights sales for the Dragon Ball series performed strongly.」

    The sales coverage and geographic reach of game rights and merchandising rights expanded both domestically and overseas, resulting in substantial revenue growth from the monetisation of major IP.
  4. FY2025-H1AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue from the same period of the previous year as sales of game rights for the Dragon Ball series and merchandising rights for One Piece performed strongly. The overseas licensing segment also posted a substantial increase in revenue from the same period of the previous year as merchandising-rights sales for One Piece, the Dragon Ball series and the Digimon series performed strongly.」

    Dragon Ball game rights and One Piece merchandising rights performed strongly in Japan, while merchandising-rights sales for multiple major IP performed strongly overseas, expanding IP monetisation through licensing.
  5. FY2024WorsenedAnnual report

    「The domestic licensing segment was broadly flat, as strong sales of One Piece merchandising rights offset the failure of Dragon Ball series game-rights sales to match the momentum of the previous year. The overseas licensing segment posted a decrease in revenue because, despite strong sales of One Piece merchandising rights, sales of merchandising rights for the Digimon and Dragon Ball series did not match the momentum of the previous year.」

    One Piece-related monetisation performed strongly, but the momentum of Dragon Ball and Digimon merchandising rights and game rights slowed, resulting in lower revenue and profit for the licensing business as a whole.
  6. FY2024-Q3WorsenedAnnual report

    「The domestic licensing segment was broadly flat, as strong sales of One Piece game rights and merchandising rights offset the failure of Dragon Ball series game-rights sales to match the momentum of the previous year. The overseas licensing segment posted a decrease in revenue because, despite strong sales of One Piece merchandising rights, sales of merchandising rights for the Digimon and Dragon Ball series did not match the momentum of the previous year.」

    One Piece game rights and merchandising rights performed strongly, while the momentum of Dragon Ball, Digimon and other titles slowed from the previous year, resulting in lower revenue for the licensing business as a whole.
  7. FY2024-Q2WorsenedAnnual report

    「The domestic licensing segment posted a slight decrease in revenue because, despite strong sales of One Piece game rights, sales of game rights for the Dragon Ball series did not match the momentum of the previous year. The overseas licensing segment posted a decrease in revenue because, despite strong sales of One Piece merchandising rights, sales of merchandising rights for the Digimon and Dragon Ball series did not match the momentum of the previous year.」

    One Piece game rights and merchandising rights performed strongly, but the domestic and overseas licensing segments posted lower revenue because of a decline from the previous year in Dragon Ball and Digimon merchandising rights and other items.
  8. FY2024-Q1AdvancedAnnual report

    「The domestic licensing segment posted an increase in revenue as sales of game rights and merchandising rights for One Piece performed strongly.」

    Sales of One Piece game rights and merchandising rights contributed to revenue growth in the domestic licensing segment, advancing character-IP monetisation.
  9. FY2023AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue as developments linked to the releases of the films Dragon Ball Super: Super Hero and ONE PIECE FILM RED drove strong performance from game rights and merchandising rights for both titles. The overseas licensing segment also posted a substantial increase in revenue, as sales of game rights for the Dragon Ball series and One Piece and merchandising-rights sales for the Dragon Ball series, One Piece and the Digimon Adventure series performed strongly.」

    Domestic game-rights and merchandising-rights sales linked to theatrical releases, together with overseas game-rights and merchandising-rights sales, contributed to substantial revenue growth.
  10. FY2023-Q3AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue as promotional sales linked to the releases of the films Dragon Ball Super: Super Hero and ONE PIECE FILM RED drove strong performance from merchandising rights and game rights for both titles. The overseas licensing segment also posted a substantial increase in revenue, as sales of game rights for the Dragon Ball series and One Piece, together with merchandising-rights sales for the Digimon Adventure series, One Piece and the Dragon Ball series, performed strongly.」

    Domestic and overseas IP monetisation combining promotional sales linked to theatrical releases, merchandising rights and game rights resulted in substantial revenue growth.
  11. FY2023-Q2AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue as sales of merchandising rights for One Piece, the Dragon Ball series and other titles, particularly promotional sales tied to their theatrical releases, performed strongly. The overseas licensing segment also posted a substantial increase in revenue, as sales of game rights for One Piece and merchandising rights for the Dragon Ball series, One Piece and the Digimon Adventure series performed strongly.」

    The combined monetisation of major IP through merchandising-rights sales, promotional sales linked to theatrical releases and game-rights sales in Japan and overseas resulted in substantial revenue growth.
  12. FY2023-Q1AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue, driven by strong sales of merchandising rights for One Piece, the Dragon Ball series and other titles, particularly sales promotions linked to the theatrical releases of both properties, as well as large gaming-machine contracts. The overseas licensing segment also posted a substantial increase in revenue, as sales of game rights for the One Piece and Digimon Adventure series and merchandising rights for the Dragon Ball series and One Piece performed strongly.」

    Domestic and overseas IP monetisation expanded through sales promotions linked to theatrical releases, merchandising rights, game rights and gaming-machine contracts.
  13. FY2022-Q3AdvancedAnnual report

    「The Overseas Licensing segment posted a substantial increase in revenue, as sales of game adaptation rights for the Dragon Ball series and One Piece, as well as merchandising rights for the Dragon Ball series, One Piece and the Digimon Adventure series, performed well.」

    Merchandising rights for multiple titles were monetised overseas in addition to game rights, broadening the means of monetising major character IP.
  14. FY2022-Q2AdvancedAnnual report

    「The overseas licensing segment posted a substantial increase in revenue due to strong sales of game adaptation rights for the Dragon Ball series and the Slam Dunk app game, as well as merchandising rights for the Dragon Ball series, One Piece and the Digimon Adventure series.」

    The means of monetising major IP expanded from game rights and app games to merchandising rights for multiple titles, contributing to revenue growth in the overseas licensing segment.
  15. FY2022-Q1AdvancedAnnual report

    「The domestic licensing segment posted a decrease in revenue because, despite strong tie-in and promotional licensing for One Piece and other titles, sales of game rights for the Dragon Ball series did not match the momentum of the previous year. The overseas licensing segment posted a substantial increase in revenue as sales of game rights for the Dragon Ball series and the Slam Dunk app game, together with merchandising-rights sales for the Dragon Ball series, One Piece and the Digimon Adventure series, performed strongly.」

    While game rights remained weak domestically, IP monetisation expanded into tie-in licensing and overseas game rights, app games and merchandising rights.
  16. FY2021Domestic game-rights revenue declined while overseas app-game revenue increased.Annual report

    「The domestic licensing segment posted a substantial decrease in revenue because sales of game rights for the Dragon Ball series did not match the momentum of the strong previous consolidated fiscal year, and because of a decline from the previous year in tie-in and campaign licensing for the theatrical release of ONE PIECE STAMPEDE, which had performed strongly. The overseas licensing segment posted an increase in revenue as app games for the Dragon Ball series in North America and Europe and for Slam Dunk and other titles in Asia performed strongly.」

    Domestic game-rights and tie-in licensing revenue declined from the previous year, while overseas app games contributed to revenue growth.
  17. FY2021-Q3Domestic licensing revenue declined while overseas game licensing revenue increased.Annual report

    「The domestic licensing segment posted a substantial decrease in revenue because sales of game rights for the Dragon Ball series did not match the momentum of the strong same period of the previous year, and because of a decline from the previous year in tie-in and campaign licensing for the theatrical release of ONE PIECE STAMPEDE, as well as gaming-machine contracts. The overseas licensing segment posted a substantial increase in revenue because app games for the Dragon Ball series in North America and Europe and for Slam Dunk and other titles in Asia performed strongly.」

    Domestic licensing saw a decline from the previous year in game rights, tie-in licensing and gaming-machine contracts, while app games in North America, Europe and Asia performed strongly overseas.
  18. FY2021-Q2WorsenedAnnual report

    「The domestic licensing segment posted a substantial decrease in revenue because sales of game rights for the Dragon Ball series did not match the momentum of the strong same period of the previous year, and because of a decline from the previous year in tie-in and campaign licensing for the theatrical release of ONE PIECE STAMPEDE, as well as gaming-machine contracts, which had performed strongly in the same period. The overseas licensing segment posted a decrease in revenue despite strong performance from the app game Dragon Ball Legends, the home-console game Dragon Ball Z KAKAROT and the app game based on Slam Dunk, due to a decline from the previous year in renewals and new licensing contracts for app games that had performed strongly in the same period.」

    Although new games and certain game titles performed strongly, IP monetisation declined both domestically and overseas because of a decline from the previous year in game rights, tie-in licensing, gaming-machine contracts, and renewal and new licensing contracts.
  19. FY2021-Q1WorsenedAnnual report

    「The domestic licensing segment posted a substantial decrease in revenue because sales of game rights for the Dragon Ball series did not match the momentum of the strong same period of the previous year, and because of a decline from the previous year in tie-in and campaign licensing for the theatrical release of ONE PIECE STAMPEDE, which had performed strongly in the same period. The overseas licensing segment posted a slight decrease in revenue despite strong performance from the China-focused app game based on Slam Dunk, the home-console game Dragon Ball Z KAKAROT and the app game Dragon Ball Legends, due to a decline from the previous year in renewal contracts and new licensing contracts for app games that had performed strongly in the same period.」

    Despite positive contributors including China-focused games and Dragon Ball Legends, the decline from the previous year in game rights, tie-in licensing, and renewal and new licensing contracts weakened IP monetisation both domestically and overseas.
  20. FY2020-Q3Game-related contracts fell below the same period of the previous year, while merchandising-rights sales performed strongly.Annual report

    「The overseas licensing segment posted a slight decrease in revenue, as strong worldwide sales of merchandising rights for the Dragon Ball series were outweighed by a decline from the previous year in the home-console game Dragon Ball FighterZ, which had performed strongly in the same period.」

    Worldwide merchandising-rights sales performed strongly, but the overseas licensing segment posted a slight decrease in revenue because of a decline from the previous year in home-console game contracts and other items.
  21. FY2020-Q2AdvancedAnnual report

    「The domestic licensing segment posted an increase in revenue as tie-in and promotional licensing for the theatrical release of the app game Dragon Ball Legends and the theatrical film ONE PIECE STAMPEDE performed strongly. The overseas licensing segment also posted an increase in revenue despite a decline from the previous year in licensing contracts for the home-console game Dragon Ball FighterZ and the app game Dragon Ball Legends, which had performed strongly in the same period of the previous year, as renewal contracts for multiple app games and new licensing contracts were secured and merchandising rights for the Dragon Ball and One Piece series continued to perform strongly.」

    Domestic licensing for app games and theatrical works, and overseas renewal and new game contracts and merchandising rights, contributed to revenue growth, broadening the means of monetising character IP.
  22. FY2020-Q1AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue, as tie-in and promotional licensing for the theatrical release of the app game Dragon Ball Legends and the theatrical film ONE PIECE STAMPEDE performed strongly.」

    Licensing related to Dragon Ball Legends and ONE PIECE STAMPEDE performed strongly, advancing the monetisation of major IP.
  23. FY2019AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue from the previous consolidated fiscal year, driven by strong performance from the app games Dragon Ball Z Dokkan Battle and Dragon Ball Legends, as well as large gaming-machine contracts for multiple titles.」

    Large gaming-machine contracts for multiple titles joined app games as revenue sources, resulting in substantial revenue growth in the domestic licensing business.
  24. FY2019-Q3AdvancedAnnual report

    「The domestic licensing segment posted a substantial increase in revenue, driven by strong performance from the app games Dragon Ball Z Dokkan Battle and Dragon Ball Legends, as well as large gaming-machine contracts for multiple titles. The overseas licensing segment also posted a substantial increase in revenue, supported by strong performance in North America and Europe from the app games Dragon Ball Z Dokkan Battle and home-console games centered on Dragon Ball FighterZ, along with merchandising rights for the Dragon Ball series, and the launch of Dragon Ball Legends.」

    In addition to app games, home-console games and merchandising rights in North America and Europe, large gaming-machine contracts for multiple titles contributed to IP monetisation, resulting in substantial revenue growth both domestically and overseas.
  25. FY2019-Q2AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" performed even more strongly than in the same period of the previous year and the new app game "Dragon Ball Legends" got off to a smooth start. In the overseas licensing division, revenue increased substantially as distribution of the app game "Dragon Ball Legends" began and console games, mainly "Dragon Ball FighterZ," performed strongly.」

    Monetization of major IP through licensing advanced in Japan and overseas, supported by continued strong performance from existing app games, a smooth launch for new app games and strong performance from console games.
  26. FY2019-Q1AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" performed even more strongly than in the same period of the previous year. In the overseas licensing division, revenue increased substantially as distribution of the app game "Dragon Ball Legends" began and console games, mainly "Dragon Ball Z Dokkan Battle" and "Dragon Ball FighterZ," performed strongly.」

    Sales and distribution of app games and console games expanded in Japan and overseas, advancing the monetization of major character IP through licensing.
  27. FY2018AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" performed even more strongly than in the previous consolidated fiscal year. In the overseas licensing division, revenue increased substantially as the worldwide app game "Dragon Ball Z Dokkan Battle" performed strongly and there were multiple contracts relating to the "One Piece" app game.」

    Monetization of domestic and overseas IP, centered on app game rights, expanded further, with licensing revenue of ¥24,124 million and segment profit of ¥11,439 million.
  28. FY2018-Q3AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" performed even more strongly than in the previous fiscal year. In the overseas licensing division, revenue increased substantially as the worldwide sales of the app game "Dragon Ball Z Dokkan Battle" and sales of the console game "Dragon Ball Xenoverse 2" in North America performed strongly.」

    App game sales and console game sales in North America performed strongly in Japan and overseas, advancing the monetization of major IP through licensing.
  29. FY2018-Q2AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" performed even more strongly than in the previous fiscal year. In the overseas licensing division, revenue increased substantially as the worldwide sales of the app game "Dragon Ball Z Dokkan Battle" and sales of the console game "Dragon Ball Xenoverse 2" in North America performed strongly.」

    Monetization of major domestic and overseas IP through app games and console game sales performed strongly, contributing to the expansion of the licensing business.
  30. FY2018-Q1AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" continued to perform strongly from the previous fiscal year. In the overseas licensing division, revenue increased substantially as the worldwide sales of the app game "Dragon Ball Z Dokkan Battle" and sales of the console game "Dragon Ball Xenoverse 2" in North America performed strongly.」

    Licensing monetization of major IP through app games and console game sales performed strongly in Japan and overseas, contributing to higher revenue in the licensing business.
  31. FY2017AdvancedAnnual report

    「In the domestic licensing division, revenue increased substantially compared with the previous consolidated fiscal year as licensing for tie-ups and promotional activities related to the app game "Dragon Ball Z Dokkan Battle" and the theatrical release of "ONE PIECE FILM GOLD" performed strongly. In the overseas licensing division, revenue increased substantially as the app game "Dragon Ball Z Dokkan Battle" worldwide, the "Saint Seiya" app game in China, and sales of merchandising rights for the "Dragon Ball" series in Europe and North America performed strongly.」

    Licensing revenue grew both domestically and overseas through app games, tie-ups and promotional licensing for theatrical releases, and sales of merchandising rights in Europe and North America.
  32. FY2017-Q3RestatedAnnual report

    「The licensing business, including character licensing, and the merchandising business, including the development and sale of character merchandise」

    Continuing to include IP monetization through character licensing and product development and sales among its business activities.
  33. FY2017-Q2RestatedAnnual report

    「The licensing business, including character licensing, and the merchandising business, including the development and sale of character merchandise」

    Continuing to monetize IP through character licensing and product development and sales.
  34. FY2017-Q1First statedAnnual report

    「The licensing business, including character licensing, and the merchandising business, including the development and sale of character merchandise」

    In addition to video, the Group monetizes IP through a combination of licensing, product development and merchandise sales.
Moved together

"Expansion of the Intellectual Property Rights Business as the Core Revenue Stream" moved the same way as this thread, in the same document, in 27 of its 39 moves.

272322181717★123456
  1. ★This thread
  2. 1Expansion of the Intellectual Property Rights Business as the Core Revenue Stream27×
  3. 2IP development through audio production for app games and games23×
  4. 3Expansion of Video Content and Game Adaptation Rights in Overseas Markets Including China and North America22×
  5. 4Using Video Distribution Services as a Growth Channel18×
  6. 5Profit growth through highly profitable overseas video sales and licensing businesses17×
  7. 6Increase in Cash and Cash Equivalents17×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Toei Animation's next results are scheduled for 2026-10-30. Read the earnings preview It last moved in the Earnings presentation of 2026-07-31: "Advanced".
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