Global Gaming: Expanding Sales and Profit
First written in FY2016. 20 of 36 entries say "Advanced", first in FY2017-Q1. Latest entry: 2026-11-10.
No other company in this theme has enough history to compare yet.
- FY2026AdvancedAnnual report
「Sales of banknote validator units and printer units for gaming machines increased amid solid demand in North America, while sales to Europe declined. As a result, segment revenue edged down 0.0% year on year to ¥21,471 million. Segment profit increased 14.8% to ¥5,016 million, supported by higher sales in North America, the segment's core market.」
Revenue edged down due to lower sales to Europe, but segment profit in Global Gaming increased 14.8%, driven by North American demand and higher sales of core products. - 2026-05-13ReframedRevision to earnings forecast
「Sales of banknote validator units and printer units for gaming machines increased amid solid demand in North America, while sales to Europe declined. As a result, segment revenue edged down 0.0% year on year to ¥21,471 million. Segment profit increased 14.8% to ¥5,016 million, supported by higher sales in North America, the segment's core market.」
欧州販売の減少により売上高は微減となる一方、北米販売の増加によりセグメント利益は増加する構図へ変化している。 - FY2026-H1WorsenedAnnual report
「Although sales of banknote validator units for gaming equipment in North America remained high, lower sales to Europe, among other factors, resulted in segment revenue of ¥9,778 million, down 8.5% year on year, and segment profit of ¥2,214 million, down 3.2%.」
Although North American sales remained strong, Global Gaming posted lower revenue and profit due to declining sales to Europe. - FY2025-H1AdvancedAnnual report
「Higher sales of banknote validator units and printer units for casino gaming machines in North America and Europe, among other factors, resulted in segment revenue of ¥10,684 million, up 63.6% year on year, and segment profit of ¥2,287 million, up 112.6%.」
Global Gaming posted substantial increases in both revenue and profit, driven by higher sales of banknote validator units and printer units in North America and Europe. - FY2024-Q3AdvancedAnnual report
「Strong demand for the segment's core products, banknote validator units and printer units, resulted in revenue of ¥11,597 million, up 3.8% year on year, and segment profit of ¥1,927 million, up 45.7%.」
Driven by strong demand for its core products, Global Gaming continued to post higher revenue and substantial profit growth, with revenue of ¥11,597 million and segment profit of ¥1,927 million. - FY2024-Q2Profit growth despite lower revenueAnnual report
「Although demand for the segment's core products, banknote validator units and printer units, remained strong, the segment was affected by supply shortages of some products due to difficulties in procuring components. Revenue was ¥6,531 million, down 7.7% year on year. Meanwhile, segment profit increased 6.0% year on year to ¥1,075 million, due to lower transportation and other costs.」
Global Gaming posted lower revenue due to supply shortages caused by difficulties in procuring components, although demand remained strong. However, profit increased due to lower transportation and other costs. - FY2024-Q1WorsenedAnnual report
「Although demand for the segment's core products, banknote validator units and printer units, remained strong, temporary supply shortages caused by difficulties in procuring electronic components, including semiconductors, resulted in revenue of ¥2,663 million, down 24.2% year on year, and segment profit of ¥291 million, down 49.3%.」
Although demand in Global Gaming remained strong, temporary supply shortages caused by difficulties in procuring electronic components occurred, resulting in lower revenue and segment profit than in the same period of the previous year. - FY2023AdvancedAnnual report
「Capital investment demand increased as casinos and other facilities in North America and Europe remained active, substantially increasing sales of the Company's core products, including banknote validator units and printers. Segment revenue therefore increased to ¥14,583 million, up 44.5% from the previous consolidated fiscal year, and segment income increased to ¥1,646 million, up 11.6%.」
Global Gaming's revenue and earnings both increased against a backdrop of recovering capital investment demand in North America and Europe, with the recovery continuing. - FY2023-Q3AdvancedAnnual report
「As customer traffic increased in the gaming markets of both North America and Europe, sales of the Company's products increased substantially. As a result, segment revenue was ¥11,171 million, up 60.1% year on year, and segment income was ¥1,322 million, up 7.8%.」
Against a backdrop of increased customer traffic in the North American and European gaming markets, revenue increased 60.1% year on year and segment income increased 7.8%. - FY2023-Q2AdvancedAnnual report
「As customer traffic increased in gaming markets such as North American casinos, demand for the Company's products recovered and expanded noticeably. In addition, while concerns remained about delivery delays due to component shortages and other factors, the Company prioritized product deliveries. As a result, segment revenue was ¥7,073 million, up 71.4% year on year, and segment income was ¥1,015 million, up 34.1%.」
Global Gaming's revenue increased 71.4% and segment income increased 34.1%, driven by recovering demand in North America and other markets and the prioritization of product deliveries. - FY2023-Q1AdvancedAnnual report
「Sales of banknote validator units and printer units increased substantially in both North America and Europe, resulting in segment revenue of ¥3,516 million, up 92.6% year on year, and segment income of ¥575 million, up 73.7%.」
Global Gaming recorded substantial increases in sales of banknote validator units and printer units in North America and Europe, resulting in higher revenue and earnings. - FY2022-Q3AdvancedAnnual report
「The recovery trend in customer demand for capital investment continued alongside the rapid recovery of the U.S. gaming market. As a result, sales of the Company's products increased, generating segment revenue of ¥6,976 million, up 15.9% year on year, and segment income of ¥1,226 million, compared with a segment loss of ¥382 million in the previous year.」
Global Gaming's revenue increased against a backdrop of the rapid recovery of the U.S. market and recovering capital investment demand, while segment income turned from a loss in the previous year to income of ¥1,226 million. - FY2022-Q2AdvancedAnnual report
「The U.S. gaming market achieved a rapid recovery, and customers' appetite for capital investment was steadily recovering. As a result, sales of the Company's products increased, generating segment revenue of ¥4,127 million, up 2.5% year on year. In addition, efforts to restrain selling, general and administrative expenses related to marketing activities resulted in segment income of ¥757 million, compared with a segment loss of ¥408 million in the previous year.」
Global Gaming's revenue increased 2.5% year on year, and segment income turned from a loss of ¥408 million in the previous year to income of ¥757 million. - FY2022-Q1WorsenedAnnual report
「Although some Western countries showed signs of increased economic activity, this had not yet spread to capital investment in the gaming market, and sales of the Company's products remained sluggish. As a result, segment revenue was ¥1,825 million, down 41.2% year on year, while segment income was ¥330 million, up 895.0%, due in part to restraints on selling, general and administrative expenses related to marketing activities.」
Global Gaming's earnings increased due to restraints on selling, general and administrative expenses, while revenue fell substantially, down 41.2% year on year, as capital investment had not yet recovered. - FY2021-Q3WorsenedAnnual report
「Government measures to prevent the spread of COVID-19 forced casino halls and other facilities to reduce their operating hours or close, substantially reducing demand for equipment replacements and other products. As a result, segment revenue was ¥6,019 million, down 44.7% year on year, and the segment loss was ¥382 million, compared with segment income of ¥1,557 million in the previous year.」
Global Gaming's revenue fell 44.7% year on year, turning from income of ¥1,557 million in the previous year to a loss of ¥382 million. - FY2021-Q2WorsenedAnnual report
「Demand declined sharply from April onward due in part to casino halls and other facilities being closed amid the spread of COVID-19. As a result, sales of banknote validator units, banknote recycling units and printers fell sharply, resulting in segment revenue of ¥4,024 million, down 47.7% year on year, and a segment loss of ¥408 million, compared with segment income of ¥1,138 million in the same quarter of the previous year.」
Global Gaming's revenue fell 47.7%, turning from income of ¥1,138 million in the previous year to a loss of ¥408 million. - FY2021-Q1WorsenedAnnual report
「In addition to the continued decline in replacement demand following regulatory revisions in Germany, demand began to weaken in the latter half of the quarter due in part to casino halls and other facilities being closed amid the spread of COVID-19. As a result, sales of banknote validator units and banknote recycling units declined, and segment revenue was ¥3,104 million, down 18.3% year on year, while segment income was ¥33 million, down 94.9%.」
Global Gaming's revenue fell 18.3% and segment income fell 94.9% due to the decline in replacement demand in Germany and the impact of casino closures. - FY2020-Q3WorsenedAnnual report
「Due mainly to the significant decline in banknote recycling unit sales resulting from stagnant demand in Germany in the European region, segment sales were ¥10,879 million, down 18.1% year on year, and segment profit was ¥1,557 million, down 49.1% year on year.」
Due to stagnant demand in Germany, Global Gaming's revenue fell 18.1% and segment income fell 49.1%, with the declines in revenue and earnings becoming more severe. - FY2020-Q2WorsenedAnnual report
「In addition to lower sales of casino printer units in North America, sales of banknote recycling units declined in Europe due to stagnant demand in Germany. Segment revenue was ¥7,694 million, down 14.1% year on year, and segment income was ¥1,138 million, down 46.1%.」
Global Gaming recorded lower revenue and earnings due to lower sales of printer units in North America and banknote recycling units in Germany. - FY2020-Q1WorsenedAnnual report
「In North America, sales of banknote validator units and casino printer units declined as the capital investment boom following the previous year's tax cuts subsided. In Europe, demand in Germany showed a pronounced decline following regulatory revisions, resulting in lower sales of banknote recycling units. Segment revenue was ¥3,798 million, down 12.5% year on year, and segment income was ¥656 million, down 32.0%.」
Global Gaming recorded lower revenue and earnings due to demand leveling off after the North American tax-cut effect and weakening demand following regulatory revisions in Germany. - FY2019AdvancedAnnual report
「Strong sales of banknote recycling units in Europe and steady sales of banknote validator units and other products in North America against a favorable market backdrop resulted in segment revenue of ¥18,094 million, up 17.7% from the previous consolidated fiscal year, and segment income of ¥3,955 million, up 35.9%.」
Strong sales in North America and Europe enabled Global Gaming to recover from lower revenue and earnings in the previous fiscal year, with revenue up 17.7% and segment income up 35.9%. - FY2019-Q3AdvancedAnnual report
「Strong replacement demand continued in North America, while sales of banknote validator units and other products in Europe were also strong. As a result, segment revenue was ¥1,327.8 million, up 17.2% year on year, and segment income was ¥305.7 million, up 41.6%.」
Global Gaming's revenue and segment income both exceeded the previous year's levels, driven by strong replacement demand in North America and robust European sales, resulting in continued growth in revenue and earnings. - FY2019-Q2AdvancedAnnual report
「Strong replacement demand in North America provided a tailwind, resulting in strong sales of banknote validator units and printer units. Segment revenue was ¥895.3 million, up 15.4% year on year, and segment income was ¥211.4 million, up 43.2%.」
Global Gaming's revenue and segment income both exceeded the previous year's levels on strong replacement demand in North America, recovering from lower revenue and earnings in the previous fiscal year. - FY2019-Q1AdvancedAnnual report
「Strong capital investment appetite in North America, focused mainly on renovations of existing casino halls, supported strong sales of banknote validator units. In Europe, replacement demand for banknote recycling units continued in response to the revision of German gaming-machine standards (specification changes). As a result, segment revenue was ¥434.1 million, up 16.6% year on year, and segment income was ¥96.5 million, up 61.2%.」
Global Gaming's revenue and segment income both exceeded the same quarter of the previous year, driven by renovation demand at existing North American casinos and replacement demand in Europe. - FY2018WorsenedAnnual report
「In Europe, replacement demand increased in Germany ahead of the standards revision for gaming machines (specification changes) scheduled for November 2018. However, sales of banknote validator units and other products declined in North America, resulting in segment revenue of ¥1,536.7 million, down 6.0% from the previous consolidated fiscal year, and segment income of ¥291.1 million, down 1.6%.」
Despite higher replacement demand in Europe, Global Gaming recorded lower revenue and earnings for the full year due to weaker North American demand. - FY2018-Q3RestatedAnnual report
「Segment sales were ¥11,331 million, down 8.9% year on year, and segment profit was ¥2,158 million, down 8.1% year on year, due mainly to decreased demand for banknote validator units and other products in North America and lower replacement demand in Europe following a legal amendment in Germany.」
Global Gaming's revenue and segment income have continued to fall below the previous year's levels due to lower North American demand and weaker replacement demand following a legal amendment in Germany. - FY2018-Q2WorsenedAnnual report
「Segment sales were ¥7,760 million, down 9.1% year on year, and segment profit was ¥1,477 million, down 18.8% year on year, due mainly to decreased demand for banknote validator units and other products in North America and lower replacement demand in Europe following a legal amendment in Germany.」
Global Gaming's revenue and segment income both fell below the previous year's levels due to lower North American demand and weaker replacement demand following a legal amendment in Germany. - FY2018-Q1WorsenedAnnual report
「Demand for banknote validator units and other products declined in North America, while Europe was affected by a reaction to the strong replacement demand in the previous fiscal year. As a result, segment revenue was ¥372.2 million, down 9.7% year on year, and segment income was ¥59.9 million, down 18.2%.」
Global Gaming's revenue and segment income both fell below the previous year's levels due to lower North American demand and a reaction to replacement demand in Europe. - FY2017AdvancedAnnual report
「Strong sales of banknote validator units to OEM customers in North America and banknote recycling units in Europe, among other factors, resulted in segment revenue of ¥1,635.3 million, up 0.8% from the previous consolidated fiscal year, and segment income of ¥296.0 million, up 15.5%.」
Sales of banknote validator units to North American OEMs and banknote recycling units in Europe remained strong, and both revenue and earnings exceeded the previous year's levels. - FY2017-Q3AdvancedAnnual report
「Strong sales of banknote validator units to OEM customers in North America and banknote recycling units in Europe, among other factors, resulted in segment revenue of ¥1,244.2 million, up 4.1% year on year, and segment income of ¥234.8 million, up 18.9%.」
Sales of banknote validator units to North American OEMs and banknote recycling units in Europe remained strong, and Global Gaming exceeded the previous year's revenue and earnings. - FY2017-Q2AdvancedAnnual report
「Driven by replacement demand for gaming machines, increased sales of banknote validator units to OEM customers in North America and banknote recycling units in Europe resulted in segment revenue of ¥853.9 million, up 9.5% year on year, and segment income of ¥181.9 million, up 48.6%.」
Global Gaming's first-half revenue and earnings exceeded the previous year's levels, driven by replacement demand and sales of banknote validator units to North American OEMs and banknote recycling units in Europe. - FY2017-Q1AdvancedAnnual report
「Strong sales of banknote recycling units in the European market and other factors resulted in segment revenue of ¥412.4 million, up 9.2% year on year, and segment income of ¥73.2 million, up 21.4%.」
Global Gaming exceeded the previous year's revenue and segment income, driven by growth in the existing gaming business. - FY2016First statedAnnual report
「Revenue in this segment was ¥1,621.6 million, up 24.9% from the previous consolidated fiscal year, and segment income was ¥256.3 million, up 64.2%.」
The results include a full-year contribution from the banknote recycling unit and gaming printer businesses.