Expanding Download Sales
First written in FY2016. 24 of 27 entries say "Advanced", first in FY2020-Q1. Latest entry: FY2027-H1.
0 other companies' latest entry also says "Advanced".
- FY2027-H1AdvancedAnnual report
「Digital download sales 71,549」
Digital download sales were ¥71.549 billion, up from ¥43.587 billion in the same period of the previous year. - FY2026AdvancedAnnual report
「As a result, repeat-title unit sales rose to 49.46 million from 39.49 million in the previous fiscal year, boosting earnings.」
Repeat title sales increased by 9.97 million units from the previous fiscal year through digital sales, pricing measures and IP collaborations. - FY2026-H1AdvancedAnnual report
「Digital download sales 43,587」
Digital download sales were ¥43.587 billion, up from ¥33.894 billion in the same period of the previous year. Repeat title sales also increased from 18.95 million units in the same period of the previous year to 22.85 million units. - FY2025AdvancedAnnual report
「Digital download sales」
Digital download sales were ¥103.444 billion, up from ¥96.982 billion in the previous fiscal year. Repeat title sales also reached 39.49 million units. - FY2025-H1Increased repeat sales during a gap between new releasesAnnual report
「Driven by digital sales initiatives, repeat title sales reached 18.95 million units, exceeding the 17.6 million units sold in the same period of the previous year.」
Although total digital content unit sales fell below the same period of the previous year because new releases were concentrated in the second half, repeat title sales increased from 17.6 million to 18.95 million units through digital sales initiatives. - FY2024AdvancedAnnual report
「As a result, repeat title sales reached 36.29 million units, exceeding the 29.30 million units sold in the previous fiscal year and driving earnings.」
Repeat sales combining promotions, pricing measures and free updates expanded, increasing unit sales by 6.99 million year on year. - FY2024-Q3AdvancedAnnual report
「In addition, the Company implemented measures including aggressive promotions to increase awareness of its IP and acquire new fans, and focused sales on series titles such as Resident Evil 2. As a result, repeat title sales reached 26.7 million units, exceeding the 22.0 million units sold in the same period of the previous year and driving earnings.」
Repeat title sales through promotions and series title sales increased from 22.0 million units in the same period of the previous year to 26.7 million units. Digital download sales also reached ¥64.848 billion. - FY2024-Q2AdvancedAnnual report
「Among repeat titles, Resident Evil 4, released in March, sold 5.45 million units cumulatively through ongoing measures including a free title update for PlayStation VR2, making a significant contribution to the expansion of repeat sales. In addition, the Company implemented measures including aggressive promotions to increase awareness of its IP and acquire new fans, as well as pricing measures, and focused sales on series titles such as Monster Hunter Rise and Resident Evil 2. As a result, repeat title sales reached 17.6 million units, exceeding the 16.05 million units sold in the same period of the previous year and driving earnings.」
The Company continued digital sales combining free title updates, promotions and pricing measures. Resident Evil 4 reached cumulative sales of 5.45 million units, while total repeat title sales increased from 16.05 million units in the same period of the previous year to 17.6 million units. - FY2024-Q1AdvancedAnnual report
「Among repeat titles, Resident Evil 4, released in March, reached cumulative sales of 4.95 million units, making a significant contribution to the expansion of repeat sales. In addition, the Company implemented measures including aggressive promotions to increase awareness of its IP and acquire new fans, as well as pricing measures, and focused sales on series titles such as Monster Hunter Rise and Resident Evil 2. As a result, repeat title sales reached 9.8 million units, exceeding the 9.0 million units sold in the same period of the previous year and driving earnings.」
Digital repeat sales combined with promotions and pricing measures expanded, increasing repeat title sales from 9.0 million units in the same period of the previous year to 9.8 million units. - FY2023AdvancedAnnual report
「Sales of repeat titles reached 29.3 million units, exceeding the 24.0 million units sold in the previous fiscal year and driving earnings.」
Repeat title sales increased by 5.3 million units through digital sales combined with new releases, promotions and pricing measures. - FY2023-Q3AdvancedAnnual report
「Digital download sales 49,130」
Digital download sales were ¥49.13 billion, up from ¥41.823 billion in the same period of the previous year. Download-led sales continued to expand. - FY2023-Q2AdvancedAnnual report
「In addition to increasing awareness of its IP and acquiring new fans through active promotions, the company benefited from the synergistic effect of continued sales of new titles in its core series and sales promotions, which expanded sales of repeat titles, primarily past titles such as “Monster Hunter: World” and “Devil May Cry 5,” and boosted earnings. Digital download sales: ¥30.628 billion」
The company combined promotions, new title releases and sales promotions to expand digital sales of repeat titles. Digital download sales reached ¥30.628 billion. - FY2023-Q1AdvancedAnnual report
「The company also held the globally livestreamed digital event “Capcom Showcase” in June, introducing the latest information on this fiscal year's core titles and upcoming new titles to increase awareness of its IP and acquire new fans. Together with the synergistic effect of sales promotions, this boosted sales of repeat titles, primarily past titles in its series. Digital download sales: 16,308」
The company combined a globally livestreamed event with sales promotions to expand repeat sales, primarily of past titles. Digital download sales for the quarter were ¥16.308 billion. - FY2022AdvancedAnnual report
「As a result, full-year unit sales reached 32.60 million, above the 30.10 million sold in the previous fiscal year, and continued growth in particularly profitable digital sales drove higher earnings.」
Annual unit sales increased from 30.10 million to 32.60 million, while continued growth in digital sales boosted earnings. - FY2022-Q3AdvancedAnnual report
「Against the full-year sales target of 32.00 million units, total unit sales during the nine-month consolidated cumulative period reached 25.80 million units, compared with 19.80 million units in the same period of the previous year. Continued growth in highly profitable digital sales, in particular, boosted earnings.」
Total unit sales increased from 19.80 million in the same period of the previous year to 25.80 million, indicating progress toward the full-year target of 32.00 million. Continued growth in highly profitable digital sales is boosting earnings. - FY2022-Q2AdvancedAnnual report
「As a result, highly profitable digital sales continued to grow, bringing total units sold to 19.80 million, above the 13.80 million sold in the same period of the previous fiscal year, and serving as a driver of improved earnings.」
Continued growth in profitable digital sales increased total unit sales by 6.00 million year on year, contributing to higher earnings. - FY2022-Q1AdvancedAnnual report
「As a result, the number of highly profitable digital sales increased substantially, bringing total units sold to 13.30 million, well above the 9.20 million sold in the same period of the previous fiscal year, and serving as a driver of improved earnings.」
Digital sales continued to expand, with total unit sales increasing from 9.20 million to 13.30 million year on year. - FY2021AdvancedAnnual report
「In addition to the success of the digital sales initiatives actively pursued in recent years, growth in sales of major new and repeat titles drove performance.」
The digital content business reported revenue of ¥75.3 billion and operating income of ¥37.002 billion, driven by the expansion of digital sales and major new and repeat titles. - FY2021-Q3AdvancedAnnual report
「The expansion of digital sales actively pursued in recent years, together with sales of major new and repeat titles, drove performance. As a result, revenue rose 20.6% year on year to ¥48.966 billion, while operating income increased 24.6% to ¥24.787 billion.」
The expansion of digital sales and sales of major new and repeat titles led to year-on-year increases of 20.6% in revenue and 24.6% in operating income in the digital content business. - FY2021-Q2AdvancedAnnual report
「The expansion of digital sales actively pursued in recent years drove performance as sales of major new and repeat titles grew.」
The expansion of digital sales led to higher sales of major new and repeat titles and improved performance. The digital content business reported revenue of ¥35.378 billion, up 21.3% year on year, and operating income of ¥19.849 billion, up 36.9%. - FY2021-Q1AdvancedAnnual report
「The strengthening of digital sales actively pursued in recent years drove performance, as expanded download sales of major new and repeat titles contributed to higher earnings. Revenue rose 53.7% year on year to ¥21.476 billion, while operating income increased 52.6% to ¥11.804 billion.」
Strengthening digital sales and expanding downloads of major new and repeat titles led to year-on-year increases of 53.7% in revenue and 52.6% in operating income in the digital content business. - FY2020AdvancedAnnual report
「Going forward, we will accelerate the shift from package sales to download sales in response to the development of the Internet environment and the broader trend toward digitalization.」
The company explicitly stated its policy of accelerating the shift from packaged to downloadable versions. The higher digital sales ratio resulted in an operating margin of 28.0% and a 25.8% year-on-year increase in operating income. - FY2020-Q3AdvancedAnnual report
「Revenue fell 15.2% year on year to ¥40.589 billion as the digital sales ratio increased, but operating income rose 30.1% to ¥19.885 billion as the review of the company's earnings structure, including contributions from “Monster Hunter: World – Iceborne” and repeat titles, proved effective.」
The shift toward download-centered sales and the increase in the digital sales ratio continued, resulting in lower revenue but a 30.1% year-on-year increase in operating income in the digital content business. - FY2020-Q2AdvancedAnnual report
「As a result, revenue declined to ¥37.272 billion, down 14.0% year on year, partly because the company promoted a shift in sales formats from packaged to downloadable versions. In terms of profit, operating income rose 33.2% year on year to ¥13.992 billion, driven by the hit success of “Monster Hunter: World – Iceborne,” which was sold primarily as a download, as well as an increase in the highly profitable digital sales ratio for repeat titles.」
The shift from packaged to downloadable versions and the increase in the digital sales ratio advanced, resulting in lower revenue but a 33.2% year-on-year increase in operating income. - FY2020-Q1AdvancedAnnual report
「Against this backdrop, the continued popularity of major repeat titles overseas and the expansion of highly profitable download sales contributed to improved earnings.」
The company explains that the expansion of profitable download sales contributed to a higher digital sales ratio and improved profitability. - FY2018-Q3RestatedAnnual report
「In addition to one-time package sales, we have focused on expanding download versions, which are expected to generate sustainable profits.」
In addition to packaged sales, the company continues to expand downloadable versions, which are expected to generate sustainable profits. - FY2016First statedAnnual report
「The company has focused on expanding the profitable download business to avoid inventory risk and reduce distribution costs.」
In addition to packaged sales, the company is expanding downloads as a sales format intended to reduce inventory risk and distribution costs while securing margins.