Results for this period
Full year1 April 2025–31 March 2026ConsolidatedIFRSThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Stacked from zero: upward is an increase in cash, downward a decrease (in Millions of yen).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
Core content in the Digital Entertainment business performed strongly, mainly.
No applicable matters
| Item | Details |
|---|---|
| Fiscal Period Classification | Full year |
| Accounting standards | IFRS |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 April 2025–31 March 2026 |
| Net Sales | 493,677 Millions of yen (YoY +17.1%) |
| Operating profit | 135,891 Millions of yen (YoY +33.3%) |
| Ordinary income | 140,667 Millions of yen (YoY +35.2%) |
| Profit attributable to owners of the parent | 100,013 Millions of yen (YoY +33.9%) |
| Net income per share | ¥737.80 |
| Operating Margin | Current fiscal year 27.5 % / Previous period 24.2 % |
| Equity ratio | End of the current fiscal period 75.4 / End of previous period 72.5 |
| Total assets | 748,765 Millions of yen |
| Net assets | 564,553 Millions of yen |
| Cash flows from operating activities | 135,664 Millions of yen |
| Cash flows from investing activities | -55,323 Millions of yen |
| Cash flows from financing activities | -51,897 Millions of yen |
| Cash and cash equivalents at end of period | 327,564 Millions of yen |
| Full-year earnings forecast | Net Sales 505,000 Millions of yen (YoY +2.3%) / Operating profit 143,000 Millions of yen (YoY +5.2%) / Ordinary income 143,000 Millions of yen (YoY +1.7%) / Net income 101,000 Millions of yen (YoY +1.0%) |
| Annual Dividend Forecast | ¥165.5 → ¥224 |
| Payout ratio | Fiscal year ending March 2026 30 % / Fiscal year ending March 2027 (forecast) 30.1 % |
| Shareholder Return Policy | Aim for a consolidated payout ratio of at least 30% and strive to further increase dividend levels |
| Segment revenue | Digital Entertainment business 370,950 Millions of yen (YoY +21.5%) / Arcade games business 26,353 Millions of yen (YoY +9.6%) / Gaming & systems business 43,077 Millions of yen (YoY +1.0%) / Sports business 49,484 Millions of yen (YoY +1.9%) / Other 6,254 Millions of yen (YoY +74.8%) / Adjustments -2,441 Millions of yen |
| Segment profit | Digital Entertainment business 136,006 Millions of yen (YoY +37.5%) / Arcade games business 6,779 Millions of yen (YoY +4.8%) / Gaming & systems business 3,650 Millions of yen (YoY -50.4%) / Sports business 3,411 Millions of yen (YoY +52.9%) / Other 538 Millions of yen / Adjustments -6,801 Millions of yen |
| Regional sales | Japan 352,015 Millions of yen / United States 84,202 Millions of yen / Europe 35,101 Millions of yen / Asia and Oceania 22,359 Millions of yen |
| Depreciation and amortization | 34,190 Millions of yen |
| Impairment loss | 8,101 Millions of yen |
| Disclosure regarding the going concern assumption | No applicable matters |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement Not disclosed |
| Changes in the scope of consolidation | New 0 / Excluded 0 / Company name None |
| Material subsequent events | No applicable matters. |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Yes (audience: Not disclosed) |
| Issued Shares at Period-End | 143,500,000 |
| Treasury Shares at Period-End | 7,943,517 |
| Factors Behind Changes in Business Performance | Core content in the Digital Entertainment business performed strongly, mainly. |
Items this document does not state (3)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.Mainly because core content in the Digital Entertainment business performed strongly. Specifically, worldwide cumulative shipments of “METAL GEAR SOLID Δ: SNAKE EATER” surpassed 2 million units, while ongoing-service titles such as “eFootball™” also continued to perform strongly.