FY2021 2nd Quarter Financial Results
Six months ended November 5, 2020
KONAMI HOLDINGS CORPORATION
November 5, 2020
Cautionary statement with respect to forward-looking statements
Statements made in this presentation with respect to KONAMI HOLDINGS' current plans, estimates, strategies and beliefs, including forecasts, are forward-looking statements about the future performance of the Company. These statements are based on management's assumptions and beliefs in light of information currently available to it and, therefore, you should not place undue reliance on them. A number of important factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but are not limited to (1) Changes in economic conditions affecting our operations; (2) Fluctuations in foreign exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; (3) the Company's ability to continue to win acceptance of our products, which are offered in highly competitive markets characterized by the continuous introduction of new products, rapid developments in technology and subjective and changing consumer preferences; (4) the Company's ability to successfully expand internationally with a focus on our Digital Entertainment business, Amusement business and Gaming & Systems business; (5) the Company's ability to successfully expand the scope of our business and broaden our customer base through our Sports business; (6) Regulatory developments and changes and our ability to respond and adapt to those changes; (7) the Company's expectations with regard to further acquisitions and the integration of any companies we may acquire; and (8) the outcome of contingencies.
- Financial information included herein is not audited by independent public accountants
- Numbers included in this presentation material are;
- in accordance with IFRS
- rounded to the nearest one hundred million yen
- Revenues of each segment include inter-segment sales
2
Contents
Consolidated Financial Results | 4 | ||||||
Revenue by Business Segment | 5 | ||||||
Profit by Business Segment | 6 | ||||||
Earnings guidance for FY2021 | 7 | ||||||
Dividend forecast for FY2021 | 8 | ||||||
Digital Entertainment | 9 | ||||||
Amusement | 10 | ||||||
Gaming & Systems | 11 | ||||||
Sports | 12 | ||||||
Titles Released in Jul - Sep 2020 / Pipeline | 13 | ||||||
Consolidated Business Performance | 15 | ||||||
Consolidated Financial Position | 16 | ||||||
Consolidated Cash Flows | 17 |
3
Consolidated Financial Results
(Yen in Billions) | |||||||
FY2020 H1 | FY2021 H1 | ||||||
6 months ended | 6 months ended | ||||||
September 2019 | September 2020 | ||||||
Revenue | 121.1 | 116.1 | |||||
Segment profit (loss) | 20.8 | 25.7 | ※ | ||||
Other expenses | 0.1 | 4.4 | |||||
Operating profit | 20.9 | 21.4 | |||||
Profit before income taxes | 20.4 | 20.2 | |||||
Profit for the period | 15.2 | 13.8 | |||||
(attributable to owners of the parent) | |||||||
Earnings per share (JPY) | 112.41 | 103.52 | |||||
- COVID-19related loss etc. of ¥4.4 billion recognized in the line item "other expenses."
The loss, mainly booked under sports segment, contains fixed costs including personnel, depreciation and rent expenses for sports clubs, which were incurred during the temporal closure period throughout Japan in response to the state-of-emergency declaration from the government and business suspension request from local governments to prevent the outbreak of COVID-19.
4
Revenue by Business Segment
(Yen in Billions)
Revenue
Digital Entertainment
Amusement
Gaming & Systems Sports
Eliminations
YoY | YoY | |||||||||
FY2020 H1 | FY2021 H1 | Change | Change | |||||||
(Amount) | (%) | |||||||||
6 months ended | 6 months ended | |||||||||
September 2019 | September 2020 | |||||||||
67.0 | 88.3 | 21.3 | +31.8% | |||||||
9.0 | 6.6 | △ 2.4 | △26.9% | |||||||
14.9 | 7.1 | △ | △ | |||||||
7.7 | 51.9% | |||||||||
31.1 | 15.1 | △ | △ | |||||||
15.9 | 51.3% | |||||||||
△ 0.8 | △ 1.1 | △ 0.2 | - | |||||||
Total | 121.1 | 116.1 | △ 5.0 | △4.1% |
5
Profit by Business Segment
(Yen in Billions)
YoY | YoY | ||||||||||
FY2020 H1 | FY2021 H1 | Change | Change | ||||||||
(Amount) | (%) | ||||||||||
Segment profit (loss) | 6 months ended | 6 months ended | |||||||||
September 2019 | September 2020 | ||||||||||
Digital Entertainment | 18.7 | 31.0 | 12.3 | +65.8% | |||||||
Amusement | 1.6 | 0.3 | △ 1.3 | △81.0% | |||||||
Gaming & Systems | 1.7 | 1.2 | △ 2.9 | - | |||||||
Sports | 1.5 | 3.0 | △ 4.5 | - | |||||||
Corporate expenses and eliminations | △ 2.6 | 1.4 | 1.2 | - | |||||||
Total Segment profit (loss) | 20.8 | 25.7 | 4.9 | +23.6% | |||||||
Other income and other expenses | 0.1 | 4.4 | △ 4.5 | - | |||||||
COVID-19 related loss | 0.0 | 4.6 | △ 4.6 | - | |||||||
Other | 0.1 | 0.3 | 0.2 | - | |||||||
Total Operating Profit | 20.9 | 21.4 | 0.4 | +2.1% | |||||||
6
Earnings guidance for FY2021 (TBD)
With respect to the outlook, under the current circumstances where visibility is low on when COVID-19 will be under control and consumer spending will recover, it is difficult to reasonably calculate its impact on our guidance. Hence, consolidated earnings outlook for the fiscal year ending March 31, 2021 has not been determined.
We will promptly disclose our guidance when a reasonable projection becomes possible.
7
Dividend forecast for FY2021
FY2020 | |
dividend | |
12 months ended | |
March 2020 | |
Interim dividend | 38.00 |
Year-end dividend | 7.00 |
Annual dividend | 45.00 |
(JPY)
FY2021 | YoY |
dividend | Change |
forecast | (Amount) |
12 months ending | |
March 2021 |
22.50 15.50
(declared)
22.50 15.50
(forecast)
45.00 0.00
(forecast)
No change to the forecast announced on September 23 - Although the earnings guidance for | |
the year ending March 2021 has not been determined, the payment of dividends is forecasted | |
to maintain the same level of dividends for the year ended March 2020. | |
We will recalculate the annual dividend to be at least 45.00 yen per share to achieve a payout | |
ratio of more than 30% as our basic policy, when the earnings guidance is determined for the | |
year ending March 2021. | 8 |
Digital Entertainment
Revenue and segment profit | (Yen in Billions) | ||||||||||
YoY | YoY | ||||||||||
FY2020 H1 | FY2021 H1 | Change | Change | ||||||||
(Amount) | (%) | ||||||||||
6 months ended | 6 months ended | ||||||||||
September 2019 | September 2020 | ||||||||||
Revenue | 67.0 | 88.3 | 21.3 | +31.8% | |||||||
Segment profit | 18.7 | 31.0 | 12.3 | +65.8% | |||||||
Operating profit | 18.7 | 30.9 | 12.2 | +65.2% | |||||||
Margin | 28% | 35% | |||||||||
Note: Operating profit for FY2021 includes COVID-19 related loss (includes labor cost during furlough) of JPY 0.1 billion
FY2021 Q2 summary
- Mobile games marks quarterly record revenues driven by PROFESSIONAL BASEBALL SPIRITS A through collaboration events with a professional baseball player, etc.
- Continued global sales of Yu-Gi-Oh! trading card games and promotion of Yu-Gi-Oh! RUSH DUEL, a new lineup targeting younger generation
- Released video game titles eBASEBALL PAWAFURU PUROYAKYU 2020 and eFootball Winning Eleven 2021 SEASON UPDATE (eFootball PES 2021 SEASON UPDATE), a latest iteration from the Winning Eleven series
- eSports initiatives: Hosted online events amid COVID-19 restrictions - eBASEBALL Pro League eAllstar 2020, official eSports tournaments for the Winning Eleven series and a large-scale online competition for Yu-Gi-Oh!
DUEL LINKS | 9 |
Amusement
Revenue and segment profit | (Yen in Billions) | |||||||||||
YoY | YoY | |||||||||||
FY2020 H1 | FY2021 H1 | Change | Change | |||||||||
(Amount) | (%) | |||||||||||
6 months ended | 6 months ended | |||||||||||
September 2019 | September 2020 | |||||||||||
Revenue | 9.0 | 6.6 | △ 2.4 | △26.9% | ||||||||
Segment profit | 1.6 | 0.3 | △ 1.3 | △81.0% | ||||||||
Operating profit | 1.4 | 0.3 | △ 1.2 | △81.3% | ||||||||
Margin | 16% | 4% | ||||||||||
FY2021 Q2 summary
- Initiative to drive market recovery - hosted BEMANI PRO LEAGUE ZERO, a promotional event for the music game pro league BEMANI PRO LEAGUE taking place in 2021
- Launched Sengoku Collection 4, a latest iteration from the Sengoku Collection series
- Following 1st quarter loss from impact of COVID-19, 1st half earnings turn profitable
10
Gaming & Systems
Revenue and segment profit | (Yen in Billions) | ||||||||||
YoY | YoY | ||||||||||
FY2020 H1 | FY2021 H1 | Change | Change | ||||||||
(Amount) | (%) | ||||||||||
6 months ended | 6 months ended | ||||||||||
September 2019 | September 2020 | ||||||||||
Revenue | 14.9 | 7.1 | △ 7.7 | △51.9% | |||||||
Segment profit (loss) | 1.7 | △ 1.2 | △ 2.9 | - | |||||||
Operating profit (loss) | 1.7 | △ 1.5 | △ 3.1 | - | |||||||
Margin | 11% | △21% | |||||||||
Note: Operating profit (loss) for FY2021 includes COVID-19 related loss (impact from factory shut-down etc.) of JPY 0.2 billion
FY2021 Q2 summary
- DIMENSION 49J demonstrates exceptional performance at initial test-launch locations
- Announced agreements to install SYNKROS casino management systems at numerous sites
- DIMENSION 49J and SYNK31 Anti-Money Laundering system awarded most innovative gaming technology of 2020 in Casino Journal's Top 20
- 2nd quarter loss shrinks QonQ despite continued capacity restraints on casinos and travel restrictions under COVID-19 outbreak
11
Sports
Revenue and segment profit | (Yen in Billions) | ||||||||||||
YoY | YoY | ||||||||||||
FY2020 H1 | FY2021 H1 | Change | Change | ||||||||||
(Amount) | (%) | ||||||||||||
6 months ended | 6 months ended | ||||||||||||
September 2019 | September 2020 | ||||||||||||
Revenue | 31.1 | 15.1 | △ 15.9 | △51.3% | |||||||||
Segment profit (loss) | 1.5 | △ 3.0 | △ 4.5 | - | |||||||||
Operating profit (loss) | 1.7 | △ 7.3 | △ 9.0 | - | |||||||||
Margin | 6% | △48% | |||||||||||
Note: Operating profit (loss) for FY2021 includes COVID-19 related loss (fixed cost during temporary closure etc.) of JPY 4.3 billion
FY2021 Q2 summary
- Further strengthened safety measures on hygiene management of employees, sufficient cleaning and ventilation of facilities and health checks of customers
- Announced a partnership with Hulic Co., Ltd. and Riso Kyoiku Co., Ltd. to develop and offer one-stop service for children and utilize idle floor space to provide services that are tailored to a new-normal lifestyle
- Recognized employment adjustment subsidies from the government during the 2nd quarter
12
Titles Released in Jul - Sep 2020 / Pipeline(1)
Release | Business | |||
Title | Platform | Geography | Segment | |
Date | ||||
(※1) | ||||
eBASEBALL | PS4 | Japan | ||
Korea | Jul '20 | DE | ||
PAWAFURU PUROYAKYU 2020 | Nintendo Switch™ | |||
Taiwan | ||||
Americas | ||||
SUPER BOMBERMAN R ONLINE | Stadia™ | Europe | Sep '20 | DE |
(※2) | ||||
eFootball Winning Eleven 2021 SEASON UPDATE | PS4/Xbox One/PC | Global | Sep '20 | DE |
eFootball PES 2021 SEASON UPDATE | (※3) | |||
Contra Anniversary Collection | Luna | North | Oct '20 | DE |
America | ||||
Castlevania Anniversary Collection | Luna | North | Oct '20 | DE |
America | ||||
Momotaro Dentetsu | Nintendo Switch™ | Japan | Nov '20 | DE |
- Showa Heisei Reiwa mo teiban! - | ||||
EDENS ZERO | TBD | TBD | TBD | DE |
(3D action RPG console game) | ||||
EDENS ZERO | TBD | TBD | TBD | DE |
(top-down view action RPG mobile game) | ||||
Yu-Gi-Oh! DUEL LINKS | App Store | China | TBD | DE |
Chinese title: "游戏王:决斗链接" | Android | |||
※1 DE: Digital Entertainment
※2 Available in designated countries
※3 PS4 only in Japan, PC release date TBD
eFootball Winning Eleven 2021 SEASON UPDATE | EDENS ZERO |
eFootball PES 2021 SEASON UPDATE |
Momotaro Dentetsu
- Showa Heisei Reiwa mo teiban! -
SUPER BOMBERMAN R ONLINE | eBASEBALL |
PAWAFURU PUROYAKYU 2020 |
© AKIRA SAKUMA ©Konami Digital Entertainment (Momotaro Dentetsu - Showa Heisei Reiwa mo teiban! -) | 13 |
© Hiro Mashima / KODANSHA, NTV ©Konami Digital Entertainment (EDENS ZERO) | |
All other copyrights or trademarks are the property of their respective owners and are used under license. © Manchester United Football Club Limited 2020 All rights reserved ©Konami Digital Entertainment (eFootball Winning Eleven 2021 SEASON UPDATE) |
Titles Released in Jul - Sep 2020 / Pipeline(2)
Release | Business | |||||
Title | Platform | Geography | Segment | |||
Date | ||||||
( ※) | ||||||
Sengoku Collection 4 | Amusement | Japan | Aug '20 | AM | ||
machine | ||||||
~ | GIRL'S KEIRIN GI Fairy Grand Prix | Amusement | Japan | Nov '20 | AM | |
~ | machine | |||||
FEATURE PREMIUM | Amusement | Japan | Nov '20 | AM | ||
MAH-JONG FIGHT CLUB 3 | machine | |||||
FEATURE PREMIUM | Amusement | Japan | Nov '20 | AM | ||
Magical Halloween 7 | machine | |||||
BUSOU SHINKI ARMORED PRINCESS | Amusement | Japan | Dec '20 | AM | ||
BATTLE CONDUCTOR | machine | |||||
SOUND VOLTEX -Valkyrie model- | Amusement | Japan | Jan '21 | AM | ||
machine | ||||||
MAH-JONG FIGHT CLUB Shin | Amusement | Japan | Jan '21 | AM | ||
machine | ||||||
FORTUNE TRINITY Seirei no Shihousai | Amusement | Japan | Feb '21 | AM | ||
machine | ||||||
Anima Lotta | Amusement | Japan | Mar '21 | AM | ||
Anima to Hoshi no Monogatari | machine | |||||
DUEL DREAM | Amusement | Japan | TBD | AM | ||
machine | ||||||
DIMENSION 49J | Gaming | North | H2 FY21 | GS | ||
machine | America | |||||
SYNK31 | Gaming | North | Feb '21 | GS | ||
system | America | |||||
ⒸKonami Digital Entertainment ⒸKonami Amusement | ⒸKonami Amusement |
BUSOU SHINKI ARMORED | SOUND VOLTEX -Valkyrie model- |
PRINCESS BATTLE CONDUCTOR | |
ⒸKonami Amusement | ⒸKonami Amusement |
DUEL DREAM | FORTUNE TRINITY |
Seirei no Shihousai |
※ AM: Amusement GS: Gaming & Systems | DIMENSION 49J | 14 |
Consolidated Business Performance
(Yen in Billions)
YoY | YoY | ||||||||
FY2020 H1 percentile | FY2021 H1 | percentile | Change | Change | |||||
(Amount) | (%) | ||||||||
Revenue | 121.1 | 100.0% | 116.1 | 100.0% | △ 5.0 | △4.1% | |||
Total cost of revenue | △ 73.6 | 60.8% | 68.7 | 59.2% | 4.9 | ||||
SG&A | △ 26.7 | 22.0% | 21.7 | 18.7% | 5.0 | ||||
Other income and other expenses | 0.1 | △0.1% | 4.4 | 3.8% | △ 4.5 | ||||
Operating profit | 20.9 | 17.3% | 21.4 | 18.4% | 0.4 | +2.1% | |||
Finance income | 0.2 | 0.1 | △ 0.1 | ||||||
Finance costs | △ | 0.6 | 0.8 | △ 0.2 | |||||
Profit from investments accounted | △ | 0.1 | 0.4 | △ 0.3 | |||||
for using the equity method | |||||||||
Profit before income taxes | 20.4 | 16.9% | 20.2 | 17.4% | △ 0.2 | △0.9% | |||
Income taxes | △ | 5.2 | 4.3% | 6.4 | 5.5% | △ 1.2 | |||
Profit for the period | 15.2 | 12.6% | 13.8 | 11.9% | △ 1.4 | △9.3% | |||
Profit attributable to: | |||||||||
Owners of the parent | 15.2 | 12.6% | 13.8 | 11.9% | △ 1.4 | △9.3% | |||
Non-controlling interests | △ | 0.0 | △0.0% | △0.0 | 0.0% | △0.0 | 15 | ||
Consolidated Financial Position
(Yen in Billions) | ||||||||||||||||||||||||
Mar 31, | Sep 30, | Mar 31, | Sep 30, | |||||||||||||||||||||
2020 | 2020 | change | 2020 | 2020 | change | |||||||||||||||||||
Current assets | Current liabilities | |||||||||||||||||||||||
Cash and cash equivalents | 131.4 | 175.2 | 43.8 | Bonds and borrowings | 28.3 | 5.3 | △ 23.0 | |||||||||||||||||
Trade and other receivables | 29.9 | 28.3 | △ 1.6 | Trade and other payables | 31.3 | 27.6 | △ 3.7 | |||||||||||||||||
Inventories | 10.0 | 10.6 | 0.6 | Other current liabilities | 37.2 | 38.2 | 1.0 | |||||||||||||||||
Other current assets | 16.4 | 17.5 | 1.1 | Total current liabilities | 96.8 | 71.1 | △ 25.7 | |||||||||||||||||
Total current assets | 187.7 | 231.6 | 43.8 | Non-current liabilities | ||||||||||||||||||||
9.9 | 69.6 | 59.7 | ||||||||||||||||||||||
(44.8%) | (49.8%) | Bonds and borrowings | ||||||||||||||||||||||
Non-current assets | Other non-current liabilities | 43.6 | 42.7 | △ 0.8 | ||||||||||||||||||||
Property, plant and equipment, net | 116.6 | 115.3 | △ 1.3 | Total non-current liabilities | 53.4 | 112.3 | 58.9 | |||||||||||||||||
Goodwill and intangible assets | 34.4 | 38.2 | 3.8 | Total liabilities | 150.2 | 183.4 | 33.2 | |||||||||||||||||
Investment Property | 32.5 | 32.5 | △0.0 | Total equity attributable to | 268.1 | 280.7 | 12.5 | |||||||||||||||||
owners of the parent | ||||||||||||||||||||||||
23.7 | 24.5 | 0.7 | ||||||||||||||||||||||
Deferred tax assets | (64.0%) | (60.4%) | ||||||||||||||||||||||
24.1 | 22.9 | △ 1.2 | ||||||||||||||||||||||
Other non-current assets | (per share: JPY) | (2012.85) | (2106.84) | (93.99) | ||||||||||||||||||||
Total non-current assets | 231.4 | 233.3 | 1.9 | Non-controlling interests | 0.8 | 0.8 | △0.0 | |||||||||||||||||
(55.2%) | (50.2%) | Total equity | 268.9 | 281.5 | 12.5 | |||||||||||||||||||
Total assets | 419.1 | 464.9 | 45.8 | Total liabilities and equity | 419.1 | 464.9 | 45.8 |
16
Consolidated Cash Flows
FY2021 | FX | ( JPY in billions) | |||
H1 | Financing CF | △0.1 | Sep 30, 2020 | ||
Operating CF | Investing CF | +29.9 | |||
+23.1 | △9.1 | ||||
Apr 1, 2020 | 175.2 | ||||
131.4 | 43.8 billion increase | ||||
FY2020 | |||||
H1 | Operating CF | Investing CF | |||
Apr 1, 2019 | +16.7 | △14.8 | Financing CF | ||
△20.7 | FX | ||||
△1.0 | Sep 30, 2019 | ||||
159.2 | 19.9 billion decrease | 139.4 | |||
17
THANK YOU
©KONAMI
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Konami Holdings Corporation published this content on 05 November 2020 and is solely responsible for the information contained therein. Distributed by Public, unedited and unaltered, on 05 November 2020 09:41:11 UTC