Qual O Valor De 0100010 – Today we have chosen a company that we had real problems with the reporting system. All the information is available somewhere, but somehow very colorful and a little confused. It’s like a Japanese anime. Although sometimes we felt it would be easy to get the seven Dragon Balls, catch all the Pokemon or become the King of Pirates, we still struggled and therefore we have, in our opinion, a properly prepared analysis from a Japanese game company. Capcom.
Capcom is a Japanese video game developer based in Osaka. The company develops and sells video games for PCs and consoles, mobile games, as well as slot machines and operates in the field itself. The Japanese consider one content a multi-use approach. Corporate characters and other video game content are used not only for the video games themselves, but also for movies, products and other activities.
Qual O Valor De 0100010
The company divides its business activities into two areas, which in turn are divided into two parts. There are growth companies and stable companies.
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Digital Content: This includes the sub-segments of Consumer (Package + Digital) and Mobile Content. Digital Content develops and distributes video games for PCs and consoles (“packaged and downloadable games”) as well as games for smartphones (mobile games). In the fiscal year 2021 (01/04/2020 – 31/03/2021), approximately 79.0% of all sales were made in this region. This fact makes Digital Content Capcom’s most important business area.
Other companies: The second segment within the growth business is other companies. This section is an important part of the Single Content Multiple Use Method. Capcom pursues various copyright-related business opportunities to use game IP (Intellectual Property) through various media. In addition to the adaptation of game content into films, animated series, music CDs, marketing materials and other products in the context of the licensing business, the focus here is also the field of eSports (sports competitions and computer games). In fiscal year 2021 (April 1, 2020 – March 31, 2021), this segment generated approximately 3.2% of total revenue. For example, in 2021 the growth company had a sales share of about 82.2%.
Arena Business: This segment operates castles in Japan, mainly including Plaza Capcom camps, which are mainly found in shopping malls. Arcade Operation’s share of sales in fiscal year 2021 (01/04/2020 – 31/03/2021) was less than 10.4%. In fact, the pandemic had a very negative impact on this segment, causing sales and margins to collapse during this period.
Amusement Equipment: In this segment, Capcom focuses mainly on the development, production and marketing of software and equipment for amusement machines (Pachinko & Pachislo machines). In fiscal year 2021 (April 1, 2020 – March 31, 2021), this segment generated approximately 7.4% of total revenue. Therefore, the stable business accounted for approximately 17.8% of sales in 2021.
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So it is right that we focus more on growth trading in the analysis. So at this point, we briefly highlight Capcom’s most successful game series (as of December 31, 2021) based on units sold:
I.R.M. The corporation, which aims to focus on the manufacture and sale of electronic machines, is established in Osaka, Japan.
Capcom Co., Ltd. was founded to distribute software for video games. Also released was the company’s first slot machine, Little League, and Acty 24, the first video arcade operated directly by Capcom.
Capcom USA, Inc. was founded and released the first home video game for the Nintendo Entertainment System (NES) in 1942, with the Ghosts’n Goblins arcade video game.
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Street Fighter II will be released as an arcade video game and a video game for the Super Nintendo Entertainment System (Super Nintendo).
Capcom Asia Co., Ltd. is incorporated in Hong Kong to distribute products in China and Southeast Asia and the company is listed on the second section of the Osaka Stock Exchange.
Monster Hunter: World will become Capcom’s first video game to sell over 10 million copies worldwide.
Before we look at the latest numbers, a quick update on Capcom’s fiscal year. At Capcom, the fiscal year always runs from April 1 to March 31 of the following year – so far so good. But what I had to wrestle with for a long time before we did was the fact that the fiscal year ending March 31, 2021, for example, is fiscal year 2021:
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Capcom’s fourth quarter of 2022 ended on March 31, 2022 (figures won’t be published until May).
After this short but, in our opinion, reasonable introduction, we can now rush to quarterly reporting for the third quarter of 2022, which ended on December 31, 2021 – so far illogical.
The quarterly report covers the first nine months of fiscal year 2022, April 1, 2021 – December 31, 2021. During this period, Capcom was able to increase its revenue by 35.9 percent to around 88.2 billion yen (Japanese yen) compared to same period last year. The Japanese even managed to increase EBIT by more than 43.9% to about ¥35.1 billion compared to the first nine months of fiscal year 2021, which corresponds to an EBIT margin of more than 45.1%. Revenue was also very good with an increase of about 52.4% to 26.7 billion yen. What is the reason for this excellent development? This was mainly due to strong digital sales (downloadable games) of new and existing video game titles. The digital sales segment has continued to grow over the years.
Digital Content increased revenue by around 43.9% to around 70.5 billion yen, contributing approximately 79.9% to the group’s total revenue in the first nine months of the 2022 fiscal year (2021: 75.5%). That’s a surprising result, especially when you consider that no new hits were released in the last quarter. The two titles Resident Evil Village (PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, PC) and Monster Hunter Stories 2: Wings of Ruin (Nintendo Switch, PC), released in Fiscal Year 2022, gave results beautiful. in the third quarter. The sub-segment (package + digital) was therefore very attractive, while mobile content tended to stagnate.
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With EBIT of around 35.8 billion yen (an increase of approximately 44.8% compared to the same period last year), Digital Content has an operating margin of over 50.9%, controlling approximately 90.2% of Capcom’s EBIT for (Capcom EBIT excluding unallocated management of ¥4.7 billion).
In Other Activities, revenue increased by more than 74.2% to around ¥3.8 billion compared to the first nine months of fiscal year 2021. This corresponds to a revenue share of around 5.4% (2021: 3.3%). The feature film Resident Evil: Welcome to Raccoon City, which was released in November 2021, played an important role in this and … yes … actors whose faces you may recognize from somewhere. According to Box Office Mojo, the film earned nearly $39 million at the worldwide box office. As part of a multi-content strategy, Monster Hunter is also ‘surrounded’ by a Hollywood film for the first time. Monster Hunter, starring Milla Jovovich, who starred in the first Resident Evil film series, Tony Jaa (Ong-Bak) and Ron Perlman (Blade II, Hellboy I & II, Pacific Rim), comes out in the US in December 2020 and July . In 2021 in Germany in theaters with a gross output of 42 million US dollars and a budget of 60 million dollars. Somehow you get the impression that Milla Jovovich is Capcom’s own Hollywood actress. Like most “Capcom movie adaptations,” the two films fell flat with critics.
In addition, two eSports events Street Fighter League: Pro-JP 2021 and Street Fighter League: Pro-US 2021 were held in the third quarter of the fiscal year.
Compared to the same period last year, EBIT increased by approximately 79.9% to approximately ¥1.5 billion. This equates to an operating margin of approximately 41.0% and approximately 3.9% of total EBIT (excluding unallocated administrative expenses of 4.7 billion yen).
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Which brings us to solid business. Let’s start with Arcade Operations. Segment revenue increased by approximately 28.1% to approximately ¥9.0 billion in the first nine of 2022, accounting for approximately 10.2% of total revenue (2021: 10.8%). EBIT increased by 387.2 percent to more than ¥0.4 billion, mainly due to the post-disaster recovery. However, Arcade Operations still have a very small margin of approximately 4.7% and contribute less than 1.2% to total EBIT. Currently 42 cadres are working.
In the Entertainment Equipment segment, sales even decreased by more than 26.4% to ¥4.9 billion, which corresponds to a sales share of approximately 5.6% (2021: 10.3%). EBIT also decreased by about 20.5% to 1.9 billion yen, which would have given us a margin of 39.1% and an overall EBIT share of about 4.9%. In the quarterly report, progress is only counted in “challenging environments”.
It soon becomes clear that the two series live up to their names well. Although high-growth businesses can show high growth rates (revenue share Q1 – Q3 2022: 84.2% (revenue share Q1 – Q3 2021: 78.8%), solid business is stagnant.
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