PART I
Item 1.
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Identity of Directors, Senior Management and Advisers.
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Not applicable.
Item 2.
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Offer Statistics and Expected Timetable.
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Not applicable.
A. Selected Financial Data.
The following tables include selected historical financial data as of and for the fiscal years ended March 31, 2009 through 2013, derived from our audited consolidated financial statements prepared
in accordance with U.S. GAAP. You should read the selected financial data below in conjunction with Item 5 of this annual report and our audited consolidated financial statements and information prepared in accordance with U.S. GAAP which are
included in this annual report.
Selected Financial Data Prepared in Accordance with U.S. GAAP
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Fiscal year ended/as of March 31,
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2009
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2010
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2011
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2012
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2013
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(Yen in millions, except per share data)
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Income Statement Data:
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Net revenues
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¥
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309,771
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¥
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262,144
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¥
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257,988
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¥
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265,758
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¥
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225,995
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Cost of products sold and services rendered and others
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212,636
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185,734
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189,032
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174,415
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152,813
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Selling, general and administrative expenses
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58,653
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55,407
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46,253
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50,051
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51,307
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Restructuring and impairment charges (1)(2)
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11,121
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2,339
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Earthquake related impairment charges and expenses (3)
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4,455
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342
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Gain on bargain purchase (4)
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(2,543
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Operating income
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27,361
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18,664
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20,791
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40,950
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21,875
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Other income (expenses), net
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(2,642
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(1,542
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(1,709
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(924
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40
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Income before income taxes and equity in net income of affiliated company
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24,719
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17,122
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19,082
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40,026
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21,915
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Income taxes
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10,715
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3,600
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6,401
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16,941
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8,473
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Equity in net income (loss) of affiliated company
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(2,490
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56
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41
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52
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44
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Net income
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11,514
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13,578
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12,722
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23,137
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13,486
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Net income (loss) attributable to the noncontrolling interest
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640
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264
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(212
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125
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312
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Net income attributable to KONAMI CORPORATION
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¥
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10,874
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¥
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13,314
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¥
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12,934
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¥
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23,012
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¥
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13,174
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Basic net income attributable to KONAMI CORPORATION stockholders per share
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¥
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79.30
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¥
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99.76
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¥
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96.48
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¥
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166.23
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¥
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95.04
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Diluted net income attributable to KONAMI CORPORATION stockholders per share
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¥
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79.30
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¥
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99.76
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¥
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96.48
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¥
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166.23
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¥
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95.04
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Cash dividends declared per share (5)
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¥
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54.00
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¥
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54.00
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¥
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32.00
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¥
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50.00
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¥
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50.00
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Balance Sheet Data:
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Total current assets
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¥
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136,675
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¥
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134,562
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¥
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148,934
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¥
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161,965
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¥
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153,483
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Total goodwill, identifiable intangible assets and property and equipment
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118,360
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119,579
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122,953
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125,409
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126,810
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Total assets
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301,670
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298,198
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313,891
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328,006
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322,948
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Total current liabilities
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62,386
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53,465
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63,155
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67,890
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59,512
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Total long-term liabilities
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55,745
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55,502
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52,329
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44,396
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37,437
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Common stock
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47,399
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47,399
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47,399
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47,399
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47,399
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Total KONAMI CORPORATION stockholders equity
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178,632
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184,465
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193,914
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215,458
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225,425
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Noncontrolling interest
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4,907
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4,766
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4,493
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262
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574
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Total equity
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183,539
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189,231
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198,407
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215,720
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225,999
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1
(1)
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During fiscal 2009, we recognized ¥11,121 million of restructuring and impairment charges that include impairment losses of long-lived assets for our
Health & Fitness segment.
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(2)
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During fiscal 2010, we recognized ¥2,339 million of restructuring and impairment charges that include impairment losses of long-lived assets and expenses
related to closure of facilities for our Health & Fitness segment.
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(3)
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During fiscal 2011, we recognized ¥4,455 million of earthquake related impairment charges and expenses that include impairment losses and write-downs of
damaged assets related to our facilities mainly in the Kanto and Tohoku regions due to the impact of the March 11, 2011 earthquake disaster mainly on our Health & Fitness segment and others.
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(4)
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During fiscal 2011, we recognized a ¥2,543 million gain on bargain purchase at the time of acquiring 100% equity ownership of TAKASAGO ELECTRIC INDUSTRY CO.,
LTD. as a consolidated subsidiary for our Pachinko & Pachinko Slot Machines segment, due to the fact that fair value of the net assets of TAKASAGO ELECTRIC INDUSTRY CO., LTD. exceeded our acquisition price.
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(5)
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Cash dividends per share consist of interim dividends paid during the fiscal year and year-end dividends paid after the fiscal year-end.
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Exchange Rate Data
Fluctuations in exchange rates between the Japanese yen and U.S. dollar and other currencies will affect the U.S. dollar and other currency equivalent of the yen price of our shares and ADSs and the U.S.
dollar amounts received on conversion of cash dividends.
The following table presents the noon buying rates for Japanese yen
per $1.00 in New York City for cable transfers in foreign currencies as certified for customs purposes by the Federal Reserve Bank of New York for and as of the end of each period indicated.
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Fiscal year ended March 31,
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High
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Low
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Average (1)
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Period-end
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2009
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110.48
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87.80
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100.62
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99.15
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2010
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100.71
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86.12
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92.93
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93.40
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2011
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94.68
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78.74
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85.71
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82.76
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2012
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85.26
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75.72
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79.00
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82.41
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2013
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96.16
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77.41
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82.96
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94.16
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Calendar year 2013
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January
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91.28
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86.92
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89.06
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91.28
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February
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93.64
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91.38
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93.00
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92.36
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March
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96.16
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93.32
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94.77
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94.16
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April
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99.61
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92.96
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97.76
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97.52
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May
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103.52
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97.28
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100.92
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100.83
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June
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100.15
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94.29
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97.24
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99.21
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July
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101.08
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97.80
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99.67
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98.35
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(1)
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Calculated from the average of the exchange rates on the last day of each month during the period with respect to fiscal years and from the average of daily noon buying
rate with respect to calendar years.
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As of August 23, 2013, the noon buying rate was ¥98.57 per
$1.00.
B. Capitalization and Indebtedness.
Not applicable.
C. Reasons for the Offer and Use of Proceeds.
Not applicable.
2
D. Risk Factors.
Special Note Regarding Forward-looking Statements.
This annual report
contains forward-looking statements about our industry, our business, our plans and objectives, our financial condition and our results of operations that are based on our current expectations, assumptions, estimates and projections. These
forward-looking statements are subject to various risks and uncertainties. Generally, these forward-looking statements can be identified by the use of forward-looking terminology such as may, will, expect,
anticipate, estimate, plan or similar words. These statements discuss future expectations, identify strategies, discuss market trends, contain projections of results of operations or of financial condition, or
state other forward-looking information. Known and unknown risks, uncertainties and other factors could cause our actual results to differ materially from and worse than those contained in or suggested by any forward-looking statement. We cannot
promise that our expectations, projections, anticipated estimates or other information expressed in or underlying these forward-looking statements will be realized. We do not undertake any obligation to update or revise any forward-looking
statements, whether as a result of new information, future events or otherwise.
Important risk factors that could cause our
actual results to be materially different from as described in the forward-looking statements are set forth in this Item 3.D or elsewhere in this annual report and include, without limitation:
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our 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;
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changes in economic conditions affecting our operations or the way that individuals choose to spend their leisure time;
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our ability to successfully expand internationally with a focus on our Digital Entertainment segment and Gaming & Systems segment;
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our ability to successfully expand the scope of our business and broaden our customer base through our Health & Fitness segment;
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our ability to successfully generate cash flows on an individual club operation level sufficient to recover the carrying value of the related
individual club operations;
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regulatory developments and changes, in particular in the gaming industry, and our ability to respond and adapt to those changes;
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the impact of natural disasters, such as earthquakes, on our facilities and personnel;
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our ability to successfully integrate current acquisitions and realize expected synergies and business benefits to recover the acquisition investment,
including goodwill and separately identifiable intangible assets; and
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our expectations with regard to further acquisitions and the integration of any companies we may acquire.
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Risks Relating to Our Overall Business
Our future success is dependent on our ability to release hit products.
The market for video game software, amusement arcade games, token-operated games, card games and online service products that belong to
our Digital Entertainment segment, gaming machines that belong to our Gaming & Systems segment, and pachinko liquid crystal display and pachinko slot machines that belong to our Pachinko & Pachinko Slot Machines segment are
hit driven. Hit products account for a substantial portion of our net revenues and of the revenues in each of these markets. For example, the fast growth of our card game products in
3
recent years resulted from the sales of our
Yu-Gi-Oh! TRADING CARD GAME
, and revenues for our content for social networks business are heavily dependent on the sales of our rapidly growing
titles such as
DRAGON COLLECTION, SENGOKU COLLECTION, CROWS X WORSTSaikyou Densetsu
and
Professional Baseball Dream Nine
. Similarly, hit home video game software titles such as the
WORLD SOCCER Winning Eleven
series
and the
METAL GEAR SOLID
series, as well as our e-AMUSEMENT products for our amusement facilities, have contributed significantly to our recent results. If we do not develop, publish and distribute hit products in the future, our
financial condition, results of operations and profitability in these segments could be negatively affected. The most important factor in developing hit products is to respond quickly to public tastes and preferences that change rapidly and are hard
to predict. Therefore, if we fail to accurately anticipate and promptly respond to changing tastes and preferences, our business, revenues and profits in these segments could be harmed.
Our revenues are dependent on timely introduction of popular new products to the market.
Our success depends on generating revenue from the timely introduction and shipment of new products. The majority of sales of new video game software generally occurs in the first thirty to one hundred
and twenty days after release. The sales occurrence for amusement arcade games, token-operated games and card game products that belong to our Digital Entertainment segment, gaming machines that belong to our Gaming & Systems segment and
pachinko slot machines that belong to our Pachinko & Pachinko Slot Machines segment also tends to be limited. We are constantly required to introduce new products in order to generate revenues and/or to replace declining revenues from older
products. Also, because revenues earned during the early life of a product generally constitute a relatively high percentage of the total revenues earned from a product, a significant delay in the introduction of one or more new products, or the
inability to ship in sufficient quantities to meet demand, could negatively affect sales and have a negative impact on our financial condition and results of operations. Unanticipated delays could also cause us to miss an important selling season
such as the year-end holiday buying season or summer vacation. Moreover, our products may not achieve and sustain market acceptance during the short life cycle sufficient to generate revenue to recover our investment in developing the products and
to cover our other costs.
The timely shipment of a new product depends on various factors, including the development process,
approval by third-party licensors, production capacity and other factors such as debugging and approval by hardware licensors, in the case of video game software. It is possible that some of our products will not be released or shipped in a timely
fashion in accordance with our plans.
Competition for market acceptance and pricing competition affect our revenue and profitability.
The markets for content for social networks, video game software, amusement arcade games, token-operated games, card
game products, gaming machines and most of our other products are intensely competitive and new products and platforms are regularly introduced. Only a small percentage of products introduced in the market achieve any degree of sustained market
acceptance. In the case of video game software for handheld systems and home game consoles, amusement arcade games, token-operated games, gaming machines and pachinko and pachinko slot machines, significant price competition and reduced profit
margins may result as the hardware product cycle matures. In addition, competition from new technologies such as video game software for play over the Internet or mobile phones may reduce demand in markets in which we have traditionally competed. As
a result of prolonged price competition and reduced demand due to competing technologies, our operations in the past have been, and in the future could continue to be, negatively impacted.
Our competitors vary in size from small companies to very large corporations, some of which have significantly greater financial,
marketing and product development resources than we have. Due to these greater resources, certain of our competitors can undertake more extensive marketing campaigns, adopt more aggressive pricing policies, pay higher fees to licensors of desirable
motion picture, television, music, sports and character properties and pay more to third party software developers than we can. It is also possible that some of our competitors will form alliances or enter into exclusive business arrangements with
key creators, distributors or retailers overseas which could hinder our ability to expand into international markets.
4
A decline in consumer spending due to unfavorable economic conditions could hinder sales of our
products.
Our product sales are affected by customers ability and desire to spend disposable income on the
purchase of our products. Any significant downturn in general economic conditions which results in a reduction in consumers discretionary spending could reduce demand especially for entertainment and health-oriented products and services like
ours and may harm our business. For example, economic weakness in Europe and lingering uncertainty surrounding the sovereign debt of several European economies have negatively affected consumer spending trends in Europe and in the global economy
generally and may continue to have an adverse impact on economic conditions, including in Japan. Economic downturns have been, and may continue to be, characterized by diminished product and service demand and subsequent erosion of average selling
prices.
Our performance may be vulnerable to rapidly changing consumer preferences.
Sales of our products depend substantially on how consumers decide to spend their money. Many of our markets are characterized by rapidly
changing trends and fads, and frequent innovations and improvements are necessary to maintain consumer interest. We compete with other forms of entertainment and leisure activities. For example, we believe that the overall growth in the use of the
internet and online services by consumers may pose a competitive threat if customers and potential customers spend less of their available time using video game software, amusement arcade games, token-operated games, card game products, gaming
machines and pachinko and pachinko slot machines, and more time using the Internet or otherwise choose to engage in other forms of entertainment and leisure activities. Our financial performance may be harmed if we are unable to successfully adapt
our products and services to these changing trends and fads.
Fluctuations in our quarterly operating results make our quarterly
revenues and income difficult to predict.
The timing of release of new products can cause material quarterly revenue
and earnings fluctuations. A significant portion of revenues in any quarter is often derived from sales of new products introduced in that quarter or in the immediately preceding quarter. If we are unable to begin volume shipments of a significant
new product during the scheduled quarter, our revenues and earnings will be negatively affected in that period. In addition, because a majority of the unit sales for many of our products typically occur in the first thirty to one hundred and twenty
days following their introduction, revenues and earnings may increase significantly in a period in which a major product is introduced and may decline in the following period or in periods in which there are no major product introductions.
Our quarterly operating results also may be materially impacted by other factors, including the operating condition of our
content for social networks, the level of market acceptance or demand for video game software, the timing of hardware platform introductions, the level of development and/or promotion expenses for a video game title. Also, many of our products are
in the greatest demand from November to January, particularly in November and December and at the end and beginning of the year. The reason for this trend is that these months correspond to the periods of childrens school holidays. In Japan,
it is customary to give presents to girlfriends, boyfriends, and family members during the Christmas and New Year season and buy toys as Christmas and New Year presents in December and January. In addition, in the U.S. demand is highest from
November, starting with Thanksgiving and through the Christmas season. Moreover, in a platform transition period, sales of video game software products can be significantly affected by the timeliness of introduction of video game systems by the
manufacturers of those platforms, such as Sony Corporation (Sony), Nintendo Co., Ltd. (Nintendo) and Microsoft Corporation (Microsoft).
Inability to procure commercially valuable intellectual property licenses may prevent product releases or result in reduced product sales.
We focus our development and publishing activities principally on products that are, or have the potential to become, franchise brand
properties. Many of our products are based on intellectual property and other character or story rights acquired or licensed from third parties. For example, our products often embody trademarks, trade
5
names, logos, or copyrights licensed by third parties, such as Major League Baseball Properties, Inc., and Major League Baseball Players Association. We have also acquired content licenses from
sports organizations such as FIFPro Commercial Enterprises BV, the UEFA Champions League, the Japan Professional Baseball League, the Japan Professional Soccer League, or J-League, and the Japan Football Association. In addition, we have obtained
content licenses from various companies, including NIHON AD SYSTEMS Inc., Kodansha Ltd. and Shogakukan-Shueisha Productions Co., Ltd.
These license and distribution agreements are limited in scope and time, and we may not be able to acquire new licenses, renew licenses or include new products in existing licenses. The agreements are
terminable upon the occurrence of a number of factors, including our material breach of the agreement, delay in payment of amounts due to the licensor in a timely manner, or a bankruptcy or insolvency. The loss of a significant number of our
intellectual property licenses or of our relationships with licensors could have a material adverse effect on our ability to develop new products and therefore on our business and financial results.
Inadequate intellectual property protections could prevent us from enforcing or defending our proprietary technology.
We regard our products as proprietary and rely on a combination of patent, copyright, trademark and trade secret laws, employee and third
party nondisclosure agreements and other methods to protect our proprietary rights. We own or license various patents, copyrights and trademarks. We are aware that some unauthorized copying occurs within the video game software, trading card game
and arcade machine industries. For example, unauthorized copies of the
Yu-Gi-Oh! TRADING CARD GAME
have been found all over the world. If a significant volume of unauthorized copying of our trading card games and other products were to occur,
it could cause material harm to our business and financial results.
Policing all the unauthorized use of our products is
difficult and can be a persistent problem, especially in some international markets. Further, the laws of some countries where our products are or may be distributed either do not protect our products and intellectual property rights to the same
extent as the laws of Japan and the United States, or are poorly enforced. Legal protection of our rights may be ineffective in such countries, and we may be unable to protect our intellectual property rights, particularly as we pursue new and
emerging technologies. We cannot assure you that existing intellectual property laws will provide adequate protection for our products in connection with these emerging technologies.
Infringement of intellectual property rights could lead to costly litigation and/or the need to enter into license agreements, which may result in increased operating expenses.
Existing or future infringement claims against us may result in costly litigation or require us to obtain a license for the proprietary
rights of third parties, which could have a negative impact on our results of operations. As the number of our products increases there is an increased possibility of the contents and features of these products overlapping with the products of other
companies, and we become subject to an increasing possibility of infringement claims. Although we are making efforts to ensure that our products do not violate the intellectual property rights of others, it is possible that third parties still may
claim infringement.
From time to time, third parties have asserted that some of our products infringed their proprietary
rights. These infringement claims have sometimes resulted in litigation against us. For example, in video game software featuring sports such as baseball and soccer, we use individual names and images of professional players, team names, logos and
uniforms. Although we have obtained licenses to use them from organizations and agents which manage the rights of the professional players and the teams, in the event agreements change or any disputes arise among the professional players, the teams
and organizations or agents which manage their rights, it is possible that such professional players, teams, organizations or agents might bring a lawsuit against us to suspend manufacturing and sales of the relevant video game software. Such a
lawsuit may be time consuming and expensive to defend.
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Intellectual property litigation or claims could force us to do one or more of the
following:
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cease selling, incorporating or using products or services that incorporate the challenged intellectual property;
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obtain a license from the holder of the infringed intellectual property, which, if available at all, may not be available on commercially favorable
terms; or
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redesign our products, which could cause us to incur additional costs, delay introduction and possibly reduce commercial appeal of our products.
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Any of these actions may cause material harm to our business and financial results.
If our products contain defects, our business could be harmed significantly.
Our video game software products, amusement arcade games, token-operated games, exercise equipment, gaming machines, pachinko liquid
crystal displays (LCDs) and pachinko slot machines are complex and may contain undetected errors when first introduced or when new versions are released. We cannot assure you that, despite extensive testing prior to release, errors will
not be found in new products or releases after shipment, resulting in loss of or delay in market acceptance. This loss or delay could significantly harm our business and financial results.
We may face limitations on our ability to find suitable acquisition opportunities and integrate acquired businesses.
In order to develop and market our products and services competitively, we are seeking opportunities in and outside Japan to make acquisitions of controlling or significant stakes in other businesses that
will grow our current businesses. Some of these transactions could be material in size and scope. Our acquisitions strategy requires that we effectively coordinate and integrate our activities with those of the companies in which we invest or which
we acquire. In the event we make such acquisitions or investments, we will face additional financial and operational risks, including:
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difficulty in assimilating the operations, technology and personnel of acquired companies;
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disruption in our business because of the allocation of financial and human resources to consummate the acquisitions;
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difficulty in retaining key technical and managerial personnel from acquired companies;
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dilution of our current shareholders if we issue equity to fund one or more of these acquisitions or investments;
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considerable efforts required to successfully integrate acquisitions and realize expected synergies and business benefits to recover acquisition
investments, including any goodwill and separately identifiable intangible assets; and
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assumption of operating losses and increased expenses, charges and liabilities in connection with acquisitions.
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While we will continually be searching for additional acquisition opportunities, we may not be successful in identifying suitable
acquisitions. As the video game software, amusement arcade machine, fitness club, gaming machine and pachinko and pachinko slot industries continue to consolidate, we face significant competition in seeking and consummating acquisition
opportunities. We may not be able to consummate potential acquisitions or investments on terms acceptable to us or such an acquisition or investment may not enhance our business or may decrease rather than increase our earnings. Our shareholders may
not have the opportunity to review, vote on or evaluate future acquisitions.
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Our business and financial results could be negatively impacted if we are unable to attract additional
qualified employees or retain the services of key employees, the loss of whom could have a material adverse effect on our business.
Our continued growth and success depend to a significant extent on the continued service of our senior management and other key employees and the hiring of new qualified employees. The software industry
in particular is characterized by a high level of employee mobility and aggressive recruiting among competitors for personnel with technical, marketing, sales, product development and management skills. We may not be able to attract and retain
skilled personnel or may incur significant costs in order to do so that may not be offset through either improved productivity or higher prices.
Factors specific to international trade may result in reduced revenues and/or increased costs.
Approximately 80% of our net revenues during fiscal 2013 were derived from sales in Japan. Although we expect that domestic sales will continue to account for a significant portion of our revenues in
future periods, we continue to expand our international operations, particularly with respect to content for social networks, video game software, gaming machines and card game products, including through alliances or investments. Sales in foreign
countries may involve expenses incurred to customize products to comply with local laws, especially in the case of gaming machines. In addition, products that are successful in the domestic Japanese market may not be successful in foreign markets
due to different consumer preferences. In addition, our costs will increase as a result of the need to conduct market research to discover local preferences and tastes and to develop foreign language versions or make product modifications in order
to tailor our products to various local markets. In the case of video game software, we may have to grant price concessions to or accept returns from major retailers that control market access to consumers. International trade is also subject to
general country risks, including suspension of currency exchange by governments, increases in tariffs, and forfeiture of property through expropriation by governments. International trade is also exposed to fluctuating exchange rates. We may become
exposed to increased litigation risks or unexpected bankruptcy risks through product liabilities, facility liabilities, product defect or labor issues in the course of further expanding our business, enhancing our international network and
increasing our vendors and customers. These and other factors specific to international trade may result in increased costs or reduced revenues.
Demographic trends may have an adverse effect on our target market and our ability to increase revenues.
The Japanese population of people in their teens, twenties and thirties, the traditional target market for our products and services including content for social networks, computer and video games
products and amusement arcade games, is expected to decline. Accordingly, we may not be able to increase or maintain revenues if we are unable to expand our customer base and product offerings to overseas markets. Life expectancy in Japan is among
the highest of the developed countries. However, as a result of a decline in fertility rates, Japans population is expected to begin declining and its demographic makeup is already aging considerably. According to government estimates, as of
October 2012, 24.1% of Japans population was aged 65 or over, and this percentage, which was released in January 2012 and calculated for the 2010 national census, is expected to reach 31.6% by 2030 and 39.4% by 2055.
Unexpected network interruptions or security breaches, including hackings, may cause delays, interruptions of service or leak of personal
information, resulting in a material adverse effect on our business, financial condition and results of operations and damage to our reputation and brands.
Hacking may cause delays or other service interruptions or leak of confidential information, such as personal information and could result in significant damage to our hardware, software systems and
databases, disruptions to our service and business activities, such as to our website, e-mail and other communication systems. If we experience frequent or persistent service disruptions, whether caused by hackings or failures of our own systems or
those of third-party service providers, our customers experience with us may be negatively affected, which in turn, may have a material and adverse effect on our reputation and brands and our business, financial condition and results of
operations.
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Wars, terrorism, pandemic, natural disasters and other incidents which may cause political, economic
or social instability may disrupt our operations or otherwise result in a material adverse effect on our financial performance.
Incidents such as terrorism, riots, wars, pandemic and natural disasters may adversely affect the world economy. Resulting social and political instability may cause further economic and political
uncertainty in each of the regions we conduct our operations. As a result, our and our suppliers operations and financial performance as well as our customers investment and consumption patterns may be adversely affected. For instance,
on March 11, 2011, a large earthquake and subsequent tsunami and aftershock hit northeastern Japan, causing material losses and damage to life, infrastructure and distribution routes, as well as supply instability in certain regions caused by
damage to a nuclear power plant complex in Fukushima Prefecture.
Risks Relating to Our Digital Entertainment Segment
Transitions in game consoles and technological change have a material impact on the market for video game software and may adversely affect our
revenues and profitability.
The life cycle of existing game consoles and the market acceptance and popularity of new
game consoles significantly affect the success of our products. The introduction of new technologies could render our current products or products in development obsolete or unmarketable. In addition, we cannot guarantee that we will be successful
in developing and publishing video game software for new game consoles on a timely basis. Further, the release dates of new game platforms or the number of units that will be shipped upon such release are beyond the scope of our control.
Also, when new game consoles are announced or introduced into the market, consumers typically reduce their purchases of video game
software products for current consoles in anticipation of new platforms becoming available. During these periods, sales of our video game software products can be expected to slow down or even decline until new platforms have been introduced and
have achieved wide consumer acceptance. For example, sales of some of our products for the previous PlayStation 2 and Nintendo GameCube platforms were negatively affected by the platform transition to Sony PlayStation 3, Nintendo Wii and Microsoft
Xbox 360. Also, if fewer than expected units of a new game platform are manufactured or shipped, or the introduction of a new platform is significantly delayed, we may experience lower-than-expected sales.
We must make significant expenditures to develop products for new platforms which may not be successful or released when anticipated.
The cyclical nature of the industry requires us to anticipate and assess the emergence and market acceptance of new
game consoles and develop new software well in advance of the time the platform is introduced to consumers. If the platforms for which we develop new software products do not attain significant market penetration or our new products fail to gain
market acceptance, we may not be able to recover in revenues our development expenses, which could be significant, and our business and financial results could be significantly harmed. We anticipate that our profitability will continue to be
impacted by the levels of research and development expenses relative to revenues, and by fluctuations relating to the timing of development in anticipation of future platforms.
If we are unable to obtain or renew licenses from hardware manufacturers, we will not be able to release video game software for popular video game systems and our revenue and profitability may be
negatively impacted.
Almost all of our revenues from the game software business have historically been derived from
sales of video game software for use on proprietary game platforms developed and manufactured by other companies. We may only publish our games for play on their game platforms if we receive a platform license from them, which is generally for an
initial term of several years and may be extended for additional one-year terms. If we cannot obtain licenses to develop video game software from manufacturers of popular game consoles or if any of
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our existing license agreements are terminated, we will not be able to release video game software for those systems, which may have a negative impact on our results of operations and
profitability. Although we cannot assure shareholders that we will be able to obtain extensions or that we will be successful in negotiating definitive license agreements with developers of new systems when the term of existing license agreements
end, to date we have always obtained extensions or new agreements with the hardware companies. We also depend on hardware manufacturers for the following additional reasons:
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platform manufacturers have considerable control over the prices for their publisher licenses;
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we must obtain their prior review and approval to publish games on their platforms;
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if the popularity of a game platform declines, or the manufacturer stops manufacturing or does not meet the demand for a platform, or delays the
introduction of a platform in a region important to us, the games that we have published and that we are developing for that platform would likely produce lower sales than we anticipate;
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these manufacturers control the manufacture of, or approval to manufacture, the game discs and cartridges that incorporate our video game software; and
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these companies have the exclusive right to protect the intellectual property rights to their respective hardware platforms and technology and to
discourage others from producing unauthorized software for their platforms that compete with our games.
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addition, we depend on Sony and Nintendo for the manufacture of products that we develop for their hardware platforms. Games for Microsofts hardware platforms must be manufactured by an authorized replicator. Our hardware platform licenses
with these hardware manufacturers provide that the manufacturer may change licenses costs. These licenses include other provisions such as approval rights of all products and related promotional materials that could have an effect on our costs
and the timing of release of new titles.
Since major manufacturers such as Sony and Nintendo are also publishers of games for
their own hardware platforms and manufacture products for all of their other licensees, such manufacturers may give priority to their own products or those of our competitors in the event of insufficient manufacturing capacity. Our business and
financial results could be materially harmed by unanticipated delays in the manufacturing and delivery of our products by Sony or Nintendo, which has occurred in the past. In addition, our business and financial results could be materially harmed if
Sony or Nintendo used their rights under these agreements to delay the manufacture or delivery of our products, limit the costs recoverable by us to manufacture video game software for their consoles, or elect to manufacture video game software
themselves or use developers other than us.
Our game software for both game consoles and amusement arcade games may be subject to
governmental restrictions, rating restrictions or to legal claims regarding content.
Legislation introduced at the
local, state and federal levels in the United States and in other countries has established rating systems to inform consumers of software products that contain graphic violence and/or sexually explicit material. In 2005, legislation was also
introduced in Japan to establish a system for local authorities to restrict the provision of products containing graphic violence. In addition, many countries have laws that permit governmental entities to censor the content and advertising of
software. Although there are no mandatory government regulations in Japan, North America, Europe and Asian countries that are significant markets or potential markets for our products, an exception is China, where governmental approval is required
for software sales in that country. Similar requirements for governmental approval may be adopted elsewhere. We may be required to modify our products or alter our marketing strategies to comply with new regulations, which could delay the release of
our products in those countries. Moreover, uncertainties regarding the rating systems may give rise to confusion in the marketplace, and we are unable to predict what effect, if any, such rating systems would have on our business.
In the past several years, at least one lawsuit has been filed in the United States against video game companies by the families of
persons shot and killed by teenage gunmen. This lawsuit, which did not name us as
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a defendant, alleged that the video game companies manufactured and/or supplied these teenagers with violent video games, teaching them how to use a gun and causing them to act out in a violent
manner. While the plaintiffs claims were dismissed, similar lawsuits may be filed in the future which, if decided against us and our insurance carrier does not cover the amounts we are liable for, could have a material adverse effect on our
business and financial results. Also payment of significant claims by insurance carriers may make such insurance coverage materially more expensive or unavailable in the future, thereby exposing our business to additional risk.
Although neither the terrorist attacks in the United States of America in September 2001, the late 2001 bio-terrorist attacks on various
organizations nor the terrorist attacks relating to the Iraq war commenced in March 2003 have had a material adverse effect on our business, operations or financial condition, we cannot assure you that future terrorist attacks or the response of
governments to any future terrorist actions, would not negatively affect our business by requiring us to modify the content of our video game software, which could result in expensive product recalls, reprogramming or delays in the release of future
games.
Our results of operations may suffer if amusement arcade revenues and sales of arcade games and token-operated game machines
continue to decline.
Amusement arcades are the primary venue for video game machines and token-operated game machines
in Japan. Amusement arcade revenues and sales of arcade games have recently been affected by the shrinking market for such games. In addition, due to the development of full-scale home video game systems that can rival amusement arcade games in play
quality and the introduction of advanced mobile telephones equipped with network and game functions, consumers now have increasing leisure alternatives outside of amusement arcades. As customer preferences diversify, fewer people may visit
frequently the amusement arcades on which we depend for sales of our amusement arcade game software, amusement arcade games and token-operated game machines and this could have a negative impact on our results of operations if amusement arcade
operators reduce purchases of our products as a result.
If our games are not accepted in the competitive domestic market for video game
machines and token-operated game machines for amusement arcades, our results of operations will suffer.
Our success as
a manufacturer of video game machines and token-operated game machines is dependent upon numerous factors, including our ability to design, manufacture, market and service video game machines and token-operated game machines that achieve player
acceptance while maintaining product quality and acceptable margins. In addition, we must compete against other large and well-established game manufacturers such as SEGA SAMMY HOLDINGS INC. (Sega Sammy) and NAMCO BANDAI Holdings Inc.
(Namco Bandai). If any of these game manufacturers, or another competitor, develops popular video game machines or token-operated game machines for amusement arcades and installed these game machines in the same arcade floor space as our
video games and token-operated game machines, our sales from the amusement arcade game and domestic token-operated game machine markets may decrease significantly.
Our business could be harmed if there is any substantial decline in the popularity of interactive Internet-based games or if our Internet-based games are not received favorably in the market.
In recent years, the rapid growth of the Internet has resulted in the development of interactive software games for
play over networks and on mobile phones. Although we are marketing mobile phone-based games as well as games which can be downloadable or which allows multiple players to play against each other using Wii, Nintendo DS, Nintendo 3DS, PlayStation 2,
PlayStation 3, PlayStation Portable, PlayStation Vita, Xbox 360 or personal computers, games have diversified over recent years and consumers now have expanded choices. If there is any substantial decline in the popularity of our network-based
games, our business, revenues and profits could be harmed.
In addition, the development and operation of Internet-based games
require a long period for development and a substantial amount of initial investment, including for example numerous test operations of facilities such
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as servers. If our Internet-based games are not received favorably in the market, we may be unable to recoup our initial investment or operating expenses, and may have to recognize an impairment
charge with respect to the servers and software assets associated with such games.
Information processing failures in the operation of
our Internet-based games may adversely affect our revenues and income.
As our Internet-based games require servers
that process a heavy volume of information, the computers we use as servers must be equipped with high processing capacity. Although we attempt to prevent troubles by performing maintenance for our servers, we may be unable to operate our
Internet-based games if the information processing capacity of a server becomes suddenly overloaded or is unexpectedly attacked by external computer viruses. If the recovery of processing capacity requires a long period of time, thus driving
customers away, or if such technical errors and interruptions occur repeatedly and cause our customers to lose confidence in our services, our net revenues and operating income may decrease.
Abuses of network-based credit card billing authorization may adversely affect our revenues and profits.
We collect charges for our network-based games based on consumers credit card information, through a credit card authorization agent. Although our credit card authorization agent takes all possible
measures to ensure the privacy of customer information during billing transactions, if the credit card information of our customers is obtained by unauthorized third parties and used for unauthorized transactions, we may be required to make
repayments of the unauthorized amounts out of the sales we made to such customers. In addition, if numerous abuses occur, a credit card authorization agent might cancel agency payment services with us, and our net revenues and operating income may
be adversely affected.
Any development adversely affecting our operation of content for social networks may have a negative impact on
our profitability and growth.
Our ability to achieve wide acceptance of our content for social networks by users
depends in part on whether we can provide attractive content in a timely manner and efficiently operate our games. Even if our content for social networks achieves wide acceptance, we may be unable to generate adequate revenue from such content for
social networks, as most of the games in this category are free to play and generate revenue only from sales of virtual items to players. In addition, the success of our content for social networks may be affected by the expansion of the industry
related to content for social networks as well as other factors which are beyond our control. Such factors include:
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changes in the economy;
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the pace of market expansion;
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popularity of content for social networks; and
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establishment of legal regulations concerning content for social networks and self-imposed restrictions in the industry.
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If we are not able to provide competitive content, or if these political, economic, legal and other factors adversely affect the
operation of our content for social networks our financial conditions and results of operation may be negatively impacted.
If the
agreements entered into with the distributors of our content for social networks are terminated, the continued provision of the services we are currently providing will become difficult, which may adversely affect our revenues and profitability.
We currently provide content for social networks almost entirely on the social networking sites operated by other
companies. Our provision of content for social networks is based on agreements entered into with the
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distributors which operate the social networking sites. In addition, with respect to our content for social networks, the proportion accounted for the use of specific distributors has increased.
Therefore, if the agreements with the distributors are terminated, it will become difficult for us to continue providing services of our content on those social networking sites, and our businesses and financial performance may be damaged.
Our revenues and profits may be adversely affected by major natural disasters such as the Great East Japan Earthquake.
Natural disaster such as the Great East Japan Earthquake may cause postponement of the release of our products, delays
in shipment due to the disruption of distribution network, delays in delivery of parts procured from the suppliers located in the disaster-stricken areas, related revisions to our production system and increases in procurement costs for parts and
cancellation in procurement caused by increased scarcity of parts and inventory supply shortages in the market, as well as the suspension of distribution services for online games due to damaged telecommunications infrastructure. As a result, our
revenues and profits may be adversely affected.
Risks Relating to Our Health & Fitness Segment
Our Health & Fitness segment may not grow as we expect if we are not able to efficiently operate club locations upon opening such
locations.
Our operating results depend in part on our ability to efficiently operate club locations upon opening such
locations. The successful development of clubs will depend on various factors, including our ability to:
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locate suitable sites for clubs;
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successfully negotiate lease agreements and meet construction schedules and budgets;
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resolve zoning, permitting or other regulatory issues relating to the construction of new clubs;
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hire, train and retain qualified personnel;
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attract new members; and
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effectively address issues raised by other factors, some or all of which may be beyond our control.
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If we are not able to adequately implement the factors outlined above, the growth of our Health & Fitness segment may be
limited. We cannot assure you that we will be able to open new clubs in a timely and cost-efficient basis or operate our clubs profitably. Upon opening a new fitness club, we often experience an initial period of operating losses with respect to
that club for the first year. However, this period can vary depending on the individual club, and may be substantially longer than a year. If we are unable to enhance the performance of our fitness clubs, our operating income may be adversely
affected. We may still incur future impairment charges against goodwill, other identifiable intangible assets, or property and equipment.
A decline in membership levels of our fitness clubs could have a negative effect on our business.
The performance of our fitness clubs is dependent on our ability to attract, acquire and retain members. We cannot assure you that we will
be successful in these efforts, or that the membership levels at one or more of our clubs will not decline. Our members can cancel their club membership at the end of any month provided that they give advance notice by the tenth day of that month.
Because members periodically cancel their membership, our total number of members will decline unless we are able to attract new members each month. There are numerous factors that could lead to a decline in membership levels at established clubs or
that could prevent us from increasing our membership at newer clubs, including our reputation, our ability to deliver quality service at a competitive cost, the presence of direct and indirect competition in the areas in which the clubs are located,
general interest in sports and fitness clubs and general economic conditions. As a result of these factors, we cannot assure you that our membership levels will be adequate to maintain or permit the expansion of our operations. In addition, a
decline in membership levels may have a material adverse effect on our performance, financial condition and results of operations.
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Failure to compete effectively in the fitness club industry will have an adverse effect on our results
of operations.
The fitness club industry is highly competitive. We compete with other fitness clubs, physical fitness
and recreational facilities established by local governments, hospitals and businesses for their employees, amenity and condominium clubs and, to a certain extent, with tennis clubs and other sports clubs, golf clubs, weight reducing salons and the
home-use fitness equipment industry. We also compete with other entertainment and retail businesses for the discretionary income of our target markets. We cannot assure you that we will be able to compete effectively in the future in the markets in
which we operate. In addition, we may face new competitors in the market that may be larger and have greater resources than us. These competitive conditions may limit our ability to increase dues without a material loss in membership, attract new
members and attract and retain qualified personnel. Additionally, consolidation in the fitness club industry could result in increased competition among participants, particularly as large multi-facility operators are better able to compete for
attractive acquisition candidates, thereby increasing costs associated with expansion through acquisitions, as well as negotiation of leases and the availability of real estate.
We could be subject to future claims related to health risks at our clubs.
Use of our fitness clubs and equipment may pose some potential health risks to members or guests through exertion from use of our services and facilities including exercise equipment. As a result, we may
be subject to claims against us for death or injury suffered by members while exercising at our fitness clubs, and we may not be able to successfully defend any such claims. We currently maintain general liability insurance coverage but there can be
no assurance that we will be able to maintain such liability insurance on acceptable terms in the future or that such insurance will provide adequate coverage against potential claims. Any liability claim in excess of our insurance coverage may
adversely affect our results of operations as well as damage our brand image.
We are subject to various governmental regulations, any
non-compliance with which could result in temporary closings and negative publicity, causing damage to our corporate image.
Our operations are subject to national, local and municipal government regulation in the various jurisdictions in which our clubs are located. These regulations include, but are not limited to, health,
sanitation and safety regulations with respect to the sale of food and beverages and the operation of swimming pools and baths. Any failure to comply with these regulations could result in the temporary suspension or loss of licenses necessary for
food service and other operations at our clubs. In addition, any resulting negative publicity could have an adverse effect on our reputation, resulting in deterioration of our brand image and ability to attract, acquire, and retain club members.
We may be unable to get refunds of deposits and guarantee money relating to leases of land and buildings for the use of our fitness
club facilities.
In many cases, we rent land and buildings when we open new fitness clubs. Under the lease agreements
that we enter into with landowners, we are often required to make deposits and to provide guarantee money in case we default in payment of rent or neglect to restore the property to its original state upon termination of the lease agreement. Under
such lease agreements, if we pay our rent and restore the property as stipulated, we are entitled to obtain refund of such deposits and guarantee money. However, if the owner of the property faces financial difficulty or is otherwise unable or
unwilling to return these funds, we may not be able to obtain full refunds of such deposits and guarantee money. As of March 31, 2013, such deposits and guarantee money accounted for over 8% of our total assets.
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Inability to procure licenses for fitness programs from third parties or changes in the conditions of
such licenses may adversely affect our revenues.
We act as a licensing agency in Japan, acquiring licenses for
programs that have worldwide popularity, and supply the programs to not only our own facilities but also to other fitness clubs. In the event that it becomes difficult to renew licenses or if any changes are made to the conditions of such licenses,
there may be a material adverse effect on our ability to supply programs to each facility and on our business results.
The need to
suspend our business operations due to unexpected epidemic diseases may adversely affect our revenues.
Due to the H1N1
influenza pandemic during fiscal 2010, the business operations of fitness clubs in some areas of Japan were suspended at the discretion of the government. If an unexpected epidemic of an unknown or known disease in the future results in the
suspension of business operations of our fitness clubs at the instruction of the government or at our own discretion, our business results could be affected.
Abrupt changes in consumer tastes may adversely affect our business results.
Revenues due to usage of our facilities are highly dependent upon how consumers chose to spend their money, which makes it imperative that we unremittingly provide high quality services in line with
customer needs. For example, our business results could be negatively affected if fitness trends which dont require the spending of money catch on, such as home fitness, running or walking.
We may be adversely affected by natural disasters such as the Great East Japan Earthquake during fiscal 2011.
Due to natural disasters as typified by the Great East Japan Earthquake during fiscal 2011, our directly-owned fitness clubs may be
damaged and the sports facilities outsourced to us may become evacuation centers in some regions, which could result in the suspension of operations at some of our fitness clubs. In the future, similar earthquake disasters and other natural
disasters may occur again and the operations of some of our fitness clubs may be suspended, which could adversely affect the financial performance of our Health & Fitness segment.
Rolling blackouts due to the shortage of power supply may adversely affect our business results.
Natural disasters such as the Great East Japan Earthquake during fiscal 2011 may damage power plants, which could result in a shortage of power supply. If power demand exceeds the available power supply
in the future, rolling blackouts may be further implemented and operations at some of our fitness clubs and the manufacturing of products may be suspended, which could adversely affect our business results.
Risks Relating to Our Gaming & Systems Segment
If our gaming products are not accepted in the competitive market for gaming machines, we may be unable to compete in the gaming machine market.
Our success as a gaming machine manufacturer and supplier in overseas markets is dependent upon numerous factors, including our ability to
design, manufacture, market and service gaming machines and casino management systems that achieve player and casino acceptance while maintaining product quality and acceptable margins and to obtain approvals for our products from gaming
authorities. In addition, we must compete against gaming equipment and system companies such as International Game Technology, Bally Technologies, Inc., Aristocrat Leisure Limited and WMS Industries Inc., which are among the largest and
most-established suppliers of gaming machines in the world. Some of our competitors have greater financial resources, name recognition, established service networks and customer relationships than we do, and are licensed in more jurisdictions than
we are.
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In order to diversify and expand sales, we have obtained licenses in every state in
Australia, the main states in the United States, and some provinces in Canada, and are marketing and selling gaming products in those markets. If our games and our system products fail to be accepted by the market, and we are otherwise unable to
develop products that offer technological advantages or unique entertainment features, we will be unable to generate the revenues necessary to compete effectively in the competitive gaming product market. Consequently, the results of our operations
could suffer.
If our technologies for gaming products are subject to claims they infringe on competitors patents, trademark
rights and design rights, we may be unable to market our products as planned, thus adversely affecting our profits.
As
technological capabilities and an ability to develop effective business plans are constantly becoming more crucial for success in the gaming business, it has become a critical business strategy for companies, especially in the United States, to
ensure an advantage over competitors by filing and acquiring their own intellectual property rights such as patents, trademark rights and design rights in advance of their competitors. In this competitive business environment, we strive to
commercialize our products only after carefully examining the intellectual property rights status of the products. However, if the contents of our new products and services are deemed to infringe on the intellectual property rights of competitors,
we may be unable to bring such products or services to market or be forced to cease selling such products or services.
An adverse
change affecting the gaming and systems industries, including a change in the economy, in gaming regulations or in the expansion and popularity of casino gaming, will negatively impact our profitability and our potential for growth.
Our ability to grow our business and operate profitably is substantially dependent upon the expansion of the gaming
industry and factors that are beyond our control. These factors include, among others:
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changes in the economy;
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the pace of market expansion;
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changes in gaming regulation;
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fluctuations in popularity of casino gaming; and
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changes in casino gaming tax rates instituted by national, state or province governments.
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An adverse change in any of these political, legal and other factors may negatively impact our results of operations.
Our failure to obtain or retain required licenses for our Gaming & Systems segment could prevent us from expanding our market and prohibit
us from generating revenue in certain jurisdictions.
In North America, the manufacture and distribution of gaming
products is subject to numerous federal, state, provincial, tribal, international and local regulations. In particular, we are subject to extensive regulation in the states of Arizona, California, Colorado, Connecticut, Florida, Idaho, Illinois,
Indiana, Iowa, Kansas, Louisiana, Michigan, Minnesota, Mississippi, Nevada, New Jersey, New Mexico, New York, North Dakota, Oklahoma, Oregon, Pennsylvania, Puerto Rico, Rhode Island, South Dakota, West Virginia, Wisconsin, and the Provinces of
Alberta, British Columbia, Manitoba, Nova Scotia, Ontario, Quebec and Saskatchewan in Canada due to our gaming product business in those jurisdictions. In addition, we may also be subject to regulation as a gaming operator for participation
agreements under which we share in the revenues generated by gaming machines. These regulations are constantly changing and evolving, and may curtail gaming in various jurisdictions in the future, which would decrease the number of jurisdictions
from which we can generate revenues.
Together with our key personnel, we undergo extensive investigation before each
jurisdictional license is issued. Our gaming products are subjected to independent testing and evaluation prior to approval from each
16
jurisdiction in which we do business. Generally, legal authorities have broad discretion when granting, renewing or revoking these game approvals and licenses. Our failure to obtain or retain a
required license or approval in one jurisdiction could negatively impact our ability to obtain or retain required licenses and approvals in other jurisdictions. The failure to obtain or retain a required license or approval in any jurisdiction would
decrease the geographic areas where we may operate and generate revenues, decrease our share in the gaming marketplace and put us at a disadvantage compared with our competitors. Consequently, the market price of our common stock may suffer.
Legal authorities may require shareholders to submit to background investigations and respond to questions from regulatory
authorities, and may deny a license or revoke our licenses based upon their findings. These licensing procedures and background investigations may inhibit potential investors from becoming significant shareholders.
The future revenue growth of our Gaming & Systems segment depends on our ability to strengthen our research and development departments
and improve the effectiveness of our sales organizations and service departments.
In order to increase market
awareness and sales of our gaming products, it is important for us to develop hit products that are received favorably in our markets and for us to maintain technology that allows for future innovation and adaptations to changes in customer
preferences. If we fail to assess market needs or be technologically innovative, our net revenues and operating income may be adversely affected.
In addition, it is important for us to improve the effectiveness of our sales operations and service departments internationally. Our gaming business is expanding from sales of slot machines to sales of
casino management systems, which connect gaming machines under a single accounting, marketing and customer management system and reinforcement of security. Casino management systems provide for relatively stable revenues, as proceeds from the
initial sale are supplemented by subsequent connection fees. However, the sales of gaming products require sophisticated sales efforts targeted at selected people within the gaming industry and quality post-sale servicing. Competition for qualified
sales personnel is intense, and we might not be able to hire the kind and number of sales personnel we are targeting. In addition, we will need to effectively train and educate our sales force and strengthen our service departments to ensure trust
in our products if we are to be successful in selling into the gaming machine market.
If our manufacturing plant in the United States
has operational difficulties, and we have problems with manufacturing capacity and quality control, our business growth may be adversely affected.
In June 2005, we started operation of a manufacturing plant in Las Vegas to strengthen production capacity and customer service and expand development and sales in the U.S. market. We depend on our
manufacturing capacity for substantially all of our sales in the U.S. market. If operational troubles occur in this plant, we may be unable to maintain sufficient manufacturing capacity to meet increases in orders, and our financial performance may
be adversely affected.
Natural disasters such as the damage caused by the record rainfall in northeastern Australia in January 2011 and
the surrounding areas of the Mississippi River in May 2011 could have material adverse effects on our Gaming & Systems segment.
The record rainfall in the Australian northeastern region in January 2011 and in the surrounding areas of the Mississippi River in the U.S. in May 2011 raised concerns about a delay in transporting
equipment to the casino markets where we ship our products. Similar natural disasters could adversely affect the future business results of our Gaming & Systems segment.
17
Risks Relating to Our Pachinko & Pachinko Slot Machines Segment
Our pachinko slot machines may not pass the testing of the Security Association due to circumstances beyond our control, and as a result, there may
be delays in the date of release. Further, due to the tightening of regulations on the pachinko business and establishment of a period of voluntary ban on replacement by the National Police Agency or the bankruptcy of our suppliers, pachinko slot
machines which had passed the Security Association testing, and released or were scheduled for release, may not be able to be sold.
Upon receipt of commission by a prefectural public safety commission, the Security Association conducts a regulatory check as to whether pachinko and pachinko slot machines fulfill prescribed conditions
on the basis of documents submitted by the pachinko and pachinko slot makers, as well as the practical exam, as described below:
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1.
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Pachinko and pachinko slot machine makers apply for the Security Association examination (application lots are determined by lottery).
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2.
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In case the machines fail to pass 1., applicants must correct the parts which failed the examination, reapply, and upon passing, move on to 3.
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3.
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The machines are inspected by a prefectural public safety commission.
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4.
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The machines are set up in a pachinko hall, and the police ward with jurisdiction over the pachinko hall conducts an inspection.
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5.
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Operation of the machines begins in the hall upon passing the test in 4. above.
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The date of release for a product may be delayed if reapplication becomes necessary in the process of the above procedures due to failure to gain an application lot, changes to the test standards or are
tightening of regulations on the industry by the National Police Agency or other similar considerations.
Our pachinko slot machines may
be adversely affected because of groups attempting to make money through illicit methods (commonly referred to as goto-shi) in the pachinko and pachinko slot industry.
Our pachinko slot machines may be adversely affected because of groups attempting to make money through illicit methods (commonly referred to as
goto-shi
) in the pachinko and pachinko slot
industries. In the event of such manipulation by
goto-shi
, there may be a decline in sales volume due to the tarnishing of our brand image, and delays in the dates of release due to measures to prevent
goto-shi
manipulation of our
other products.
We may be adversely affected by natural disasters such as the Great East Japan Earthquake during fiscal 2011.
Natural disaster such as the Great East Japan Earthquake may cause postponement of the release of our products, delays
in shipment due to the disruption of distribution network, decreases in or cancellation of orders from facilities located in disaster-stricken areas, delays in delivery of parts procured from suppliers in the disaster-stricken areas and related
revisions to our production system, as well as increases in procurement costs for parts and delays in procurement caused by increased scarcity of parts and inventory supply shortages in the market. Any of these factors could have an adverse effect
on our business.
Risks Relating to the Shares and the ADSs
Our shareholders of record on a record date may not receive the dividend they anticipate
The customary dividend payout practice of publicly listed companies in Japan may significantly differ from the practice widely followed in foreign markets. Our dividend payout practice is no exception.
Pursuant to our Articles of Incorporation, our board of directors can determine the matters regarding dividends. While we may announce a dividend forecast prior to the record date of March 31, September 30, or such other date as we
may set pursuant to our Articles of Incorporation, our board of directors is not legally bound by such forecast. Instead,
18
our board of directors ultimately determines the actual dividend payment amount to our shareholders of record on a record date, including whether we will make any dividend payment to such
shareholders at all, after the expiry of such record date. Therefore, our shareholders of record on the March 31 record date may not receive the dividend they anticipate.
Our share price is volatile and shareholders may not be able to recoup their investment.
Disclosures of our operating results (particularly if below the estimates of securities industry analysts), announcements of various events by us or by our competitors or other industry participants or
the development and marketing of new products, as well as other factors, may cause the market price of our common stock to change significantly over short periods of time. The price of our common stock has been and is likely to continue to be highly
volatile, and shareholders may not be able to recoup their investment. For example, the highs and lows of price per share of our common stock ranged from ¥1,535 to ¥2,423 during fiscal 2013.
A substantial number of our shares of common stock are eligible for future sale, and the sale of these shares may cause the price of our common
stock to decline even if our business is performing well.
As of March 31, 2013, there were 138,618,060 shares of
our common stock outstanding including 38,694,426 shares, representing 27.91% of our outstanding shares, beneficially owned by Kagemasa Kozuki, our founder, Representative Director, Chairman and his Kozuki Foundation for Sports and Education, Kozuki
Holding and Kozuki Capital Corporation. These shares and, generally, the shares owned by other shareholders, can be disposed of on the Tokyo Stock Exchange or otherwise in Japan without any legal restriction. Additionally, under our Articles of
Incorporation, our board of directors is authorized to issue 306,500,000 additional shares of common stock generally without any shareholder approval. In addition, as of March 31, 2013, we held 4,881,940 shares of treasury stock which our board
of directors may sell without any shareholder approval.
Additional sales of a substantial amount of our common stock in the
public market, or the perception that such sales may occur, could cause the market price of our common stock to decline. This could also impair our ability to raise additional capital through the sale of our securities. Also, in the future, we may
issue common stock to raise cash for additional capital expenditures, working capital, research and development or acquisitions, and we may also pay for additional interests in subsidiaries or affiliated companies by using cash, common stock or
both. We may also issue securities convertible into our common stock. Any of these events may dilute your ownership interest in us and have an adverse impact on the price of our common stock.
Investors holding less than a unit of shares will have limited rights as shareholders.
Pursuant to the Corporate Law of Japan relating to joint stock corporations and other related legislation, our Articles of Incorporation provide that 100 shares of common stock constitute one
unit. The Corporate Law imposes significant restrictions and limitations on holdings of shares that do not constitute whole units. In general, holders of shares constituting less than one unit do not have the right to vote or to examine
our books and records (other than our articles of incorporation and shareholders register). For a more complete description of the unit share system and its effect on the rights of holders of our shares, see Item 10.B Unit Share
System below.
There are restrictions on your ability to withdraw shares from the depositary receipt facility.
Each ADS represents the right to receive one share of common stock. Each ADR will bear a legend to that effect. Holders of ADSs will be
unable to withdraw fractions of shares from the depositary or receive any cash settlement in lieu of withdrawal of fractions of shares. Therefore, pursuant to the terms of the deposit agreement with our depositary, JPMorgan Chase Bank in order to
withdraw any shares, a holder of ADSs must surrender for cancellation and withdrawal of shares, ADRs evidencing 100 ADSs or any integral multiple thereof. In addition, although the ADSs themselves may be transferred in any lots pursuant to the
deposit agreement, the ability to trade the underlying shares may be limited.
19
Holders of ADRs have fewer rights than shareholders and must act through the depositary to exercise
those rights.
Holders of ADRs do not have the same rights as shareholders and accordingly cannot exercise rights of
shareholders against us. JPMorgan Chase Bank, as depositary, through its custodian agent, is the registered shareholder of the deposited shares underlying the ADSs, and therefore only it can exercise the rights of shareholders in connection with the
deposited shares. In certain cases, we may not ask JPMorgan Chase Bank to ask holders of ADSs for instructions as to how they wish their shares voted. Even if we ask JPMorgan Chase Bank to ask holders of ADSs for such instructions, it may not be
possible for JPMorgan Chase Bank to obtain these instructions from ADS holders in time for JPMorgan Chase Bank to vote in accordance with such instructions. JPMorgan Chase Bank is only obliged to try, as far as practical, and subject to Japanese law
and our Articles of Incorporation, to vote or have its agents vote the deposited shares as holders of ADSs instruct. In your capacity as an ADS holder, you will not be able to bring a derivative action, examine the accounting books and records of
the company, or exercise appraisal rights.
Rights of shareholders under Japanese law may be more limited than under the laws of other
jurisdictions.
Our Articles of Incorporation, our board of directors Regulations and the Corporate Law of Japan
govern our corporate affairs. Legal principles relating to such matters as the validity of corporate procedures, directors fiduciary duties and liabilities, and shareholders rights may be different from those that would apply to a
non-Japanese company. Shareholders rights under Japanese law may not be as extensive as shareholders rights under the laws of other countries or jurisdictions within the United States. You may have more difficulty in asserting your
rights as a shareholder than you would as a shareholder of a corporation organized in another jurisdiction.
Because of daily price
range limitations under Japanese stock exchange rules, you may not be able to sell your shares of our common stock at a particular price on any particular trading day, or at all.
Stock prices on Japanese stock exchanges are determined on a real-time basis by the equilibrium between bids and offers. These exchanges
are order-driven markets without specialists or market makers to guide price formation. To prevent excessive volatility, these exchanges set daily upward and downward price fluctuation limits for each stock, based on the previous days closing
price. Although transactions may continue at the upward or downward limit price if the limit price is reached on a particular trading day, no transactions may take place outside these limits. Consequently, an investor wishing to sell at a price
above or below the relevant daily limit may not be able to sell his or her shares at such price on a particular trading day, or at all.
U.S. investors may have difficulty in serving process or enforcing a judgment against us or our directors, corporate officers or corporate
auditors.
We are a limited liability, joint-stock corporation incorporated under the laws of Japan. Most of our
directors, corporate officers and corporate auditors reside in Japan. All or substantially all of our assets and the assets of these persons are located in Japan and elsewhere outside the United States. It may not be possible, therefore, for U.S.
investors to effect service of process within the United States upon us or these persons or to enforce against us or these persons judgments obtained in U.S. courts predicated upon the civil liability provisions of the federal securities laws of the
United States. There is a concern as to the enforceability in Japan, in original actions or in actions for enforcement of judgment of U.S. courts, of liabilities predicated solely upon the federal securities laws of the United States.
Foreign exchange fluctuations may affect the dollar value of our ADSs and dividends payable to holders of our ADSs.
Market prices for our ADSs may fall if the value of the yen declines against the U.S. dollar. In addition, the U.S. dollar amount of cash
dividends and other cash payments made to holders of our ADSs would be reduced if the value of the yen declines against the U.S. dollar.
20
Item 4.
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Information on the Company.
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A. History and Development of the Company.
Our business was founded by our current Representative Director, Chairman, Kagemasa Kozuki, in Osaka on March 21, 1969. KONAMI was incorporated as a joint stock corporation under the laws of Japan on
March 19, 1973 under the name Konami Industries Co., Ltd.
We originally were established to produce amusement arcade
games and since that time have expanded the range of our products. We began to produce and market microcomputer-equipped video game machines in 1978, video game software for personal computers in 1982, game software for a home video game system in
1985 and software for LCDs for pachinko machines in 1992. We began our toy and hobby business in 1996. We obtained a license to manufacture and sell gaming machines in Nevada, and entered the gaming business in the United States in 2000. We entered
the fitness club and equipment business through our acquisition of PEOPLE CO., LTD., which was renamed Konami Sports Corporation, in February 2001.
We initiated overseas operations by exporting amusement arcade games in 1979. We established our U.S. sales and manufacturing subsidiary, Konami of America, Inc. (the predecessor of Konami Digital
Entertainment, Inc.) in 1982. Later, we established sales and manufacturing subsidiaries in a number of foreign countries.
We
listed our shares on the Osaka Securities Exchange in 1984 (subsequently delisted in December 2002), on the Tokyo Stock Exchange in 1988, on the Singapore Exchange in 1997 (subsequently delisted in October 2009), on the London Stock Exchange in 1999
and on the New York Stock Exchange in September 2002.
In 1991, we changed our name to Konami Co., Ltd. and subsequently
changed our name to KONAMI CORPORATION in 2000.
In 2006, we made Konami Sports Corporation (the predecessor of Konami
Sports & Life Co., Ltd.) a wholly-owned subsidiary by issuing Konami shares to the minority shareholders of Konami Sports after Konami Sports Corporation merged with Konami Sports Life Corporation. In addition, we newly established Konami
Digital Entertainment Co., Ltd. through a company separation to succeed to our digital entertainment business and we changed our group structure so that we act as a holding company.
In April 2007, we moved our principal head office to 7-2, Akasaka 9-chome, Minato-ku, Tokyo 107-8323, Japan. Our telephone number is
81-3-5770-0573.
For a discussion of recent and current capital expenditures, please see Capital Expenditures at
the end of Item 5.A. We have had no recent significant divestitures nor are any significant divestitures currently being made.
B. Business Overview.
Overview
We develop, publish, market and distribute video game software
products globally for stationary consoles such as Sony PlayStation 2, PlayStation 3, Nintendo Wii, and Microsoft Xbox 360, and for portable consoles such as Sony PlayStation Portable, PlayStation Vita, Nintendo DS and Nintendo 3DS, as well as
for use on personal computers. In addition, we plan, produce, operate and distribute content for social networks and entertainment content for mobile phone online games.
We produce gaming machines for casinos in the United States, Australia and other overseas jurisdictions, in addition to video games and token-operated games installed in amusement arcades and other
entertainment venues in Japan. We also produce card games, character goods, toys and hobbies, CDs and DVDs and other merchandize products, many of which use popular characters seen in movies, television, comic books, video games, advertising or
other media. In addition, we produce pachinko slot machines.
21
In addition, we believe that we are the leading operator of fitness clubs in Japan, in terms
of revenues and members. As of March 31, 2013, we had a nationwide network of 203 directly operated health and fitness club facilities and 172 sports facilities whose operations are outsourced to us and which cater to all age groups, from
children through senior citizens. Moreover, Konami Sports Corporation merged with Konami Sports Life Corporation to establish Konami Sports & Life Co., Ltd. as of February 28, 2006. We also have enhanced the value of each facility of
former Sportsplex Japan Co., Ltd., which was merged into Konami Sports & Life Co., Ltd. as of June 30, 2008, by promoting the expansion of high quality and wide-ranging services. As part of our plan to create new markets and provide
various health-related services through the operation of fitness club facilities and the development and manufacturing of health-related equipment and supplements, we acquired our consolidated subsidiary, COMBI WELLNESS Corporation, merging into
Konami Sports & Life Co., Ltd. on June 1, 2012, in order to rationalize our business and concentrate our corporate resources.
Because our sales are affected by changes in how consumers, particularly children and young adults, spend their leisure time, we seek to meet consumers needs and preferences by developing products
that can be used in a number of environments, including home video games, games for amusement arcades and card games, casinos and pachinko parlors. We also recognize that borders that separate product categories such as games, movies, music, toys,
books and television programs are blurring. We seek to capitalize on this trend by projecting successful concepts across different types of leisure environments and product categories.
Many of our successful products have resulted from diversified use of strong contents. For example:
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We first sold
DanceDanceRevolution
, one of our popular products, in November 1998 as an amusement arcade game. We launched
DanceDanceRevolution
in the form of home video game software in April 1999 and have sold over one million units. This product has become increasingly popular in North America, where it has been utilized for physical education classes in
schools and other purposes.
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We launched
beatmania
as an amusement arcade game in December 1997. We began selling
beatmania
in the form of home video game software in
October 1998 and have sold over one million units. We sold
beatmania
as a pachinko slot machine in April 2008.
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We sold
Yu-Gi-Oh!
as video game software for Game Boy in July 1998. We subsequently introduced our hit
Yu-Gi-Oh! TRADING CARD GAME
in
February 1999 and have developed the title for game software, amusement machines and other applications. Over ten years after its introduction, the title is still growing as one of our staple products.
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METAL GEAR SOLID
, first sold in 1998, was developed into
METAL GEAR SOLID2 SUNS OF LIBERTY
in 2001,
METAL GEAR SOLID3 SNAKE EATER
in 2004 and
METAL GEAR SOLID 4 GUNS OF THE PATRIOT
in 2008 and has been sold worldwide in combination with various secondary titles, and received high reviews from the market. Total sales volume for the series has exceeded 35 million
units.
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Tokimeki Memorial
, a teenage romance game first introduced in 1994, have been hit video game software products and have also generated
substantial sales of related character goods.
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LOVEPLUS
, a romance communication game introduced in September 2009, became a hit product due to a widely-discussed new game element that allows
players to blend reality and the virtual world. It recorded favorable sales generated not only by sales of game software but also by sales of serialized comic books and related products.
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We began selling the
Winning Eleven
series, a soccer game, in the form of home video game software in Japan in July 1995, and later expanded its
compatibility to several home video game platforms. We have also introduced the series in overseas markets, particularly Europe and the Americas. We have sold a total of more than 82 million units for the series. In addition, we developed the
title as amusement game software and mobile content.
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Since 2010,
DRAGON COLLECTION
, for which online distribution was launched on GREE, a social networking site, has shown favorable sales. We have
focused on developing the content for the content
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for social networks market and have started distributing a wide range of game contents for these titles since 2011, such as
Professional Baseball Dream Nine
,
World Soccer
Collection
,
CROWS X WORSTSaikyou Densetsu,
and
SENGOKU COLLECTION
on domestic platforms, including GREE and Mobage, and overseas platforms, including KAKAO and T-store.
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We have used our expertise in video game software and hardware for the development of our gaming machine and fitness equipment products.
We have built a company with a strategic portfolio of products and services that spans a range of categories and target
markets. We have created, licensed and acquired a group of recognizable brands that we market to a growing variety of consumer demographics.
For the fiscal year ended March 31, 2013, we had consolidated net revenues and net income attributable to our shareholders of ¥225,995 million and ¥13,174 million, respectively,
compared with net revenues and net income attributable to our shareholders of ¥265,758 million and ¥23,012 million, respectively, for the fiscal year ended March 31, 2012.
Products and Services
We classify our businesses into four segments: Digital Entertainment, Health & Fitness, Gaming & Systems and
Pachinko & Pachinko Slot Machines, each of which is operated on a separate basis. The net revenue figures for each business segment described below are before elimination of intersegment revenues.
Digital Entertainment Segment
Operating in a business environment with lowering barriers to entry in the digital entertainment industry, we decided to reposition our existing major products and services, including content for social
networks, video game software, amusement arcade games, and card games, into one Digital Entertainment segment from March 2011 to create a business structure where we can achieve maximum synergies. During fiscal 2013, this segment had net revenues of
¥116,366 million, which accounted for 51.5% of our consolidated net revenues, before elimination of intersegment revenues. Our Digital Entertainment Segment consists of the five types of products and services as follows:
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Content for social networks:
We produce and distribute content for social networks, build computer systems related to
online games, maintain and operate online servers, produce and distribute content for mobile phones, and produce online games. We also plan, produce and sell music and video package products.
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Video game software:
We produce, manufacture and sell video game software, purchase and distribute video game software
for home use.
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Amusement arcade games:
We produce, manufacture and sell video games for amusement facilities and content for
token-operated games.
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Card games:
We plan, produce, manufacture and sell card games.
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Other products:
We plan, produce, manufacture and sell electronic toys, figures and character goods.
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Health & Fitness Segment
We are the leading health and fitness club operator and health-related business enterprise in Japan. During fiscal 2013, this segment had net revenues of ¥79,896 million, which accounted for
35.4% of our consolidated net revenues, before elimination of intersegment revenues.
23
Gaming & Systems Segment
This segment is involved in development and sales of content, hardware and casino management systems for gaming machines for casinos
outside of Japan. During fiscal 2013, our net revenues from this segment were ¥24,984 million, which accounted for 11.1% of our consolidated net revenues, before elimination of intersegment revenues.
Pachinko & Pachinko Slot Machines Segment
This segment is involved in production, manufacturing and sales of pachinko slot machines and LCDs for pachinko machines. During fiscal 2013, our net revenues from this segment were
¥5,398 million, which accounted for 2.4% of our consolidated net revenues, before elimination of intersegment revenues.
The following table presents net revenues in each of our historical business segments, before elimination of intersegment revenues, for each of the three years ended March 31, 2013.
Segment Revenues
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Year ended March 31,
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2011
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2012
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2013
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(yen in millions)
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Net Revenues:
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Digital Entertainment
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¥
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133,124
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¥
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140,400
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¥
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116,366
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Health & Fitness
|
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85,911
|
|
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82,555
|
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79,896
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Gaming & Systems
|
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21,868
|
|
|
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25,212
|
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24,984
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Pachinko & Pachinko Slot Machines
|
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17,987
|
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18,430
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5,398
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Eliminations
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(902
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)
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(839
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)
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(649
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)
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Consolidated net revenues
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¥
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257,988
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¥
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265,758
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¥
|
225,995
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Notes:
Eliminations primarily consists of eliminations of intercompany sales and of
intercompany profits on inventories.
Digital Entertainment Segment
Consolidated net revenues generated by our Digital Entertainment Segment, before elimination of intersegment revenues, amounted to
¥140,400 million in fiscal 2012 and ¥116,366 million in fiscal 2013, a decrease of ¥24,034 million.
Content for
Social Networks
Industry Overview
At the end of March 2013, the number of mobile phone handset subscriptions worldwide has grown by 7.5% to 6,410 million compared to the previous year, and is expected to further increase, especially
in emerging countries.
Further, the shift in the mobile phone handset market from the traditional feature phone handset to
the smart phone handset equipped with iPhone and Android OS has continued and the number of smart phone subscribers is estimated to exceed 50% in the global market by fiscal year 2015. Additionally, the usage of the smart phones on social platforms
has been increasing. As users of content for social networks in feature phones have shifted to the use of smart phones, the number of content for social networks for smart phones that contents providers provide has increased and the market for these
games has rapidly expanded.
24
In recent years, in North America, content for social networks on PC platforms have become
mainstream, and free service without basic fee or pay-per-item has led the market and continues to expand. Furthermore, although the applications market in the smart phones has also flourished, there is a severe competition due to low entry
barriers.
In China, the pricing plans offered by communication carriers are not fully developed, and as a result, the market
is still poised for growth. In South Korea, the pricing plans offered by communication carriers have expanded and smart phones have become prevalent, increasing the number of users of game contents.
Our Content for Social Networks
We develop, publish, distribute and sell software for home video game systems, personal computers, mobile phones and online networks. We plan to be actively involved in the mobile phone and social
networking products and services in light of the recent growth of the markets and we believe that there is a opportunity to increase our profits by leveraging our software titles.
In October 2001, we established Konami Mobile Online, Inc., which developed games for mobile phones, and after changing its trade
name and merging it with our operations, since March 31, 2006 we have developed our online business through Konami Digital Entertainment Co., Ltd. for the purpose of realizing synergies between our video games software and card game products
and services. As a result, these products and services have expanded to include the development and distribution of game content not only for mobile phones but also for various multi-function devices such as smartphones and have grown to be
important income generating products and services for us. In addition, as a distribution service of game content, in recent years these products and services have expanded rapidly through growth in content for social networking sites. Since many of
our content for social networks can be played free of charge, the number of users registered on social networking sites has increased, and accordingly revenues from purchases of items granting players in-game advantages have increased. Based on this
business model,
DRAGON COLLECTION
, for which the online distribution was launched on GREE in September 2010, has enjoyed high popularity among players, including achieving the top game ranking of GREE for 50 consecutive weeks, and we have
steadily increased the number of users and achieved favorable results for this title. Furthermore, the online distribution of
Professional Baseball Dream Nine
, a baseball content for social networks officially licensed from Nippon
Professional Baseball, was launched on GREE, and the online distribution of
SENGOKU COLLECTION
, a content for social networks in which players aim to become a shogun ruler, was launched on Mobage. We also have reinforced the content roll-out
for the content for social networks market. Through the introduction of these titles, we have been strengthening our content development for the content for social networks market.
On April 1, 2011, we acquired 100% ownership in HUDSON SOFT CO., LTD. (HUDSON), a leader of the mobile industry, and
completed a merger with HUDSON into Konami Digital Entertainment Co., Ltd. on March 1, 2012. While growth in the smart phones business is expected, we aim to establish a business structure that can properly respond to the rapidly changing
content for social networks market by integrating the know-how of the Konami group with its high staging and producing ability for games with the strengths of HUDSON, with its outstanding planning ability and flexibility.
Video Game Software
Industry
Overview
The video game industry is comprised of video game hardware manufacturers and video game software publishers.
Game hardware systems, frequently referred to as platforms, include home game consoles, handheld game consoles and personal computers.
A new generation of more technologically advanced game consoles has been introduced every several years. The first platform was Nintendo Entertainment System introduced by Nintendo in 1983 with its
central processing unit, or CPU, using 8-bit 1.78 MHz technology. The CPU is a chip on which the software operates,
25
with a bite indicating capacity to process data and clock frequency (MHz) indicating the processing speed. Subsequent advances in technology have resulted in continuous increases in
the processing power of the chips that power both the consoles and PCs. With the advancement of hardware technology, software has also advanced, with faster and more complex images, more lifelike animation and sound effects and more intricate
scenarios.
Each new generation, or cycle, of hardware has resulted in larger numbers of consoles being purchased. The
beginning of each cycle is the period of rapid growth during which the games for the consoles of the new generation are prepared, and during that period, as platform manufacturers or buyers prepare video games for their new consoles, the video game
software industry has experienced rapid periods of expansion. Shortly before and after the release of a new generation of game consoles, sales of the current generation of platforms and games generally diminish, as consumers defer purchases in
anticipation of the new platforms and games.
Platform manufacturers license publishers to publish games for their platforms
and retain a degree of control over the quality and manufacturing of these games. The publishers, subject to the approval of the platform manufacturers, determine the types of games they will create. Software publishers either create their games
in-house, through their own development teams, or outsource this function to independent developers.
The following table
illustrates the evolution of the principal platforms of both video game system and handheld system.
|
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|
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|
|
|
|
|
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|
|
|
|
|
|
Year of
Introduction
|
|
|
|
Manufacturer
|
|
Platform Name
|
|
Japan
|
|
|
U.S.
|
|
|
Media Format
|
Home Game Consoles:
|
|
|
|
|
|
|
|
|
|
|
|
|
Nintendo
|
|
NES
|
|
|
1983
|
|
|
|
1985
|
|
|
Cartridge
|
Sega
|
|
Genesis
|
|
|
1988
|
|
|
|
1989
|
|
|
Cartridge
|
Nintendo
|
|
SNES
|
|
|
1990
|
|
|
|
1991
|
|
|
Cartridge
|
Sega
|
|
Saturn
|
|
|
1994
|
|
|
|
1995
|
|
|
CD-ROM Disc
|
Sony
|
|
PlayStation
|
|
|
1994
|
|
|
|
1995
|
|
|
CD-ROM Disc
|
Nintendo
|
|
Nintendo 64
|
|
|
1996
|
|
|
|
1996
|
|
|
Cartridge
|
Sega
|
|
Dreamcast
|
|
|
1999
|
|
|
|
1999
|
|
|
Proprietary Disc
|
Sony
|
|
PlayStation 2
|
|
|
2000
|
|
|
|
2000
|
|
|
DVD-ROM Disc
|
Nintendo
|
|
GameCube
|
|
|
2001
|
|
|
|
2001
|
|
|
Proprietary Disc
|
Microsoft
|
|
Xbox
|
|
|
2002
|
|
|
|
2001
|
|
|
DVD-ROM Disc
|
Microsoft
|
|
Xbox 360
|
|
|
2005
|
|
|
|
2005
|
|
|
DVD-ROM Disc
|
Nintendo
|
|
Wii
|
|
|
2006
|
|
|
|
2006
|
|
|
Proprietary Disc
|
Sony
|
|
PlayStation 3
|
|
|
2006
|
|
|
|
2006
|
|
|
BD-ROM
|
Nintendo
|
|
Wii U
|
|
|
2012
|
|
|
|
2012
|
|
|
Proprietary Disc
|
|
|
|
|
|
Handheld systems:
|
|
|
|
|
|
|
|
|
|
|
|
|
Nintendo
|
|
Game Boy
|
|
|
1989
|
|
|
|
1989
|
|
|
Cartridge
|
Nintendo
|
|
Game Boy Color
|
|
|
1998
|
|
|
|
1998
|
|
|
Cartridge
|
Nintendo
|
|
Game Boy Advance
|
|
|
2001
|
|
|
|
2001
|
|
|
Cartridge
|
Nintendo
|
|
Nintendo DS
|
|
|
2004
|
|
|
|
2004
|
|
|
Cartridge
|
Sony
|
|
PlayStation Portable
|
|
|
2004
|
|
|
|
2005
|
|
|
UMD
|
Nintendo
|
|
Nintendo 3DS
|
|
|
2011
|
|
|
|
2011
|
|
|
Cartridge
|
Sony
|
|
PlayStation Vita
|
|
|
2011
|
|
|
|
2011
|
|
|
Cartridge
|
Handheld systems such as Nintendo DS and Sony PlayStation Portable have achieved global popularity since
their introduction due to the inexpensive price of the hardware compared to a console systems and the popularization of casual games. In February 2011, Nintendo 3DS with the 3D function was launched as a successor device, and Sony PlayStation Vita
was also launched starting in Japan in December 2011.
26
As for stationary systems, starting with Microsoft Xbox 360 released in December 2005 in
Japan and November 2005 in North America, Sony PlayStation 3 was launched in November 2006 in Japan and March 2007 in Europe, as well as Nintendo Wii in December 2006 in Japan and November 2006 in North America. These game consoles have become more
highly sophisticated in their ability to show expressiveness when playing games. Furthermore, next-generation game consoles are being introduced with the launch of the Nintendo Wii U in December 2012 and the scheduled launch of the Sony PlayStation
4 and Xbox One, from the end of 2013 to the beginning of 2014.
Internet technology for high speed broadband has enabled
customers to have a more interactive and enhanced online experience. The spread of broadband services and continued competition among broadband providers has led to further growth in the market for online games. With the rapid spread of broadband
infrastructure, many game console manufacturers and video game software publishers have entered the online game business. For example, Sony Computer Entertainment started a broadband online service for PlayStation 2 in the beginning of 2002 through
which users can play games online and download software as well as enjoy broadband contents such as movies and music at home. In the middle of 2002, Sony Computer Entertainment America Inc. started selling online adaptors and software for
PlayStation 2 in the U.S., and in late 2006, started a download service through its network in conjunction with the release of PlayStation 3. In late 2002, Nintendo started an online service for GameCube in Japan and the U.S., and in conjunction
with the release of Wii at the end of 2006, started a virtual console service in which users can download and play previously released game software for old models, and in March 2008, launched the WiiWare service, in which
users can download new game software not available in stores. Microsoft started an online service for Xbox called Xbox Live in November 2002 in the U.S. and in January 2003 in Japan, and the service has continued with Xbox 360, which was
released in 2005. Currently, all portable game consoles and stationary game consoles have built-in network functions. Consequently, we are expanding further our range of online services. In addition, online distribution of additional content for
packaged software has brought about a change in the old business model, under which a sale was concluded upon the delivery of the product to a retailer, to a new business model under which we can expect continued revenues from selling additional
content to players. These services are expected to become a new source of income in part because risks unique to a retail business such as inventory, price protection and returned goods do not exist.
Our Video Game Software
As for our video game software, we develop, publish, distribute and market software for video game systems and, to a lesser extent, personal computers. Most of our software consists of video games
designed for use with video game platforms, including PlayStation 2, PlayStation 3, PlayStation Portable, PlayStation Vita, Nintendo DS, Nintendo 3DS and Wii and Microsoft Xbox 360, and PCs.
By developing video game software for each of the leading home and handheld video game platforms, we are able to limit our dependence on
individual platforms, capitalize on the popularity of successful platforms from time to time, and sell to a more diverse group of consumers since the target age group for each major platform differs. Along with the diversification of consumers
preferences, Nintendo DS and Wii attract a wide range of users across different age and gender groups.
The market for video
game software is substantially affected by sales of the various video game platforms. Our sales of video game software are inevitably affected to a substantial degree by the cyclical nature of the industry generally as platforms change, but through
diversification we seek to limit this effect.
Software Titles
Although we once published more than 100 new titles of video game software each year, since fiscal 2010, we have streamlined the number of
new titles under the theme of Selection and Concentration to 54 titles in fiscal 2011, 46 titles in fiscal 2012 and 10 titles in fiscal 2013. Almost all of these titles are designed for use with leading home and portable game platforms.
We publish software titles in a variety of genres, including sports, action, role playing and communication.
27
The following two tables indicate the major software titles that we have either published,
or anticipate publishing, during fiscal years 2013 and 2014 in each geographic market indicating for each title (i) the category of the game, (ii) the platform on which the game can be played, (iii) the date of release or anticipated
release, and (iv) the market in which the product is sold. We cannot assure you that each of the titles anticipated for release in fiscal 2014 will be released when scheduled, if ever.
Titles Released in Fiscal 2013
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|
|
|
|
|
|
|
|
Title
|
|
Category
|
|
Platform
|
|
Release Date
|
|
Market
|
METAL GEAR RISING REVENGEANCE
|
|
Tactical Espionage Action
|
|
Multi-Platform
|
|
February 2013
|
|
Worldwide
|
|
|
|
|
|
PROFESSIONAL BASEBALL SPIRITS 2013
|
|
Sports (Baseball)
|
|
Multi-Platform
|
|
March 2013
|
|
Japan
|
|
|
|
|
|
JIKKYOU PAWAFURU PUROYAKYU 2012
|
|
Sports (Baseball)
|
|
Multi-Platform
|
|
July 2012
|
|
Japan
|
|
|
|
|
|
JIKKYOU PAWAFURU PUROYAKYU 2012 KETTEIBAN
|
|
Sports (Baseball)
|
|
Multi-Platform
|
|
December 2012
|
|
Japan
|
|
|
|
|
|
WORLD SOCCER Winning Eleven 2013
|
|
Sports (Soccer)
|
|
Multi-Platform
|
|
October 2012
|
|
Japan
|
|
|
|
|
|
Pro Evolution Soccer 2013
|
|
Sports (Soccer)
|
|
Multi-Platform
|
|
September 2012
|
|
North America
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Europe
|
|
|
|
|
|
Tongari Boushi to Mahou no Machi
|
|
Communication
|
|
Nintendo 3DS
|
|
December 2012
|
|
Japan
|
|
|
|
|
|
SILENT HILL : Book Of Memories
|
|
Horror Action RPG
|
|
PlayStation Vita
|
|
October 2012
|
|
Worldwide
|
|
|
|
|
|
FRONTIER GATE Boost+
|
|
Roll Playing Game
|
|
PlayStation Portable
|
|
March 2013
|
|
Japan
|
|
|
|
|
|
Castlevania: Lords of ShadowMirror of Fate
|
|
Action
|
|
Nintendo 3DS
|
|
March 2013
|
|
Worldwide
|
|
Titles Anticipated to be Released in Fiscal 2014
|
Title
|
|
Category
|
|
Platform
|
|
Release Date
|
|
Market
|
PROFESSIONAL BASEBALL SPIRITS 2014
|
|
Sports (Baseball)
|
|
Multi-Platform
|
|
Fiscal 2014
|
|
Japan
|
|
|
|
|
|
JIKKYOU PAWAFURU PUROYAKYU 2013
|
|
Sports (Baseball)
|
|
Multi-Platform
|
|
Fiscal 2014
|
|
Japan
|
|
|
|
|
|
WORLD SOCCER Winning Eleven 2014
|
|
Sports (Soccer)
|
|
Multi-Platform
|
|
Fiscal 2014
|
|
Japan
|
|
|
|
|
|
Pro Evolution Soccer 2014
|
|
Sports (Soccer)
|
|
Multi-Platform
|
|
Fiscal 2014
|
|
North America
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Europe
|
*
|
|
Excluding titles that are scheduled but have not yet been publicly announced to be released.
|
The primary home video game software products on which we rely as revenue sources have been our hit titles, which include the following:
|
|
|
METAL GEAR SOLID
. With respect to our
METAL GEAR SOLID
series, we have sold over five million units of
METAL
GEAR SOLID
, the original action game that we introduced in 1999 and five million units of the sequel,
METAL GEAR SOLID 2 SONS OF LIBERTY
.
METAL GEAR SOLID 3 SNAKE EATER,
launched in 2004, sold more than four million units. Products
derived from
METAL GEAR SOLID,
such as
METAL GEAR SOLID PORTABLE OPS,
have also been launched, and
METAL
|
28
|
GEAR SOLID 4 GUNS OF THE PATRIOT
, launched in 2008, sold more than 5 million units in total.
METAL GEAR RISING REVENGEANCE
was also launched during the fiscal year ended
March 31, 2013, increasing our total series sales to over 35 million units as of March 31, 2013.
|
|
|
|
Soccer titles. We have sold a total of over 82 million units of
Winning Eleven
series (also known as
Pro
Evolution Soccer
series in Europe and North America) in worldwide as of March 31, 2013, since the initial title was released during the fiscal year ended March 31, 1996.
|
|
|
|
Baseball titles. We have sold a total of over 24 million units of baseball titles as of March 31, 2013, since we began
releasing titles during the year ended March 31, 1994.
|
The following table illustrates the number of
units that we have sold by platform for the periods indicated on a consolidated basis. This table indicates where we have concentrated our development efforts as well as changes in the relative significance of individual platforms.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year ended March 31,
|
|
|
|
2011
|
|
|
2012
|
|
|
2013
|
|
Platforms
|
|
Units
|
|
|
Units
|
|
|
Units
|
|
|
|
(sales units in tens of thousands)
|
|
PlayStation 2
|
|
|
130
|
|
|
|
84
|
|
|
|
39
|
|
PlayStation 3
|
|
|
588
|
|
|
|
629
|
|
|
|
656
|
|
PlayStation Portable
|
|
|
448
|
|
|
|
384
|
|
|
|
176
|
|
PlayStation Vita
|
|
|
|
|
|
|
7
|
|
|
|
66
|
|
Nintendo DS
|
|
|
349
|
|
|
|
176
|
|
|
|
34
|
|
Nintendo 3DS
|
|
|
41
|
|
|
|
116
|
|
|
|
82
|
|
Wii
|
|
|
349
|
|
|
|
191
|
|
|
|
75
|
|
Xbox 360
|
|
|
251
|
|
|
|
219
|
|
|
|
213
|
|
PC
|
|
|
38
|
|
|
|
24
|
|
|
|
20
|
|
Other
|
|
|
0
|
|
|
|
0
|
|
|
|
0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
2,194
|
|
|
|
1,830
|
|
|
|
1,361
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Software Development
We seek to produce video game software that is fun and exciting, and which provide sufficient challenges at various levels of proficiency
to encourage repeated play.
Because the popularity of successful titles fades quickly, we are constantly working to develop
new titles and sequels to existing titles. The life span for video game software titles depends on the type of title. Sports titles, which are updated frequently, may last indefinitely. Other titles usually have short life spans, generally six
months to one year.
Further, the video game software market is recently experiencing a polarizing trend whereby so-called
high-end AAA titles designed with leading-edge programming technology to optimize the specifications of a game machine have increased in sales volume while many other titles remain stagnant. As these high-end AAA titles
usually have a long two to three year development period and require commitment of management resources for research and development of technology, it is necessary to establish a strategic product development structure and perform allocation of
management resources.
On March 31, 2006, we founded Konami Digital Entertainment Co., Ltd. through a transfer of our
digital entertainment operations including our video game software business, in the form of corporate separation and, as a result, we shifted to a holding company structure. We presently provide substantial discretion to our subsidiaries to achieve
timely decision-making processes while the parent company develops group strategies and distributes management resources among group companies.
29
Hiring and retaining talented creative staff is crucial to develop successful content. We
believe that our compensation structure that rewards creators for the success of their games and our policy of providing creators substantial independence and flexibility, enables us to attract and retain game creators that are among the best in the
industry.
Through our long experience in developing software, we have developed significant in-house expertise and many
proprietary development tools that streamline the development process, allowing members of our development teams to focus their efforts on the play and simulation aspects of the product under development. We believe our accumulated know-how and
proprietary development tools enable our software designers to develop compelling, graphically sophisticated games quickly and efficiently, which may give us an advantage over competitors.
Manufacturing
Our video game software is manufactured upon acceptance by Sony, Nintendo and Microsoft as required by the applicable platform license. We believe that this is the most desirable arrangement for both
parties because we avoid the costs associated with the construction and maintenance of manufacturing facilities while the hardware manufacturers collect per unit royalties for each game they manufacture. The manufacturing process begins with our
placing a purchase order with a manufacturer. Hardware manufacturers or their authorized vendors typically ship the first order to us within two to six weeks and additional orders for the same title within three days to four weeks.
We maintain both the proprietary rights and risks associated with each game title. In addition, at the time our product unit orders are
filled by the manufacturer, we become responsible for the costs of manufacturing and/or the applicable per unit royalty on such units, even if the units do not ultimately sell. We provide a standard defective product warranty on all of the products
sold. We are responsible in most cases for resolving, at our expense, any applicable warranty or repair claim. To date, we have not experienced any material costs from warranty or repair claims.
Platform Licenses
Our video game software business is dependent on our license agreements with the manufacturers of hardware platforms. All of these licenses are non-exclusive with fixed terms although these contracts are
usually extended for additional terms. Each license grants us the right to develop, publish and distribute titles for use on the manufacturers platforms. Manufacturers typically have the right to approve the titles to be released and embodied
in products that are manufactured solely by the manufacturer or its authorized vendor.
30
The following table sets forth information with respect to our material platform licenses.
In some instances, we have more than one platform license for a particular platform. All of the platform licenses shown below are automatically renewed on an annual basis.
|
|
|
|
|
|
|
Manufacturer
|
|
Platform
|
|
Territory
|
|
Initial Contract Date
|
Nintendo
|
|
Nintendo DS
|
|
Japan
|
|
October 1, 2004
|
Nintendo
|
|
Nintendo DS
|
|
United States and Canada
|
|
June 23, 2005
|
Nintendo
|
|
Nintendo DS
|
|
Europe
|
|
June 24, 2005
|
Nintendo
|
|
Wii
|
|
Japan
|
|
October 2, 2006
|
Nintendo
|
|
Nintendo 3DS
|
|
Japan
|
|
December 1, 2010
|
Sony
|
|
PlayStation 2
|
|
Japan
|
|
April 1, 2003
|
Sony
|
|
PlayStation 2
|
|
Asia
|
|
April 1, 2003
|
Sony
|
|
PlayStation 2
|
|
United States and Canada
|
|
October 25, 2001
|
Sony
|
|
PlayStation Portable
|
|
Japan
|
|
November 19, 2004
|
Sony
|
|
PlayStation Portable
|
|
Asia
|
|
May 1, 2005
|
Sony
|
|
PlayStation Portable
|
|
United States and Canada
|
|
February 11, 2005
|
Sony
|
|
PlayStation 3
|
|
Japan
|
|
October 20, 2006
|
Sony
|
|
PlayStation 3
|
|
United States and Canada
|
|
October 20, 2006
|
Sony
|
|
PlayStation 3
|
|
Europe
|
|
October 20, 2006
|
Sony
|
|
PlayStation 3
|
|
Asia
|
|
November 17, 2006
|
Sony
|
|
PlayStation Vita
|
|
Japan
|
|
October 24, 2011
|
Sony
|
|
PlayStation Vita
|
|
Asia
|
|
March 31, 2012
|
Microsoft
|
|
Xbox360
|
|
Worldwide
|
|
November 22, 2005
|
Nintendo charges us an amount for each Nintendo DS cartridge manufactured. This amount varies based, in
part, on the memory capacity of the cartridges. Nintendo Wii, Sony and Microsoft contracts include a charge for every disc manufactured. The amounts charged by the manufacturers include a royalty for the use of the manufacturers name,
proprietary information and technology, and are subject to adjustment by the manufacturers at their discretion. The manufacturers have the right to review, evaluate and approve a demo-disc of each title and the titles packaging.
Marketing, Sales and Distribution
We believe that we benefit from a strong positive perception in Japan of the KONAMI brand name. We are focusing on further enhancing the KONAMI brand name by aggressively advertising and promoting
ourselves and our products and services. To continue to increase our brand name recognition, we advertise on television, the radio and through various magazines and newspapers.
In October 2005, we merged with Konami Marketing Japan, Inc., a wholly-owned subsidiary for our marketing, sales and distribution
businesses. As a result, we believe we are able to operate our digital entertainment business in a more consistent manner, from planning and production to advertisement and sales, and operate more efficiently. In addition, we newly established
Konami Digital Entertainment Co., Ltd. through a company separation to succeed to our digital entertainment business in March 2006.
Our video game software products are sold in Japan primarily through our sales distribution network, which we coordinate, and offices throughout Japan. Each of these sales offices focuses its efforts on a
specific area within Japan. We bear inventory risk until the product is sold to the retailer. However, once products are sold to a retailer, they cannot be returned unless they are defective. We believe that our distribution network is a major asset
of our business. In addition, we also conduct online sales through a directly operated website, and online sales have accounted for a greater percentage of our sales each year since the year ended March 31, 2008 due to the strengthening of our
website through sales of limited editions of our video game software products on our website.
31
In July 2010, as a new project, we opened our first antenna shop called KONAMI STYLE
Tokyo Midtown which offers information and original limited-edition products available only at the store, and provides a place to gain a better understanding of KONAMI by offering the chance to customers to experience products yet to be
released as well as implementing various events.
As for overseas marketing, we sell our products through sales
representatives at our subsidiaries, principally those in the United States, Germany and Hong Kong. Due to different commercial environments, there are some risks for price protection or returned goods. In the European markets, soccer game software
has made solid sales, whereas in the North American market, music game software is popular.
Amusement Arcade Games
As for our amusement arcade games, we produce and sell video game machines and token-operated game machines for amusement arcades.
Industry Overview
According to an industry statistical report, the amusement industry in Japan recorded total revenues of ¥672.2 billion in fiscal 2012. The breakdown by category is shown in the following table.
Amusement Industry-Revenues in Japan
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Fiscal Year Ended on March 31,
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Industry
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2006
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2007
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2008
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2009
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2010
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2011
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2012
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(billions of yen)
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Amusement arcade operations
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¥
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682.5
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¥
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702.9
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¥
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678.1
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|
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¥
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573.1
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|
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¥
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504.3
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|
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¥
|
495.8
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¥
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487.5
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Amusement arcade games (Japan)
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Video game machines
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48.5
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50.2
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49.7
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48.4
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37.7
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38.4
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43.5
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Token-operated game machines
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46.0
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48.5
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44.0
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37.1
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28.9
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30.6
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36.2
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Prize machines
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12.7
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14.0
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12.7
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10.3
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7.8
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8.2
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7.8
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Vending machines
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19.3
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18.4
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16.9
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12.1
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10.2
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11.0
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14.0
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Music simulation game machines
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3.4
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3.4
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4.7
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4.2
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4.0
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4.2
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5.3
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Card games, etc. (excluding kids)
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11.5
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8.7
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8.0
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9.4
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8.3
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6.6
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5.3
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*Kids card games, etc.
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23.7
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19.6
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15.0
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10.9
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10.4
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11.8
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Other
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47.2
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43.3
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50.0
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46.4
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48.8
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52.4
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49.8
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Sub-total
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188.6
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210.2
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205.6
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182.9
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156.6
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161.8
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173.7
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Amusement arcade games (exports)
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10.6
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13.2
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13.5
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13.3
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13.0
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11.5
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11.0
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Total
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¥
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881.7
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¥
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926.3
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¥
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897.2
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¥
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769.3
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¥
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673.9
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¥
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669.1
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|
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¥
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672.2
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*
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Sales amounts related to the Kids card games industry was added from fiscal 2007.
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Source:
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Amusement Industry Survey, Fiscal Year Ended on March 31, 2012 (September 2012), Japan Amusement Machinery Manufacturers Association.
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Due to the development of powerful home game consoles that can rival amusement arcade games in play quality and
the introduction of advanced mobile telephones equipped with online and game functions, consumers now have diverse leisure alternatives. In Japans amusement industry as a whole, the revenues produced by the amusement arcade operations
continued to decrease to ¥487.5 billion in the fiscal year ended March 31, 2012 from ¥495.8 billion in the fiscal year ended March 31, 2011 (according to the latest available data). This decrease in the industry-wide revenue was
primarily due to shutdown of relatively small scale amusement arcades, which in turn had resulted from a decline in the number of customers and the level consumer spending amidst the
32
deteriorating economy. The restructuring of the amusement industry such as development of large-scale amusement arcades attractive to customers continues. Furthermore, the sales volume of
equipment increased from the previous year, recording ¥173.7 billion in the fiscal year ended March 31, 2012 compared to ¥161.8 billion in the fiscal year ended March 31, 2011. This trend is primarily due to the shutdown of
amusement arcades with deteriorating revenues and the rationalization of arcade operations.
Our Amusement Arcade GamesVideo Game
Machines
As for our amusement arcade games, we develop, produce and sell video game machines for amusement arcades,
many of which use sophisticated computer graphics technology. In the fiscal year ended March 31, 2013, we introduced approximately 13 new titles for video game machines for amusement arcades. Such titles typically have life spans of six to 18
months, although popular titles may have a longer life and are sometimes developed into a series of titles, and at the same time, some constitute a recognized brand such as
DanceDanceRevolution
and
MAH-JONG FIGHT CLUB
.
The main purchasers of our video game machines are amusement arcades. We have sought to respond to market trends by introducing low price
products and products that involve the type of play that cannot be replicated easily by home video game systems. In this regard, our music simulation games have been successful. These games evolved from
beatmania
, a disc jockey simulation
game developed in our amusement arcade game business. Hit music simulation games have included
DanceDanceRevolution, popn music, GuitarFreaks & DrumMania
and
jubeat
. These music-simulation game machines are relatively
expensive, but can accommodate relatively inexpensive software updates for sequel games. Because the price of new software generally is substantially less expensive as compared to the price of a new amusement arcade machine, software upgrades tend
to be more attractive to our customers.
In March 2002, our amusement arcade game business introduced the
e-AMUSEMENT service that connects amusement arcades all over Japan through a computer network run by KONAMI, creating a new amusement arcade market. This service allows multiple players to participate in the same game simultaneously from
different locations nationwide and to continue playing after saving the game. Our
MAH-JONG FIGHT CLUB
, which is our first title compatible with e-AMUSEMENT, is retaining its popularity in part due to events such as national conventions where
players can try their skills in a tournament. With respect to the
MAH-JONG FIGHT CLUB
series, starting with
MAH-JONG FIGHT CLUB ultimate version
, we have introduced
e-Amusement
Participation (a
method to share playing fees of users with operators) as a new business model enabling the distribution of new contents in sequence depending on the requests of users and operational status of the consoles, contributing to the enhancement of the
operational ratio of the consoles and stable profits as well as providing the equipment necessary for consoles and systems at an inexpensive price, resulting in the mitigation of the initial investments by operators.
Our Amusement Arcade Game Titles:
The following are the major models of our video game machines currently on sale that are compatible with our e-AMUSEMENT service.
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MAH-JONG FIGHT CLUB
, a Mah-jong game that allows multiple players to participate simultaneously from different locations;
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QUIZ MAGIC ACADEMY,
an online quiz game participated by many players from all over the country;
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BEMANI
series:
beatmania IIDX
,
popn music
,
DanceDanceRevolution
, G
uitarFreaks & DrumMania,
music
simulation games such as
jubeat
; and
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BASEBALL HEROES
, an online baseball game that allows multiple players to participate by using professional baseball players cards.
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33
Video Game MachinesProduction
Our video game machines for amusement arcades designed for both the Japanese and the overseas markets are developed in Kobe and Tokyo. As
for production, Konami Manufacturing and Service, Inc., a wholly owned subsidiary, produces our amusement arcade games designed for the Japanese market.
Video Game MachinesMarketing, Sales and Distribution
Konami
Digital Entertainment Co., Ltd. markets and sells our video game machines for amusement arcades, and Konami Manufacturing and Service, Inc. handles our distribution business. As a result, we believe we have become able to provide more efficient
services in our distribution activities. In overseas markets, our foreign sales subsidiaries are responsible for marketing, sales and distribution of our video game machines for amusement arcades.
Amusement Arcade GamesToken-Operated Game Machines
Token-operated Game Machines in Japan
As indicated in the previous
table, as of fiscal 2012 sales of token-operated game machines amounted to ¥36.2 billion, comprising approximately 21% of the ¥173.7 billion Japanese amusement arcade game market. Also, as indicated in the following table, although the sales
of token-operated game machines continued to decrease until fiscal 2010, they started increasing again in fiscal 2012. This increase was due to the launch of new popular large-sized game machines, upgrading several popular game machines and the
release of medal new games for kids and medium-sized game machines.
Token-Operated Game MachinesJapanese Industry
Revenues
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|
Fiscal Year Ended on March 31,
|
|
|
|
2006
|
|
|
2007
|
|
|
2008
|
|
|
2009
|
|
|
2010
|
|
|
2011
|
|
|
2012
|
|
|
|
(billions of yen except for percentages)
|
|
Revenues from the sale of token-operated game machines
|
|
¥
|
46.0
|
|
|
¥
|
48.5
|
|
|
¥
|
44.0
|
|
|
¥
|
37.1
|
|
|
¥
|
28.9
|
|
|
¥
|
30.6
|
|
|
¥
|
36.2
|
|
Revenues from amusement arcade operations
|
|
|
682.5
|
|
|
|
702.9
|
|
|
|
678.1
|
|
|
|
573.1
|
|
|
|
504.3
|
|
|
|
495.8
|
|
|
|
487.5
|
|
Revenues from token-operated game machines
|
|
|
179.7
|
|
|
|
199.8
|
|
|
|
195.1
|
|
|
|
167.0
|
|
|
|
151.3
|
|
|
|
146.9
|
|
|
|
139.5
|
|
Token-operated game machine revenues as a percentage of amusement arcade revenues
|
|
|
26.3
|
%
|
|
|
28.4
|
%
|
|
|
28.8
|
%
|
|
|
29.1
|
%
|
|
|
30.0
|
%
|
|
|
29.6
|
%
|
|
|
28.6
|
%
|
Source:
|
|
Amusement Industry Survey, Fiscal Year Ended on March 31, 2012 (September 2012), Japan Amusement Machinery Manufacturers Association.
|
Our Amusement Arcade GamesToken-Operated Game Machines
We develop, produce and sell token-operated game machines that are primarily targeted to amusement arcade operators in Japan. All
token-operated game machines that we sell in Japan are played by renting tokens that are inserted into the machine, the object being for the player to win more tokens to extend the playing time. Our popular token-operated game machine released in
February 2012 called Venus Fountain is a token-operated game which can be played by inserting a digital token and making entries by a touch panel. We have introduced a service that allows a smart phone application to link to the arcade
game so that a user can enjoy the game at any time.
34
Medium- and large-sized game machines, which attract older children and adults, are supplied
mainly to amusement arcades. Our principal machines also include the
ETERNAL KNIGHTS
series, a new sensory experience adventure game simulation RPG, the
FANTASTIC FEVER
series and the
GI
series, large-scale horse race games in
which users can bet tokens and play racing games or training games. We also sell the Tower Pusher series, a type of small-sized token-operated game machines. In this way, we are advancing a full lineup of various types of token games.
Token Operated Game MachinesProduction
Our domestic token-operated game machines are developed in our production facilities in Kanagawa, Japan. As for production, Konami Manufacturing and Service, Inc. produces the domestic token-operated game
machines.
Token Operated Game MachinesMarketing, Sales and Distribution
While Konami Digital Entertainment Co., Ltd. markets and sells our token-operated game machines, Konami Manufacturing and Service, Inc. is
in charge of distribution.
Card Games
Toy Industry Overview
Consumption TrendsDeclining Child
Population and Enlarging the Age Brackets of Consumers
Each company in the Japanese toy industry is being forced to
respond to changes resulting from a declining child population and the growing number of alternative options for play. Furthermore, companies must develop toys with original ideas so children will play with toys to a more advanced age than at
present.
Since the population of children (those aged 0-14 years old) has been steadily declining and since the number of
live births has also tended to decline, the child population is expected to continue to decline slightly in the future. According to government estimates, the number of births in Japan has declined from 2.09 million in 1973 to 1.03 million
in 2012. Consequently, the population of this age group has decreased from 27 million in the beginning of the 1980s to 16.5 million in the estimated population as of April 2013. The population of children is expected to fall below
10 million in 2046.
The phenomenon of children abandoning toys at a younger age is due to the changing pattern of
childrens lives. A large number of children go to music classes (piano classes, etc.), fitness clubs (swimming schools, etc.) and cram schools (educational institutions to help enter kindergartens, primary schools and junior and senior high
schools) from infancy, and thus, they spend less of their leisure time playing with toys than previous generations did. Moreover, electronic toys such as Nintendo 3DS now occupy an important position in the toy market. These toys are also used by
younger people. The popularity of electronic games is a significant factor for the decreasing demand for general toys.
Trends and Characteristics of Toy Demand
In recent years, the toy and hobby business has been under difficult conditions not only due to the declining birthrate but also due to the diversification and the changes in customers preference.
Under these circumstances, the age target set by toy makers has widened from infants aged zero to seniors. Furthermore, the
trading card game products, regarded to belong to the peripheral area of conventional toys, are expected to expand due to the release of new products, such as games that are played in combination with content for social networks for mobile devices
and PCs.
35
Our Card Games
We produce, develop, design and sell a range of card products and card-related products. These products are based on well-known characters, brands and images, or content, which we either produce on our
own or license from third parties. Because of our strong reputation in the industry, we are able to acquire licenses to use popular characters and images such as those contained in
Yu-Gi-Oh!
Although each product is different, in most cases,
we produce, develop and design the product around popular content and subcontract the manufacturing to a third party.
More
than 90% of our revenues from card games have been derived from worldwide sales of our
Yu-Gi-Oh! TRADING CARD GAME
, and changes in the revenues and income from our card games have depended primarily on changes in worldwide sales of our
Yu-Gi-Oh! TRADING CARD GAME
. We believe we have the largest share of the worldwide card game market according to data available from the Japan Toy Association and the Toy Industry Association, Inc. In February 1999, we launched our
Yu-Gi-Oh! TRADING CARD GAME
in Japan. The
Yu-Gi-Oh! TRADING CARD GAME
is based on a comic that was originally serialized in one of Japans most popular weekly comic magazines.
We continue to sell our
Yu-Gi-Oh! TRADING CARD GAME
globally in the United States and European countries, as well as in Japan.
Production
Our card game products are produced both overseas and in Japan by various third-party manufacturers. We are not dependent on any single manufacturer for the production of our card game products.
Marketing, Sales and Distribution
Marketing and sales in Japan are mostly conducted through direct sales to retailers, but depending on our target users and market conditions, we may choose more suitable methods. In July 2001, we opened
the Konami Card Game Center in Tokyo as a customer service base for our card game business and in April 2011, it moved to Tokyo Midtown, where our headquarters are located, changed its name to KONAMI CARDGAME STATION and commenced new operations.
Although we used to have partnership with retailers in the United States and Europe, we have switched to our independent distribution and have conducted sales in the United States since December 2008 and in Europe since April 2009, respectively.
Health & Fitness Segment
Our Health & Fitness segment is comprised of the operation of fitness clubs and the design, manufacture and sales of fitness machines and fitness-related products.
Consolidated net revenues generated by our Health & Fitness segment, before elimination of intersegment revenues, amounted to
¥79,896 million in fiscal 2013, a decrease of ¥2,659 million from ¥82,555 million in fiscal 2012.
Fitness
Club Business
Industry Overview
According to Fitness Club Industry Trends in Japan, 2011 published by Club Business Japan, the fitness club industry in Japan has reached a mature stage, with revenues generated at private
fitness club in Japan leveling-off from ¥422.0 billion in 2007 to over ¥409.5 billion in 2011 and the number of private fitness club memberships remaining at generally the same level, from 4.1 million to 3.93 million over the same
period. In 2012, the number of major fitness club memberships remained at approximately the same level as the previous year and it is anticipated that this trend may not change significantly in 2013.
36
On the other hand, the number of facilities continued to increase but not at the same pace
as in 2007 when an increase of 20% was recorded compared to the previous year, and the total number of facilities was estimated to be 3,574 as of the end of December 2011. In 2011, a total of 192 new clubs were opened. While the pace of opening
small-scale circuit training gyms remains higher, the pace of opening regular-sized gyms declined
year-on-year
and the pace of opening new-type facilities, such as small-scale gyms and studio-type facilities
specializing in yoga and pilates exercise, has remained at approximately the same level as the previous year. It is anticipated that this trend may not have changed significantly as of the end of December 2012.
In this manner, competition intensified in metropolitan areas due to the diversity of industries or the emergence of specialized
facilities. On the other hand, withdrawal from membership is on a declining trend and the annual consumption rate per individual is increasing overall due to an increase in the rate of participation by middle age groups, as well as a swingback of
consumption since the stagnation that followed Great East Japan Earthquake and an increased interest in health and fitness after the Great East Japan Earthquake due to a heightened awareness for the need to improve health and fitness.
Moreover, the future fitness market is expected to grow in the medium to long term period considering the growing interest in diet
programs and measures against slowing metabolisms, the movement to build a new health service scheme in local communities with the cooperation of the private sector, governmental authorities and academia, an increased number of people who enjoy
outdoor sports such as running and cycling, as well as the growing popularity of home fitness as represented by Wii Fit and fitness DVDs.
Our Fitness Club Services
Through our acquisition of a majority of the outstanding common stock of PEOPLE CO., LTD. in February 2001, which we renamed Konami Sports Corporation, we have become the leading operator of health and
fitness clubs in Japan in terms of revenues, members and total number of facilities. Since our acquisition of PEOPLE CO., LTD., we have grown our fitness club business primarily through acquisitions of other fitness clubs. We increased our presence
in this market even further through the acquisition in February 2002 of a majority of the shares of the Daiei Olympic Sports Club, Inc., one of the major fitness club operators in Japan in terms of revenues, which was subsequently taken over by
Konami Sports Corporation in October 2002. In 2006, Konami Sports Corporation (the predecessor of Konami Sports & Life Co., Ltd.) merged with Konami Sports Life Corporation. These acquisitions were part of our strategy to diversify our
revenue base. Fitness club revenues tend to be more stable than revenues in other segments, which can fluctuate widely depending on the release of hit products. Fitness clubs also tend to have a more diverse consumer base across both gender and age.
Finally, we expect that our fitness clubs will provide demand for our fitness machine business.
While the
health-consciousness of Japanese people has increased significantly, their preferences and lifestyles have become more diverse. In order to achieve further growth in our Health & Fitness segment, we promote the provision of services which
meet our customers diverse needs and the development of externally competitive products. We also have made improvements such as efficiency of operations through consolidation of our competing clubs and closure of unprofitable clubs and review
of product structure, as well as improvement of our products and services, for future growth.
As of March 31, 2013, we
directly owned and operated a nationwide network of 203 fitness clubs and operated an additional 172 sports facilities outsourced to us. We offer a wide variety of health and fitness related services, including traditional membership-based clubs
with swimming, gymnastics and tennis school programs, aerobics programs, combat-type exercise programs and health and advisory services to people of all ages. In addition to our facility-based operations, we also provide health and fitness advisory
services to corporations and to public sector entities. Our non-facility business includes franchising of fitness clubs and the licensing of specific products and programs, such as diet programs. We also act as a nationwide agent of health and
fitness programs for the Japan area, acquiring licenses for programs having worldwide popularity, and supply these programs to other fitness clubs as well. We are also engaged in other activities incidental to our core Health & Fitness
segment, including travel agency operations.
37
We principally sell month-to-month membership payment plans that are generally cancelable by
members at the end of any month provided that they give advance notice by the tenth day of that month. We believe that members generally prefer this non-commit membership plan over long term commitments. The non-commit membership plan also provides
us with an incentive to deliver high quality programs and services in order to retain members.
We have experienced
significant growth through a combination of (i) acquiring existing single and
multi-club
businesses, and (ii) developing and opening new club locations. Going forward, we will seek to provide a wide
range of health-themed services with the aim of establishing ourselves as a Total Health Partner with connections in the entire nation. We are not only striving to establish exercise habits in our sports facilities but also outside our
facilities by introducing a health management system counseling program for employees affiliated with health insurance unions challenged by the issue of how to control medical costs. In addition, in our aging society, we have promoted health
programs to maintain and improve physical functions for those who need to reduce the risk of needing care as their physical and muscular strength weaken. Moreover, we expect to develop a life support program under a theme of the aging care
management that can be utilized to review an individuals exercise habits, diet and sleeping habits and other programs with the goal of exploring the possibilities of health related services and further expand the scope of our business.
We believe we are the only company in Japan which operates fitness clubs and conducts a product development business. We
expect to continue to increase revenues through club and membership growth not only by increasing the number of facilities and members, but also by providing products and services in relation to overall health service. We currently serve, not all,
but many of the major cities in Japan.
We have taken actions to create a more powerful brand. To cement our position as the
No. 1 brand in the fitness club industry in Japan, we unified our collection of brands, including XAX and PEOPLE, into a single brand: Konami Sports club, thereby strengthening our brand recognition and providing more sophisticated facility
services, as part of our continuous efforts to improve the retention rate of current customers. Improving the retention rate of customers of existing clubs is one of our major objectives as revenue growth of existing clubs is lower than newly opened
clubs. In a move to improve customer convenience, we introduced new services and products such as a personal trainer system where an instructor with specialized knowledge provides fee-based individualized lessons for each customer. Furthermore, we
launched the first official i-mode, Ezweb, Yahoo! (internet enabled cellular phone) site in the fitness industry, which provides various club facility information and health related information, and in January 2011, we launched iPhone compatible
applications. Going forward, we are offering healthcare support services, such as our core service e-XAX, an IT health management system that manages exercise and health data, to connect the three scenes of daily health and
fitnessin the fitness club, at home and outside the home. We also plan to improve customer access by launching an online webpage available for members of the club called Konami Sports club member service, which has improved customer
accessibility by enabling customers to manage various procedures online.
Not only do we focus more on improving the quality
of our services than on reducing our member prices within the fitness clubs in order to compete efficiently, we also offer value-added services such as spa and massage for extra charges. Also, outside of the fitness clubs, we offer various sporting
events and tours in which our members can participate.
Our Health & Fitness segment develops fitness machines for
home use by our consumers and fitness equipment for serious exercise for use principally in our sports fitness clubs, Konami Sports Clubs. In fiscal 2006, we completed a full lineup of our fitness machines, such as the
EZ
series
, and these machines are now in Konami Sports Clubs. In addition, since COMBI WELLNESS Corporation became a wholly-owned subsidiary in May 2006, our product portfolio was expanded, including
Aerobike
, our principal
product in this business. We have established a more efficient business structure for product development by merging COMBI WELLNESS Corporation into Konami Sports & Life Co., Ltd. in June 2012 and promoting the rationalization of the health
service business operation.
38
We announced our business and academic collaborations with Kagawa Education Institute of
Nutrition and Osaka Electro-Communication University, and became involved in the training of instructors who are able to provide guidance in exercise and nutrition, the joint development of an effective health program to maintain both exercise and a
nutritious diet, the training of staff who can act to maintain and control health, and the development of effective and practical health apparatuses.
As a new service development, one of the Ministry of Economy, Trade and Industrys Community-based Comprehensive Health Service Industry Creation Projects, a consortium of six
organizations including KONAMI has promoted health enhancement projects using IT in Takamatsu, Kagawa and its surrounding areas. We have engaged in efforts to support health enhancement of community residents through the utilization of IT, such as
exercise and dietary instruction through IT collaboration between medical institutions and fitness clubs, and the promotion of walking through the use of a pedometer and health management software developed by us. Furthermore, we are involved, as a
representative organization, with the Ministry of Economy, Trade and Industrys Regulatory Reform and Industry Creation Research Projects in the Medical and Nursing Care related Areas, a consortium engaged in the creation of new
services in the healthcare field in collaboration with the medical and nursing care organizations in the Kyoto and Osaka regions.
Club Formats and Location
Our clubs generally have relatively high
retail visibility, and located around the terminal railway stations in urban areas and commuter suburbs in accordance with our operating strategy of offering our target members the convenience of multiple locations close to where they
live and work, reciprocal use privileges and facilities and services in which the quality is standardized.
In addition, we
are making efforts to provide safe, clean and comfortable facilities from the viewpoint of our customers. We plan to further improve the safeness of our facilities and provide quality services to our customers, through introducing Automated External
Defibrillators or AEDs in all of Konami Sports Club facilities as well as renovating older buildings. We aim to respond to diversifying customer needs by providing a broad range of services through development of facilities and introduction of
services that cater to all age groups and regional characteristics and to operate fitness club facilities that can contribute to the enhancement of the health of our community members.
We operate the following three types of service businesses at various locations in Japan.
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Operation of our fitness clubs.
In an effort to expand the network of our fitness club facilities, we are making efforts
to provide an ever higher quality of service through the digitization of health control and the enhancement of programs. We have expanded the introduction of e-XAX, an IT health control system in which individual
exercise histories and data for the enhancement of health are maintained, and continued the promotion of various programs such as 6 WEEKS, a countermeasure program for lifestyle-related diseases and BIOMETRICS, a diet
program,
Targeting Waist Program
, a program to combat metabolic syndrome. We are supporting the fitness of our customers by introducing a new counseling system MY Fit Planner which combines highly individualized one-on-one
personal training based on experience, our fitness club operation know-how, a database of information collected through our fitness counseling experience and original counseling methods developed using collected data and medical interviews. The new
system enables us to provide the best exercise menu to customers from 285 types of exercise programs, and to support our customers health and fitness goals by enabling regular exercise. Amid the growing needs for nursing care prevention in an
increasingly aging society and with a view to develop services primarily for elderly people in good health, we established the new brand OyZ in October 2012, which primarily targets clients over 60 years of age, especially those with no
fitness club experience or who are not currently fitness club members, in order to provide these individuals with a chance to maintain and improve their health. With the addition of OyZ, we now have four service brands at Konami Sports Club. The
others brands are XAX, through which we provide various programs combining studio fitness programs, machine exercises and swimming exercises
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39
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targeting younger age groups;
Undo-Jyuku
for children up to high school students, with various fitness schools including swimming and gymnastics schools; and
GRANCISE
, furnished
with top-level services and facilities for business people. Additionally, since 2002 we have expanded member services such as personal training, fitness counseling, acupuncture and massage, muscle toning training, diet programs, lifestyle diseases
prevention programs, scuba diving classes and golf training, for additional fees. The income generated from operation of our fitness club facilities accounted for 81% of the total operating income of our Health & Fitness segment in fiscal
2013.
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Operation of sports facilities outsourced to us.
We operate sports facilities of private companies and of local
governments by contract upon obtaining the approval of the relevant boards or councils. We actively utilize our expertise and experience in the health enhancement of community members. Our operating income generated from operation of facilities by
contract accounted for 10% of total income of our Health & Fitness segment in fiscal 2013. In addition to the outsourcing business, we have franchise contracts under which we receive a royalty or advertising fees from franchised fitness
clubs for use of our brand names and to be licensed for our specific products and programs. In fiscal 2006, we reviewed our existing franchise contracts and determined that fewer franchise stores were desirable for our brands. As a result, a
majority of the existing 28 franchise contracts was not renewed and we recognized impairment losses for intangible assets related to those franchise contracts terminated in fiscal 2006.
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Other.
Our other businesses include, in particular, providing tours relating to sports and leisure mainly to adults, as
well as extracurricular activities for children. For example, we offered an
experience-oriented
tour of the
LES MILLS
in New Zealand for which we are licensed, as well as an experience-oriented camp
called
NEICHILD CAMP
allowing children to get closer to nature. We also generated additional income through sales of products at our stores, convenience stores, and online shopping. Our operating income generated from other
operation accounted for 9% of total income of our Health & Fitness segment for fiscal 2013.
|
Marketing
Our marketing campaigns are directed by our in-house Marketing Department. This team conveys each of our nationally branded fitness clubs as the premier network of fitness clubs in that region.
Advertisements are designed to highlight the consistent quality and high value-to-price ratio that we believe we provide through a combination of our membership programs, club facilities and personnel. Our goal is to achieve broad awareness of our
brand names primarily through television, newspaper, magazine and our web site.
We also engage in public relations and
special events to promote our image in surrounding local communities. We believe that these public relations efforts enhance our image and the image of our brand names in the communities in which we operate.
Sales
Sales of new memberships are generally handled at the club level. In making a sales presentation, we emphasize: (i) the proximity of our clubs to concentrated commercial and residential areas
convenient to where target members live and work; (ii) the advantages of a membership with a club that has an extensive nationwide network; (iii) the lack of a long-term obligation on the part of the enrollee; (iv) the price value
relationship of a membership; and (v) access to value-added services.
We generally offer five principal types of
memberships: (i) GRANCISE Regular Membership, which entitles members to use all facilities of GRANCISE and XAX for no charge; (ii) GRANCISE Branch Membership, which enables members to use one GRANCISE facility and all XAX facilities for no
charge; (iii) XAX Special Membership, which allows members to use all XAX facilities nationwide for no charge; (iv) XAX Regular Membership, which entitles members to use one XAX facility for no charge and all other
40
XAX facilities nationwide on a per-use charge; and (v) XAX Branch Membership, which enables members to use one XAX facility during certain hours on weekdays and on Saturdays, Sundays and
holidays or any time during the operation hours of Saturdays, Sundays and holidays. We also provide a wide variety of membership services in line with the regional features and needs at each facility.
In joining a club, a new member signs a membership agreement which obligates the member to pay monthly dues on an ongoing basis. We
collect approximately 65% of monthly membership dues through automatic payments based on credit card contained in the membership agreement. Most membership dues are paid one month in advance. Members can generally cancel their membership at the end
of any month provided that they give advance notice by the tenth day of that month. We believe that this program of monthly dues collection provides a predictable and stable cash flow for us and eliminates the traditional accounts receivable
function while providing a significant competitive advantage in terms of the sales process, dues collection, working capital management and membership retention. During the first week of each month, we receive the dues for that month initiated by
third party processors.
We also respond to the needs of various companies by establishing differentiated prices for corporate
membership plans. We have also developed corporate fitness programs, fitness evaluations and health clinics allowing corporations to use our fitness club facilities as part of their employee benefits plans.
The Fitness Product Business
Industry OverviewConsumer Trends
We believe that the domestic market for fitness equipment has potential for growth due to a number of demographic and market trends that we expect will continue, including:
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growing consumer awareness of positive benefits of good nutrition and fitness;
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expanding media attention on health and fitness;
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an aging population that is maintaining a more active lifestyle;
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continued attention to appearance and weight by consumers;
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expansion of the market for sophisticated high-quality fitness equipment due to consumers continued demand for higher levels of efficiency in
their workout regimes; and
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the growing need for easy programs and health control machines which can be used at the fitness club or at home, to respond to the tendency for
consumers to demand quick, easily obtainable results within a short period of time.
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Our Fitness Products
Our fitness equipment business is primarily comprised of procurement and sales, manufacturing and marketing of fitness
equipment and related products. We believe that we can create fitness machines which meet customer needs and provide convenience to provide healthy and enjoyable training as well as enabling the management of ones exercise history by using the
e-XAX
IT health management system, leveraging our
know-how
gained through development of entertainment software and hardware as well as operation and management systems networked with such software and
hardware. Such machines will further stimulate the desires of consumers thinking about joining fitness clubs, and through the exercise history and being able to see the results of their exercise, will maintain the motivation of current members. This
will result in profits for our fitness club business.
We also expanded into the home fitness equipment market, by leveraging
the product development
know-how
of COMBI WELLNESS Corporation, which became a wholly-owned subsidiary in May 2006. We have established a more efficient corporate structure for product development by merging
COMBI WELLNESS
41
Corporation into Konami Sports & Life Co., Ltd. in June 2012 and by rationalizing our health service business operations. We plan to grow our operations by developing high quality,
branded fitness equipment that meets the needs of our customers and retailers.
Production, Marketing, Sales and
Distribution
Fitness Equipment
We have developed and introduced the
EZ
Series as Exertainment equipment which adds entertainment aspects to traditional fitness machines and combines exercising and entertainment. Home
fitness products, allowing users to enjoy exercising at home, were also introduced, such as
Refreshment Bike,
a home fitness machine with a built-in generator of high amounts of concentrated oxygen and negative ions, as well as
Kenshin
Keikaku,
a software displaying and managing physical activity data stored in
e-walkeylife,
a multi-functioned pedometer.
Further, with respect to full-scale exercise-oriented equipment, we have released products such as
FORCED REP
, a next generation strength machine which can automatically control the load and
Massugu Sesuji,
nursing care equipment for the elderly. Additionally, we have released
e-walkeylife2
and
Kenshin Keikaku
2, updated versions of pedometer and management software, and we provide a system by which users can
enhance their exercise habits and lifestyle by using their own data at home.
Health Products
Having perceived the needs of health-conscious people, we have engaged in the improvement of product lineups, developed original
supplement products for use as one of the health-related products used by those who come to our fitness clubs as well as those at home and actively promoted support for the maintenance and enhancement of health starting from within the inner body.
In addition, we have been offering highly convenient services through the introduction of a service called Supplement Member, a delivery service of popular supplements for our club members to their home addresses.
Our fitness equipment and health related products had been designed, produced, developed, manufactured, marketed, sold and distributed by
Konami Sports Life Corporation, our wholly owned subsidiary. Konami Sports Life Corporation merged with Konami Sports Corporation and became Konami Sports & Life Co., Ltd. as of February 28, 2006. In addition, through its merger with
COMBI WELLNESS Corporation, which became our wholly-owned subsidiary in May 2006, we have established a more efficient corporate structure for product development and rationalized our health service business operations. We will promote creation of
new markets and provision of various health services, through for example engaging in comprehensive operation of fitness club facilities, development and manufacturing of health-related equipment and supplement products.
Gaming & Systems Segment
Our Gaming & Systems segment develops, produces and sells gaming machines such as video and mechanical slot machines and management systems to gaming operators in North America, Oceania and other
overseas markets. Consolidated net revenues generated by our Gaming & Systems Segment, before elimination of intersegment revenues, amounted to ¥25,212 million in fiscal 2012 and ¥24,984 million in fiscal 2013, a decrease
of ¥228 million. We develop, produce and sell gaming machines for international markets, primarily in North America and Australia, and sell casino management systems in North America and Australia.
Gaming Industry Overview
Global Gaming Industry
The North American market is the
worlds largest gaming market, followed by the Asia-Pacific market. Other major gaming markets include South America, Africa and Europe. Casinos are authorized to operate in more than 130 countries, and the number of countries authorizing
casinos has been increasing each year.
42
Gaming in the United States
The gaming industry in the United States had generally experienced substantial growth during the decade between 1998 and 2007. However,
the markets in some areas have been shrinking in this fiscal year due to the recent recession. Prior to 1976, gaming was limited to Nevada. In 1976, gaming was legalized in New Jersey. Between 1979 and 1988, gaming activities by various Native
American tribes developed, leading to the enactment of the federal Indian Gaming Regulatory Act. The growth of Native American gaming served as a catalyst for certain jurisdictions to consider non-Native American gaming because of its potential as a
source of government revenue. Since 1989, various forms of gaming have been legalized in numerous states including but not limited to Colorado, Illinois, Indiana, Iowa, Louisiana, Maryland, Michigan, Mississippi, Missouri, Ohio, Pennsylvania,
Florida and Rhode Island. In addition, gaming facilities operate at casino hotels, river boat casinos and on cruise ships sailing out of numerous ports in and around the United States. Several other states have approved or are considering approval
of some form of gaming.
Gaming in Australia
In Australia, the gaming industry is characterized by intense competition between manufacturers over a limited total market share due to
an increase in the gaming tax rate and restrictions on the numbers of gaming machines permitted to be installed in larger states, as part of the Gambling Harm Minimization Policies implemented by the Australian government. Australia is the largest
and most established market for gaming products outside of North America and is primarily oriented towards the video slot machine market.
Our Gaming Business
We have expanded our gaming machines business in international markets. This expansion, initiated in March 1998 by exporting components of video slot machines to Australia, was followed by the launch of
video slot machine sales in the United States in late 2000. In August 2001, we acquired Paradigm Gaming Systems, Inc., through our American subsidiary, Konami Gaming, Inc., and integrated it into the Systems Division of Konami Gaming, Inc. Paradigm
Gaming Systems, Inc. is a developer of casino management systems. Our casino management system product enables simultaneous accounting, marketing management, customer management and security enhancement by connecting all of the gaming machines to a
casino in a unified management system. Due to the acquisition of Paradigm Gaming Systems, Inc., we are further expanding our opportunities in the gaming machine market in North America and are steadily expanding our client list. We have received
licenses to manufacture and sell gaming machines in almost all of the major states and provinces in North America and Canada that permit gaming. For example, we acquired licenses from New Jersey in 2004, Oklahoma and Alberta, Canada in 2005,
Pennsylvania and Florida in 2006, and Rhode Island in 2007. In October 2005, we entered into an agreement for a large-scale installation of the Casino Management System in Quebec, Canada which commenced implementation in 2006 and was completed in
2007. Furthermore, in certain states and regions in Australia, we have commenced installations and engaged in expansion of sales.
We originally started our Gaming & Systems segment with sales of video slot machines in Australia and later introduced our video slot machine products into the North American market. We are
currently focused on the development of new models, including mechanical slot machines, to secure revenues generated in the North American market.
In North America, the largest gaming machine market in the world, we currently hold licenses to manufacture and sell gaming machines in major states and sell gaming machines to major Native American
casinos. The
Podium
video slot machine, which has become a staple item, and the
Advantage
mechanical slot machine series continued to receive favorable reviews. For the fiscal year ended March 31, 2013, we also launched
SYNKROS
, which was a new-generation
Konami Casino Management System
, enhanced with various new functions.
Konami Australia Pty Ltd, which has licenses for sales and manufacturing of gaming machines in all Australian states, markets gaming
machines with a focus on our main
K2V
series product a new platform which
43
was released in fiscal 2007, as well as our ES series product. Although the dominance of the largest player in the Australian gaming markets has made it difficult for us to become a market leader
quickly, we have gained a stable position in the Australian market as one of the other main gaming machine sellers and manufacturers. We believe the Australian gaming market is mature and has been leveling off, due in part to the tax system
revision, smoking bans, and regulations limiting the maximum number of gaming machines allowed in each state, and we do not expect our sales of gaming machines in Australia to expand substantially in the future unless there is a major change in the
nature or regulation of the market. We intend to continue to try to expand our business to overseas markets.
In contrast to
Australia, we believe demand for our gaming machines in North America has been increasing. Also, following acquisition of a license in New Jersey, one of the largest gaming markets in North America, in August 2004, we have acquired additional
licenses, mainly in Oklahoma, New Mexico, Pennsylvania, Florida, Rhode Island and Alberta in Canada. We have built a new gaming machine facility in Las Vegas which commenced operations in June 2005, and which has significantly increased our
production capacity to meet increasing demand in each market.
Production
Our gaming machines and casino management system, sold in North America are assembled at our production facility in Las Vegas, Nevada.
Gaming machines sold in Australia are assembled at our production facility in Sydney, Australia. Our products are assembled utilizing various parts and components from a large base of local vendors. A Japanese branch of our North American subsidiary
supplies certain software and electronic components to our overseas production facilities. We have also identified alternate sources of supply for significant parts and components in the event any of our current vendors fail to meet order
requirements.
We completed the construction of a new building in Las Vegas in June 2005. More than a half of our worldwide
sales are derived from the U.S. market, and products sold in the U.S. market are built solely in the facility in Las Vegas. We believe we have thus achieved more efficient operations through increased production capacity compared to our previous
building and an enhanced training facility for customers of our casino management system.
Marketing, Sales and
Distribution
Our gaming machines are marketed, sold and distributed overseas through our local subsidiaries directly
to casino operators. Currently, in Las Vegas, which is representative of the North American market, there is substantial management integration of gaming facilities.
Pachinko & Pachinko Slot Machines Segment
Our Pachinko &
Pachinko Slot Machines segment is involved in the production, manufacturing and sales of LCDs for pachinko machines and pachinko slot machines. Net revenues generated by this segment, before elimination of intersegment revenues amounted to
¥5,398 million in fiscal 2013, a decrease of ¥13,032 million from ¥18,430 million in fiscal 2012.
PachinkoOverview of Merchandise
The pinball-like game of pachinko is a national pastime in Japan. Players rent a supply of tiny metal balls that they then propel with a motorized trigger at a maximum permitted rate of 100 times a minute
through a vertically mounted pinball-like maze in a pachinko machine. As the balls bounce through a maze of pins, they either hit jackpots to produce more balls or fall into the gutter at the bottom of the machine. The board face, which has moving
images on a LCD panels and flashing lights, is designed to attract potential players and is the most important component.
44
Development, Production and Components Supply
We outsource a portion of the production of our software for LCDs we develop to third parties who produce our software to our circuit
design specifications. We also work with third-party contractors who integrate the software with LCDs, semi-conductors and printed circuit boards that we order from major electrical manufacturers in Japan. We have encountered difficulties in the
past in procuring LCDs in sufficient quantities, although less so currently due to the increasing production capabilities of LCD makers. However, there is also increasing demand for semiconductors due to advanced LCD technologies and we place orders
in advance to meet the requirements, in order to avoid future procurement problems. We have not encountered, and do not expect to encounter, any difficulty in procuring printed circuit boards for our use. After our contractors have integrated the
software and hardware, we then supply the bundled unit to the pachinko hardware manufacturer for the relevant pachinko machines.
Marketing and Sales
We commenced sales in 1992 and have been making
efforts to strengthen business relations with companies who have basic product and sales agreements with us.
Additionally, we
newly formed KPE Takasago Sales Co., Ltd. on February 1, 2012, which markets the products of KPE Inc. and Takasago Electric Industry Co., Ltd. with a goal of maximizing the number of units sold.
Pachinko SlotOverview of Merchandise
The pachinko slot machine is a slot machine found mainly in pachinko outlets, and its official name is Kaidoushiki Yugiki. It is an entertainment machine which is as popular among the Japanese
people as traditional pachinko. Players rent tokens which they put into pachinko slot machines and then must press buttons to stop each spinning reel, and acquire tokens by matching patterns. In recent years, there has been widespread growth in
pachinko slot machines with LCD panels, as the display of effects on the screen while playing pachinko slot has made the experience more enjoyable.
Our Pachinko Slot Machines
We conduct a wide range of operations,
ranging from planning and production to the manufacture and sales of pachinko slot machines. The life cycle of a pachinko slot machine can span from a few months to over a year.
Like pachinko machines, pachinko slot machines must be inspected by the Security Association. Since changes may need to be made to the
software or hardware following the inspection procedure, the release of new pachinko slot machines may at times be delayed.
During the fiscal year ended March 31, 2013, we released six different pachinko slot titles. In the future, we plan to expand our
market share by utilizing our experience in video game software development and by presenting our uniqueness through the development of original content and use of our own titles.
Marketing and Sales
We sell our pachinko slot machines through two different methods. The first is to sell our pachinko slot machines to pachinko halls and pachinko slot halls directly, and the other is to sell through
agencies. In February 2012, we formed a new sales company, KPE Takasago Sales Co., Ltd., in order to maximize sales volume and thus reinforce our sales system.
Market EnvironmentPachinko and Pachinko Slot Machines
The
number of pachinko and pachinko slot outlets in Japan has decreased in the last few years. According to statistics released by the National Police Agency in March 2013, the number of nationwide pachinko outlets has
45
decreased by 174, or 1.4%, to 12,149 at the end of 2012 compared to the previous year and the number of pachinko machines per outlet was 378.0, an increase of 1. 6% compared to the previous year.
Brand Sourcing
A significant portion of our products include content (brands) such as characters, images, trademarks and logos, to which we have been granted licenses from a broad range of licensors. The success of our
business depends to a significant extent on our ability to create or license content with strong consumer appeal and a high level of recognition or acceptance. To do so, we must identify and respond rapidly to new and emerging consumer trends.
Content is one of our most valuable assets. Accordingly, we actively seek to obtain licenses of prominent brands for our
video game software, amusement arcade games, gaming machines, card games, toys, music CDs and other consumer merchandise. Our most important source for licensed brands has been sports organizations. Use of the names of actual players in our games is
a relatively new phenomenon in response to the demand for greater reality in game software content and as such, securing necessary licenses is critical to success of our sports titles. Increasingly, we also seek to license brands from film makers,
comics publishers, and animation and TV program producers.
Our significant brand licensing activities include the
following:
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We have obtained licenses from the Union of European Football Associations (UEFA), Major League Baseball Properties, Inc., and Major League Baseball
Players Association, FIFPro Commercial Enterprises BV, Copa Libertadores (
Confederación Sudamericana de Fútbol
(CONMEBOL)) and Japanese sports organizations such as the Professional Baseball Organization of Japan, the Japan
Professional Soccer League, or J-League, and the Japan Football Association.
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We have obtained licenses from film makers, comics publishers and animation companies, including NIHON AD SYSTEMS, Inc., Kodansha Ltd. and
Shogakukan-Shueisha Production Co., Ltd.
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Overseas Activities
The following tables show net revenues, operating expenses and operating income (loss) by geographic area for the fiscal years ended
March 31, 2011, 2012 and 2013:
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2011
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|
Japan
|
|
|
United
States
|
|
|
Europe
|
|
|
Asia/
Oceania
|
|
|
Total
|
|
|
Eliminations (2)
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
Net revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
External Customers
|
|
¥
|
194,431
|
|
|
¥
|
36,870
|
|
|
¥
|
19,525
|
|
|
¥
|
7,162
|
|
|
¥
|
257,988
|
|
|
|
|
|
|
¥
|
257,988
|
|
Intercompany (1)
|
|
|
17,368
|
|
|
|
1,837
|
|
|
|
1,661
|
|
|
|
710
|
|
|
|
21,576
|
|
|
¥
|
(21,576
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
211,799
|
|
|
|
38,707
|
|
|
|
21,186
|
|
|
|
7,872
|
|
|
|
279,564
|
|
|
|
(21,576
|
)
|
|
|
257,988
|
|
Operating expenses
|
|
¥
|
201,244
|
|
|
¥
|
32,144
|
|
|
¥
|
18,670
|
|
|
¥
|
6,687
|
|
|
¥
|
258,745
|
|
|
¥
|
(21,548
|
)
|
|
¥
|
237,197
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
¥
|
10,555
|
|
|
¥
|
6,563
|
|
|
¥
|
2,516
|
|
|
¥
|
1,185
|
|
|
¥
|
20,819
|
|
|
¥
|
(28
|
)
|
|
¥
|
20,791
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Property and equipment, net
|
|
¥
|
56,742
|
|
|
¥
|
2,460
|
|
|
¥
|
77
|
|
|
¥
|
229
|
|
|
¥
|
59,508
|
|
|
|
|
|
|
¥
|
59,508
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2012
|
|
Japan
|
|
|
United
States
|
|
|
Europe
|
|
|
Asia/
Oceania
|
|
|
Total
|
|
|
Eliminations (2)
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
Net revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
External Customers
|
|
¥
|
208,641
|
|
|
¥
|
35,955
|
|
|
¥
|
14,561
|
|
|
¥
|
6,601
|
|
|
¥
|
265,758
|
|
|
|
|
|
|
¥
|
265,758
|
|
Intercompany (1)
|
|
|
12,557
|
|
|
|
3,706
|
|
|
|
512
|
|
|
|
234
|
|
|
|
17,009
|
|
|
¥
|
(17,009
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
221,198
|
|
|
|
39,661
|
|
|
|
15,073
|
|
|
|
6,835
|
|
|
|
282,767
|
|
|
|
(17,009
|
)
|
|
|
265,758
|
|
Operating expenses
|
|
¥
|
189,256
|
|
|
¥
|
32,277
|
|
|
¥
|
14,149
|
|
|
¥
|
6,234
|
|
|
¥
|
241,916
|
|
|
¥
|
(17,108
|
)
|
|
¥
|
224,808
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income
|
|
¥
|
31,942
|
|
|
¥
|
7,384
|
|
|
¥
|
924
|
|
|
¥
|
601
|
|
|
¥
|
40,851
|
|
|
¥
|
99
|
|
|
¥
|
40,950
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Property and equipment, net
|
|
¥
|
57,815
|
|
|
¥
|
4,191
|
|
|
¥
|
56
|
|
|
¥
|
189
|
|
|
¥
|
62,251
|
|
|
|
|
|
|
¥
|
62,251
|
|
46
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2013
|
|
Japan
|
|
|
United
States
|
|
|
Europe
|
|
|
Asia/
Oceania
|
|
|
Total
|
|
|
Eliminations (2)
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
Net revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
External Customers
|
|
¥
|
171,057
|
|
|
¥
|
36,631
|
|
|
¥
|
12,703
|
|
|
¥
|
5,604
|
|
|
¥
|
225,995
|
|
|
|
|
|
|
¥
|
225,995
|
|
Intercompany (1)
|
|
|
12,713
|
|
|
|
3,097
|
|
|
|
608
|
|
|
|
607
|
|
|
|
17,025
|
|
|
¥
|
(17,025
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
183,770
|
|
|
¥
|
39,728
|
|
|
¥
|
13,311
|
|
|
¥
|
6,211
|
|
|
|
243,020
|
|
|
|
(17,025
|
)
|
|
|
225,995
|
|
Operating expenses
|
|
¥
|
165,640
|
|
|
¥
|
35,650
|
|
|
¥
|
14,057
|
|
|
¥
|
5,952
|
|
|
¥
|
221,299
|
|
|
¥
|
(17,179
|
)
|
|
¥
|
204,120
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
¥
|
18,130
|
|
|
¥
|
4,078
|
|
|
¥
|
(746
|
)
|
|
¥
|
259
|
|
|
¥
|
21,721
|
|
|
¥
|
154
|
|
|
¥
|
21,875
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Property and equipment, net
|
|
¥
|
57,730
|
|
|
¥
|
4,317
|
|
|
¥
|
388
|
|
|
¥
|
216
|
|
|
¥
|
62,651
|
|
|
|
|
|
|
¥
|
62,651
|
|
1.
|
|
Intercompany means transactions between geographic areas.
|
2.
|
|
Eliminations means elimination of intercompany transactions and operating expenses not allocated to a specific geographic region.
|
One of our principal strategies is to significantly increase our overseas revenues in absolute terms and as a percentage of our overall
revenues through development and supply of products in the most appropriate manner, producing globally-accepted products or products according to regional features.
Our present overseas activities consist principally of sales of video game software, amusement arcade games, card game products and gaming machines and revenues from charges on mobile games.
In fiscal 2011, our net revenues increased ¥1,159 million in the United States and decreased ¥2,585 million in Europe.
The increase in the United States was due to the steady performance of the
Karaoke Revolution Glee
of video game software and
Def Jam Rapstar
of music game. In Europe, we did not release any new series of the
METAL GEAR SOLID
of
video game software and achieved sales of
Pro Evolution Soccer
series to the same level as the previous fiscal year.
In fiscal 2012, our net revenues increased ¥954 million in the United States and decreased ¥6,113 million in Europe.
The increase in our net revenues in the United States was due primarily to the growth in sales of the
Pro Evolution Soccer
series in South America as well as the growth in sales of casino gaming machines and casino management systems. In
Europe, net revenues decreased in fiscal 2012 due to, among other factors, the fact that we did not release a sequel to
Castlevania: Lords of Shadow
as we did in fiscal 2011 and the decrease in demand for the
Pro Evolution Soccer
series compared to the favorable sales achieved as a result of the once-every-four-years soccer festivities in fiscal 2011.
In fiscal year 2013, our net revenues increased ¥67 million in the United States and decreased ¥1,762 million in
Europe. The slight increase in net revenues in the United States was due to the launch of
METAL GEAR RISING REVENGEANCE
, the latest title in the
METAL GEAR SOLID
series, and strong revenues from the launch of the latest title of the
Pro Evolution Soccer
series in South America, which was partially offset by a decrease in revenues from the
Pro Evolution Soccer
series in North America and our decision to narrow the number of titles we offer to ones with high
profitability. On the other hand, in Europe, net revenues decreased in fiscal year 2013 from the previous fiscal year because sales of the latest release of the
Pro Evolution Soccer
series were not favorable.
We initiated overseas operations by exporting amusement arcade games in 1979, and in 1982 we established a sales subsidiary in the United
States. In subsequent years, we established additional sales subsidiaries in Germany, the United Kingdom, Korea, Singapore and Hong Kong, and a software game development subsidiary in Shanghai. In January 1997 we established Konami Gaming, Inc. to
manufacture and distribute gaming machines in Nevada. Having received all licenses required by the state and county officials in Nevada, we began
47
distributing gaming machines in Nevada beginning in fiscal 2001. Since then, we have received similar licenses and/or permission to operate in major states in North America. In addition, we have
been licensed by Native American tribes in California, Arizona, New Mexico, Minnesota and Michigan. We have obtained licenses in a number of other gaming jurisdictions in North America. Konami Australia Pty Ltd., which became our consolidated
subsidiary in October 2001, have obtained licenses to manufacture and sell gaming machines in all states in Australia, and exports gaming machines to overseas markets.
During the fiscal year ended March 31, 2001, the gaming machines we sold in the United States and two video slot machine components we exported to Australia were produced in Japan. Later, our
production facility in Las Vegas, Nevada, which houses the headquarters and principal manufacturing facility of our U.S. gaming machine business, began operations in September 2001 and we completed construction of a new building in June 2005 which
is currently operating under full production.
In October 2003, Konami of America, Inc., our sales subsidiary in the United
States, added a new function of overseas business administration to its existing sales business and changed its name to Konami Digital Entertainment, Inc. It established a new administrative office in Los Angeles in order to conduct various
activities responding to local market needs for expanding shares of our computer and video games business overseas. Subsequently used to introduce the regional autonomy system from April 2005, all overseas offices in our Digital Entertainment
business changed their names to Konami Digital Entertainment, and we have promoted the establishment of the global Digital Entertainment business system.
We are committed to building our market share in China by localizing our popular products for the Chinese market. Additionally, in Korea, we released the PC online-game version of the
WORLD SOCCER
Winning Eleven
series in March 2006, and following the release of the online-game version of
Yu-Gi-Oh!
We plan to start full operation in other Internet-developed countries in Asia. In order to allow for flexible development and sales, we
incorporated a company in Korea in May 2008.
In line with our strategy to expand our international business, we are
investigating acquisition and investment opportunities outside Japan for businesses that will grow or complement our current businesses.
48
Research and Development
An important requirement for success in the highly competitive markets in which we operate is the ability to create quality products that attract public attention. The following three tables show our
primary research and development activities, during each of the last three fiscal years.
|
|
|
Year Ended March 31,
2011
|
Segment
|
|
Focus of R&D Activity
|
|
|
Digital Entertainment
|
|
Video game software such as
WORLD SOCCER Winning Eleven 2011
and
Pro Evolution Soccer 2011
and
METAL GEAR
series
and content for social networks such as
DRAGON COLLECTION
and
SENGOKU COLLECTION
.
Card games such as the
Yu-Gi-Oh! TRADING
CARD GAME
and action figures such as
BUSOU SHINKI
series.
Video games such as
MAH-JONG FIGHT CLUB
and
BASEBALL HEROES
,
new software for music simulation games, medium- and large-sized token-operated games and amusement machines compatible with e-AMUSEMENT.
|
|
|
Health & Fitness
|
|
Nursing care machines such as
STEPWELL 2
and supplements such as
PROTEIN PRO
. Programs such as
6WEEKS
, IT health management system such as
e-XAX
and
verification of new health management services and business models in relation to the Ministry of Economy, Trade and Industrys medical and nursing care related services industry creation research projects, iPhone compatible application such as
Konami Sports Club for iPhone
.
|
|
|
Gaming & Systems
|
|
Gaming machines, software and casino management systems for North America and Australia.
|
|
|
Pachinko & Pachinko Slot Machines
|
|
Pachinko slot machines and LCDs for pachinko machines
|
|
|
|
Year Ended March 31,
2012
|
Segment
|
|
Focus of R&D Activity
|
|
|
Digital Entertainment
|
|
Content for social networks such as
DRAGON COLLECTION
,
SENGOKU COLLECTION
,
Professional Baseball Dream Nine
and
CROWS X WORSTSaikyou Densetsu
.
Video game software such as
WORLD SOCCER Winning Eleven 2012
,
Pro Evolution Soccer
2012
, series of
METAL GEAR
,
JIKKYOU PAWAFURU PUROYAKYU
and
PROFESSIONAL BASEBALL SPIRITS
.
Card games such as the
Yu-Gi-Oh! TRADING CARD GAME
and action figures such as
BUSOU SHINKI
series.
Video games such as
MAH-JONG FIGHT CLUB
and
STEEL CHRONICLE
, software for music simulation games such as
jubeat copious
, medium- and large-sized token-operated games and amusement machines such as
Venus Fountain
.
Game software compatible with e-AMUSEMENT Participation such as
MAH-JONG FIGHT CLUB ultimate version
and
QUIZ MAGIC ACADEMY Kenja no Tobira
.
|
|
|
Health & Fitness
|
|
Health drinks such as
Collagen Cristal Rich
,
Kenkou Daizu
,
Ryokunou Aojiru
and
Ryokunou Aojiru Saratto
Noushuku
.
Verification of new health management services and business models in relation to the Ministry of Economy, Trade and
Industrys medical and nursing care related services industry creation research projects.
|
|
|
Gaming & Systems
|
|
Gaming machines, software and casino management systems for North America and Australia.
|
|
|
Pachinko & Pachinko Slot Machines
|
|
New cabinet (outer structure) and basic technology for pachinko slot and pachinko machines
|
49
|
|
|
Year Ended March 31,
2013
|
Segment
|
|
Focus of R&D Activity
|
|
|
Digital Entertainment
|
|
Content for social networks such as
DRAGON COLLECTION
,
SENGOKU COLLECTION
,
Professional Baseball Dream Nine
and
CROWS X WORSTSaikyou Densetsu
.
Video game software such as
WORLD SOCCER Winning Eleven 2013
,
Pro Evolution Soccer
2013
, series of
METAL GEAR
,
JIKKYOU PAWAFURU PUROYAKYU
and
PROFESSIONAL BASEBALL SPIRITS
, as well as development of new game engines.
Card games such as the
Yu-Gi-Oh! TRADING CARD GAME
.
Video games such as
MAH-JONG FIGHT
CLUB
and
BASEBALL HEROES
, software for music simulation games such as series of
BEMANI
, and e-AMUSEMENT Participation compatible with game software above.
Medium and large-sized token-operated games such as
GI-GranDesire
, and card game machines from which original cards of
Monster Retsuden ORECA BATTLE
are issued.
|
|
|
Health & Fitness
|
|
Development of new supplement line, launch of fitness programs for the elderly, organization of new counseling system, sale of beauty goods for facial esthetic treatments and
hypertonic beverages and renewal of existing body make program.
|
|
|
Gaming & Systems
|
|
Gaming machines, software and casino management systems for North America and Australia.
|
|
|
Pachinko & Pachinko Slot Machines
|
|
New cabinet (outer structure) and basic technology for pachinko slot and pachinko machines
|
Competition
The markets for video game software and most of our other products are intensely competitive and are characterized by the frequent introduction of new hardware systems, software products and other
innovations.
In addition, the domestic Japanese market is gradually shrinking due partly to the declining birthrate. Japanese
game producers are competing to bolster their product lineups and expand their overseas operations. Moreover, the spread of online games (rise of content for social networks) due to the expansion of broadband networks and the market growth of
cellular phone contents owing to the improvement of cellular phone capabilities have intensified competitions over limited users leisure times and made it extremely important for game software producers to develop software for a wide variety
of media and outlets in order to maintain growth.
Rapid changes in the business environment as mentioned above are also
driving reorganization in the game software industry. For example, Enix Co., Ltd. and Square Co., Ltd. merged on April 1, 2003 and the new company, Square Enix Co., Ltd., (currently, SQUARE ENIX HOLDINGS CO., LTD.) is expected to focus on
strengthening software development and expanding the lineup of online games. Also, in October 2004, Sammy Corporation founded Sega Sammy Holdings Inc., a holding company through which it acquired SEGA Corporation. In addition, Bandai Co., Ltd. and
Namco Limited consolidated their operations to establish Namco Bandai Holdings Inc. in September 2005, and later established Namco Bandai Games Inc. through the consolidation of their domestic game businesses in March 2006. Furthermore, KOEI Co.,
Ltd. and TECMO Ltd. consolidated their operations to establish TECMO KOEI Holdings Co., Ltd. in April 2009. In addition, Konami Digital Entertainment Co., Ltd. merged with HUDSON on March 1, 2012.
We believe that the most significant competitive factors in all of our major business lines are the ability to develop compelling content
and bring it to market at the appropriate time to capitalize on ever-changing consumer preferences. We believe our ability to develop content internally, as well as our strong distribution network, give us an advantage over many of our competitors.
However, our competitors vary in size from small companies to very large corporations which have significantly greater financial, marketing and product development resources than we have. Due to these greater resources, some of our competitors are
better able to undertake more extensive marketing campaigns, adopt more aggressive pricing policies and pay higher fees to licensors of desirable properties.
50
In content for social networks market, our principal competitors are GREE, Inc. and DeNA
Co., Ltd. which have more established content for social networks business than we do, carry out operation of social platforms and production of games. Other potential competitors include the companies engaged in production and sales of home video
game software such as Capcom Co., Ltd., Square Enix Holdings Co., Ltd. and NAMCO BANDAI Holdings Inc. which entered the market led by the recent popularity of content for social networks. In addition, the production cost of content for social
networks is lower than that of video game software, and due to the low entry barrier compared to the existing video game software, an increasing number of emerging companies engaged in production of games have entered the market. If these companies
launch hit titles, they may become our major competitors.
Our competitors and potential competitors in the video game
software industry include the following:
|
|
|
Other Japanese publishers of video game software, including Capcom Co. Ltd., SQUARE ENIX HOLDINGS Co., Ltd., Namco Bandai Holdings Inc. and Sega Sammy
Holdings Inc., as well as overseas publishers such as Electronic Arts Inc., Activision Blizzard, Inc., Take-Two Interactive Software, Inc. and Ubisoft Entertainment.
|
|
|
|
Integrated video game system hardware/software companies, such as Sony, Microsoft and Nintendo, which compete directly with us in the development and
publishing of software titles for their respective platforms.
|
|
|
|
Large diversified entertainment or software companies, many of which own substantial libraries of available content and have substantially greater
financial resources than we have, and which may decide to compete directly with us or to enter into exclusive relationships with our competitors.
|
There are barriers to entry in the video game software market, consisting mainly of the difficulty of developing the technical and creative resources as well as the distribution networks of established
competitors. However, the development of the Internet as a medium for the distribution of video game software, the use of the Internet to facilitate the formation of collaborative technical and creative networks, and the proliferation of programming
tools and other resources may have the effect of reducing these barriers.
Our most significant competitors in the market for
card game products and toy and hobby products are mainly toy makers, such as Namco Bandai Holdings Inc. We believe that the most significant competitive factor in the market for card game products and toy and hobby products is the ability to timely
develop popular products based on appealing characters and themes. In addition, there have been business reorganizations such as consolidation of the operations of Takara Co., Ltd. and Tomy Co., Ltd. in March 2006 and their establishment of Takara
Tomy Co., Ltd.
The market for video game machines and token-operated game machines for amusement arcades in Japan is
dominated by a few large manufacturers, including ourselves as well as Sega Sammy and Namco Bandai, and competition in these markets is intense. The principal method of competition in the market for video game machines and token-operated game
machines for amusement arcades is new product development.
In the fitness club market, we compete with other commercial
health and fitness clubs, such as Central Sports Co., Ltd., physical fitness and recreational facilities established by local governments, hospitals, nursing homes, businesses for their employees and similar organizations, and, to a certain extent,
with racquet, tennis and other athletic clubs, country clubs, weight-reducing salons and the home-use fitness equipment industry. We also compete, to some extent, with entertainment and retail businesses for the discretionary income of our target
markets. However, we believe our brand identity, operating experience, ability to allocate advertising and administration costs over all of our fitness clubs, nationwide operations, purchasing power and account processing and collection
infrastructure, provide us with distinct competitive advantages. We expect more companies to enter the market both regionally and nationally and we may not be able to continue to compete effectively in each of our markets in the future.
51
Our principal competitors in overseas gaming machine markets include International Game
Technology, Bally Technologies, Inc., Aristocrat Leisure Limited and WMS Industries Inc. A library of strong performing games, the possession of valuable patents and the development of unique products differentiable from those of others can be a
significant competitive advantage. Other methods of competition include quality and breadth of sales and service organizations, financial stability of the manufacturer, and pricing.
The market for pachinko slot machines is becoming oligopolistic with intense competition among several major makers, such as Sega Sammy
Holdings Inc., Universal Entertainment Corporation. and Sankyo Co., Ltd. The principal method of competition in the market for software for LCDs for pachinko machines and pachinko slot machines is new product development.
Intellectual Property
As of March 31, 2013, we had approximately 2,941 trademarks, 2,575 patents and 38 registered designs (excluding applications pending)
in Japan and we also had approximately 4,437 trademarks, 2,820 patents, two registered utility models and 233 registered designs (excluding applications pending) overseas. The trademarks and patents relate to our game software for home video games,
applications of content for social networks for mobile devices, input equipment for home video games, amusement arcade games, token-operated games, gaming machines, pachinko machines, pachinko slot machines, fitness machines and others. The utility
models relate to amusement machines. The registered designs relate to amusement machines, gaming machines, pachinko machines and pachinko slot machines.
Intellectual property for video game software is registered to us, our subsidiaries or to us and our subsidiaries as joint owners.
We believe that our trademarks (which, once registered, are perpetual, subject to use and payment of registration fees) and other intellectual property rights referred to above are important assets.
Accordingly, we established necessary divisions designed to secure and protect such rights, including registration with appropriate authorities and, if necessary, legal proceedings. The
non-registration
or
expiration of registration of some of our intellectual property rights could have a material adverse effect on our business.
Although we use copy-protection devices, an unauthorized person may be able to copy our software or otherwise obtain and use our
proprietary information. If a significant amount of illegal copying of software published by us occurs, our product revenues could be adversely affected. Policing illegal use of software is extremely difficult and software piracy is expected to
persist. In addition, the laws of some foreign countries in which our software is distributed do not protect us and our intellectual property rights to the same extent as the laws of Japan and the United States. Although illegal copying of our
software has not been a major problem for us to date, it could have an adverse effect on our software business if we expand that business into China and Southeast Asia, where protection of intellectual property rights is weak.
Each of Nintendo, Sony and Microsoft incorporates security devices in the software and their respective hardware systems in order to
prevent unlicensed software from infringing their respective proprietary rights by manufacturing software compatible with their hardware. Under our various license agreements with Nintendo, Sony and Microsoft, we are responsible for protecting our
own and our licensors intellectual property rights that are used or incorporated in our software.
We do not own the
trademarks, copyrights or patents covering the proprietary information and technology utilized in the game consoles marketed by Nintendo, Sony, Microsoft or, to the extent licensed from third parties, the brands, concepts and game programs featured
in and comprising our software. See Item 4. Information on the Company. B
Business Overview
Brand Sourcing. Accordingly, we must rely on the trademarks, copyrights and patents of these third-party licensors
for protection of such intellectual property from infringement. Under our license agreements with certain licensors, we may bear the risk of claims of infringement brought by third parties and arising from the sale of software.
52
Regulations
Gaming
General
The manufacture, sale and distribution of gaming devices, equipment and related software is subject to federal, state, tribal and local
regulations in the United States and foreign jurisdictions. While the regulatory requirements vary from jurisdiction to jurisdiction, the majority of these jurisdictions require licenses, registrations, permits, findings of suitability,
documentation of qualification including evidence of financial stability and/or other required approvals for companies who manufacture and distribute gaming equipment, as well as the individual suitability or licensing of officers, directors, major
shareholders and key employees. Laws of the various gaming regulatory agencies generally serve to protect the public and ensure that gaming related activity is conducted honestly, competitively, and free of corruption.
Various gaming regulatory agencies have issued licenses allowing us to manufacture and/or distribute our products and operate wide
area progressive systems, also known as WAP systems. We and our key personnel have obtained or applied for all government licenses, permits, registrations, findings of suitability and approvals necessary allowing for the manufacture,
distribution, and where permitted, operation of gaming machines in the jurisdictions where we do business. We have never been denied a gaming related license, nor have our licenses been suspended or revoked. Following is a summary of the regulatory
requirements of a few of the jurisdictions in which we are regulated. They are indicative of the regulatory requirements in the other jurisdictions in which we are regulated.
Nevada Regulation
The manufacture, sale and distribution of gaming devices
in Nevada or for use outside Nevada are subject to the Nevada Gaming Control Act and the regulations of the Nevada Gaming Commission (Commission), and the State Gaming Control Board (GCB), and the local laws, regulations and ordinances of various
county and municipal regulatory authorities (collectively referred to as the Nevada gaming authorities). These laws, regulations and ordinances primarily concern the responsibility, financial stability and character of gaming device manufacturers,
distributors and operators, as well as persons financially interested or involved in gaming operations. The manufacture, distribution and operation of gaming devices require separate licenses. The laws, regulations and supervisory procedures of the
Nevada gaming authorities seek to (i) prevent unsavory or unsuitable persons from having a direct or indirect involvement with gaming at any time or in any capacity, (ii) establish and maintain responsible accounting practices and
procedures, (iii) maintain effective control over the financial practices of licensees, including establishing minimum procedures for internal fiscal affairs and the safeguarding of assets and revenues, providing reliable record keeping and
requiring the filing of periodic reports with the Nevada gaming authorities, (iv) prevent cheating and fraudulent practices, and (v) provide a source of state and local revenues through taxation and licensing fees. Changes in these laws,
regulations, procedures, and judicial or regulatory interpretations could have an adverse effect on our gaming operations.
Our subsidiary that conducts the manufacture, sale, and distribution of gaming devices in Nevada or for use outside Nevada, as well as
the operation of slot machine routes and other gaming activities in Nevada, is required to be licensed by the Nevada gaming authorities. Our licenses require the periodic payment of fees and taxes and are not transferable. Each type of machine we
sell in Nevada must first be approved by the Commission and may require subsequent machine modification. Our gaming subsidiary licensed in Nevada must also report substantially all loans, leases, sales of securities and similar financing
transactions to the GCB and the Commission, and/or have them approved by the Commission. We believe we have obtained all required licenses and/or approvals necessary to carry on our business in Nevada.
We are registered with the Commission as a publicly traded corporation and are required periodically to submit detailed financial and
operating reports to the Commission and to furnish any other information that the Commission may require. No person may become a stockholder of or receive any percentage of profits from our licensed gaming subsidiaries, without first obtaining
licenses and approvals from the Nevada gaming authorities.
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Our officers, directors and key employees who are actively engaged in the administration or
supervision of gaming and/or directly involved in gaming activities of our licensed gaming subsidiaries may be required to file applications with the Nevada gaming authorities and may be required to be licensed or found suitable by them. Officers,
directors and certain key employees of our licensed gaming subsidiaries must file applications with the Nevada gaming authorities and may be required by them to be licensed or found suitable. Our bylaws provide for us to pay all costs of the GCB
investigations that are related to our officers, directors or employees.
The Nevada gaming authorities may investigate any
individual who has a material relationship or involvement with us, or any of our licensed gaming subsidiaries in order to determine whether such individual is suitable or should be licensed as a business associate of a gaming licensee. The Nevada
gaming authorities may deny an application for licensure or finding of suitability for any cause deemed reasonable. A finding of suitability is comparable to licensing and both require submission of detailed personal and financial information
followed by a thorough background investigation. The applicant for licensing or a finding of suitability must pay all costs of the investigation. We must report changes in licensed positions to the Nevada gaming authorities. The Nevada gaming
authorities may disapprove any change in position by one of our officers, directors or key employees, or require us to suspend or dismiss officers, directors or other key employees and sever all relationships with such persons, including those who
refuse to file appropriate applications or whom the Nevada gaming authorities find unsuitable to act in such capacities. Determinations of suitability or of questions pertaining to licensing are not subject to judicial review in Nevada.
We are required to submit detailed financial and operating reports to the Commission. If it were determined that any Nevada gaming laws
were violated by us or any of our licensed gaming subsidiaries, our gaming licenses could be limited, conditioned, suspended or revoked, subject to compliance with certain statutory and regulatory procedures. In addition, we, our licensed gaming
subsidiaries and any persons involved may be subject to substantial fines for each separate violation of the Nevada gaming laws at the discretion of the Commission. The Commission also has the power to appoint a supervisor to operate our gaming
properties and, under certain circumstances, earnings generated during the supervisors appointment could be forfeited to the State of Nevada. The limitation, conditioning or suspension of our gaming licenses or the appointment of a supervisor
could (and revocation of our gaming licenses would) materially and adversely affect our gaming operations.
The Commission may
require any beneficial holder of our voting securities, regardless of the number of shares owned, to file an application, be investigated, and be found suitable, in which case the applicant would be required to pay all of the costs and fees of the
GCB investigation. If the beneficial holder of voting securities who must be found suitable is a corporation, partnership, or trust, it must submit detailed business and financial information including a list of beneficial owners. Any person who
acquires more than 5% of our voting securities must report this to the Commission. Any person who becomes a beneficial owner of more than 10% of our voting securities must apply for a finding of suitability within 30 days after the chairman of the
GCB mails the written notice requiring this filing.
Under certain circumstances, an Institutional Investor, as this term is
defined in the Commission regulations, which acquires more than 10%, but not more than 15%, of our voting securities may apply to the Commission for a waiver of these finding of suitability requirements, provided the institutional investor holds the
voting securities for investment purposes only. An institutional investor will not be deemed to hold voting securities for investment purposes unless the voting securities were acquired and are held in the ordinary course of its business and not for
the purpose of causing, directly or indirectly (i) the election of a majority of our board of directors, (ii) any change in our corporate charter, bylaws, management, policies or operations, or (iii) any other action which the
Commission finds to be inconsistent with holding our voting securities for investment purposes only. The Commission considers voting on all matters voted on by shareholders and the making of financial and other informational inquiries of the type
normally made by securities analysts, and such other activities as the Commission may determine, to be consistent with holding voting securities for investment purposes only. If the beneficial holder of voting securities who must be found suitable
is a corporation, partnership, limited
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partnership, limited liability company or trust, it must submit detailed business and financial information including a list of beneficial owners. The applicant is required to pay all costs of
the GCB investigation.
Any person who fails or refuses to apply for a finding of suitability or a license within 30 days
after being ordered to do so by the Commission or the chairman of the GCB may be found unsuitable. The same restrictions apply to a record owner who fails to identify the beneficial owner, if requested to do so. Any stockholder found unsuitable and
who holds, directly or indirectly, any beneficial ownership of our voting securities beyond that period of time as may be prescribed by the Commission may be guilty of a criminal offense. We are subject to disciplinary action, and possible loss of
our approvals, if, after we receive notice that a person is unsuitable to be a stockholder or to have any other relationship with us or any of our licensed gaming subsidiaries, we (i) pay that person any dividend or interest upon our voting
securities, (ii) allow that person to exercise, directly or indirectly, any voting right conferred through securities held by that person, (iii) give remuneration in any form to that person, for services rendered or otherwise, or
(iv) fail to pursue all lawful efforts to require the unsuitable person to relinquish his voting securities for cash at fair market value. Additionally, the Clark County authorities have taken the position that they have the authority to
approve all persons owning or controlling the stock of any corporation controlling a gaming licensee.
The Commission may, in
its discretion, require the holder of any of our debt securities to file an application, be investigated and be found suitable to own any of our debt securities. If the Commission determines that a person is unsuitable to own any of these
securities, then pursuant to the Nevada gaming laws, we can be sanctioned, including the loss of our approvals, if without prior Commission approval, we: (i) pay to the unsuitable person any dividend, interest, or any distribution whatsoever;
(ii) recognize any voting right by the unsuitable person in connection with these securities; (iii) pay the unsuitable person remuneration in any form; or (iv) make any payment to the unsuitable person by way of principal, redemption,
conversion, exchange, liquidation, or similar transaction.
We are required to maintain a current stock ledger in Nevada which
may be examined by the Nevada gaming authorities at any time. If any of our securities are held in trust by an agent or by a nominee, the record holder may be required to disclose the identity of the beneficial owner to the Nevada gaming
authorities. A failure to make this disclosure may be grounds for finding the record holder unsuitable. We are also required to render maximum assistance in determining the identity of the beneficial owner. The Commission has the power at any time
to require our stock certificates to bear a legend indicating that the securities are subject to the Nevada gaming laws and the regulations of the Commission. To date, the Commission has not imposed this requirement on us.
We may not make a public offering of our securities without the prior approval of the Commission if the securities or their proceeds are
intended to be used to construct, acquire or finance gaming facilities in Nevada, or retire or extend obligations incurred for such purposes. Such approval, if given, does not constitute a finding, recommendation, or approval by the Commission or
the GCB as to the accuracy or adequacy of the prospectus or the investment merits of the securities. Any representation to the contrary is unlawful.
Changes in control of the Company through merger, consolidation, acquisition of assets or stock, management or consulting agreements or any act or conduct by a person whereby he obtains control, may not
occur without the prior investigation of the GCB and approval of the Commission. Entities seeking to acquire control of us must satisfy the GCB and the Commission in a variety of stringent standards prior to assuming control. The Commission may also
require controlling shareholders, officers, directors and other persons having a material relationship or involvement with the entity proposing to acquire control, to be investigated and licensed as part of the approval process relating to the
transaction.
The Nevada legislature has declared that some corporate acquisitions opposed by management, repurchases of
voting securities and other corporate defense tactics that affect Nevada gaming licensees, and publicly-traded corporations that are affiliated with those operations, may be injurious to stable and productive corporate gaming.
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The Commission has established a regulatory scheme to ameliorate the potentially adverse effects of these business practices upon Nevadas gaming industry and to further Nevadas policy
to (i) assure the financial stability of corporate gaming operators and their affiliates; (ii) preserve the beneficial aspects of conducting business in the corporate form; and (iii) promote a neutral environment for the orderly
governance of corporate affairs. Approvals are, in certain circumstances, required from the Commission before we can make exceptional repurchases of voting securities above their current market price and before a corporate acquisition opposed by
management can be consummated. Nevadas gaming laws and regulations also require prior approval by the Commission if we were to adopt a plan of recapitalization proposed by our board of directors in opposition to a tender offer made directly to
our shareholders for the purpose of acquiring control of us.
License fees and taxes, computed in various ways depending on
the type of gaming or activity involved, are payable to the State of Nevada and to the cities and counties where our subsidiaries conduct operations. Depending on the particular fee or tax involved, these fees and taxes are payable either monthly,
quarterly or annually. Annual fees are payable to the State of Nevada to renew our licenses as a manufacturer, distributor, and operator of a slot machine route. Nevada gaming law also requires persons providing gaming devices in Nevada to casino
customers on a revenue participation basis to pay their proportionate share of the taxes imposed on gaming revenues generated by the participation gaming devices.
Any person who is licensed, required to be licensed, registered, required to be registered, or is under common control with such persons (collectively referred to as licensees), and who proposes to
participate in the conduct of gaming operations outside of Nevada is required to deposit with the GCB, and thereafter maintain, a revolving fund in the amount of $10,000 to pay the expenses of investigation by the GCB of the licensees
participation in foreign gaming. This revolving fund is subject to increase or decrease at the discretion of the Commission. As a licensee, we are required to comply with certain reporting requirements imposed by the Nevada gaming laws. We are also
subject to disciplinary action by the Commission if we knowingly violate any laws of the foreign jurisdiction pertaining to our foreign gaming operation, fail to conduct our foreign gaming operations in accordance with the standards of honesty and
integrity required of Nevada gaming operations engage in any activity or enter into any association that is unsuitable because it poses an unreasonable threat to the control of gaming in Nevada, reflects or tends to reflect discredit or disrepute
upon the State of Nevada or gaming in Nevada, or is contrary to the gaming policies of Nevada, engage in any activity or enter into any association that interferes with the ability of the State of Nevada to collect gaming taxes and fees, or employ,
contract with or associate with any person in the foreign gaming operation who has been denied a license or a finding of suitability in Nevada on the ground of personal unsuitability, or who has been found guilty of cheating at gambling.
Mississippi Regulations
The manufacture, sale and distribution of gaming machines for use or play in Mississippi or for distribution outside of Mississippi and the operation of wide area progressive gaming devices are subject to
the Mississippi Act. Konami Gaming, Inc.s (KGI) license as a wide area progressive operator permits placement of slot machines and gaming devices on the premises of other licensees on a participation basis. All manufacturing, distribution and
wide area progressive operation are subject to licensing and regulatory control of the Mississippi Gaming Commission (the Mississippi Commission).
The laws, regulations and supervisory procedures of the Mississippi Commission are based upon declarations of public policy which are concerned with, among other things: (i) the prevention of
unsavory or unsuitable persons from having a direct or indirect involvement with gaming at any time or in any capacity; (ii) the establishment and maintenance of responsible accounting practices and procedures; (iii) the maintenance of
effective controls over the financial practices of licensees, including the establishment of minimum procedures for internal fiscal affairs and the safeguarding of assets and revenues, providing reliable record keeping and requiring the filing of
periodic reports with the Mississippi Commission; (iv) the prevention of cheating and fraudulent practices; (v) providing a source of state and local revenues through taxation and licensing fees; and
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(vi) the strict regulation of all persons, locations, practices, associations and activities related to the operation of licensed gaming establishments and the manufacture and distribution
of gaming devices and associated equipment. Changes in these laws, regulations and procedures could have an adverse effect on our future Mississippi operations.
Certain of our subsidiaries that manufacture and distribute gaming devices or operate a slot machine route, or operate wide area progressive gaming, or which hold stock of a subsidiary which does so (a
Gaming Subsidiary), are required to be licensed or registered by the Mississippi Gaming Commission. The Licenses require the periodic payment of fees and taxes and are not transferable. We are registered by the Mississippi Commission as
a publicly-traded corporation (Registered Corporation) and so we are required periodically to submit detailed financial operation reports to the Mississippi Commission and to furnish any other information which the Mississippi Commission may
require. We have obtained from the Mississippi Commission the various registrations, finding of suitability, approvals, permits and licenses (collectively, referred to as Licenses) required to engage in manufacturing of gaming devices and for KGI to
engage in wide area progressive operations, the manufacture, sale distribution of gaming devices for use or play in Mississippi or for distribution outside of Mississippi. We cannot assure you that these Licenses will not be revoked, suspended,
limited or conditioned by the Mississippi Commission.
All gaming devices that are manufactured, sold or distributed for use
or play in Mississippi, or for distribution outside of Mississippi, must be manufactured by licensed manufacturers and distributed or sold by licensed distributors. All gaming devices manufactured for use or play in Mississippi must be approved by
the Mississippi Commission before sales distribution or exposure for play. The approval process for gaming devices includes rigorous testing by the Mississippi Commission, a field trial and a determination as to whether the gaming machine meets
strict technical standards that are set forth in the regulations of the Mississippi Commission. Associated equipment (as defined in the Mississippi Act) must be administratively approved by the Chairman of the Mississippi Commission before it is
distributed for use in Mississippi.
The Mississippi Commission may investigate any individual who has a material relationship
or involvement with us in order to determine whether that individual is suitable or should be licensed as a business associate of a licensee. Officers, directors and certain key employees of our Gaming Subsidiary must file license applications with
the Mississippi Commission. Our officers, directors and key employees who are actively and directly involved in activities of our Gaming Subsidiary may be required to be licensed or found suitable by the Mississippi Commission. The Mississippi
Commission may deny an application for licensing for any cause which they deem reasonable. A finding of suitability is comparable to licensing, and both require submission of detailed personal financial information followed by a thorough
investigation. The applicant for licensing or a finding of suitability must pay all the costs of the investigation. Changes in licensed positions must be reported to the Mississippi Commission and, in addition to their authority to deny an
application for a finding of suitability or license, the Mississippi Commission have jurisdiction to disapprove a change in a corporate position.
If the Mississippi Commission were to find an officer, director or key employee unsuitable for licensing or unsuitable to continue having a relationship with us, we would have to sever all relationships
with that person. In addition, the Mississippi Commission may require us to terminate the employment of any person who refuses to file appropriate applications. Determinations of suitability or of questions pertaining to licensing are not subject to
judicial review in Mississippi.
We are required to submit detailed financial and operating reports to the Mississippi
Commission. Substantially all material loans, leases, sales of securities and similar financing transactions by our Gaming Subsidiary must be reported to, and approved by, the Mississippi Commission.
If the Mississippi Commission determines that we violated the Mississippi Act, our Licenses could be limited, conditioned, suspended or
revoked subject to compliance with certain statutory and regulatory procedures. In addition, we and the persons involved could be subject to substantial fines for each separate
57
violation of the Mississippi Act at the discretion of the Mississippi Commission. The limitation, conditioning or suspension of any License or the appointment of a supervisor could, and the
revocation of any license would, materially adversely affect our future operation in Mississippi.
Any beneficial holder of
our voting securities, regardless of the number of shares owned, may be required to file applications, be investigated and have his, her or its suitability as a beneficial holder of our voting securities determined if the Mississippi Commission has
reason to believe that ownership would otherwise be inconsistent with the declared policies of the State of Mississippi. The applicant must pay all costs of investigation incurred by the Mississippi Commission in conducting any such investigation.
The Mississippi Act requires any person who acquires beneficial ownership of more than 5% of our voting securities to report
the acquisition to the Mississippi Commission. The Mississippi Act requires that beneficial owners of more than 5% of our voting securities apply to the Mississippi Commission for a finding of suitability within 30 days after the mailing of the
written notice by the Executive Director of the Mississippi Commission requiring that filing. Under certain circumstances, an institutional investor, as defined in the Mississippi Act, which acquires more than 10%, but not more than 15%
of our voting securities may apply to the Mississippi Commission for a waiver of that finding for suitability if the institution investor holds the voting securities for investment purposes only. An institutional investor shall not be deemed to hold
voting securities for investment purposes unless the voting securities were acquired and are held in the ordinary course of business as an institutional investor and not for the purpose of causing, directly or indirectly, the election of a majority
of the members of our board of directors, any change in our corporate charter, bylaws, management, policies or operations, or those of any of our gaming affiliates, or any other action which the Mississippi Commission finds to be inconsistent with
holding our voting securities for invest purposes only. Activities which are not deemed to be inconsistent with holding voting securities for investment purposes only include: (i) voting on all matters voted on by stockholders; (ii) making
financial and other inquiries of management of the type normally made by securities analysts for information purposes and not to cause a change in our management policies or operations; and (iii) other activities that the Mississippi Commission
may determine to be consistent with investment intent. If the beneficial holder of voting securities who must be found suitable is a corporation, partnership or trust, it must submit detailed business and financial information including a list of
beneficial owners. The applicant is required to pay all cost of investigation.
Any person who fails or refuses to apply for a
finding of suitability or a license within 30 days after being ordered to do so by the Mississippi Commission may be found unsuitable. The same restrictions apply to a record owner who fails to identify the beneficial owner, if requested to do so.
Any stockholder found unsuitable and who holds, directly or indirectly, any beneficial ownership of voting securities beyond that period of time as may be prescribed by the Mississippi Commission may be guilty of a criminal offense. We are subject
to disciplinary action and possible loss of approvals if, after we receive notice that a person is unsuitable to be a stockholder or to have any other relationship with us or any of our licensed Gaming Subsidiaries, we (i) pay that person any
dividend or interest upon our voting securities; (ii) allow that person to exercise, directly or indirectly, any voting rights conferred through securities held by that person; (iii) pay remuneration in any form to that person for services
rendered or otherwise; (iv) fail to pursue all lawful efforts to require the unsuitable person to relinquish voting securities including, if necessary, the immediate repurchase of the voting securities for cash at fair market value.
The Mississippi Commission may, in its discretion, require the holder of any of our debt security to file an application, be investigated
and be found suitable to own any of our debt securities. If the Mississippi Commission determines that a person is unsuitable to own any of our securities, then under the Mississippi Act, we can be sanctioned, including the loss of our approvals, if
without the prior approval of the Mississippi Commission we: (i) pay to the unsuitable person any dividend, interest or any distribution whatsoever; (ii) recognize any voting right by the unsuitable person in connection with that security;
(iii) pay the unsuitable person remuneration in any form; or (iv) make any payment to the unsuitable person by way of principal, redemption, conversion, exchange, liquidation or similar transaction.
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We are required to maintain a current stock ledger in the State of Mississippi which may be
examined by the Mississippi Commission at any time. If any securities are held in trust by an agent or by a nominee, the record holder may be required to disclose the identity of the beneficial owner to the Mississippi Commission. A failure to make
this disclosure may be grounds for finding the record holder unsuitable. We are also required to render maximum assistance in determining the identity of the beneficial owner. The Mississippi Commission requires that stock certificates of Registered
Corporation bear a legend indicating that the securities are subject to the Mississippi Act but we have obtained waiver of that requirement.
We may not make a public offering of our securities without the prior approval of the Mississippi Commission if the securities or the proceeds are intended to be used to construct, acquire or finance
gaming facilities in Mississippi, or to retire or extend obligations incurred for such purposes. Such approval, if given, does not constitute a finding, recommendation, or approval by the Mississippi Commission as to the accuracy or adequacy of the
prospectus or the investment merits of the securities. Any representation to the contrary is unlawful. To this end, we received continuous approval of public offerings and/or private placements and related approvals (shelf approval) that are valid
for a two-year-period which can and will be renewed for each subsequent two years-period.
Changes in control of the Company
through merger, consolidation, acquisition of assets or stock, management or consulting agreements or any act or conduct by a person whereby he or she obtains control, may not occur without the prior approval of the Mississippi Commission. Entities
seeking to acquire control of us must satisfy the Mississippi Commission in a variety of stringent standards prior to assuming control. The Mississippi Commission may also require controlling stockholders, officers, directors and other persons
having a material relationship or involvement with the entity proposing to acquire control, to be investigated and licensed as part of the approval process relating to the transaction.
The Mississippi legislature has declared that some corporate acquisitions opposed by management, repurchases of voting securities and
other corporate defense tactics that affect Mississippi gaming licensees and publicly-traded corporations that are affiliated with those operations may be injurious to stable and productive corporate gaming. The Mississippi Commission has
established a regulatory scheme to ameliorate the potentially adverse effects of these business practices upon Mississippis gaming industry and to further Mississippis policy to: (i) assure the financial stability of corporate
licensees and their affiliates; (ii) preserve the beneficial aspects of conducting business in the corporate form; and (iii) promote a neutral environment for the orderly governance of corporate affairs. Approvals are, in certain
circumstances, required from the Mississippi Commission before we can make exceptional repurchases of voting securities above the current market price and before a corporate acquisition opposed by management can be consummated. The Mississippi Act
also requires prior approval if we were to adopt a plan of recapitalization proposed by our board of directors in opposition to a tender offer made directly to our shareholders for the purposes of acquiring control of us.
License fees and taxes, computed in various ways depending on the type of gaming or activity involved, are payable to the State of
Mississippi and to the cities and counties where our subsidiaries conduct operations. Depending on the particular fee or tax involved, these fees and taxes are payable either monthly, quarterly or annually. Annual fees are payable to the State of
Mississippi to renew our licenses as a manufacturer, distributor and operator of a slot machine route.
Any person who is
licensed, required to be licensed, registered, required to be registered, or is under common control with such person, and who proposes to become involved in a gaming venture outside of Mississippi, is required to deposit with the Mississippi
Commission, and thereafter maintain, a revolving fund to pay the expenses of investigation by the Mississippi Commission, and thereafter maintain, a $10,000 of revolving fund to pay the expenses of investigation by the Mississippi Commission of
their participation in foreign gaming operations. This revolving fund is subject to increase or decrease at the discretion of the Mississippi Commission. As a licensee, we are required to comply with certain reporting requirements imposed by the
Mississippi Act. The Mississippi Commission may require us to file an application for a finding of suitability concerning an actual
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or intended activity or association in a foreign gaming operation. A licensee is also subject to disciplinary action by the Mississippi Commission if the licensee knowingly violates any laws of
the foreign jurisdiction pertaining to the foreign gaming operation, fails to conduct the foreign gaming operation in accordance with the standards of honesty and integrity required by Mississippi gaming operations, engages in activities that are
harmful to the State of Mississippi or its ability to collect gaming taxes and fees, or employs a person in the foreign operation who has been denied a license or finding of suitability in Mississippi on the grounds of personal unsuitability.
New Jersey Regulations
The manufacture, distribution, and operation of gaming machines, and other aspects of casino gaming in New Jersey, are subject to strict regulation pursuant to the New Jersey Casino Control Act and the
regulations promulgated thereunder (collectively, referred to as New Jersey Act). The New Jersey Act created the New Jersey Casino Control Commission (New Jersey Commission) and the New Jersey Division of Gaming Enforcement (New Jersey Division).
Under the New Jersey Act, a casino service industry (CSI) license is required for the manufacture and distribution of gaming machines to casinos in New Jersey. The New Jersey Division has the authority to decide CSI license applications. The New
Jersey Division also has the responsibility to investigate all license applications and to prosecute violations of the New Jersey Act. However, the New Jersey Commission still retains the authority to decide a CSI license application when the New
Jersey Division recommends the denial of a CSI license application. The issuance and maintenance of a CSI license requires that directors, officers, key employees and owners of the applicant company be found by the New Jersey Division to be of
good character, honesty and financially stable by a showing of clear and convincing evidence. We, together with our subsidiary Konami Gaming, Inc., were granted a CSI license in 2004. We are required to submit information relating to the company
every five years to the New Jersey Division.
A CSI license application consists of extensive disclosure forms for the
applicant, each of its holding companies, and each individual required to be found qualified by the New Jersey Division. The persons affiliated with an applicant who must be found qualified by the New Jersey Division are certain officers, directors
and management employees, all beneficial owners of five percent (5%) or more of the applicant, and any other person the New Jersey Division deems appropriate.
With respect to security holders, the New Jersey Division may waive the qualification requirement for institutional investors, as defined in the New Jersey Act, of an applicant if:
(i) there is no reason to believe that the institutional investor may be unqualified; (ii) the institutional investor holds less than 25 percent of the outstanding securities; (iii) the securities were acquired for investment purposes
only, and (iv) the holder has no intention of influencing the affairs of the applicant, other than voting its securities. The New Jersey Act defines an institutional investor as (i) any retirement fund administered by a public
agency for the exclusive benefit of federal, state or local public employees; (ii) an investment company registered under the Investment Corporate Law of 1940; (iii) a collective investment trust organized by banks under Part Nine of the
Rules of the Comptroller of the Currency, (iv) a closed end investment trust; (v) a chartered or licensed life insurance company or property and casualty insurance company; (vi) banking or other licensed or chartered lending
institutions; (vii) an investment adviser registered under the Investment Advisers Act of 1940, and (viii) such other persons as the New Jersey Division may determine for reasons consistent with the policies of the New Jersey Act.
In connection with a license application, the New Jersey Division conducts an investigation of the applicant and its
individual qualifiers to determine their suitability for licensure. In order for a CSI license to be issued by the New Jersey Division, the applicant and its individual qualifiers must demonstrate, by clear and convincing evidence, their good
character, honesty and integrity, and their financial stability, integrity and responsibility.
The application fee for a CSI
license consists of a non-refundable deposit of $5,000 and an obligation to pay an additional $5,000 if the processing of the application requires more than 333 but less than 667 hours and a further $5,000 if the processing of the application
exceeds 667 hours, plus the expenses of the New Jersey
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Division. The same fee structure applies to any resubmission application. If the processing of the application exceeds 1,000 hours, the New Jersey Division may charge an additional application
fee calculated on an hourly basis. All unexpected cash disbursements are charged directly to the applicant.
The New Jersey
Division has broad discretion regarding the issuance, suspension or revocation of CSI licenses. There is no guarantee that our license resubmission will continuously be granted. The New Jersey Division may impose conditions on a license. In
addition, the New Jersey Division has the authority to impose fines or suspend or revoke a license for violations of the New Jersey Act, including the failure to satisfy the licensure requirements. A CSI license is effective for five years and will
essentially remain effective thereafter unless the license is suspended, expires or is revoked. The applicant is asked to resubmit related information every five years.
In addition to our required licensure, the gaming equipment manufactured, distributed or sold by us to New Jersey casinos is subject to a technical examination and approval by the New Jersey Division for,
at a minimum, quality, design, integrity, fairness, honesty, suitability and compliance with rigorous technical standards. The approval process includes the submission of a model of the machine to the New Jersey Division for testing, examination and
analysis and for comparison with documentation of the schematics, block diagram, circuit analysis and written explanation of the method of operation, odds determination and all other pertinent information. All costs of such testing, examination and
analysis are borne by us.
As part of this approval process, the New Jersey Division may require that the manufacturer of any
component of the gaming equipment which the New Jersey Division, in its discretion, determines is essential to the gaming aspects of the device submit to licensing. Such components would include the computer control circuitry which causes or allows
the device to operate as a gambling device. The failure or refusal of such a manufacturer to submit to licensing or the denial of a license by the New Jersey Division to such manufacturer would result in our inability to distribute and market that
gambling device to New Jersey casinos.
Prior to a decision by the New Jersey Division to approve a particular model of
machine, it may require a trial period to test the machine in a licensed casino. Once a model is approved by the New Jersey Division, all machines of that model placed in operation in licensed casinos shall operate in conformity with the model
tested by the New Jersey Division. Any changes in the design, function or operation of the machine are subject to prior approval by the New Jersey Division.
Federal United States Registration
The Federal Gambling Devices Act of
1962 (the Act) makes it unlawful for a person to manufacture, transport, or receive gaming machines, gaming devices or components across interstate lines unless that person has first registered with the Attorney General of the U.S. Department of
Justice. We are so registered and must renew our registration annually. In addition, gambling device identification and record keeping requirements are imposed by the Act. Violation of the Act may result in seizure and forfeiture of the equipment,
as well as other penalties. We have complied with the registration requirements of the Act.
Native American Gaming
Regulation
Gaming on Native American lands is governed by federal law, tribal-state compacts, and tribal gaming
regulations. The Indian Gaming Regulatory Act of 1988, or the IGRA, provides the framework for federal and state control over all gaming on Native American lands and is administered by the National Indian Gaming Commission, or the NIGC, and the
Secretary of the U.S. Department of the Interior. IGRA requires that the tribe and the state enter into a written agreement, a tribal-state compact, which governs the terms of the gaming activities. Tribal-state compacts vary from state-to-state and
in many cases require equipment manufacturers and/or distributors to meet ongoing registration and licensing requirements. In addition, tribal gaming commissions have been established by many Native American tribes to regulate gaming related
activity on Indian lands. We
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manufacture and supply gaming equipment to Native American tribes who have negotiated compacts with their state and have received federal approval. We possess approvals to supply gaming equipment
and components to Native American casinos in several States.
International Regulation
Certain foreign countries permit the importation, sale and operation of gaming equipment in casino and non-casino environments. Some
countries prohibit or restrict the payout feature of the traditional slot machine or limit the operation and the number of slot machines to a controlled number of casinos or casino-like locations. Each gaming machine must comply with the individual
countrys regulations. Certain jurisdictions require the licensing of gaming machine operators and manufacturers.
We
manufacture and supply gaming equipment to various international markets including Australia, Canada, Malaysia, New Zealand, the Philippines, and South Africa. We have obtained the required licenses to manufacture and distribute our products in the
various foreign jurisdictions where we do business.
Video Game Software
Japan.
No governmental entity in Japan is authorized to censor the content of computer entertainment
software. The Computer Entertainment Suppliers Association, or CESA, is a Japanese industry association that conducts market surveys, research and other activities to promote the computer entertainment software industry in Japan. CESAs
members are corporations and individuals engaged in projects relating to the development, manufacture and sale of computer entertainment software and organizations comprised of such individuals or organizations. We are a member of CESA and our
Representative Director, Chairman, Kagemasa Kozuki, had been the Chairman of CESA since its establishment in 1996 for three terms over six years.
The Computer Entertainment Rating Organization, or CERO, was established in 2002 and CERO started regulating home game software distributed in Japan through a rating system based upon the users age.
CERO reviews expressions and contents of software based on its ethical guidelines upon request of software manufacturers. Expressions containing violence, anti-social behavior, sexual behavior and hazardous language or thought are subject to
CEROs rating. Each game software is categorized and labeled either as game software or educational/database software and those categorized as game software must label age classification mark based on the rating. CERO has adopted a five tiered
game software age classification, including category A for persons of all ages, category B for persons 12 and older, category C for persons 15 and older, category D for persons 17 and older and
category Z for sales prohibition to persons younger than 18, thereby indicating that contents of each categorized software are subject to persons in categorized age group.
International
. The content of video game software is not subject to federal regulation in the United
States. However, many video game software publishers comply with the standardized rating system established by the Entertainment Software Rating Board, or ESRB. The ESRB is an independent entity established in 1994. It rates video games, websites
and online games and reviews advertising created by the video game industry. Video game software publishers such as us include ESRB ratings on their game software packages and Nintendo and Sony include the meanings of these ratings on their game
console packages.
In Europe, Pan European Game Information, an age rating system applied in 29 countries (primarily those in
the EU), conducts voluntary age rating inspections using standards developed by the Interactive Software Federation of Europe, a Europe-based industry group. Furthermore, in Germany, the Unterhaltungs Software Selbstkontrolle (USK) conducts morals
inspections pursuant to the countrys Minor Protection Law.
Pachinko Machines (Pachinko, Pachinko Slot)
Standards for pachinko and pachinko slot machines are regulated under the Rules of the National Public Safety Commission pursuant to the
Act Regulating Adults Entertainment Business, etc. The Security Association
62
is the only organization authorized to test models of pachinko and pachinko slot machines and render a decision on whether such models meet certain specified technical criteria. Those who expect
to produce and distribute models are first required to pass such model test conducted by the Security Association and then to obtain verification that such model complies with prescribed standards from the prefectural Public Safety Commission in the
area in which such models would be distributed.
Property
The following table sets forth information, as of March 31, 2013, with respect to our principal facilities:
|
|
|
|
|
|
|
|
|
|
|
|
|
Belong to
|
|
Location
|
|
Uses
|
|
Space
|
|
|
Tenure
|
|
User
|
|
|
|
|
|
|
(square
meters)
|
|
|
|
|
|
KONAMI CORPORATION
|
|
Minato-ku, Tokyo
|
|
Administrative
|
|
|
1,452
|
|
|
Leased
|
|
KONAMI CORPORATION (Holding Company)
|
|
|
|
|
|
|
Konami Digital Entertainment Co., Ltd.
|
|
Minato-ku, Tokyo
|
|
Production, Sales, Administrative
|
|
|
31,683
|
|
|
Leased
|
|
Konami Digital Entertainment Co., Ltd.
|
|
|
|
|
|
|
Konami Sports & Life Co., Ltd.
|
|
Shinagawa-ku, Tokyo, and 202 locations
|
|
Fitness club
|
|
|
733,057
|
|
|
Some owned and some leased
|
|
Konami Sports & Life Co., Ltd.
|
|
|
|
|
|
|
Konami Real Estate, Inc.
|
|
Nasu-gun, Tochigi
|
|
Training Facility
|
|
|
547,137
|
|
|
Owned
|
|
Corporate
|
|
|
|
|
|
|
Konami Real Estate, Inc.
|
|
Zama-shi, Kanagawa
Kobe-shi,
Hyogo, and Other
|
|
Production, Manufacturing, Administrative
|
|
|
128,181
|
|
|
Owned
|
|
Konami Digital Entertainment Co., Ltd.
Konami Manufacturing and Service, Inc., and other
|
|
|
|
|
|
|
Konami Digital Entertainment, Inc.
|
|
Los Angeles, California, U.S.A.
|
|
Sales, Administrative
|
|
|
5,818
|
|
|
Leased
|
|
Konami Digital Entertainment, Inc.
|
|
|
|
|
|
|
Konami Digital Entertainment GmbH
|
|
Frankfurt, Germany (primary location)
|
|
Sales, Administrative
|
|
|
4,582
|
|
|
Leased
|
|
Konami Digital Entertainment GmbH
|
|
|
|
|
|
|
Konami Gaming, Inc.
|
|
Las Vegas, Nevada, U.S.A.
|
|
Production, Manufacturing, Sales, Administrative
|
|
|
55,825
|
|
|
Some owned and some leased
|
|
Konami Gaming, Inc.
|
In addition to the above facilities, we lease some floor space in office buildings in various locations
around the world including Japan, China, the United States and Europe.
63
Material plans after fiscal 2013
Material plans for new expansion and renovation as of March 31, 2013 are as follows:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Estimated amount
of
expenditures
(Millions of Yen)
|
|
|
|
|
Schedule
|
Belong to
|
|
Location
|
|
Segment
|
|
Uses
|
|
Total
amount of
expenditures
|
|
|
Amount
already paid
|
|
|
Method of
financing
|
|
Commenced
|
|
To be
completed
|
Konami Gaming, Inc.
|
|
Las Vegas,
Nevada,
U.S.A.
|
|
Gaming &
Systems
|
|
Manufacturing
|
|
|
3,814
|
|
|
|
|
|
|
Own fund
and
borrowings
|
|
September 2012
|
|
March 2015
|
|
|
|
|
|
|
|
|
|
Konami Real Estate, Inc.
|
|
Chuo-ku,
Tokyo
|
|
Digital
Entertainment
|
|
*Production,
Sales,
Administrative
|
|
|
17,886
|
|
|
|
1,800
|
|
|
Own fund
|
|
May 2012
|
|
June 2013
|
*
|
|
This property will undergo a conversion to become the Konami Creative Center Ginza (working name), intending to be a hub for production of our content and
for communication between the Konami Group and its customers.
|
Legal Proceedings
We are involved in a number of actions and proceedings in Japan and overseas in the ordinary course of our business. However, we are not
involved in any legal or arbitration proceedings, nor, so far as our directors are aware, are there any legal or arbitration proceedings pending or threatened involving us that, if determined adversely to us, would individually or in the aggregate
have a material adverse effect on us or our financial condition and results of operations.
Breakdown of Total Revenues by Category of
Activity and Geographic Market
See Item 5.A of this annual report.
C. Organizational Structure.
The table below shows our principal subsidiaries (companies in which we hold, directly or indirectly, more than 50% of the issued share capital and where we exercise control) and affiliates (companies in
which we hold, directly or indirectly, 20-50% of the issued share capital and where we have significant influence) as of March 31, 2013. Except where stated otherwise, each of these companies is accounted for as a consolidated subsidiary. The
issued share capital of each of these companies is fully-paid.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Name
|
|
Registered office
|
|
Issued share
capital
(in millions)
|
|
|
Ownership
interest
Voting rights
(%)
|
|
|
Principal
business
|
|
Establishment
date
|
In Japan
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Konami Digital Entertainment Co., Ltd.
|
|
Minato-ku, Tokyo
|
|
¥
|
26,000
|
|
|
|
100
|
|
|
Planning, production, and distribution of content for social networks, online games, computer & video games, amusement machines,
card games, content for mobile phones and toys
|
|
March 2006
|
|
|
|
|
|
|
Konami Sports & Life Co., Ltd.
|
|
Shinagawa-ku, Tokyo
|
|
¥
|
13,000
|
|
|
|
100
|
|
|
Operation of fitness clubs and sales of fitness equipment
|
|
March 1973
|
64
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Name
|
|
Registered office
|
|
Issued share
capital
(in millions)
|
|
|
Ownership
interest
Voting rights
(%)
|
|
|
Principal
business
|
|
Establishment
date
|
|
|
|
|
|
|
KPE, Inc.
|
|
Minato-ku, Tokyo
|
|
¥
|
1,000
|
|
|
|
100
|
|
|
Production, manufacturing and sales of pachinko LCDs and pachinko slot machines
|
|
June 1999
|
|
|
|
|
|
|
TAKASAGO ELECTRIC INDUSTRY CO., LTD.
|
|
Osaka City, Osaka
|
|
¥
|
6,651
|
|
|
|
100
|
|
|
Development, manufacturing and sales of pachinko slot and pachinko machines
|
|
July 1956
|
|
|
|
|
|
|
Konami Real Estate, Inc.
|
|
Minato-ku, Tokyo
|
|
¥
|
10,000
|
|
|
|
100
|
|
|
Real estate management
|
|
December 1987
|
|
|
|
|
|
|
Internet Revolution, Inc.
|
|
Minato-ku, Tokyo
|
|
¥
|
1,250
|
|
|
|
70
|
|
|
Operation of portal site
|
|
February 2006
|
|
|
|
|
|
|
Resort Solution Co., Ltd. (1)
|
|
Shinjuku-ku, Tokyo
|
|
¥
|
3,948
|
|
|
|
20
|
|
|
Operation of golf courses, hotels and resorts
|
|
February 1931
|
|
|
|
|
|
|
Six other companies
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Overseas
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Konami Digital Entertainment, Inc.
|
|
El Segundo, U.S.A.
|
|
U.S.$
|
23.9
|
|
|
|
100
|
|
|
Sales of video game software, toys and hobby products and production and sale of amusement arcade games
|
|
November 1982
|
|
|
|
|
|
|
Konami Corporation of America
|
|
Delaware, U.S.A.
|
|
U.S.$
|
35.5
|
|
|
|
100
|
|
|
Holding company
|
|
October 1996
|
|
|
|
|
|
|
Konami Gaming, Inc.
|
|
Las Vegas, U.S.A.
|
|
U.S.$
|
25.0
|
|
|
|
100
|
|
|
Production and sales of gaming machines
|
|
January 1997
|
|
|
|
|
|
|
Konami Digital Entertainment GmbH
|
|
Frankfurt am Main, Germany
|
|
|
5.1
|
|
|
|
100
|
|
|
Sales of video game software
|
|
December 1984
|
|
|
|
|
|
|
Konami Digital Entertainment Limited
|
|
Hong Kong, China
|
|
HK$
|
19.5
|
|
|
|
100
|
|
|
Sales of video game software and amusement arcade games and sales of toys and hobby products
|
|
September 1994
|
|
|
|
|
|
|
Konami Software Shanghai, Inc.
|
|
Shanghai, China
|
|
U.S.$
|
2.0
|
|
|
|
100
|
|
|
Development of video game software
|
|
June 2000
|
|
|
|
|
|
|
Konami Australia Pty Ltd.
|
|
New South Wales, Australia
|
|
A$
|
30.0
|
|
|
|
100
|
|
|
Production and sales of gaming machines
|
|
November 1996
|
|
|
|
|
|
|
Six other companies
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1)
|
|
It is accounted for by the equity method.
|
D. Property, Plants and Equipment.
The information required by this item is set forth in Item 4. Information on the Company. B
Business Overview
of this annual report.
Item 4A.
|
|
Unresolved Staff Comments
|
We are a large accelerated filer as defined in Rule 12b-2 under the Securities Exchange Act of 1934, as amended. There are no written
comments which have been provided by the staff of the Securities and Exchange Commission regarding our periodic reports under that Act not less than 180 days before the end of the fiscal year ended March 31, 2013 and which remain unresolved as
of the date of the filing of this annual report with the Commission.
65
Item 5.
|
|
Operating and Financial Review and Prospects.
|
A. Operating Results.
You should read the
following discussion of our financial condition and results of operations together with our consolidated financial statements and other information included in this annual report. Fiscal 2012 in this annual report refers to the fiscal year ended
March 31, 2013, and other fiscal years are referred to in a corresponding manner.
This discussion and analysis
contains forward-looking statements that involve risks, uncertainties and assumptions. Our actual results may differ materially from those anticipated in these forward-looking statements as a result of certain factors, including, but not limited to,
those set forth under Item 3.D and elsewhere in this annual report.
Overview
We are a global entertainment and health-related products and services provider. We publish and distribute video game software for use by
customers with home and handheld video game systems, principally those manufactured by Sony, Nintendo and Microsoft, and also produce and distribute Internet-based entertainment contents. We also offer a variety of other digital entertainment
products by producing toys, including card games, manufacturing and distributing amusement games and token-operated games for amusement arcades. Some of these products use characters from or inspired by characters in our home video game software and
other products. Since February 2001, we have also run the largest chain of fitness clubs in Japan. We produce and market health-related products. Furthermore, we produce and market a variety of entertainment and components, including LCDs for
pachinko machines, pachinko slot machines and gaming machines. We earn revenues and income and generate cash from the sales of these products and services.
We divide our worldwide operations principally into four business segments for financial reporting purposes: Digital Entertainment, Health & Fitness, Gaming & Systems and
Pachinko & Pachinko Slot Machines. The net revenue of these segments, before elimination of intersegment revenues, accounted for 51.5%, 35.4%, 11.1% and 2.4%, respectively, of our total net revenue in fiscal 2013. Our consolidated net
revenue for fiscal 2013 was ¥225,995 million.
Due to the nature of the entertainment industry, our results of operations
have largely been, and will to a considerable extent, remain affected by a product and service that individually or as a series is a hit with consumers such as video game software, content for social networks and card games. See Factors
Affecting Our Results of OperationsHit Products. We have been working to reduce volatility in our results by building a solid and well-balanced business portfolio with multiple segments, featuring a growing number and variety of products
and services. We are also diversifying our revenue sources by expanding our businesses overseas. Our Digital Entertainment segment has been active in the North American and European markets and our Gaming & Systems segment has actively
developed its operations particularly in the North American market, the biggest gaming market in the world with high future growth potential.
The entertainment industry in Japan has been expanding, reflecting an increasing social recognition of the importance of developing intellectual property and the rapid advance of technology.
Within the Japanese entertainment industry, the video game software industry has become increasingly competitive and more hit
products-oriented, with the size of the market fluctuating depending on the number of hit products produced and distributed in a given year. The toy industry in Japan faces problems, including a declining birthrate, children growing out of toys at
younger ages due to earlier maturity, a decrease in disposable income due to the sluggish economy and an increase in spending on other entertainment. The toy industry is holding firm, however, without any sharp decline in sales, due to an increase
in expenditures per child and an increase in demand for toys targeting adults in line with the aging of society. The amusement arcade industry has
66
suffered a decline in the number of users triggered by a decline in consumer spending caused by the global recession as well as by the growing number of users who refrained from going out due to
the surge in oil prices. Although the surge in oil prices has begun to ease, the recovery of the number of users is still slow, and thus, the slowdown of the amusement arcade industry continues to be severe. To respond to such situation, there has
been increasing expectation for the emergence of hit products that will stimulate the market. Also, with the popularization of smart phones and the advancement of digital technology such as cloud technology, the content for social
networks market for the mobile devices and PCs has been expanding as a new entertainment business.
The Japanese health
industry in which our Health & Fitness segment operates is also feeling the impact of the recession. The fitness club industry where we boast a large market share has accelerated the price decline of membership fees and various services due
to a decrease in number of fitness club members triggered by a decline in consumer spending. At the same time, due to the enforcement of health-related laws and regulations, there has been a growing interest in nursing care prevention as
Japans population grows older. Measures to tackle lifestyle-related diseases have been taken at the national level and steps to maintain good health are underway. We believe there will be an increasing demand for health-related services among
middle-aged and senior consumers.
Our main business strategies for each segment are as follows:
|
|
|
Digital Entertainment Segment
|
As for our content for social networks, we plan to continue providing intangible services, adding value in new ways as made possible by the Internet, by planning, producing, operating and
distributing Internet-based entertainment contents, including content for social networks, mobile games and PC online games. In addition, we will develop our services to make them compatible with various other devices such as smart phones and tablet
PCs in addition to providing our services on new platforms through development overseas.
As for our video game software, due
to the rapid growth of content for social networks, we have reached the point that we need to change our sales strategy for home video game software for consoles such as the Nintendo Wii, Sonys PlayStation 3 and Microsofts Xbox 360.
We plan to actively develop our business in global markets, with a focus on Europe and the U.S., and will increase the success rates for our titles through title selection and concentration.
As for our amusement arcade games, we plan to further enhance our e-AMUSEMENT service, which links amusement arcades on line
throughout Japan, by strengthening existing content and introducing new titles. Furthermore, in addition to our sales in the matured domestic market, we attempt to expand our sales overseas, focusing on Asia.
As for our card games, we are aiming to develop and acquire highly recognized characters and contents both produced by us as well as
licensed by third parties, in order to expand our product lineup.
|
|
|
Health & Fitness segment
|
In the Health & Fitness segment, we are focusing on improving the quality of our services by offering a wide range of health-related value-added services in order to develop our operations
effectively.
We aim to strengthen development and sales of goods such as health and nursing care prevention machines,
supplements and health-related equipment and support health maintenance and promotion services within and outside the fitness club facilities as the main source of revenue other than fitness club membership fees.
|
|
|
Gaming & Systems segment
|
In the Gaming & Systems segment, we aim to increase our revenue through development of competitive slot machine and system offerings, better services for clients, expansion of the markets for our
casino management systems, enhancement of the competitiveness of our goods, improvement of client training and further expansion of participation.
67
|
|
|
Pachinko & Pachinko Slot Machines segment
|
In the Pachinko & Pachinko Slot Machines segment, we aim to expand our market share through the provision of our own value-added products by taking advantage of the entertainment know-how that we
have cultivated over the years in response to the changes in the market, such as play methods and changes in user preferences.
Factors
Affecting Our Results of Operations
Factors Affecting Combined Results of Operations
A number of factors affect revenues and expenses across several of our segments, and therefore have a substantial impact on our combined
results of operations. These factors subject to the impact of economic trends include a decline in consumer spending, price surge of raw materials, falling price of products, the importance of hit products that respond to trends in
popular culture, intellectual property licensing, seasonal fluctuations, investments and acquisitions.
Economic Trends
Home game software and card games, which are enjoyed at home, are generally deemed to be less affected by a weak
economy. However, with respect to amusement arcade games, a decline in consumer spending caused by the deterioration of the economy would cause fewer people to visit amusement arcades more frequently, which may result in the deterioration of the
operators business. If purchasing power decreases due to the deterioration of the operators business, sales of our amusement arcade games will be affected. In addition, in the worst case scenario, we may not be able to collect payment
for goods we have sold. We attempt to prevent risk by purchasing credit insurance under the assumption that the worst case scenario, such as bankruptcy of our buyers, will occur in addition to building a scheme under which we conduct sales upon
careful evaluation of the credibility of our buyers. Furthermore, with respect to the operation of fitness clubs, similarly to amusement arcades, a decline in consumer spending may trigger a decrease in the number of members and a reduction in
collection of membership fees. We aim to acquire new members and to keep our members from withdrawing from membership by attempting to enhance the quality of our services.
Hit Products and Services
Most of our revenues come from sales of
hit products and services and are dependent on our ability to anticipate and sell successfully the kinds of products and services that are popular with consumers. A single hit product or service can generate very substantial revenues, which can
continue over an extended period through the release of sequel products and through expansion and extension of the concept or characters to other businesses from a popular game.
Previously, our strategy was to develop a large number of titles for various platforms, in order to limit fluctuations in sales. However,
due to recent changes in the business environment, such as the spread of content for social networks, and our expansion into overseas markets, we have decided to adopt a new strategy of increasing revenues for each title through streamlining and
enhancing the versatility of our content. Accordingly, we are cutting the number of titles through a process of Selection and Concentration, which we expect will provide a more consistent stream of revenues from each hit title. We have
also decreased the volatility of our net revenues by entering the fitness club business, which provides a more stable revenue base.
Intellectual Property Licensing
One means we use to increase the
likelihood that our products will succeed is licensing the right to utilize ideas and images from popular culture, such as comic book characters, sports and entertainment personalities and high visibility events. Thus, to some extent our revenues
are dependent on the successful identification and
68
acquisition of rights to popular ideas and images. The number of intellectual property licenses we hold has been increasing as we acquire such licenses for strategic purposes.
These licenses typically require a guarantee of minimum future guaranty. We may experience losses if sales based on licensed intellectual
property do not produce sufficient revenues to cover our minimum guaranty. In addition, games that are based on licensed ideas have lower margins than games that we develop independently.
In recent years, the entertainment industry has seen acceleration in crossovers with other industries such as toys, films, music, comics,
publishing and communications. When we are able to use intellectual property licenses in multiple segments, we are able to obtain higher revenues. For example, our
Yu-Gi-Oh! TRADING CARD GAME
originated from the popular
Yu-Gi-Oh!
comic
in a prominent Japanese weekly magazine. Following our media-mix strategy, we made good use of the license for the game, making substantial sales of our
Yu-Gi-Oh! TRADING CARD GAME
as our card game products and also as our video
game software products.
Seasonal Fluctuations
Many of our products are in the greatest demand from November to January. These months correspond to the periods of childrens school
holidays, and it is customary in Japan to buy such products as Christmas and New Year presents in December and January. In addition, demand in the United States is highest from November, starting with Thanksgiving and through the Christmas season.
However, our earnings may not necessarily reflect the seasonal patterns of the industry as a whole as a result of increased sales due to the occurrence of various sports events or the release of hit titles.
Investments and Acquisitions
We have sought growth and diversification through investments and acquisitions in sectors that are expected to result in increased revenue stability and growth. These investments and acquisitions affected
the composition of our assets and liabilities and our results of operations, sometimes materially. Among other things, we recognized an increase in the amount of goodwill and intangibles with indefinite life on our consolidated balance sheet in
connection with such acquisitions, which we test for impairment at least on an annual basissee Critical Accounting PoliciesValuation of Intangible Assets and Goodwill.
In particular, we have conducted the following transactions:
|
|
|
Sale of 23.0% of the common stock of TAKARA Co., LTD. (Takara), which KONAMI CORPORATION had acquired in fiscal 2001 and 2002, in April
2005, for which we realized a gain on sale of ¥6,917 million in the first quarter of fiscal 2006.
|
|
|
|
Consolidation of HUDSON, which was previously an affiliate accounted for by the equity method after our acquisition of 45.5% of its common stock in
fiscal 2002, in April 2005, due to a capital investment of ¥1,434 million whereby KONAMI CORPORATION increased their interest to 54.0%. HUDSON became our wholly owned subsidiary as a result of a share exchange in April 2011, and completed a
merger with HUDSON into Konami Digital Entertainment Co., Ltd. on March 1, 2012.
|
|
|
|
Acquisition of 34.8% of minority interest of Konami Computer Entertainment Studios, Inc., 36.9% of the minority interest of Konami Computer
Entertainment Tokyo, Inc. and 37.6% of minority interest of Konami Computer Entertainment Japan, Inc. and the merger of these companies with KONAMI CORPORATION in April 2005. We recognized goodwill of ¥13,348 million from the acquisition of
the minority interests in these companies as a result of these transactions in fiscal 2006.
|
|
|
|
Merger between Konami Sports Corporation and Konami Sports Life Corporation in February 2006, and acquisition of the remaining minority interest by
share exchange in March 2006. We recognized goodwill of ¥6,596 million from the acquisition of minority interests in Konami Sports Corporation as a result of the transaction.
|
69
|
|
|
Acquisition of 20.0% of the common stock of Resort Solution Co., Ltd. for a total cash consideration of ¥5,993 million by KONAMI CORPORATION
in March, 2006, through which it became an affiliate accounted for by the equity method.
|
|
|
|
Acquisition of all the shares of COMBI WELLNESS Corporation for a total cash consideration of ¥600 million by KONAMI CORPORATION in May 2006,
through which it became our wholly-owned subsidiary. On June 1, 2012, it was merged into Konami Sports & Life Co., Ltd.
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Acquisition of assets of Blue Label Interactive, Inc. by Konami Digital Entertainment, Inc., our U.S. affiliated company, for a total cash
consideration of ¥1,099 million, pursuant to an asset acquisition agreement entered into on June 22, 2006.
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Acquisition of 91.9% of the common stock of Sportsplex Japan Co., Ltd. for a total cash consideration of ¥509 million by KONAMI CORPORATION on
March 6, 2008, through which it became our subsidiary. On June 30, 2008, it was merged into Konami Sports & Life Co., Ltd.
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Acquisition of TAKASAGO ELECTRIC INDUSTRY CO., LTD. (formerly Abilit Corporation, TAKASAGO) as our wholly owned subsidiary as a result of a
share exchange on January 1, 2011. 0.052 shares of our common stock were delivered by allotment for each one share of common stock of TAKASAGO, and 2,593 thousand shares of treasury stock held by us were used for the allotment of shares to
the shareholders of TAKASAGO.
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Acquisition of assets of 4Kids Entertainment, Inc. by 4K Media Inc. (formerly 4K Acquisition Corp.), a subsidiary of the Company, for a total cash
consideration of ¥1,164 million, pursuant to an asset acquisition agreement entered into on July 2, 2012.
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Foreign Currency Fluctuations
An increasing portion of our business
is conducted in currencies other than yenmost significantly, U.S. dollars and Euro, as we increase our sales overseas. Our business is thus becoming sensitive to fluctuations in foreign currency exchange rates, especially the yen-U.S. dollar
and yen-Euro exchange rates. Our consolidated financial statements are increasingly becoming subject to both translation risk and transaction risk. Translation risk arises from the fact that our foreign subsidiaries have different functional
currencies than we do. Changes in the value of the Japanese yen relative to the functional currencies of these subsidiaries create translation gains and losses on our equity investments in foreign subsidiaries which are recorded as foreign currency
translation adjustments on our consolidated statements of changes in equity in accumulated other comprehensive income (loss) until we dispose of, liquidate or take an impairment charge with respect to, the relevant subsidiaries.
Transaction risk arises when the currency structure of our costs and liabilities deviates from the currency structure of our sales
proceeds and assets. A substantial portion of our overseas sales are made in U.S. dollars and Euros. Our sales denominated in U.S. dollars and Euro are, to a significant extent, offset by U.S. dollar and Euro-denominated costs. Transaction risk
remains for products sold in foreign currency to the extent that we must purchase parts for our products from Japan, the costs for which are denominated in yen.
We use foreign exchange forward contracts to manage foreign exchange exposure associated with
short-term
movements in exchange rates applicable to our payable
commitments and receivables that we expect to pay or receive in foreign currencies. Changes in the fair values of our foreign exchange forward contracts are recognized as gains or losses on derivative instruments in our income statement. For a more
detailed discussion of these instruments, refer to Item 11 of this annual report and Note 18 to the consolidated financial statements included in this annual report.
70
Factors Affecting Results of Business Segments
In addition to the factors affecting our combined results of operations through several segments, there are other factors that affect the
results of each of our segments independently. The factors affecting results in our business segments are as follows:
Digital Entertainment Segment
Net Revenues
. In our Digital Entertainment segment, in addition to the production and distribution of software for mobile phones and smartphones through social networking
services and online services, the production and distribution of video game software for home and handheld game platforms and personal computers, we are engaged in the production and sales of card games and boys toy products, the development,
manufacturing and maintenance of video arcade games and token-operated games for amusement arcades as well as the production and sale of books and music of our products. In fiscal 2013, net revenues from the Digital Entertainment segment were
¥116,366 million, accounting for 51.5% of consolidated net revenues before elimination of intersegment revenue.
Our
online services are affected by market acceptance of network-based interactive games, the number of mobile phones, smartphones and Internet users, network system stability, which is the backbone of our services, and general economic trends. We make
every effort to strengthen stability of our network-based services through such measures as server maintenance and improved stress tests.
In addition, the content we develop for social networks have been rapidly growing because our games can be played free of charge, a feature that has obtained support from players. If this type of
game is deemed to be harmful to players interest in light of commonly accepted social norms, legal regulations may be imposed by the government, which could potentially impact the growth of content for social networks. In cooperation with the
social platform operators, we will endeavor to improve the health and soundness of the content for social networks business by taking appropriate measures as needed.
Our video game software is sold mainly in the format of DVD-ROMs, Blue-ray Discs or proprietary discs for home video game platforms such as Sony PlayStation 2, PlayStation 3, Nintendo Wii and Microsoft
Xbox 360 and ROM-cartridges and other media for handheld video game platforms such as Nintendo DS, Nintendo 3DS, Sony PlayStation Portable and Sony PlayStation Vita.
Our sales of video game software are strongly influenced by our ability to develop or acquire popular game content. See Factors Affecting Combined Results of OperationsHit Products,
Intellectual Property Licensing. For instance, sales of video game software are significantly affected by sales volumes of video game systems. The potential market for a software product designed for a particular video game system is
determined by the total number of such video game systems purchased by consumers, a number which is sometimes referred to as the installed base of such video game systems. When new hardware systems are introduced, we may experience a
temporary decline in net sales attributable to video game software until we are able to produce one or more hit products that utilize the increased capabilities of the new hardware.
The home video game industry is characterized by rapid technological changes, which have resulted in successive introductions of
increasingly advanced game consoles. As a result of the rapid technological shifts, no single game console has achieved long-term dominance in the home video game and computer game market. To respond to these rapid shifts in video game hardware
technology, it is necessary for us to continually anticipate game console cycles, time our product pipeline so that we do not publish games for hardware that is no longer popular, and develop software programming tools necessary for emerging
hardware systems.
Net revenues from amusement arcade games are affected by market acceptance, the number and size of video
arcades in Japan, introduction of hit titles and general economic trends. In addition, our e-Amusement service, which links amusement arcade throughout Japan online, is influenced by market acceptance of
network-
71
based interactive games, network stability, which is the backbone of our services, and general economic trends. In addition to creating new games, we believe that we may be able to increase
margins in this business by extending the life cycle of our existing arcade games by continuing to provide stable services after purchases of our machines. We also continue to benefit from sales of token-operated machines in Japan. We are proud of
being one of the leading companies in the token-operated machine industry in Japan. Because the arcade game industry in Japan continues to be streamlined, the average scale of each amusement arcade is expanding along with a decrease in the number of
amusement arcades. Accordingly, large-scale token-operated machines that attract a large number of customers have a tendency to gain popularity within large amusement arcades.
Our net revenue from card games and toys are principally affected by our identification and acquisition of rights to characters of popular comic books and TV programs, our ability to produce unique games,
the number of children in the population, the timing of market entry, market competition, lifecycle of products and general economic trends. The toy industry in Japan is now faced with such issues as a decline of birthrates, young childrens
shift away from toys due to their maturing at a younger age, and an increase in household expenses for children or other amusement purposes. However, the toy industry has not experienced a rapid decline in sales, but has continued a steady growth
because of an increase in expense spent per child and a growing demand for toy products for adults along with an ageing society. In response, in order to maintain the balance of our business portfolio and to make our lineup of products more
attractive, we strive to diversify products targeted to the Japanese market.
Expenses
. Costs
and expenses that we incur in the development of new video game software are expensed as research and development costs until such games reach technological feasibility, at which point we begin to capitalize the expenses. We expense capitalized
costs to cost of revenues upon commercial release, as the commercial life of our software for home video game platforms is of short duration.
The rapid technological advances in home game consoles have significantly changed the software development process. It is expected that the process is to become even more complex and expensive with the
advent of more powerful next-generation game consoles. Our cost of revenues from software also includes the costs of licenses from content licensors. While some of our content licenses include prepaid or guaranteed royalties, most of the royalties
we pay are on a revenue basis. We amortize the cost of prepaid royalties based on the number the associated products sold. We evaluate the future recoverability of any prepaid royalties and capitalized software development costs on a regular basis
based on actual title performance. We expense as part of product development costs those capitalized costs that we deem unrecoverable.
Our cost of services rendered for content for social networks, mobile phones, mobile terminals and personal computers game content consists of expenses incurred in the development of content, maintenance
expenses for servers in our online services and service charge collection fees. We capitalize development and production costs and then amortize such costs as cost of services rendered for a period of one to three years or based on the expected
length of services.
As for arcade games and token-operated games for amusement facilities, we incur more limited cost of
parts and raw materials and therefore have higher margins when we provide new game software content for existing machines rather than selling new machines, because of lower cost of parts and raw materials. We are currently working on further
improving margins for our amusement arcade games through the introduction of the less expensive e-AMUSEMENT gaming machine, which links amusement arcades online throughout Japan, and other measures to decrease production costs.
Card games have historically shown a higher margin than other toy products due to their relatively low manufacturing costs.
Costs include raw material costs, manufacturing outsourcing, licensing, research and development and administrative costs. Furthermore, because our card games and toys business is typically based on previously developed intellectual property,
research and development costs are comparatively low.
72
Health & Fitness Segment
Net Revenues.
We are one of the largest fitness club operators in Japan. We also design, manufacture and
sell fitness and health related products. As of March 31, 2013, we operated 203 fitness clubs and provided outsourced services at 172 clubs. In addition, in June 2008, Sportsplex Japan Co., Ltd. was merged into Konami Sports & Life
Co., Ltd., and we aim to enhance convenience for our members through the integration of our brands. Our Health & Fitness segment had ¥79,896 million in net revenues or 35.4% of our total net revenue, before elimination of
intersegment revenues, in fiscal 2013.
While the majority of our Health & Fitness revenues come from membership
fees, our fitness clubs also collect additional revenues from ancillary sales and services, sales of consumables including meals in our in-club restaurants and nutritional products in our in-club stores, and fees for services such as jazzercise and
other fitness classes, massage, fitness counseling, work-out programs and personal trainers.
Expenses
. Operating expenses for our Health & Fitness segment include, for our health and fitness
club business, leases for facilities, salaries for trainers and other club employees, costs of fitness machines and other equipment, utilities charges, marketing expenses, costs for maintaining the facilities and depreciation. Upon opening a new
fitness club, we often experience an initial period of operating losses with respect to that club for the first year. However, this period can vary depending on the individual club, and may be substantially longer than a year. However, since most of
our expenses are fixed, operating margins tend to improve significantly with respect to each club as membership increases. Expenses for our fitness-related software and fitness equipment business are largely related to cost of parts and raw
materials, manufacturing costs and research and development expenses.
In fiscal 2011, we recognized ¥4,455 million
of earthquake related impairment charges and expenses due to the facilities damaged by the Great East Japan Earthquake of March 11, 2011 mainly in our Health & Fitness segment.
Gaming & Systems Segment
Net Revenues.
In fiscal 2013, net revenues from the Gaming & Systems segment, before elimination of intersegment revenues, were ¥24,984 million, accounting
for 11.1% of consolidated net revenues. The main revenue source for the Gaming & Systems segment is the sales of video and mechanical slot machines, casino management systems, software contents and revenue share with the casino operators in
North America and Australia. Our sales of gaming machines are conducted overseas, primarily in North America and in Australia. Revenues for the Gaming & Systems segment are affected by the timing of the introduction of products, timing of
regulatory approvals in various markets, the ability to penetrate into foreign gaming markets, the number of gaming players, gaming regulations in relevant markets, our competitiveness in these markets, the average product life cycles, general
economic trends and currency exchange rates.
Expenses
. Expenses in our Gaming &
Systems segment are largely related to cost of parts and raw materials, manufacturing costs and research and development expenses. In recent years, we have attempted to decrease our cost of revenues for the Gaming & Systems segment by
acquiring parts and producing our machines in the markets in which they are sold, thereby reducing shipping costs and foreign exchange risks.
Pachinko & Pachinko Slot Machines Segment
Net
Revenues.
In fiscal 2013, net revenues from the Pachinko & Pachinko Slot Machines segment, before elimination of intersegment revenues, were ¥5,398 million, accounting for 2.4% of consolidated net
revenues. Our revenues from LCDs for pachinko machines and pachinko slot machines may be affected if our pachinko slot machines do not pass the testing of the Security Association due to circumstances beyond our control and if our pachinko machines
are not able to be sold as scheduled due to the tightening of regulations on the pachinko business and establishment of a period of voluntary ban on replacement by the National Police Agency or the bankruptcy of our suppliers.
73
Expenses
. Expenses from the Pachinko & Pachinko Slot
Machines segment consist largely of initial cost of parts and materials, manufacturing costs and research and development.
Results of
Operations
The table below shows our consolidated statements of income for the periods indicated:
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|
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|
|
|
|
|
|
|
|
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Millions of Yen
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|
|
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2011
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2012
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|
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2013
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|
NET REVENUES:
|
|
|
|
|
|
|
|
|
|
|
|
|
Product sales revenue
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|
¥
|
156,867
|
|
|
¥
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140,159
|
|
|
¥
|
103,928
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|
Service and other revenue
|
|
|
101,121
|
|
|
|
125,599
|
|
|
|
122,067
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues
|
|
|
257,988
|
|
|
|
265,758
|
|
|
|
225,995
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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COSTS AND EXPENSES:
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|
|
|
|
|
|
|
|
|
|
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Costs of products sold
|
|
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102,741
|
|
|
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89,924
|
|
|
|
64,152
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Costs of services rendered and others
|
|
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86,291
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|
|
|
84,491
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|
|
|
88,661
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Selling, general and administrative
|
|
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46,253
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|
|
|
50,051
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|
|
|
51,307
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Earthquake related impairment charges and expenses
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|
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4,455
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|
|
|
342
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|
|
|
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Gain on bargain purchase
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|
|
(2,543
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)
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total costs and expenses
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|
|
237,197
|
|
|
|
224,808
|
|
|
|
204,120
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income
|
|
|
20,791
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|
|
|
40,950
|
|
|
|
21,875
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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OTHER INCOME (EXPENSES):
|
|
|
|
|
|
|
|
|
|
|
|
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Interest income
|
|
|
268
|
|
|
|
215
|
|
|
|
182
|
|
Interest expense
|
|
|
(1,541
|
)
|
|
|
(1,427
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)
|
|
|
(1,300
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)
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Foreign currency exchange gain (loss), net
|
|
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(342
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)
|
|
|
331
|
|
|
|
1,285
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Other, net
|
|
|
(94
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)
|
|
|
(43
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)
|
|
|
(127
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)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Other income (expenses), net
|
|
|
(1,709
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)
|
|
|
(924
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)
|
|
|
40
|
|
|
|
|
|
|
|
|
|
|
|
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INCOME BEFORE INCOME TAXES AND EQUITY IN NET INCOME OF AFFILIATED COMPANY
|
|
|
19,082
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|
|
|
40,026
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|
|
|
21,915
|
|
|
|
|
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INCOME TAXES:
|
|
|
|
|
|
|
|
|
|
|
|
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Current
|
|
|
7,319
|
|
|
|
14,117
|
|
|
|
9,099
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|
Deferred
|
|
|
(918
|
)
|
|
|
2,824
|
|
|
|
(626
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
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Total
|
|
|
6,401
|
|
|
|
16,941
|
|
|
|
8,473
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EQUITY IN NET INCOME OF AFFILIATED COMPANY
|
|
|
41
|
|
|
|
52
|
|
|
|
44
|
|
NET INCOME
|
|
|
12,722
|
|
|
|
23,137
|
|
|
|
13,486
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|
NET INCOME (LOSS) ATTRIBUTABLE TO THE NONCONTROLLING INTEREST
|
|
|
(212
|
)
|
|
|
125
|
|
|
|
312
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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NET INCOME ATTRIBUTABLE TO KONAMI CORPORATION
|
|
¥
|
12,934
|
|
|
¥
|
23,012
|
|
|
¥
|
13,174
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Comparison of Fiscal 2013 with Fiscal 2012
Net Revenues
Net revenues decreased by ¥39,763 million, or 15.0%, to ¥225,995 million for fiscal 2013 from ¥265,758 million for fiscal 2012. Further, in fiscal 2013, product sales revenues
decreased by ¥36,231 million, or 25.8%, while service and other revenues only decreased by ¥3,532 million, or 2.8%, thereby resulting in service and other revenues surpassing product sales revenues in fiscal 2013. The decrease was
due mainly to a decrease in net revenues along with a decrease in the number of released titles of video game software in the Digital Entertainment segment and of products in the Pachinko & Pachinko Slot Machines segment. Please refer to
Segment Information for the details.
74
Cost of Revenues
Cost of revenue decreased by ¥21,602 million, or 12.4%, to ¥152,813 million for fiscal 2013, compared to
¥174,415 million for fiscal 2012. This decrease was due mainly to a decrease in cost of revenues on products in the Digital Entertainment segment and Pachinko & Pachinko Slot Machines segment. Further, the percentage of cost of
revenues to net revenues increased from 65.6% to 67.6%. This was due mainly to an increase in the percentage of cost of revenues to service and other revenues from 67.3% to 72.6%, resulting from an increase in the cost of revenues ratio for content
for social networks in the Digital Entertainment segment. Please refer to Segment Information for the details.
Selling, General and Administrative Expenses
Selling, general and administrative expenses increased by ¥1,256 million, or 2.5%, to ¥51,307 million for fiscal 2013 from ¥50,051 million for fiscal 2012. This increase was due
mainly to an increase in advertising expenses associated with holding events and running TV commercials to support the opening of the London Olympic Games.
Operating Income
As a result of the foregoing, our operating income
decreased by ¥19,075 million, or 46.6% to ¥21,875 for fiscal 2013 from ¥40,950 million for fiscal 2012. Further, as a percentage of net revenues, operating income decreased by 5.7% to 9.7% in fiscal 2013 from 15.4% in fiscal
2012. This decrease was due mainly to a decline in the operating income ratio from 23.6% in fiscal 2012 to 18.3% in the Digital Entertainment segment, resulting from an increase in the cost of revenues ratio in content for social networks, and to
the recognition of operating loss amounting to ¥1,166 million in the Pachinko & Pachinko Slot Machines segment for fiscal 2013. Please refer to Segment Information for the details.
Other Income (Expenses), net
Other income (expenses), net, increased by ¥964 million to other income of ¥40 million for fiscal 2013 from other expenses of ¥924 million for fiscal 2012. This was due to an
increase in foreign exchange gains of ¥954 million in fiscal 2013 from fiscal 2012, which resulted from a substantial weakening of the yen during the latter portion of fiscal 2013.
Income Before Income Taxes and Equity in net income of affiliated company
As a result of the foregoing, our income before income taxes and equity in net income of affiliated company decreased by
¥18,111 million, or 45.2%, to ¥21,915 million for fiscal 2013 from ¥40,026 million for fiscal 2012.
Income Taxes
Income tax expenses decreased by ¥8,468 million to ¥8,473 million for fiscal 2013 from ¥16,941 million for fiscal 2012. The effective tax rate decreased to 38.7% for fiscal 2013
from 42.3% for fiscal 2012, due primarily to a change in statutory income tax rate by a change in tax rates in Japan and reversal of valuation allowance, offset by adjustments to unrecognized tax benefits.
Equity in Net Income of Affiliated Company
Equity in net income decreased by ¥8 million to ¥44 million for fiscal 2013 from ¥52 million for fiscal 2012. As there was no significant change in earnings of Resort Solution
Co., Ltd., the sole equity method investee, income attributable to equity method affiliates in fiscal 2013 was at generally the same level as that in fiscal 2012.
75
Net Income (Loss) Attributable to the Noncontrolling Interest
Net income attributable to the noncontrolling interest increased by ¥187 million to ¥312 million for fiscal 2013 from
¥125 million in fiscal 2012. This was due to an increase in income from Internet Revolution, Inc., one of our subsidiaries in Digital Entertainment segment.
Net Income Attributable to KONAMI CORPORATION
As a result of the
foregoing, net income attributable to KONAMIs shareholders decreased by ¥9,838 million, or 42.8%, to ¥13,174 million for fiscal 2013 from ¥23,012 million in fiscal 2012.
Comparison of Fiscal 2012 with Fiscal 2011
Net Revenues
Net revenues increased by ¥7,770 million, or
3.0%, to ¥265,758 million for fiscal 2012 from ¥257,988 million for fiscal 2011. Further, for fiscal 2012, as revenues from product sales decreased by ¥16,708 million, or 10.7%, service and other revenues increased by
¥24,478 million, or 24.2%, compared to fiscal 2011. The increase in net revenues was due mainly to the popularity of content for social networks in the Digital Entertainment segment contributing largely to revenues, and an increase in
revenues attributable to Participation in the Gaming & Systems segment, despite a decrease in revenues for video game software in the Digital Entertainment segment.
Cost of Revenues
Cost of revenue decreased by
¥14,617 million, or 7.7%, to ¥174,415 million for fiscal 2012, compared to ¥189,032 million for fiscal 2011. This decrease was due mainly to a decrease in cost of revenues in the Digital Entertainment segment and
Health & Fitness segment. The percentage of cost of revenues to net revenues on product sales decreased from 65.5% to 64.2%, due mainly to an increase in card game product sales which has a low cost of revenues ratio, in the Digital
Entertainment segment. The percentage of cost of revenues to net revenues on service and other revenue also decreased from 85.3% to 67.3%, due mainly to an increase in sales of content for social networks, which has a low cost of revenues ratio, in
the Digital Entertainment segment.
Selling, General and Administrative Expenses
Selling, general and administrative expenses increased by ¥3,798 million, or 8.2%, to ¥50,051 million for fiscal 2012
from ¥46,253 million for fiscal 2011. This increase was due mainly to an increase in the expenses in the Pachinko & Pachinko Slot Machines segment associated with the acquisition of 100% equity ownership of TAKASAGO ELECTRIC
INDUSTRY CO., LTD. as our consolidated subsidiary during the fourth quarter of the previous fiscal year, as well as an increase in advertising expenses focusing on content for social networks in the Digital Entertainment segment.
Earthquake Related Impairment Charge and Expenses
Earthquake related impairment charges and expenses decreased by ¥4,113 million to ¥342 million for fiscal 2012 from ¥4,455 million for fiscal 2011. In fiscal 2012, we have
recorded repair expenses for facilities damaged by the Great East Japan Earthquake in the Health & Fitness segment.
Gain on Bargain Purchase
We recognized a ¥2,543 million gain on bargain purchase in fiscal 2011 at the time of our acquisition of a 100% equity ownership of TAKASAGO as a consolidated subsidiary for our
Pachinko & Pachinko Slot Machines segment, due to the fact that fair value of the net assets of TAKASAGO exceeded our acquisition price.
76
Operating Income
As a result of the foregoing, our operating income increased by ¥20,159 million, or 97.0% to ¥40,950 for fiscal 2012 from
¥20,791 million for fiscal 2011.As a percentage of net revenues, operating income increased by 7.3% to 15.4% in fiscal 2012 from 8.1% in fiscal 2011. This increase was due mainly to the improvement in the operating income ratio from 12.9%
in fiscal 2011 to 23.6% in the Digital Entertainment segment, as a result of the improvement in operating margin associated with an increase in sales of the content for social networks.
Other income (expenses), net
Other expenses, net, decreased by ¥785 million to ¥924 million for fiscal 2012 from ¥1,709 million for fiscal 2011. Although there was not a substantial fluctuation of foreign
exchange rates due to the continued strength of the yen in fiscal 2012, ¥331 million of foreign exchange gain was recognized mainly for certain foreign currency-denominated assets acquired in interim period when the yen was relatively
stronger compared to the fiscal year end.
Income Before Income Taxes and Equity in net income of affiliated company
As a result of the foregoing, our income before income taxes and equity in net income of affiliated company increased
by ¥20,944 million, or 109.8%, to ¥40,026 million for fiscal 2012 from ¥19,082 million for fiscal 2011.
Income Taxes
Income tax expenses increased by
¥10,540 million to ¥16,941 million for fiscal 2012 from ¥6,401 million for fiscal 2011. The effective tax rate increased to 42.3% for fiscal 2012 from 33.6% for fiscal 2011, due primarily to a decrease in tax credit, no
impact for unrecognized tax benefits and an impact of change in tax rates in Japan. We recognized the total amount of unrecognized tax benefits of ¥706 million based on our estimate of the outcome of the underlying tax position in fiscal
2011. The decrease in tax credits related primarily to our research & development activities also contributed to the increase in the effective tax rate for fiscal 2012. In addition, there was the impact of tax rate change from our net
deferred tax assets that existed at the date of enactment of the new tax law. Specifically, amendments to the Japanese tax regulations were enacted into law on November 30, 2011. As a result of these amendments, the statutory income tax rate
will be reduced from approximately 40.9% to 38.0% effective from the year beginning April 1, 2012, and to approximately 35.6% effective from the year beginning April 1, 2015 thereafter. Consequently, the statutory income tax rate utilized
for deferred tax assets and liabilities expected to be settled or realized in the period from April 1, 2012 to March 31, 2015 is approximately 38.0% and for periods beginning April 1, 2015 the rate is approximately 35.6%. The effect
of the tax rate change was not material and was charged to income taxes in the consolidated statements of income for the year ended March 31, 2012.
Equity in Net Income of Affiliated Company
Equity in net income
increased by ¥11 million to ¥52 million for fiscal 2012 from ¥41 million for fiscal 2011. As there was no significant change in earnings of Resort Solution Co., Ltd, income attributable to equity method affiliates in
fiscal 2012 was at generally the same level as that in fiscal 2011.
Net Income (Loss) Attributable to the
Noncontrolling Interest
Net income attributable to the noncontrolling interest increased by ¥337 million to
¥125 million for fiscal 2012 from loss of ¥212 million in fiscal 2011. Although we recorded net loss attributable to the noncontrolling interest due to a decrease in income from HUDSON in fiscal 2011, we recorded net income
attributable to the noncontrolling interest due to an increase in income from Internet Revolution, Inc.
77
Net Income Attributable to KONAMI CORPORATION
As a result of the foregoing, net income attributable to KONAMIs shareholders increased by ¥10,078 million, or 77.9%, to
¥23,012 million for fiscal 2012 from ¥12,934 million in fiscal 2011.
Segment Information
We have four reportable operating segments for which separate financial information is available and reported in our consolidated
financial statements. Operating segments are defined as components of an enterprise about which separate financial information is available that is regularly evaluated by the chief operating decision maker in deciding how to allocate resources and
in assessing performance. The operating segments are managed separately as each segment represents a strategic business unit that offers different products and serves different markets. We present our business segment information in the accompanying
consolidated financial statements as it is presented in reports to our management, which is based on U.S. GAAP information.
The following tables present net revenues, including both customers and intersegment revenues, operating expenses and operating income
(loss) for fiscal 2011, 2012 and 2013, by segment, which are the primary measures used by our chief operating decision makers to measure our operating results and to measure segment profitability and performance. The year-to-year comparisons
following the tables discuss comparisons of net revenues, before elimination of intersegment revenues, operating expenses and operating income (loss) for each year.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2011
|
|
Digital
Entertainment
|
|
|
Health &
Fitness
|
|
|
Gaming &
Systems
|
|
|
Pachinko &
Pachinko Slot
Machines
|
|
|
Corporate and
Eliminations
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
|
|
|
Net revenue:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Customers
|
|
¥
|
132,474
|
|
|
¥
|
85,661
|
|
|
¥
|
21,868
|
|
|
¥
|
17,985
|
|
|
|
|
|
|
¥
|
257,988
|
|
Intersegment
|
|
|
650
|
|
|
|
250
|
|
|
|
|
|
|
|
2
|
|
|
¥
|
(902
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
133,124
|
|
|
|
85,911
|
|
|
|
21,868
|
|
|
|
17,987
|
|
|
|
(902
|
)
|
|
|
257,988
|
|
Operating expenses
|
|
|
116,099
|
|
|
|
88,456
|
|
|
|
15,420
|
|
|
|
11,788
|
|
|
|
5,434
|
|
|
|
237,197
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
¥
|
17,025
|
|
|
¥
|
(2,545
|
)
|
|
¥
|
6,448
|
|
|
¥
|
6,199
|
|
|
¥
|
(6,336
|
)
|
|
¥
|
20,791
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2012
|
|
Digital
Entertainment
|
|
|
Health &
Fitness
|
|
|
Gaming &
Systems
|
|
|
Pachinko &
Pachinko Slot
Machines
|
|
|
Corporate and
Eliminations
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
|
|
|
Net revenue:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Customers
|
|
¥
|
139,710
|
|
|
¥
|
82,429
|
|
|
¥
|
25,212
|
|
|
¥
|
18,407
|
|
|
|
|
|
|
¥
|
265,758
|
|
Intersegment
|
|
|
690
|
|
|
|
126
|
|
|
|
|
|
|
|
23
|
|
|
¥
|
(839
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
140,400
|
|
|
|
82,555
|
|
|
|
25,212
|
|
|
|
18,430
|
|
|
|
(839
|
)
|
|
|
265,758
|
|
Operating expenses
|
|
|
107,379
|
|
|
|
79,726
|
|
|
|
18,556
|
|
|
|
14,251
|
|
|
|
4,896
|
|
|
|
224,808
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
¥
|
33,021
|
|
|
¥
|
2,829
|
|
|
¥
|
6,656
|
|
|
¥
|
4,179
|
|
|
¥
|
(5,735
|
)
|
|
¥
|
40,950
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
78
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, 2013
|
|
Digital
Entertainment
|
|
|
Health &
Fitness
|
|
|
Gaming &
Systems
|
|
|
Pachinko &
Pachinko Slot
Machines
|
|
|
Corporate and
Eliminations
|
|
|
Consolidated
|
|
|
|
(Millions of Yen)
|
|
|
|
|
Net revenue:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Customers
|
|
¥
|
115,750
|
|
|
¥
|
79,866
|
|
|
¥
|
24,984
|
|
|
¥
|
5,395
|
|
|
|
|
|
|
¥
|
225,995
|
|
Intersegment
|
|
|
616
|
|
|
|
30
|
|
|
|
|
|
|
|
3
|
|
|
¥
|
(649
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
116,366
|
|
|
|
79,896
|
|
|
|
24,984
|
|
|
|
5,398
|
|
|
|
(649
|
)
|
|
|
225,995
|
|
Operating expenses
|
|
|
95,203
|
|
|
|
76,882
|
|
|
|
19,378
|
|
|
|
6,564
|
|
|
|
6,093
|
|
|
|
204,120
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
¥
|
21,163
|
|
|
¥
|
3,014
|
|
|
¥
|
5,606
|
|
|
¥
|
(1,166
|
)
|
|
¥
|
(6,742
|
)
|
|
¥
|
21,875
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Comparison of Fiscal 2013 with Fiscal 2012
Digital Entertainment segment
Net revenues from external customers of our Digital Entertainment segment decreased by ¥23,960 million, or 17.1%, from ¥139,710 million in fiscal 2012 to ¥115,750 million in
fiscal 2013, accounting for 51.2% of the total net revenues.
Our revenues from content for social networks, decreased
partially as result of the fact that, as the market for content for social networks expanded and became more competitive, the number of paying users
(1)
during the fiscal year for our leading titles that provide the substantial majority of our revenues for content for
social networks, decreased to approximately 25 million users, or by approximately 15% compared to the previous fiscal year. As a result, our revenues from content for social networks decreased by ¥4,386 million, from
¥36,656 million in fiscal 2012, to ¥32,270 million in fiscal 2013.
For revenues from computer and video
games, while we launched
METAL GEAR RISING REVENGEANCE,
the latest game in the
METAL GEAR SOLID
series, for the last two to three years we have been reducing the number of titles we release as part of our Selection and
Concentration policy aimed at focusing our resources on selected high-end AAA titles. As a result, our revenues from computer and video games decreased by ¥13,413 million from ¥50,449 million in fiscal 2012 to
¥37,036 million in fiscal 2013 due to a decrease in the overall number of those games to be released.
Despite the
continued increase in sales of
MONSTER RETSUDEN OREKA BATTLE
, the card game machines for children, revenues from amusement machines decreased overall as a result of our decision to focus on expanding titles such as the
BEMANI
series
that incorporate the e-AMUSEMENT Participation system (a method to share playing fees of users with operators), a decision that was made in order to build a business model by which stable revenues can be maintained. Our revenues from amusement
machines decreased by ¥738 million from ¥25,310 million in fiscal 2012 to ¥24,572 in fiscal 2013.
Our
revenues from sales of card games decreased by ¥4,457 million from ¥26,179 million in fiscal 2012 to ¥21,722 million in fiscal 2013. This decrease was due primarily to a decrease in repeat sales of the
Yu-Gi-Oh! TRADING
CARD GAME
series in Japan.
Operating expenses decreased by ¥12,176 million, or 11.3%, to
¥95,203 million in fiscal 2013 from ¥107,379 million in fiscal 2012. While there was a decrease in cost of revenues resulting from a decrease in product sales, development and operating costs for content for social networks
increased, as a result of an increase in the number of titles distributed and improvements to our content.
(1)
|
|
The number of paying users means the sum of the number of daily unique paying users for each day within the particular fiscal year.
|
79
As a result, operating income decreased by ¥11,858 million, or 35.9% to
¥21,163 million in fiscal 2013 from ¥33,021 million in fiscal 2012.
Health & Fitness segment
Net revenues from external customers of our Health & Fitness segment decreased by ¥2,563 million, or
3.1%, from ¥82,429 million in fiscal 2012 to ¥79,866 million in fiscal 2013. Amid the growing need for preventative care in an increasingly aging society and with a view to develop services primarily for elderly people in good
health, we provide a wide range of health-themed services with the new aim of establishing ourselves as a Total Health Partner. We established the new brand OyZ, which primarily targets clients over 60 years of age, the new
counseling system My Fit Planner and the new program Grid Series in Les Mills.
Operating expenses
decreased by ¥2,844 million, or 3.6%, to ¥76,882 million in fiscal 2013 from ¥79,726 million in fiscal 2012. This decrease was primarily due to our efforts to reduce operating expenses, which contributed to a decrease in
cost of revenues.
As a result, our operating income increased by ¥185 million, or 6.5% to ¥3,014 million in
fiscal 2013 from ¥2,829 million in fiscal 2012.
Gaming & Systems segment
Net revenues from external customers of our Gaming & Systems segment decreased by ¥228 million, or 0.9%, from
¥25,212 million in fiscal 2012 to ¥24,984 million in fiscal 2013. This was due primarily to the strong sales performance of
Podium
, the video slot machine and the
Advantage
series of five-reel mechanical slot
machines, mainly in the U.S. market.
Operating expenses increased by ¥822 million, or 4.4%, to
¥19,378 million in fiscal 2013 from ¥18,556 million in fiscal 2012. This increase was primarily due to an increase in fees to obtain permits for new products or in new markets.
As a result, operating income decreased by ¥ 1,050 million, or 15.8%, to ¥5,606 million in fiscal 2013 from
¥6,656 million in fiscal 2012.
Pachinko & Pachinko Slot Machines segment
Net revenues from external customers of our Pachinko & Pachinko Slot Machines segment decreased by ¥13,012 million, or
70.7%, from ¥18,407 million in fiscal 2012 to ¥5,395 million in fiscal 2013. While we achieved the highest number of units sold for
MAGICAL HALLOWEEN 3
for our pachinko slot machine sales in the previous fiscal year, our
product revenues substantially decreased this fiscal year due to a decrease in the number of units sold mainly resulting from the rescheduling of release dates for certain major titles due to market conditions.
Operating expenses decreased by ¥7,687 million, or 53.9% to ¥6,564 million in fiscal 2013 from ¥14,251 in fiscal
2012. This was primarily due to a decrease in cost of revenue accompanying a decrease in sales.
As a result, operating income
decreased by ¥5,345 million, to an operating loss of ¥1,166 million in fiscal 2013 from an operating income of ¥4,179 million in fiscal 2012.
80
Comparison of Fiscal 2012 with Fiscal 2011
Digital Entertainment segment
Net revenues from external customers of our Digital Entertainment segment increased by ¥7,236 million, or 5.5%, from ¥132,474 million in fiscal 2011 to ¥139,710 million in
fiscal 2012, accounting for 52.6% of the total net revenues. This increase was due mainly to the steady increase in the number of the registered users for our content for social networks.
With respect to our content for social networks, the number of paying users
(1)
during the fiscal year for our leading titles that provide the substantial majority of our revenues for content for
social networks, including
DRAGON COLLECTION
,
SENGOKU COLLECTION
and
Professional Baseball Dream Nine
, was approximately 29 million, or by 507% increase from the prior fiscal year during which our content for social
networks services were established in September 2010. As a result, our revenues from content for social networks increased by ¥20,900 million, from ¥15,756 million in fiscal 2011, to ¥36,656 million in fiscal 2012.
Our revenues from computer and video games decreased by ¥15,260 million to ¥50,449 million in fiscal 2012
from ¥65,709 million in fiscal 2011 despite the launch and stable sales of the
Winning Eleven
series (also known as
Pro Evolution Soccer
series in Europe and North America) as major titles, such as
METAL GEAR PEACE
WALKER
and
Castlevania: Lords of Shadow,
were released in the previous fiscal year.
Our revenues from amusement
machines decreased as we introduced more products that adopted our
e-AMUSEMENT
Participation. Our revenues decreased by ¥2,955 million to ¥25,310 in fiscal 2012 from ¥28,265 million in
fiscal 2011.
Our revenues from card games increased by ¥4,780 million to ¥26,179 million in fiscal 2012
from ¥21,399 million in fiscal 2011 as our worldwide sales of our
Yu-Gi-Oh! TRADING CARD GAME
strengthened
.
Operating expenses decreased by ¥8,720 million, or 7.5%, to ¥107,379 million in fiscal 2012 from ¥116,099 million in fiscal 2011. This decrease was due primarily to a decrease
in cost of revenues, reflecting an increase in sales of content for social networks, which have a low cost of revenues ratio, and a decrease in sales of computer and video games from approximately 50% of the total sales for our Digital Entertainment
segment in fiscal 2011 to approximately 36% the total sales for our Digital Entertainment segment in 2012.
As a result,
operating income increased by ¥15,996 million, or 94.0% to ¥33,021 million in fiscal 2012 from ¥17,025 million in fiscal 2011.
Health & Fitness segment
Net revenues from external
customers of our Health & Fitness segment decreased by ¥3,232 million, or 3.8%, from ¥85,661 million in fiscal 2011 to ¥82,429 million in fiscal 2012. Although market conditions remained challenging, in the
Health & Fitness segment, we developed and introduced health programs utilizing IT, which is one of our strengths, in health management, exercise and nutritional guidance and provided upgraded services to our customers, whose health
consciousness is on the rise.
Operating expenses decreased by ¥8,730 million, or 9.9%, to ¥79,726 million
in fiscal 2012 from ¥88,456 million in fiscal 2011. In fiscal 2011, we recognized ¥4,455 million of losses related to the Great East Japan Earthquake of March 2011. This decrease was due primarily to a decrease in cost of revenues
for fiscal 2012, which reflects a decrease in facility operating costs achieved through increases in operating efficiency for our directly-operated facilities and a decrease in depreciation expenses due to the progression of depreciation of fixed
assets.
(1)
|
|
The number of paying users means the sum of the number of daily unique paying users for each day within the particular fiscal year.
|
81
As a result, we recognized an operating income of ¥2,829 million in fiscal 2012
compared to an operating loss of ¥2,545 million in fiscal 2011.
Gaming & Systems segment
Net revenues from external customers of our Gaming & Systems segment increased by ¥3,344 million, or
15.3%, from ¥21,868 million in fiscal 2011 to ¥25,212 million in fiscal 2012, which represents a historical high in net revenues and operating income for this segment. This increase was due primarily to the strong sales performance
of
Participation
,
Podium
, the video slot machine, and the
Advantage 5
series of five-reel mechanical slot machines, mainly in the U.S. market.
Operating expenses increased by ¥3,136 million, or 20.3%, to ¥18,556 million in fiscal 2012 from ¥15,420 million in fiscal 2011. This increase was primarily due to an increase
in cost of revenues and sales commissions that accompanied the increase in net revenues.
As a result, operating income
increased by ¥208 million, or 3.2%, to ¥6,656 million in fiscal 2012 from ¥6,448 million in fiscal 2011.
Pachinko & Pachinko Slot Machines segment
Net revenues
from external customers of our Pachinko & Pachinko Slot Machines segment increased by ¥422 million, or 2.3%, from ¥17,985 million in fiscal 2011 to ¥18,407 million in fiscal 2012. This increase, which allowed us
to achieve a historical high in sales for this segment, reflects
MAGICAL HALLOWEEN 3
recording the highest ever sales volume for a Konami Group pachinko slot machine and the release of
GAMBARE GOEMON 2
and
Castlevania III
,
pachinko slot machines featuring our original content.
Operating expenses increased by ¥2,463 million, or 20.9%, to
¥14,251 million in fiscal 2012 from ¥11,788 million in fiscal 2011. We recognized a ¥2,543 million gain on bargain purchase in fiscal 2011 at the time of our acquisition of a 100% equity ownership of TAKASAGO as a
consolidated subsidiary. In addition, accompanying an increase in pachinko slot machines sales, sales commissions paid to third-party distributors also increased.
As a result, operating income decreased by ¥2,020 million, or 32.6%, to ¥4,179 million in fiscal 2012 from ¥6,199 million in fiscal 2011.
Critical Accounting Policies
The preparation of our consolidated financial statements in conformity with U.S. generally accepted accounting principles requires our management to make assumptions and estimates about expected future
cash flows and other matters that affect the reported amounts of assets and liabilities at the date of the financial statements and the reported amounts of revenues and expenses during the reporting period. Note 1 of the notes to our consolidated
financial statements includes a summary of the significant accounting policies used in the preparation of our consolidated financial statements. We consider some of our significant accounting policies to be critical to our reported results because
they require our management to make complex judgments in making assumptions and estimates about the effects of matters that are inherently uncertain and therefore subject to change. Changes in such assumptions and estimates could have a material
effect on the amounts reported in our financial statements. We believe that among our significant accounting policies, the following policies may involve a higher degree of judgment or complexity.
Business Combination Accounting
We account for acquired businesses using the acquisition method of accounting which requires that the assets acquired and liabilities assumed be recorded at the date of acquisition at their respective
fair values. The
82
judgments made in determining the estimated fair value assigned to each class of assets acquired, as well as asset lives, can materially impact net income of the periods subsequent to the
acquisition through depreciation and amortization, and in certain instances by impairment charges, if the asset becomes impaired in the future.
In determining the estimated fair value for intangible assets, we typically utilize the income approach, which employs discounting of the projected future net cash flow using an appropriate discount rate
that reflects the risk factors associated with the cash flow streams. Some of the more significant estimates and assumptions inherent in the income approach or other methods include the projected future cash flows (including timing) and the discount
rate reflecting the risks inherent in the future cash flows.
Upon the initial completion of the purchase price allocation of
TAKASAGO during fiscal 2011, the fair value of the net assets acquired exceeded the fair value of the purchase consideration transferred. Before recognizing a bargain purchase gain, we reassessed whether we have correctly identified all of the
assets acquired and all of the liabilities assumed and also reviewed the procedures used to measure the amounts required to be recognized at the acquisition date for the identifiable assets acquired and liabilities assumed and the consideration
transferred. After such reassessment, we recognized a gain on bargain purchase of ¥2,543 million which was included in the consolidated statements of income for the year ended March 31, 2011. We believe the gain on bargain purchase
resulted from various factors including KONAMIs recognition and fair value measurement of certain identifiable intangible assets that TAKASAGO was not able to effectively utilize, TAKASAGOs deteriorating financial condition and its
willingness to restructure its operations under Konami Groups expertise.
In determining the estimated fair value for
intangible assets, we typically utilize the income approach, which employs discounting of the projected future net cash flow using an appropriate discount rate that reflects the risk factors associated with the cash flow streams. Specifically, the
estimated fair value of intangible assets related to trademarks and patents is determined using the relief-from-royalty method under the income approach, which involves the estimation of an amount of hypothetical royalty savings enjoyed by the
company that owns the intangible asset because that company is relieved from having to license that intangible asset from another owner. The estimated royalty savings are calculated based on market comparable royalty rates, which are discounted to
the present value at an appropriate discount rate. For the estimated fair value of intangible assets related to membership, we employed the excess earnings method under the income approach, which is a common valuation method used when the revenue
stream of a particular asset cannot easily be separated from another asset. The excess earnings after deducting certain contributory asset charges are discounted to the present value at an appropriate discount rate. Discount rates were estimated
based on the weighted average cost of capital and the weighted average return on assets analysis. Some of the more significant estimates and assumptions inherent in the income approach or other methods include the projected future cash flows
(including timing) and the discount rate reflecting the risks inherent in the future cash flows.
Determining the useful life
of an intangible asset also requires judgment as different types of intangible assets will have different useful lives and certain assets may even be considered to have indefinite useful lives. Intangible assets determined to have an indefinite
useful life have been reassessed at least annually including, but not limited to, the expected use of the asset by us, legal or contractual provisions that may affect the useful life or renewal or extension of the assets contractual life
without substantial cost, and the effects of demand, competition and other economic factors.
Based on such assessment,
intangible assets related to trademarks and memberships have been determined to have an indefinite life while intangible assets related to customer relationships, patents and franchise and other contracts have been amortized over their estimated
useful lives of 3 to 20 years.
Valuation of Intangible Assets and Goodwill
We are required to perform an annual impairment test of our indefinite-lived intangible assets and goodwill of a reporting unit. We also
assess the impairment of intangible assets and goodwill of a reporting unit whenever
83
events or changes in circumstances indicate that the carrying amount may not be recoverable. Some of the factors we consider important which could trigger an impairment review include the
following:
|
|
|
significant underperformance relative to historical or projected future operating results;
|
|
|
|
significant changes in the manner of our use of the acquired assets or the strategy for our overall business; and
|
|
|
|
significant negative industry or economic trends.
|
When we determine that the carrying amount of intangible assets or goodwill may not be recoverable based upon the existence of one or more of the above indicators of impairment, we evaluate the carrying
amount of the assets based on their fair value. If the fair value is less than the carrying amount of the assets, we recognize an impairment loss based on the difference between the carrying amount and the fair value of the assets.
When we test goodwill for impairment, we perform it at a level of reporting unit, an operating segment or one level below an operating
segment. The two-step impairment test is used to identify potential goodwill impairment and measure the amount of a goodwill impairment loss to be recognized. The first step of the goodwill impairment test, used to identify potential impairment,
compares the fair value of a reporting unit with its carrying amount, including goodwill. If the carrying amount of a reporting unit exceeds its fair value, the second step of the goodwill impairment test is performed. The second step of the
goodwill impairment test, used to measure the amount of impairment loss, compares the implied fair value of reporting unit goodwill with the carrying amount of that goodwill. If the carrying amount of reporting unit goodwill exceeds the implied fair
value of that goodwill, an impairment loss is recognized in an amount equal to that excess.
We engage an independent
appraiser to assist us in our determination of the fair values of our reporting units. In its determination of the fair values, the appraiser primarily utilizes a discounted cash flow analysis as well as other relevant valuation approaches including
the stock price and market capitalization of the acquired entity and asset and liability structure of the reporting units. Significant assumptions used in this analysis include: (i) expected future revenue growth rates, profit margins and
working capital levels of the reporting units; (ii) a discount rate; and (iii) a terminal value multiples. The revenue growth rates, profit margins and working capital levels of the reporting units are based on our expectation of future
results. In evaluating the recoverability of other intangible assets which are allocated to the reporting units, we primarily utilize a discounted cash flow analysis as well as other applicable valuation approaches, and if applicable, independent
valuations.
In the fourth quarter of the fiscal year ended March 31, 2011, KONAMI determined that the fair value of
indefinite lived intangible assets related to trademarks in the Health & Fitness reporting unit was lower than their carrying value. As a result, an aggregate non-cash impairment charge of ¥1,900 million was recognized in
earthquake related impairment charges and expenses. The impairment charge was attributed to determination that the assets would fail to achieve expected future growth resulting from our certain facilities damaged and the recovery of Japans
economy would be more delayed in the long run by the Great East Japan Earthquake in March 2011.
As for the carrying value of
goodwill, there was no impairment for any of our reporting units during the fiscal years ended March 31, 2012 and 2013. The fair values of the reporting units that had significant amounts of goodwill were significantly in excess of their
respective carrying values.
Valuation of Long-Lived Assets
Our long-lived assets are reviewed for impairment whenever events or changes in circumstances indicate that the carrying amount of an
asset may not be recoverable. Factors we consider important which could trigger an impairment review include: significant underperformance relative to expected historical or projected future operating results; significant changes in the manner of
the use of the acquired assets or the strategy for overall business; significant negative industry or economic trends. When it is determined that the carrying amount of
84
assets to be held and used may not be recoverable based upon the existence of one or more of these indicators of impairment, recoverability is measured by a comparison of the carrying amount of
an asset to future net cash flows (undiscounted and without interest charges) expected to be generated by the asset. If such assets are considered to be impaired, the impairment to be recognized is measured by the amount by which the carrying amount
of the assets exceeds the estimated fair value of the assets.
The factors most significantly affecting the impairment
calculation are our estimates of future cash flows. Our cash flow projections carry several years into the future and include assumptions on variables such as growth in revenues, and our cost of capital inflation, the economy and market competition.
Any changes in these variables could have an effect upon our valuation.
We have performed impairment reviews for our fitness
club assets based on an individual club operation level, which we consider to be the lowest level at which identifiable cash flows are largely independent of the cash flows of other assets. The carrying amount of the club assets is compared to the
expected undiscounted future cash flows to be generated by those assets over the estimated remaining useful life of the club. Cash flows are projected for each club based on historical results and expectations. In cases where the expected future
cash flows are less than the carrying amount of the assets, those clubs are considered impaired and the assets are written down to fair value.
During the fiscal year ended March 31, 2011, KONAMI recognized a pre-tax impairment charge of ¥2,253 million for long-lived assets resulting from the Great East Japan Earthquake in March
2011.
No impairment charges for long-lived assets were necessary for the fiscal year ended March 31, 2012 and 2013.
Software Development Costs
We utilize our internal development teams to develop our software. We capitalize software development costs once technological feasibility is established and such costs are determined to be recoverable
from future revenues. We expense software development costs incurred prior to technological feasibility to research and development. We evaluate the technological feasibility of our software in development on a product-by-product basis, based on our
historical experience, whether the software is closely related to previously marketed software or uses existing technology, and other factors. For products where proven game engine technology exists, technological feasibility may occur early in the
development cycle. We believe that our accounting policies for software development are critical for our financial statements as our decisions as to technological feasibility affect the timing of our recognition of the costs associated with
development of our software products.
Revenue Recognition
We derive revenue from primarily three sources: (i) product revenue, which includes packaged game software and other products,
amusement machines and related equipment, gaming machines and related casino management systems, pachinko slot machines and LCDs for pachinko machines; (ii) service revenue from game content, which includes content for social networks and
e-AMUSEMENT Participation; and (iii) membership fee revenue from health and fitness club members.
For those sources that
do not involve delivery of multiple software or other deliverables, KONAMI recognizes revenue based on the basic criteria outlined below:
Persuasive Evidence of an Arrangement.
For product sales, it is
KONAMIs customary practice to have a written contract, which is signed by both the customer and KONAMI, or a purchase order or amendment to the written contract from those customers that have previously negotiated a standard purchase
agreement.
85
For content for social networks KONAMI enters into agreements with certain social platform
providers, pursuant to which KONAMI provides content for social networks through the platform to players. The agreements provide for distribution, provision and allocation of revenue with regard to the content for social networks. The amount of
virtual goods purchased by the players within the games is electronically recorded by KONAMIs server as well as by the servers of the social platform providers. The social platform providers collect cash from players based on the data and pay
proceeds to KONAMI, net of the contractual fees attributable to their social platform.
For KONAMIs health and fitness
clubs, members are required to sign a standard monthly membership agreement upon admission, which is automatically renewed unless the member provides advance notice of his or her intention to cancel prior to the tenth day of the month at the end of
which the membership will terminate.
Delivery Has Occurred or Service has been Rendered to the Player.
Packaged game software and other products are physically delivered to customers, with standard transfer terms. Also,
KONAMIs game machines and related equipment are physically delivered to customers as a
fully-assembled,
ready to be installed unit. These arrangements generally include an acceptance clause. KONAMI
recognizes revenue from product sales upon delivery and acceptance, which is the timing the rights and risks are transferred to the customer. Generally, KONAMI does not permit exchanges nor accept returns of unsold merchandise except in the case of
obvious defects. In certain limited circumstances KONAMI may allow returns, for which management estimates the related allowances based upon managements evaluation of historical experience, the nature of the software titles and other factors.
KONAMI maintains detail listings of software titles in distribution channel, closely monitors their movements, and is able to reasonably estimate future credits to be issued for price protection. These estimates are deducted from gross sales.
Revenue from content for social networks is recognized when the service, related to the virtual goods within the game, have
been rendered to the player. For purposes of determining when the service has been rendered to the player, we have determined that an implied obligation to the paying player exists for us to continue providing the purchased virtual goods within the
content for social networks over the period the player is expected to access the game or when the virtual goods are consumed. KONAMI categorizes its virtual goods as either consumable or durable. Consumable virtual goods represent goods that can be
consumed by a specific player action. Common characteristics of consumable goods may include virtual goods that are no longer displayed on the players screen and do not provide the player any continuing benefit following consumption. For the
sale of consumable virtual goods, KONAMI recognizes revenue when the goods are consumed. Durable virtual goods represent virtual goods that are accessible to the player over an extended period of time. KONAMI recognizes revenue from the sale of
durable virtual goods on a straight-line basis over the estimated average playing period. The average playing period of paying players for the applicable game is estimated to be from five months to eight months based on the analysis of historical
online usage data. Future paying player usage patterns and behavior may differ from the historical usage patterns and therefore the estimated average playing periods may change in the future.
Revenue from health and fitness club membership is derived primarily from monthly membership fees received from club members. Revenue for
those fees is recognized as monthly charges are generally made to the members accounts in advance, at the end of each month, with respect to the following months membership. This policy requires KONAMI to defer the applicable membership
fee revenue for one month.
The Price is Fixed or Determinable.
The price customers pay for KONAMIs products is negotiated at the outset of an arrangement, and is generally determined by the
specific volume of product to be delivered. Therefore, the prices are considered to be fixed or determinable at the start of the arrangement.
As for content for social networks, prices of virtual goods offered to the players and the fees attributable to social platform providers are fixed by the agreements.
86
KONAMIs membership fee for health and fitness clubs is fixed at the time of admission
of the member.
Collection is Probable.
Probability of collection is assessed on a customer-by-customer basis. KONAMI typically sells to customers with whom KONAMI has a history of successful collection. New customers are subject to a credit
review process that evaluates the customers financial position and ultimately their ability to pay. For KONAMIs health and fitness clubs, the collectability of membership fees is assured as it generally charges members accounts
one-month
in advance.
Determining whether these criteria have been satisfied involves
assumptions and judgments that can have a significant impact on the timing and amount of revenue KONAMI recognizes in each period.
For those sources that involve multiple software deliverables, KONAMI evaluates revenue recognition based on the following items:
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(1)
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if and when each element has been delivered,
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(2)
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whether undelivered elements are essential to the functionality of the delivered elements,
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(3)
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whether vender-specific objective evidence of fair value (VSOE) exists for undelivered elements, and
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(4)
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allocation of the total price among the various elements.
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For those sources that involve multiple deliverables except for multiple software deliverables, KONAMI applies the recognition criteria. Specifically, deliverables are divided into separate units of
accounting if:
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(1)
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each item has value to the customer on a stand-alone basis, and
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(2)
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delivery of any undelivered item is considered probable and substantially in KONAMIs control.
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Separate units of accounting are recognized in earnings as they are delivered or ratably over the service period, as applicable.
We recognize revenues from package software with online functionality for certain platforms in Digital Entertainment Segment
which is hosted on its internal servers as multiple software deliverables. As VSOE of fair value for the online services could not be established, revenue from the package products has not been allocated among the package game products and online
service for those titles, and the entire revenue from the sale of the package products has been recognized on a straight-line basis over the estimated online service period. The service period is estimated to be six months based on historical online
usage data.
Further, we describe revenue and cost for package game products and online services and online services that VSOE
of the fair value can and/or cannot be established as products sales revenue and costs of products sold collectively.
We sell amusement machines in Digital Entertainment Segment, and provide disposal service for the amusement machines, e-AMUSEMENT service connecting multiple amusement arcades online, and
e-AMUSEMENT
Participation service sharing playing fees of users with customers (amusement arcade operators), as multiple deliverable arrangements. We do not grant the right to return amusement machines
to the customers. The customers are granted the right to receive disposal services of the amusement machines at the point of sale, which is exercisable within 5 to 7 years as a fixed fee arrangement to require us to handle disposal of the machines
at the end of their useful lives. The e-AMUSEMENT and e-AMUSEMENT Participation services are a separate contract from the sale of the machines. However, those service contracts are generally entered into concurrently with the sale of the machines.
We have evaluated and concluded that each of these components contained in such arrangements is a separate unit of accounting since it has standalone value, and
87
recognizes revenue when the customers have accepted the machine or the services have been rendered. Under a selling price hierarchy, consideration is allocated to each component based on the
relative selling price for the deliverables. The selling price for a deliverable is based on VSOE or third party evidence, which is the price of the vendors or any competitors largely interchangeable services in standalone sales to
similarly situated customers.
Revenues from casino management systems that are a part of Gaming & Systems Segment
are also recognized as multiple deliverable arrangements. Revenues for individual deliverables are generally recognized when the recognition criteria for that element has been met. Maintenance service revenue is recognized ratably over the
maintenance period based on VSOE of purchase price established by renewal rates.
Income Taxes
The recoverability of deferred tax assets ultimately depends on the existence of sufficient taxable income of an appropriate character and
we record a valuation allowance to reduce the deferred tax assets to an amount that is more likely than not to be recoverable. A change in our ability to continue to generate future taxable income could affect our ability to recover the deferred tax
assets and requires re-assessment of the valuation allowance. Such changes, if significant, could have a material impact on our effective tax rate, results of operations and cash flows.
Establishing a valuation allowance requires us to make assessments about the timing of future events, including the probability of
expected future taxable income and available tax planning strategies. At March 31, 2012 and 2013, the aggregate valuation allowances provided against deferred tax assets were ¥10,330 million and ¥9,487 million, respectively.
The net change in total valuation allowance for the fiscal years ended March 31, 2011, 2012 and 2013 were an increase of ¥10,996 million, a decrease of ¥1,945 million and a decrease of ¥843 million, respectively. The
increase of ¥10,996 million for the fiscal year ended March 31, 2011 primarily resulted from the adjustments made to valuation allowance to deferred tax assets in light of the consolidated tax system to be implemented from the fiscal
year ending March 31, 2012, which was approved by the tax authority in the fiscal year ended March 31, 2011, and resulted from the acquisition of TAKASAGO, where valuation allowance for its existing net operating loss carryforwards was
provided at the acquisition date. There were no significant changes in assessment of valuation allowance during the fiscal years ended March 31, 2012. During the fiscal year ended March 31, 2013, there was a change in judgment with respect
to the need for valuation allowance at a certain domestic subsidiary as it is no longer in a cumulative loss position in recent years.
New Accounting Standard Not Yet Adopted
In February 2013, the FASB
issued Accounting Standards Update (ASU) 2013-02, Reporting of Amounts Reclassified Out of Accumulated Other Comprehensive Income. ASU 2013-02 requires the presentation of the amounts reclassified out of accumulated other
comprehensive income by component, and to present, either on the face of the statement where net income is presented or in the notes, significant amounts reclassified out of accumulated other comprehensive income by the respective line items of net
income. ASU 2013-02 is effective for financial statements issued for fiscal years beginning on or after April 1, 2013. This ASU only updates disclosure requirements.
Capital Expenditures
Our capital expenditures for fiscal 2011 amounted to
¥8,265 million on an accrual basis, which primarily consisted of additions to Konami Sports Clubs facility equipment and tools for products development relating to the Gaming & Systems segment. Our capital expenditures for
fiscal 2012 amounted to ¥10,690 million on an accrual basis, which primarily consisted of additions to Konami Sports Clubs facility equipment, tools for product development relating to the Gaming & Systems segment and
expenditures related to our plant facilities. Our capital expenditures for fiscal 2013 amounted to ¥9,399 million on an accrual basis, which primarily related to the purchase of production equipment for the Digital Entertainment segment,
Konami Sports Clubs facility equipment and tools for product development and manufacturing relating to the Gaming & Systems segment.
88
The following table shows reconciliation between capital expenditure disclosed in the cash
flow statements to the amounts discussed here on an accrual basis for fiscal 2011, 2012 and 2013:
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fiscal year ended March 31,
|
|
|
|
2011
|
|
|
2012
|
|
|
2013
|
|
|
|
(millions of yen)
|
|
Capital expenditure in the consolidated statement of cash flows
|
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¥
|
10,554
|
|
|
¥
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9,260
|
|
|
¥
|
9,927
|
|
Effects of timing difference of payments and other
|
|
|
(2,289
|
)
|
|
|
1,430
|
|
|
|
(528
|
)
|
|
|
|
|
|
|
|
|
|
|
|
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Capital expenditure (accrual basis)
|
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¥
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8,265
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|
|
¥
|
10,690
|
|
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¥
|
9,399
|
|
|
|
|
|
|
|
|
|
|
|
|
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B. Liquidity and Capital Resources
Our principal needs for cash are: fees for manufacturing and royalty payments to video game hardware manufacturers who produce our game
software; payments to content licensors; purchase of parts and raw materials; selling, general and administrative expenses such as research and development expenses; payments for the acquisition of companies targeted under our acquisitions strategy;
employees salaries, wages and other payroll costs; lease payments for fitness club facilities; debt service requirements; expenditures to renovate and maintain our properties; payments of dividends to our shareholders; and taxes. Our principal
needs for cash during fiscal 2013 included cash used for ordinary operations of our business. From time to time, we consider potential opportunities to expand our current business or enter new areas of business.
Generally, our sources of funds include available cash reserves, cash provided by our current and future operating activities, borrowings
from banks and other financial institutions and issuance of debt securities. We believe that as of the end of fiscal 2013, cash and deposit balance, expected cash from operations, execution of commitment line contracts with main banks and future
borrowings or issuance of debt capital will provide sufficient financial resources to meet our currently anticipated capital and other expenditure requirements. In addition, taking into account the above circumstances, we believe that the amount we
generated and expect to generate from our operating activities through the end of fiscal 2012, will be sufficient to meet our operating requirements for the next twelve months through the end of fiscal 2013. In our opinion, the working capital is
sufficient for KONAMIs present requirements. There are no material contractual or legal restrictions on the ability of our subsidiaries to transfer funds to us in the form of dividends (assuming that they have sufficient distributable net
assets or retained earnings as provided under the local law of the relevant jurisdiction), loans or advances. There are no material economic restrictions on payments of dividends, loans or advances to us by our subsidiaries other than general
withholding or other taxes calculated at rates determined by the local tax law of the relevant jurisdiction.
Cash Flows
The following table sets forth certain information about our cash flows during fiscal 2011, 2012 and 2013:
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Fiscal year ended March 31,
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2011
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2012
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2013
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(millions of yen)
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Net cash provided by operating activities
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¥
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26,605
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¥
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37,915
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¥
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10,236
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Net cash used in investing activities
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(10,773
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)
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|
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(7,646
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)
|
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(11,575
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)
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Net cash used in financing activities
|
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(6,182
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)
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(13,254
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)
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(12,377
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)
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|
|
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|
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Effect of exchange rate changes on cash and cash equivalents
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|
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(849
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)
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(105
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)
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934
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|
|
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Net increase (decrease) in cash and cash equivalents
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|
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8,801
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16,910
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|
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(12,782
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)
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Cash and cash equivalents at beginning of year
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50,740
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|
|
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59,541
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|
|
|
76,451
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|
|
|
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|
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|
|
|
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Cash and cash equivalents at end of year
|
|
¥
|
59,541
|
|
|
¥
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76,451
|
|
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¥
|
63,669
|
|
|
|
|
|
|
|
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|
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Comparison of Fiscal 2013 with Fiscal 2012
Cash provided by operating activities decreased by ¥27,679 million, or 73.0%, to ¥10,236 million in fiscal 2013 from
¥37,915 million in fiscal 2012. This decrease was due mainly to a decrease in cash collected from customers as a result of decreased sales of Digital Entertainment and Pachinko & Pachinko Slot Machines segments, an increase in cash
used for development costs in those segments and an increase in payment for income taxes by ¥5,772 million compared to the previous fiscal year due to an increase in our taxable income.
Net cash used in investing activities increased by ¥3,929 million, or 51.4% to ¥11,575 million in fiscal 2013 from
¥7,646 million in fiscal 2012. This increase mainly resulted from an increase in time deposit and expenditures for business acquisitions.
Net cash used in financing activities decreased by ¥877 million, or 6.6%, to ¥12,377 million for fiscal 2013 from ¥13,254 million in fiscal 2012. This decrease primarily
resulted from an increase in dividend payments and the fact that there was no income from sale and leaseback transactions for the current consolidated fiscal year; however, this was partially offset by income from borrowings.
Comparison of Fiscal 2012 with Fiscal 2011
Net cash provided by operating activities increased by ¥11,310 million, or 42.5%, to ¥37,915 million in fiscal 2012 from ¥26,605 million in fiscal 2011. This increase was due
mainly to an increase in cash collected from customers due to increased sales, mainly in our digital entertainment business, and a reduction in cash paid to suppliers due to a reduction in operating expenses and inventory purchases, which was
partially offset by the increase in income taxes paid of ¥2,671 million compared to fiscal 2011 due to the increase in our taxable income.
Net cash used in investing activities decreased by ¥3,127 million, or 29.0% to ¥7,646 million in fiscal 2012 from ¥10,773 million in fiscal 2011. This decrease mainly resulted
from a decrease in capital expenditures for investments and time deposit.
Net cash used in financing activities increased by
¥7,072 million, or 114.4%, to ¥13,254 million for fiscal 2012 from ¥6,182 million in fiscal 2011. These financing activities primarily resulted from the repayment of short-term borrowings and the redemption of corporate
bonds.
Long and Short-term Debt
Our debt includes both long-term and short-term debt. Our debt requirements have not been seasonal. As of March 31, 2013, short-term debt was ¥4,681 million of unsecured bank loans. As of
March 31, 2013, long-term debt consisted of outstanding ¥5,000 million of ¥15,000 million of unsecured bonds described in the following paragraphs. For information regarding the aggregate annual maturities of our long-term
debt outstanding at March 31, 2013, please see the Contractual Obligations table below under Item 5.F. We are able to borrow from financial institutions at local market-based interest rates, which in our case is market-based rates in
Japan. The interest rates of our loans ranged from 0.46% to 1.73% during fiscal 2013.
During fiscal 2008, we issued series 6,
7 and 8 unsecured domestic bonds, due in fiscal 2012, fiscal 2013 and fiscal 2014, respectively. Each of the bonds was issued for ¥5,000 million for an aggregate total principal amount of ¥15,000 million. The interest rates of these
bonds issued by us range from 1.51% to 1.73%.
In connection with our purchases of certain products for distribution in North
America and Europe, some of our suppliers require us to provide irrevocable letter of credit prior to accepting our purchase orders. We are also from time to time required to provide irrevocable letters of credit in connection with other
transactions. As of March 31, 2013, we had outstanding letter of credit of $18,000.
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Derivative Transactions
We enter into foreign exchange forward contracts to manage foreign exchange exposure associated with short-term movements in exchange
rates applicable to our payables commitments and receivables that we expect to pay or receive in foreign currencies. For a more detailed discussion of these instruments, you should read Item 17 in this annual report and Note 18 to our
consolidated financial statements included in this annual report. We do not hold or issue derivatives for speculation purposes. Because the counterparties to those contracts are limited to major international financial institutions, we do not
anticipate any material losses arising from credit risk. A fund administrator of each subsidiary of our group executes and controls those contracts. Each contract and its results are to be periodically reported to a representative director or an
officer in charge of finance of each company.
We do not designate any derivative financial instruments as hedges and, as a
result, they are recognized as either assets or liabilities at fair value and the corresponding gains and losses are recognized in earnings in the period of change.
C. Research and Development, Patents and Licenses, etc.
Our research and development activities consist primarily of developing content for social networks, computer and video game software, amusement arcade games, card games, gaming machines, and pachinko
slot machines. Research and development expenses are charged to earnings as incurred. On a consolidated basis, we spent ¥2,163 million, ¥2,444 million and ¥2,412 million on research and development for fiscal 2011, 2012
and 2013 respectively.
D. Trend Information.
While our results of operations for fiscal 2014 remain subject to a number of uncertainties, we currently expect that our net revenues for
fiscal 2014 will increase from the previous year. We also expect an increase in operating income in fiscal 2014 due to stable revenues generated by regular titles in each segment. Due to the lingering European sovereign-debt crisis, we may
experience certain negative effects but we expect the adverse impact, if any, that would be incurred in fiscal 2014 to be immaterial. We base our expectations on the following assumptions:
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Digital Entertainment segment: Despite the intensely competitive environment, we expect an increase in sales in our content for
social networks business resulting from our development of overseas platforms and targeting multifunction devices such as smartphones. In the video game software business, we expect an increase in sales of new titles in the
METAL GEAR
series
and continuously stable sports-related titles, but we expect our sales volume and net revenues to decrease slightly as a whole, as a result of shifting from traditional package sales to online distribution and DL sales aimed at increasing
profitability. In our amusement arcade game business, while we expect sales of products that adopted our e-AMUSEMENT Participation to increase, we expect overall sales to decrease to some degree due to the decrease in unit sales in connection with
the overall reduction in the number of amusement facilities. We expect our net revenues of our card game business to remain almost at the same level as fiscal 2013, reflecting solid sales of the
Yu-Gi-Oh! TRADING CARD GAME
.
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Health & Fitness segment: In the Health & Fitness segment, we expect our business to remain at approximately
the same level as the previous year, despite the fact that severe conditions are expected to continue for a while due to unfavorable economic conditions. With an increasingly aging society and the government taking measures to combat the occurrence
of adult diseases in the background, there is increased health awareness in society as a whole and there is likely to be increased opportunities to promote healthy lifestyles to a wide variety of age groups, such as through fitness clubs or the
development and sale of health related machines. We would like to use our status as the largest fitness operator in Japan, operating more than 300 fitness clubs, to expand our health improvement related services, through the enhancement of fitness
programs, digitizing health management, and expansion of various products, both inside and outside our fitness facilities.
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91
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Gaming & Systems segment: We expect an increase in net revenues by our Gaming & Systems segment reflecting
anticipated gains in sales of gaming machines and casino management systems in the North American market.
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Pachinko & Pachinko Slot Machines segment: We expect to increase our revenues and improve our brand by improving upon
and re-releasing our main titles and establishing a business structure that allows us to adjust the volume of our production according to demand in the market and intend to create a foundation to maximize our sales.
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The discussion above includes forward-looking statements based on managements assumptions and beliefs as to the factors set forth
above, as to market and industry conditions and as to our performance under those conditions and are subject to the qualifications set forth in
Special Note Regarding Forward-looking Statements
in
Risk Factors
in Item 3.D. Our actual results could vary significantly from these projections and could be influenced by a number of factors including our ability to generate new popular products, our ability to expand overseas, consumer spending patterns
and other factors and risks as discussed in the other part of
Risk Factors
in Item 3.D.
Accounting Matters.
We use principally the declining-balance method for calculating the depreciation of property and equipment, and plan
to change it to the straight-line method from the fiscal year ending March 31, 2014. We believe that the straight-line method better reflects the pattern of consumption of property and equipment. The effect of the change in depreciation method
will be recognized throughout future fiscal years as a change in accounting estimates. The change in depreciation method is anticipated to cause a decrease in depreciation expense by approximately ¥1,000 million for the fiscal year ending
March 31, 2014.
E. Off-Balance Sheet Arrangements.
Not applicable.
F. Tabular Disclosure of Contractual Obligations.
Contractual Obligations
The following table summarizes the contractual
obligations and other commercial commitments that will affect our liquidity position for the next several years, as of March 31, 2013:
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|
|
|
|
|
|
|
Payments Due by Period
|
|
Contractual Obligations
|
|
Total
|
|
|
Less than
1 year
|
|
|
1-3 years
|
|
|
4-5 years
|
|
|
After
5 years
|
|
|
|
(millions of yen)
|
|
Long-Term Debt, including contractual interest
|
|
¥
|
5,000
|
|
|
¥
|
5,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Capital Lease Obligations
|
|
|
31,777
|
|
|
|
3,176
|
|
|
¥
|
5,965
|
|
|
¥
|
5,143
|
|
|
¥
|
17,493
|
|
Operating Leases
|
|
|
85,251
|
|
|
|
9,857
|
|
|
|
19,285
|
|
|
|
17,869
|
|
|
|
38,240
|
|
Purchase Obligations
|
|
|
16,833
|
|
|
|
16,833
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Derivative
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pension Contributions
|
|
|
780
|
|
|
|
780
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Asset Retirement Obligations
|
|
|
3,183
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3,183
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
142,824
|
|
|
¥
|
35,646
|
|
|
¥
|
25,250
|
|
|
¥
|
23,012
|
|
|
¥
|
58,916
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Licenses
. We have several on-going contractual commitments involving
minimum future royalties payments. Under these agreements, we commit to provide specified payments to the intellectual property holders,
92
such as professional sports organizations, based upon contractual arrangements. Assuming all contractual provisions are met, the total future minimum contract commitment for contracts in place as
of March 31, 2013 is ¥430 million, substantially all of which has been prepaid and recorded as prepaid royalties and license fees.
Item 6.
|
|
Directors, Senior Management and Employees.
|
A. Directors and Senior Management.
Directors, Corporate
Auditors and Executive Officers
The following table sets forth our directors including the corporate officers and
corporate auditors and certain other information:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Name
|
|
Position
|
|
Date of Birth
|
|
Current
Term
Expires
|
|
Director,
Corporate
Auditor or
Corporate
Officer Since
|
|
Number of
KONAMI
CORPORATION
shares owned as
of March 31,
2013 (1)
|
|
|
Percentage of
holding of
KONAMI
CORPORATION
shares
outstanding
as of
March 31,
2013
|
|
Directors:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Kagemasa Kozuki
|
|
Representative
Director, Chairman
|
|
November 12, 1940
|
|
June 2014
|
|
March 1974
|
|
|
38,694,426
(0
|
)
|
|
|
27.91
|
%
|
Takuya Kozuki
|
|
Representative
Director, President
|
|
May 19, 1971
|
|
June 2014
|
|
June 2009
|
|
|
17,994
(0
|
)
|
|
|
*
|
|
Kimihiko Higashio
|
|
Director
|
|
September 24, 1959
|
|
June 2014
|
|
June 2005
|
|
|
26,336
(0
|
)
|
|
|
*
|
|
Noriaki Yamaguchi
|
|
Director and
Senior Corporate
Adviser
|
|
January 26, 1944
|
|
June 2014
|
|
June 1994
|
|
|
66,253
(0
|
)
|
|
|
*
|
|
Tomokazu Godai
|
|
Director (External)
|
|
October 6, 1939
|
|
June 2014
|
|
May 1992
|
|
|
12,529
(0
|
)
|
|
|
*
|
|
Hiroyuki Mizuno
|
|
Director (External)
|
|
April 20, 1929
|
|
June 2014
|
|
June 2001
|
|
|
10,900
(0
|
)
|
|
|
*
|
|
Akira Gemma
|
|
Director (External)
|
|
August 1, 1934
|
|
June 2014
|
|
June 2004
|
|
|
8,000
(0
|
)
|
|
|
*
|
|
Corporate Auditors
:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Shinichi Furukawa
|
|
Standing
Corporate Auditor
|
|
February 18, 1960
|
|
June 2017
|
|
June 2013
|
|
|
24,672
(0
|
)
|
|
|
*
|
|
Minoru Maruoka
|
|
Standing
Corporate Auditor
(External)
|
|
November 7, 1956
|
|
June 2017
|
|
June 2013
|
|
|
0
(0
|
)
|
|
|
*
|
|
Nobuaki Usui
|
|
Corporate Auditor
(External)
|
|
January 1, 1941
|
|
June 2015
|
|
June 2011
|
|
|
311
(0
|
)
|
|
|
*
|
|
Setsuo Tanaka
|
|
Corporate Auditor
(External)
|
|
April 29, 1943
|
|
June 2015
|
|
June 2011
|
|
|
311
(0
|
)
|
|
|
*
|
|
Hisamitsu Arai
|
|
Corporate Auditor
(External)
|
|
January 10, 1944
|
|
June 2015
|
|
June 2011
|
|
|
518
(0
|
)
|
|
|
*
|
|
Corporate Officers
:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fumiaki Tanaka
|
|
Chief Operating
Officer
|
|
March 10, 1961
|
|
|
|
June 2000
|
|
|
84,748
(0
|
)
|
|
|
*
|
|
Satoshi Sakamoto
|
|
Corporate Officer
|
|
August 22, 1948
|
|
|
|
April 2007
|
|
|
0
(0
|
)
|
|
|
*
|
|
Mineaki Yoshiba
|
|
Corporate Officer
|
|
May 16, 1964
|
|
|
|
May 2008
|
|
|
2,715
(0
|
)
|
|
|
*
|
|
Yasuyuki Yamaji
|
|
Corporate Officer
|
|
April 13, 1972
|
|
|
|
January 2011
|
|
|
721
(0
|
)
|
|
|
*
|
|
Kazuyuki Kisohara
|
|
Corporate Officer
|
|
June 17, 1971
|
|
|
|
April 2011
|
|
|
106
(0
|
)
|
|
|
*
|
|
Junichi Motobayashi
|
|
Corporate Officer
|
|
June 17, 1969
|
|
|
|
May 2012
|
|
|
3,528
(0
|
)
|
|
|
*
|
|
Masato Kubota
|
|
Corporate Officer
|
|
October 23, 1976
|
|
|
|
April 2013
|
|
|
907
(0
|
)
|
|
|
*
|
|
93
(1)
|
|
Includes shares beneficially owned through the Director Stock Purchase Association. Numbers in parenthesis indicate the numbers of shares issuable by the exercise of
rights to purchase shares held by each person listed abovesee Item 6.E. Share Ownership.
|
|
|
Includes shares beneficially owned through Kozuki Foundation for Sports, Athletes and Higher Education (15,800,000 shares), Kozuki Holding (15,700,000
shares), Kozuki Capital Corporation (7,048,596 shares) and the Director Stock Purchase Association (74,974 shares) in addition to those owned of record by Kagemasa Kozuki (70,856 shares).
|
|
|
All of our directors are Japanese nationals and, except for Tomokazu Godai, Hiroyuki Mizuno and Akira Gemma, are engaged in our business on a full-time
basis. The business address of our directors is 7-2, Akasaka 9-chome, Minato-ku, Tokyo 107-8323, Japan.
|
|
|
Asterisks indicate ownership of less than one percent.
|
Kagemasa Kozuki
became our Representative Director and President in 1974 and Representative Director and Chairman in 1987. He also served as President since 1994, and became Representative
Director, Chairman in 2012. He established KONAMI CORPORATION in 1973.
Takuya Kozuki
became our Director in 2009,
Representative Director in 2011 and President in 2012. He joined Konami Computer Entertainment America, Inc. as Director and Vice President in 1997. He has also served as Director, Chairman of Konami Corporation of America since 2012. He is a son of
our Representative Director, Chairman, Kagemasa Kozuki.
Kimihiko Higashio
became our Director in 2005 and has also
served Representative Director, Chairman of Konami Sports & Life Co., Ltd since 2012. He joined KONAMI CORPORATION in 1997.
Noriaki Yamaguchi
became our Managing Director in 1994, Representative Director in 2001 and Director and Senior Corporate Advisor in 2011. He joined KONAMI CORPORATION in 1994.
Tomokazu Godai
has served as our Director since 1992. He also became Representative Director and President of MAYATEC Co., Ltd. in
1975 and has served as Representative Director and Chairman of the Board of MAYATEC Co., Ltd. since 2006.
Hiroyuki
Mizuno
has served as our Director since 2001. He has also served as Director of Hiroshima Prefectural Institute of Industrial Science and Technology since 1998.
Akira Gemma
has served as our Director since 2004. He has also served as Adviser of Shiseido Co., Ltd. since 2013.
Shinichi Furukawa
has served as our Standing Corporate Auditor since 2013. He joined KONAMI CORPORATION in 1982.
Minoru Maruoka
has served as our Standing Corporate Auditor since 2013. He served as Director of Panasonic Ecology Systems Co., Ltd. from 2010 to 2011.
Nobuaki Usui
has served as our Corporate Auditor since 2011. He has also served as Outside Director of ORIX Corporation since
2012.
Setsuo Tanaka
has served as our Corporate Auditor since 2011. He has also served as External Corporate Auditor
of NGK INSULATORS, LTD. since 2007.
Hisamitsu Arai
has served as our Corporate Auditor since 2011. He has also served
as External Corporate Auditor of Soken Chemical & Engineering Co., Ltd. since 2013.
Fumiaki Tanaka
was in
charge of the Amusement business until 2005 and served as Executive Corporate Officer since 2000 till 2006. He has served as Chief Operating Officer since 2011. He also served as Director
94
from 1996 to 2001. He has served as Representative Director, President of Konami Digital Entertainment Co., Ltd. since 2006 and also Representative Director, President, Corporate Officer of
Konami Sports & Life Co., Ltd. since 2009. He joined KONAMI CORPORATION in 1981.
Satoshi Sakamoto
has served
as Corporate Officer since 2007. He joined Konami Australia Pty Ltd. as Managing Director in 1996 and has served as Chairman of Konami Gaming Inc. since 2002.
Mineaki Yoshiba
has served as Corporate Officer since 2008. He joined KONAMI CORPORATION in 2000.
Yasuyuki Yamaji
has served as Corporate Officer since 2011. He joined KONAMI CORPORATION in 2001.
Kazuyuki Kisohara
has served as Corporate Officer since 2011. He joined KONAMI CORPORATION in 2001.
Junichi Motobayashi
has served as Corporate Officer since 2012. He joined KONAMI CORPORATION in 1997.
Masato Kubota
has served as Corporate Officer since 2013. He joined KONAMI CORPORATION in 1999.
Our board of directors has the ultimate responsibility for the administration of our affairs. Our Articles of Incorporation provide for appointment of twelve directors. Directors are elected at a general
meeting of shareholders, and the term of office of directors provided for under our Articles of Incorporation is one year, although they may serve any number of consecutive terms. Our board of directors elects from among its members one or more
representative directors, who have the authority individually to represent us in all matters.
Our Articles of Incorporation
provide for the appointment of not more than five corporate auditors, at least half of whom must not have been a director, corporate officer (
shikko-yakuin
), manager or employee of the Company or any of
our subsidiaries prior to the date on which such person assumes the office of corporate auditor. Corporate auditors are elected at a general meeting of shareholders from among those candidates nominated by our board of directors and, if any, by
shareholders. The term of office of a corporate auditor provided for under the Corporate Law and our Articles of Incorporation is four years, although they may serve any number of consecutive terms. Corporate auditors are under a statutory duty to
oversee the administration of our affairs by our directors, to examine our financial statements and business reports to be submitted by our board of directors to the general meetings of our shareholders and to report to the shareholders regarding
any actions by our directors that are seriously unreasonable or which are in violation of laws, ordinances or our Articles of Incorporation, etc. They are required to attend meetings of our board of directors and to express their opinions, but they
are not entitled to vote. Under the Corporate Law of Japan, the corporate auditors collectively constitute the board of corporate auditors. The board of corporate auditors has a statutory duty to prepare and submit an audit report to our board of
directors each year. A Corporate Auditor may note his or her opinion in the audit report if different from the opinion expressed in the audit report. The board of corporate auditors is empowered to establish audit principles, the methods of
examination by corporate auditors of our affairs and financial position and other matters concerning the performance of the corporate auditors duties.
In addition to corporate auditors, we must appoint independent public accountants who have statutory duties of examining the financial statements to be submitted by our board of directors to the general
meetings of shareholders and reporting thereon to the board of corporate auditors and the directors. Examination by independent public accountants of our financial statements is also required for the purposes of the securities reports which
companies listed on Japanese stock exchanges must file with the director of the relevant Local Finance Bureau and which are open to public inspection. KPMG AZSA LLC currently acts as our Independent Registered Public Accounting Firm.
95
B. Compensation.
(1) Amount of Compensation to Our Directors and Corporate Auditors in Fiscal 2013
|
|
|
|
|
|
|
|
|
Category
|
|
Basic compensation
(Millions of
Yen)
|
|
|
Number of Directors or
Corporate Officers
|
|
Directors (Excluding Outside Directors)
|
|
|
420
|
|
|
|
4
|
|
Outside Directors
|
|
|
80
|
|
|
|
7
|
|
(1)
|
|
Outside directors include all corporate auditors.
|
(2)
|
|
There is not any payment of compensation other than basic compensation to directors or corporate auditors (such as bonuses, stock options and others).
|
(2) Directors and Corporate Auditors whose Total Compensation Amount was over ¥100 million in Fiscal 2013
|
|
|
|
|
|
|
|
|
|
|
Name
|
|
Category
|
|
|
Company
|
|
Basic compensation
(Millions of Yen)
|
|
Kagemasa Kozuki
|
|
|
Directors
|
|
|
KONAMI
CORPORATION
|
|
|
296
|
|
(1)
|
|
Mr. Kozuki did not receive any payment of compensation other than basic compensation.
|
(3) Policy concerning Determination of Compensation Amount for Directors and its Calculation Method
Compensation for directors is determined pursuant to a resolution adopted at a meeting of board of directors to the upper range of directors compensation amount determined by a resolution adopted at a
general meeting of shareholders. Individual compensation is determined, taking into account trend of business performance, considering status of representation rights, positions, roles and scale of duty, term period, fulltime/part-time, by
evaluating degree of contribution concerning achievements and management.
Compensation for corporate auditors is determined
based on consultation of corporate auditors to the upper range of corporate auditors compensation amount determined by a resolution adopted at a general meeting of shareholders.
Furthermore, Directors retirement benefit program has been abolished. (The program for directors was abolished at the time of the
28th Ordinary General Shareholders Meeting held on June 23, 2000, and for corporate auditors at the time of the 31st Ordinary General Shareholders Meeting held on June 19, 2003.)
C. Board Practices.
The information required by this item in relation to the date of expiration of the current term of office for our directors, corporate auditors and corporate officers is set forth in Items 6.A and 6.B of
this annual report.
D. Employees.
We employed 5,538 persons on a full-time basis and 7,076 persons on a part-time basis as of March 31, 2013. One of our subsidiaries, Konami Sports & Life Co., Ltd., has a labor union to
which 741 employees belonged as of March 31, 2012. We have no other labor union and have experienced no labor disputes. We believe that our labor relations are good.
96
The following two tables show the number of our employees by segment and geographic location
as of the dates indicated:
Breakdown of Employees by Segment
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31,
|
|
Segment
|
|
2011
|
|
|
2012
|
|
|
2013
|
|
Digital Entertainment
|
|
|
3,085
|
|
|
|
2,814
|
|
|
|
3,002
|
|
Health & Fitness
|
|
|
1,569
|
|
|
|
1,353
|
|
|
|
1,288
|
|
Gaming & Systems
|
|
|
415
|
|
|
|
465
|
|
|
|
499
|
|
Pachinko & Pachinko Slot Machines
|
|
|
463
|
|
|
|
454
|
|
|
|
468
|
|
General Administrative (1)
|
|
|
226
|
|
|
|
276
|
|
|
|
281
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
5,758
|
|
|
|
5,362
|
|
|
|
5,538
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1)
|
|
Employees in the General Administrative segment consist of those who cannot be classified into a specific segment.
|
Breakdown of Employees by Geographic Location
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31,
|
|
|
|
2011
|
|
|
2012
|
|
|
2013
|
|
Japan
|
|
|
4,949
|
|
|
|
4,580
|
|
|
|
4,596
|
|
North America
|
|
|
431
|
|
|
|
461
|
|
|
|
580
|
|
Asia (other than Japan)
|
|
|
156
|
|
|
|
93
|
|
|
|
125
|
|
Europe
|
|
|
110
|
|
|
|
115
|
|
|
|
128
|
|
Australia
|
|
|
112
|
|
|
|
113
|
|
|
|
109
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
5,758
|
|
|
|
5,362
|
|
|
|
5,538
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The retirement age for our employees (excluding contract workers), other than directors and corporate
auditors, is 60.
From August 1998, we began offering a fixed compensation system to our management and this plan is currently
offered to most of our employees.
Many of our employees receive compensation on the basis of fixed annual salaries. In
addition, we have in place a performance-linked incentive system for employees. Salaries of the employees are decided by our committee responsible for rewards upon evaluations by the person in charge of the employees respective production and
divisions based on our results, the relevant production, the relevant division, as well as the individuals own efforts and contribution. Also, employees and directors may receive additional compensation for the development of a patent that
makes a significant contribution to our business. In addition, employees involved in production of our products receive rewards based on the contributions of their production teams to our financial results.
E. Share Ownership.
(1) Share Ownership by Directors and Corporate Auditors
Except as
described in Item 7.A below, none of our directors or members of our administrative, supervisory or management bodies beneficially owns more than one percent of our shares of common stock.
97
(2) Stock option plan for directors and employees
We do not currently have in place any stock option plans for our directors, officers or employees. While we have issued stock options to
certain of our and our subsidiaries directors and employees in the past, there are currently no outstanding stock options held by our or our subsidiaries directors, officer or employees.
(3) Employee Stock Purchase Plan
Our directors and employees (excluding part-time employees) are eligible to participate in stock purchase plans, pursuant to which a plan administrator makes open market purchases of our shares of common
stock for the accounts of participating directors and employees on a monthly basis. Such purchases are made out of amounts deducted from each directors or employees salary. As of March 31, 2013 the Employee Stock Purchase
Association held a total of 1,786,543 shares of our common stock and the Director Stock Purchase Association held a total of 154,827 shares of our common stock.
Item 7.
|
|
Major Shareholders and Related Party Transactions.
|
A. Major Shareholders.
As of March 31, 2013,
138,618,060 shares of our common stock were outstanding.
Any person who becomes, beneficially and solely or jointly, a holder
of more than 5% of the total issued shares of a company listed on any Japanese stock exchange or whose shares are traded on the Japanese over-the-counter market, as calculated pursuant to the Financial Instruments and Exchange Law of Japan, must
file with the Regional Finance Bureau having jurisdiction within five business days a report concerning such shareholding. See Item 10.B Memorandum and Articles of Association below.
The following table shows, to the best of our knowledge, our major shareholders, as of March 31, 2013, who owned more than 5% of our
outstanding common stock according to our register of shareholders or, in the case of Kagemasa Kozuki, owned a beneficial interest in more than 5% of our outstanding common stock. The Company understands that, other than Kagemasa Kozuki whose
beneficial ownership is discussed below, the following shareholders may not be beneficial owners of the Companys common stock and that, consequently, there may be other beneficial owners of more than 5% of our outstanding common stock that are
not listed below. However, the Company does not have any further information available to determine the beneficial ownership of these shares, except as otherwise set forth below.
|
|
|
|
|
|
|
|
|
Shareholders
|
|
Number of shares of
common stock owned
|
|
|
Percentage of
common stock
outstanding as of
March 31,
2013
|
|
Kagemasa Kozuki (1)
|
|
|
38,694,426
|
|
|
|
27.91
|
%
|
Kozuki Foundation For Sports and Education (2)
|
|
|
15,800,000
|
|
|
|
11.40
|
|
Kozuki Holding (2)
|
|
|
15,700,000
|
|
|
|
11.33
|
|
The Master Trust Bank of Japan (3)
|
|
|
12,732,000
|
|
|
|
9.18
|
|
Japan Trustee Services Bank, Ltd. (3)
|
|
|
8,857,700
|
|
|
|
6.39
|
|
Kozuki Capital Corporation (2)
|
|
|
7,048,596
|
|
|
|
5.08
|
|
(1)
|
|
Kagemasa Kozukis share ownership includes shares beneficially owned through Kozuki Foundation for Sports and Education (15,800,000 shares), Kozuki Holding
(15,700,000 shares), Kozuki Capital Corporation (7,048,596 shares), and the Director Stock Purchase Association (74,974 shares) in addition to those owned of record by Kagemasa Kozuki (70,856 shares).
|
(2)
|
|
As explained in note (1) above, Kagemasa Kozuki is also a beneficial owner of these shares.
|
(3)
|
|
The Master Trust Bank of Japan and Japan Trustee Services Bank, Ltd. are not considered beneficial owners under United States securities laws because they hold
securities as custodians only and, therefore, are not required to file Schedule 13 with the United States Securities and Exchange Commission.
|
98
In addition, according to a statement on Schedule 13G (Amendment No. 1) filed by
Mitsubishi UFJ Financial Group, Inc. with the Securities and Exchange Commission on February 13, 2013, Mitsubishi UFJ Financial Group, Inc. directly and indirectly held, as of December 31, 2012, 7,244,734 shares, or 5.2% of the then issued
shares, of KONAMI CORPORATIONs Common Stock.
The ownership and distribution of the shares (in 100-share units) by
category of shareholders according to our register of shareholders and register of beneficial shareholders as at March 31, 2013 were as follows:
|
|
|
|
|
|
|
|
|
|
|
|
|
Category
|
|
Number of
Shareholders
|
|
|
Number of
Shares Held
|
|
|
Percentage of
Outstanding Shares
|
|
Japanese financial institutions
|
|
|
53
|
|
|
|
38,048,179
|
|
|
|
27.45
|
%
|
Japanese securities companies
|
|
|
55
|
|
|
|
9,396,277
|
|
|
|
6.78
|
|
Other Japanese corporations
|
|
|
434
|
|
|
|
23,898,280
|
|
|
|
17.24
|
|
Foreign corporations and individuals
|
|
|
404
|
|
|
|
47,041,184
|
|
|
|
33.93
|
|
Japanese individuals and others
|
|
|
52,154
|
|
|
|
20,234,140
|
|
|
|
14.60
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
53,100
|
|
|
|
138,618,060
|
|
|
|
100.00
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
According to our register of shareholders and register of beneficial owners, as of March 31, 2013,
there were 138,618,060 shares of our common stock outstanding. According to JPMorgan Chase Bank, depositary for our ADSs, as of March 31, 2013, 428,861 shares of our common stock were held in the form of ADRs and there were 25 ADR holders of
record in the United States. According to our register of shareholders and register of beneficial owners, as of March 31, 2013, there were 53,100 holders of common stock of record worldwide, including 116 shareholders of record with addresses
in the United States who held 10,344,203 shares, representing approximately 7.46% of our outstanding common stock as of that date. Because some of these shares were held by brokers or other nominees, the number of record holders with addresses in
the United States may be fewer than the number of beneficial owners in the United States.
None of our shares of common stock
entitles the holder to any preferential voting rights.
To our knowledge, we are not, directly or indirectly, owned or
controlled by any other corporation or by any government or by any other natural or legal persons severally or jointly. We know of no arrangements the operation of which may at a later time result in a change of our control.
B. Related Party Transactions.
During the fiscal year ended March 31, 2011, Konami Real Estate, Inc., a consolidated subsidiary, acquired certain fixed assets from ROKUROKUSOU LLC where Takuya Kozuki, Representative Director,
President of KONAMI CORPORATION, is the representative, at ¥1,336 million. The acquisition price was determined based on the third party appraisal.
During the fiscal year ended March 31, 2011, Konami Real Estate, Inc., a consolidated subsidiary, acquired certain fixed assets from Kozuki Capital Corporation at ¥685 million. Kozuki Capital
Corporation is a company owned by a key management personnel of the Company and his immediate family members. The acquisition price was determined based on the third party appraisal.
C. Interests of Experts and Counsel
Not applicable.
99
Item 8.
|
|
Financial Information.
|
A. Consolidated Statements and Other Financial Information.
Financial Statements
The information required by this item is set forth
beginning on page F-2 of this annual report.
Legal or Arbitration Proceedings
The information on legal or arbitration proceedings required by this item is set forth in Item 4. Information on the Company. B
Business Overview
of this annual report.
Dividend Policy
We believe that it is important to return our profits to our stockholders to secure constant high dividends and improve the corporate
value. However, our dividends are subject to our future earnings and financial condition, approval of the board of directors (in the case of year-end dividends) and other factors, including statutory and other restrictions with respect to the
payment of dividends.
B. Significant Changes.
Except as disclosed in this annual report, we are not aware of any significant change since March 31, 2013, the date of our last
audited financial statements.
100
Item 9.
|
|
The Offer and Listing.
|
A. Offer and Listing Details.
The following table indicates the reported closing high and low sale prices (adjusted to reflect the prior stock splits of shares referred to in the table included in Item 10.A Share
CapitalChanges in Issued Share Capital of our registration statement on Form 20-F filed with the Securities and Exchange Commission on September 20, 2002) and the average trading volume of our common stock on the Tokyo Stock
Exchange, the closing highs and lows of the Nikkei Stock Average and the closing highs and lows of the TOPIX for the periods indicated:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fiscal Year ended
March 31,
|
|
Price per Share of
KONAMI CORPORATION
Common Stock on Tokyo
Stock
Exchange
|
|
|
Average Daily
Trading Volume
of KONAMI
CORPORATION
Common
Stock
|
|
|
Closing TOPIX
|
|
|
Closing Nikkei Stock
Average
|
|
Fiscal Period
|
|
High
|
|
|
Low
|
|
|
|
High
|
|
|
Low
|
|
|
High
|
|
|
Low
|
|
2009
|
|
|
4,410
|
|
|
|
1,275
|
|
|
|
1,458,497
|
|
|
|
1,449.14
|
|
|
|
698.46
|
|
|
|
14,601.27
|
|
|
|
6,994.90
|
|
2010
|
|
|
2,080
|
|
|
|
1,416
|
|
|
|
912,983
|
|
|
|
987.27
|
|
|
|
778.21
|
|
|
|
11,147.62
|
|
|
|
8,084.62
|
|
2011
|
|
|
1,976
|
|
|
|
1,289
|
|
|
|
1,050,423
|
|
|
|
1,001.77
|
|
|
|
725.90
|
|
|
|
11,408.17
|
|
|
|
8,227.63
|
|
2012
|
|
|
2,906
|
|
|
|
1,460
|
|
|
|
1,743,622
|
|
|
|
879.48
|
|
|
|
703.88
|
|
|
|
10,255.15
|
|
|
|
8,135.79
|
|
2013
|
|
|
2,423
|
|
|
|
1,535
|
|
|
|
1,284,193
|
|
|
|
1,061.75
|
|
|
|
692.18
|
|
|
|
12,650.26
|
|
|
|
8,238.96
|
|
2012:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
First quarter
|
|
|
1,947
|
|
|
|
1,460
|
|
|
|
1,252,885
|
|
|
|
874.35
|
|
|
|
801.78
|
|
|
|
10,017.47
|
|
|
|
9,318.62
|
|
Second quarter
|
|
|
2,906
|
|
|
|
1,900
|
|
|
|
2,108,768
|
|
|
|
879.48
|
|
|
|
727.33
|
|
|
|
10,207.91
|
|
|
|
8,359.70
|
|
Third quarter
|
|
|
2,740
|
|
|
|
2,050
|
|
|
|
1,542,284
|
|
|
|
779.08
|
|
|
|
703.88
|
|
|
|
9,152.39
|
|
|
|
8,135.79
|
|
Fourth quarter
|
|
|
2,398
|
|
|
|
1,856
|
|
|
|
2,058,579
|
|
|
|
872.42
|
|
|
|
722.85
|
|
|
|
10,255.15
|
|
|
|
8,349.33
|
|
2013:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
First quarter
|
|
|
2,423
|
|
|
|
1,535
|
|
|
|
1,608,132
|
|
|
|
863.23
|
|
|
|
692.18
|
|
|
|
10,190.35
|
|
|
|
8,238.96
|
|
Second quarter
|
|
|
1,910
|
|
|
|
1,606
|
|
|
|
979,056
|
|
|
|
781.94
|
|
|
|
703.31
|
|
|
|
9,288.53
|
|
|
|
8,328.02
|
|
Third quarter
|
|
|
2,129
|
|
|
|
1,666
|
|
|
|
958,016
|
|
|
|
861.57
|
|
|
|
710.32
|
|
|
|
10,433.63
|
|
|
|
8,488.14
|
|
Fourth quarter
|
|
|
1,986
|
|
|
|
1,704
|
|
|
|
1,618,029
|
|
|
|
1,061.75
|
|
|
|
862.62
|
|
|
|
12,650.26
|
|
|
|
10,398.61
|
|
|
|
|
|
|
|
|
|
Calendar Period
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2013:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
January
|
|
|
1,984
|
|
|
|
1,704
|
|
|
|
2,042,258
|
|
|
|
942.08
|
|
|
|
862.62
|
|
|
|
11,145.38
|
|
|
|
10,398.61
|
|
February
|
|
|
1,974
|
|
|
|
1,753
|
|
|
|
1,490,047
|
|
|
|
981.80
|
|
|
|
930.04
|
|
|
|
11,662.52
|
|
|
|
11,046.92
|
|
March
|
|
|
1,986
|
|
|
|
1,780
|
|
|
|
1,336,595
|
|
|
|
1,061.75
|
|
|
|
971.22
|
|
|
|
12,650.26
|
|
|
|
11,464.71
|
|
April
|
|
|
2,293
|
|
|
|
1,723
|
|
|
|
2,008,124
|
|
|
|
1,176.23
|
|
|
|
971.33
|
|
|
|
13,983.87
|
|
|
|
11,805.78
|
|
May
|
|
|
2,984
|
|
|
|
2,121
|
|
|
|
2,033,152
|
|
|
|
1,289.77
|
|
|
|
1,129.07
|
|
|
|
15,942.60
|
|
|
|
13,555.66
|
|
June
|
|
|
2,557
|
|
|
|
2,000
|
|
|
|
1,651,100
|
|
|
|
1,139.76
|
|
|
|
1,033.02
|
|
|
|
13,724.44
|
|
|
|
12,415.85
|
|
July
|
|
|
2,369
|
|
|
|
1,988
|
|
|
|
1,312,859
|
|
|
|
1,232.02
|
|
|
|
1,127.01
|
|
|
|
14,953.29
|
|
|
|
13,562.70
|
|
On August 23, 2013, the reported closing price of our shares on the Tokyo Stock Exchange was
¥2,169 per share, the closing Nikkei Stock Average was ¥13,660.55 and the closing TOPIX was ¥1,141.63.
101
On August 23, 2013, the closing sale price of our American Depositary Shares on the New
York Stock Exchange was $22.11 per share. The following table sets forth, for the periods indicated, the closing high and low sales price in U.S. dollars and the average trading volume of our American Depositary Shares on the New York Stock
Exchange:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
New York Stock Exchange
Price per ADS
|
|
|
Average daily trading
volume of ADSs
|
|
Fiscal Period
|
|
High ($)
|
|
|
Low ($)
|
|
|
2009
|
|
|
42.79
|
|
|
|
12.77
|
|
|
|
11,898
|
|
2010
|
|
|
21.98
|
|
|
|
14.80
|
|
|
|
3,593
|
|
2011
|
|
|
22.47
|
|
|
|
15.14
|
|
|
|
7,802
|
|
2012
|
|
|
37.22
|
|
|
|
17.35
|
|
|
|
8,853
|
|
2013
|
|
|
29.74
|
|
|
|
18.90
|
|
|
|
5,574
|
|
2012:
|
|
|
|
|
|
|
|
|
|
|
|
|
First quarter
|
|
|
24.18
|
|
|
|
17.35
|
|
|
|
7,652
|
|
Second quarter
|
|
|
37.22
|
|
|
|
23.66
|
|
|
|
15,647
|
|
Third quarter
|
|
|
35.88
|
|
|
|
26.13
|
|
|
|
4,824
|
|
Fourth quarter
|
|
|
30.56
|
|
|
|
24.25
|
|
|
|
7,153
|
|
2013:
|
|
|
|
|
|
|
|
|
|
|
|
|
First quarter
|
|
|
29.74
|
|
|
|
19.76
|
|
|
|
5,737
|
|
Second quarter
|
|
|
24.11
|
|
|
|
20.51
|
|
|
|
2,978
|
|
Third quarter
|
|
|
25.49
|
|
|
|
21.17
|
|
|
|
3,161
|
|
Fourth quarter
|
|
|
23.18
|
|
|
|
18.90
|
|
|
|
10,623
|
|
|
|
|
|
Calendar Period:
|
|
|
|
|
|
|
|
|
|
2013:
|
|
|
|
|
|
|
|
|
|
|
|
|
January
|
|
|
23.18
|
|
|
|
19.35
|
|
|
|
9,152
|
|
February
|
|
|
21.10
|
|
|
|
18.90
|
|
|
|
14,716
|
|
March
|
|
|
20.84
|
|
|
|
19.09
|
|
|
|
8,280
|
|
April
|
|
|
22.85
|
|
|
|
17.51
|
|
|
|
15,977
|
|
May
|
|
|
28.32
|
|
|
|
21.41
|
|
|
|
18,186
|
|
June
|
|
|
25.25
|
|
|
|
21.13
|
|
|
|
12,995
|
|
July
|
|
|
23.29
|
|
|
|
20.18
|
|
|
|
5,636
|
|
B. Plan of Distribution.
Not applicable.
C. Markets.
See Item 9.A of this annual report for information on the markets on which our common stock is listed or quoted.
D. Selling Shareholders.
Not applicable.
E. Dilution.
For the fiscal year ended March 31, 2013, we had no diluted securities.
F. Expenses of the Issue.
Not applicable.
102
Item 10.
|
|
Additional Information.
|
A. Share Capital.
Not applicable.
B. Memorandum and Articles of Association.
Objects and Purposes in Our Articles of Incorporation
Our corporate purposes, as specified in Article 2 of our Articles of Incorporation, which are attached as an exhibit to this annual
report, are to own shares of and to manage companies which engage in the following businesses and to be engaged in the implementation of operations incidental to such business activities:
|
(1)
|
|
Research, development, manufacture and distribution of software and hardware relating to electric appliances and electronic components;
|
|
(2)
|
|
Planning, production, manufacture, rental and distribution of music, audio and visual software (including disks, tape and film, etc.); production and acquisition of
master copies, and transferal or usage permission thereof;
|
|
(3)
|
|
Acquisition, management, promotion of usage and development of music copyright and related performance rights, and transferal or usage permission thereof;
|
|
(4)
|
|
Planning, production and distribution of books, magazines, sheet music and other publications;
|
|
(5)
|
|
Development, manufacture and distribution of toys;
|
|
(6)
|
|
Design of character products (with images of people, animals, etc. which have unique names or characters);
|
|
(7)
|
|
Planning, production, distribution on the Internet and Internet related services;
|
|
(8)
|
|
Gathering, online distribution, processing and online sales of information, pictures and music using electrical communication and electrical communication related
services;
|
|
(9)
|
|
Information processing services and information reporting services;
|
|
(10)
|
|
Management and control of sports facilities, culture centers, day-care centers, fee-paying senior care facilities, amusement arcades, restaurants, accommodations, hot
spring bathing facilities, saunas and parking lots;
|
|
(11)
|
|
Management of schools for training and educating sport instructors, producers of digital content (application software for digital technologies) and producers of
computer software;
|
|
(12)
|
|
Medical treatment services and beauty services;
|
|
(13)
|
|
Production and sale of medical devices, medical products, sanitary products such as nursing care goods, and fitness equipment;
|
|
(14)
|
|
Providing preventive care services and home care services in compliance with the nursing-care insurance law;
|
|
(15)
|
|
Distribution of soft drinks, foods, alcoholic beverages, sports gear, clothing and computer game machines;
|
|
(16)
|
|
Advertising agency, insurance agency, broadcasting business, travel agency and leisure business including tours, sports, etc.;
|
|
(17)
|
|
Purchase and sale of antiques;
|
|
(18)
|
|
Sale, purchase, lease, blockage and management of real estate;
|
103
|
(20)
|
|
General lease business and finance business;
|
|
(21)
|
|
Holding of and investment in securities;
|
|
(22)
|
|
Acquisition and management of copyrights, trademark rights, design rights, performance rights and rights to produce records and videos related to each of the preceding
items;
|
|
(23)
|
|
Import, export and agency business related to each of the preceding items;
|
|
(24)
|
|
Investment in the party in charge of the business specified in the preceding items; and
|
|
(25)
|
|
Any and all businesses incidental to any of the preceding items.
|
Provisions Regarding Our Directors
Our Articles of Incorporation do not
contain any provision concerning the power of a director to vote at a meeting of our board of directors on proposals in which the director is materially interested. However, in accordance with Article 369 Clause 2 of the Corporate Law, a director is
not empowered to participate in discussion or exercise his or her vote at a meeting of our board of directors on proposals in which that director has a personal interest.
Our Articles of Incorporation do not contain any provision concerning the power of a director to vote to itself, or to any one or more of the elected members of our board of directors, any remuneration
(including retirement allowances or other benefit). However, in accordance with Article 361 of the Corporate Law, directors are not empowered to determine their remuneration (including retirement allowances or other benefits), such determination
being made by resolutions of a general meeting of our shareholders.
Our Articles of Incorporation do not contain any
provision concerning the powers of the directors to borrow on our behalf. In accordance with Article 362 of the Corporate Law, our board of directors is not restricted in any way in the exercise of its power to borrow on our behalf.
There is no provision under our Articles of Incorporation or under the Corporate Law which requires a director to retire from our board
of directors at a particular age. However, in accordance with Article 22 of our Articles of Incorporation, the term of office of each director who has been duly elected at a general meeting of shareholders in accordance with Article 21 of our
Articles of Incorporation shall expire upon conclusion of the ordinary general meeting of shareholders for the last fiscal period ending within one year after his or her assumption of office. Directors can be re-elected. All of our existing
directors have been elected by the resolution of the shareholders meeting held on June 28, 2012 and each has entered into contract with us on the same date.
Article 361 of the Corporate Law provides that, unless otherwise specified in the Articles of Incorporation, that remuneration for directors, in respect of its amount (if the amount is fixed), calculation
manner (if the amount is not fixed) or its substance (if the remuneration is not cash), is determined at a general meeting of shareholders of a company. Within the upper limit approved by the shareholders meeting, our board of directors will
determine the amount of compensation for each director. The board of directors may, by its resolution, leave such decision to the discretion of the companys Representative Director.
Article 362 Clause 4 Sub-clause 2 of the Corporate Law provides that the incurrence by a company of a significant loan from a third party
should be approved by the companys board of directors. Our Regulations of our board of directors have adopted this policy.
There is no mandatory retirement age for our directors under the Corporate Law or our Articles of Incorporation.
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There is no requirement concerning the number of shares an individual must hold in order to
qualify him or her as a director of KONAMI under the Corporate Law or our Articles of Incorporation.
Article 28 of our
Articles of Incorporation and Article 427 Clause 1 of the Corporate Law provide that we may enter into agreements with external directors which limit the liability of such directors provided for by Article 423 Clause 1 of the Corporate Law.
Holding of Our Shares by Foreign Investors
There are no limitations on the rights of non-residents or foreign shareholders to hold or exercise voting rights on our shares imposed by the laws of Japan or our Articles of Incorporation or our other
constituent documents.
Rights of Our Shareholders
The following section contains certain information relating to the shares, including summaries of certain provisions of our Articles of Incorporation and Share Handling Regulations and of the Corporate
Law relating to joint stock corporations.
General
Our authorized share capital consists of 450,000,000 shares. All issued shares are fully-paid and non-assessable. As of March 31, 2013, 138,618,060 of our shares were issued and outstanding and our
stated capital was ¥47,399 million. Under the Corporate Law, the transfer of shares is effected by delivery of share certificates, and in order to assert rights as a shareholder against us, the transferee must have its name and address
registered on our register of shareholders. However, by amendment of the Law Concerning Central Clearing of Bonds, Share Certificates and Other Securities in Japan (effective January 5, 2009), the share certificate system has been replaced by a
book-entry transfer system administered by the Japan Securities Depositary Center, Inc (JASDEC). Under the new system, Japanese listed companies cannot issue share certificates and those certificates previously issued are void. The
shareholders ownership right that was represented by the share certificate is now recorded as an entry in an account that the shareholder is required to open with an Account Management Institution, i.e. a financial institution such as a bank,
trust bank or a securities firm. A transfer of shares is effected by recording the transfer from the transferors account to the transferees account. We amend our register of shareholders (to, for example, reflect a transfer of shares)
upon receipt of a General Shareholders Notification from JASDEC.
A registered shareholder is generally entitled to exercise
its rights as shareholder, such as voting rights, and to receive dividends (if any). In order to exercise minority shareholder rights, a shareholder must make a request through their Account Management Institution for JASDEC to send us an Individual
Shareholder Notification. Minority shareholder rights must be exercised within two weeks of delivery of the Individual Shareholder Notification. New shares issued with respect to registered shares, including those issued upon a stock split,
automatically become registered shares.
The registered beneficial holder of deposited shares underlying the ADSs is the
depositary for the ADSs. Accordingly, holders of ADSs will not be able to directly assert shareholders rights such as the right to bring a derivative action, examine our accounting books and records or exercise appraisal rights. No temporary
documents of title in respect of the shares will be issued. For this purpose, shareholders are required to file their names, addresses and seals with the transfer agent for the shares. Non-Japanese shareholders may file specimen signatures in lieu
of seals. Non-resident shareholders are required to appoint a standing proxy in Japan or designate a mailing address in Japan. Japanese securities firms and commercial banks will customarily act as standing proxy and provide related services for
standard fees. The transfer agent for our shares is The Sumitomo Trust & Banking Co., Ltd.
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Our shares are freely transferable and there are no restrictions on transfer of the shares
under the terms of the Corporate Law or our Articles of Incorporation.
Settlement transactions concerning shares listed on
any of the stock exchanges in Japan normally are effected on the fourth dealing day after the transaction. Settlement in Japan is made through JASDEC as stated above.
As described above, non-resident shareholders are required to appoint a standing proxy in Japan or to provide a mailing address in Japan to receive notices from us. A local standing proxy can handle the
registration of transfer and the application for reduced withholding tax. See Item 10.E TaxationJapanese Taxation. Persons holding shares through Euroclear or Clearstream Banking, société anonyme
(Clearstream, Luxembourg) appoint the depositary of Euroclear or Clearstream, Luxembourg as proxy on a standing basis. Persons holding shares through Euroclear or Clearstream, Luxembourg may receive notice from us, such as notices of
shareholders meeting and dividend distributions, and are eligible for reduced withholding tax in accordance with the operating procedures of Euroclear and Clearstream, Luxembourg.
The Duties and Liabilities of Directors
Article 355 of the
Corporate Law requires directors to perform their duties faithfully on behalf of the company, thus subjecting directors to a duty of loyalty (chujitsu gimu). This duty is supplemented by other duties such as to avoid self-interested
transactions and competition with the corporation as well as to abide by all laws and regulations, the articles of incorporation and resolutions of general meetings of shareholders.
Directors shall be held liable for damages caused by any of the following actions:
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declaring an unlawful dividend or distribution of money;
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offering undue benefit in relation to the exercise of shareholders rights;
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engaging in a transaction that conflicts with interests of the company; or
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performing any other actions that violate laws and regulations, including the general duties of directors described in the preceding paragraph or the
articles of incorporation.
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Shareholders Rights to Bring Actions Against Directors
The provisions of Articles 847 of the Corporate Law constitute the Japanese shareholder derivative action mechanism. The provisions allow
any shareholder who has continuously held a share for the previous six months to demand of the corporation that it file a suit to protect the company and enforce the liability of directors. Specifically, it provides that derivative actions may be
brought to enforce the liability of directors in situations including, but not limited to, that where directors engage in self-interested transactions, or violate any laws and regulations or the articles of incorporation. If the company
has not instituted an action for the company within sixty days, the plaintiff-shareholder may initiate a lawsuit as a derivative action. Article 847 Clause 5 of the Corporate Law provides an exception to the sixty day waiting period, however, for
cases in which waiting sixty days might cause the company irreparable damage. In such cases, the shareholder may institute the action immediately. After having brought the action, the shareholder who has done so must make notification of
litigation (notice under litigation proceedings) to the company without delay. If a company might suffer irreparable damage from an act of a director, a shareholder who has owned a share continuously for the previous six months may seek
an injunction suspending the performance of the act by the director pursuant to Article 360 of the Corporate Law.
Dividends
Following resolution of a general meeting of our shareholders, annual dividends are distributed to shareholders or
pledgees of record as at March 31 in each year in proportion to the number of shares held by each
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shareholder or pledgee. Our Articles of Incorporation permit the payment of interim cash dividends (i.e. cash distributions made pursuant to Article 454 Clause 5 of the Corporate Law) to
shareholders or pledgees of record as at September 30 in each year by resolution of our board of directors. Under our Articles of Incorporation, we are not obliged to pay any annual or interim dividends unclaimed for a period of three years
after the date on which they are first made available by us. In addition, pursuant to Article 459 of the Corporate Law, our Articles of Incorporation permit our board of directors to determine the distribution of our reserves based on the
Boards resolution, as well as to establish an alternative record date.
Article 445 Clause 4 of the Corporate Law and
Article 45 of the Corporate Computation Rule under the Corporate Law provide in effect that, in the event that we distribute profits by way of annual dividends or interim dividends, until the sum of our additional paid-in capital and our legal
reserve is one-quarter of our capital we must have retained in our legal reserve and set aside as our legal reserve, an amount equal to at least one-tenth of any amount paid out by us as an appropriation of retained earnings. We may distribute
profits by way of annual dividends or interim dividends out of the amount remaining (the Distributable Amount (Article 461 Clause 2 of the Corporate Law)) from the aggregate of retained capital and retained earnings at the end of the
most recent fiscal year, adjusted for the amount of dividends distributed thereafter, Retained Earnings (Article 446 of the Corporate Law) and after adjustment, such as deduction of the book value of treasury stock, in accordance with
laws and regulations. In our group, the ex-dividend date and the record date for dividends precede the date of determination of the amount of the dividends to be paid.
For information as to Japanese taxes on dividends, see Item 10.E TaxationJapanese Taxation below.
Capital and Reserves
The entire amount of the issue price of new
shares is required to be accounted for as stated capital stock, although we may account for an amount not exceeding one-half of such issue price as additional paid-in capital. We may at any time transfer the whole or any part of our additional
paid-in capital and legal reserve to capital stock by resolution of a general meeting of our shareholders. The whole or any part of retained capital and retained earnings which are distributable as annual dividends may also be transferred to capital
stock by resolution of a general meeting of our shareholders.
Stock Splits
Pursuant to Article 183 and 184 of the Corporate Law, we may at any time split the shares in issue into a greater number of shares by
resolution of our board of directors. We must give public notice of the stock split, specifying a record date therefore, not less than two weeks prior to such record date. In conjunction with a stock split, we may increase the number of our
authorized shares by the same ratio as the stock split ratio through a resolution of our board of directors.
Unit Share System
Under our Articles of Incorporation, the number of shares constituting one unit is 100 shares. Our board of directors
may amend our Articles of Incorporation reducing the number of shares constituting one unit or eliminating the provision for the unit from our Articles of Incorporation although any amendment to our Articles of Incorporation increasing the number of
shares constituting one unit requires a special resolution of a general meeting of shareholders. In any event, the number of shares constituting one unit shall not exceed 1,000 shares. Under the unit share system, each shareholder shall have one
voting right for each unit of shares that he or she holds, and any number of shares less than one unit carries no voting rights. Holders of less than one unit of shares may at any time require us to purchase such shares at their then current market
price as determined pursuant to the Corporate Law and to sell them additional shares to create a whole unit of 100 shares.
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General Meeting of Shareholders
The ordinary general meeting of our shareholders is usually held in June of each year in Tokyo. In addition, we may hold an extraordinary
general meeting of shareholders whenever necessary. Notice of a shareholders meeting stating the purpose thereof and a summary of the matters to be acted upon, together with our annual business reports including financial statements, must be
mailed to each shareholder having voting rights (or, in the case of a non-resident shareholder, to his or her mailing address or proxy in Japan) at least two weeks prior to the date set for the meeting. The record date for voting rights for an
ordinary general meeting of shareholders is March 31.
Any shareholder holding at least 300 voting rights or one percent
of the total number of voting rights for six months or longer may propose a matter to be considered at a general meeting of shareholders by submitting a written request to a Representative Director at least eight weeks prior to the date of such
meeting.
Voting Rights
A holder of shares constituting one or more whole units is entitled to one vote for each unit of shares, except that neither we, nor a corporate shareholder with not less than one-quarter of the total
voting rights of which are directly or indirectly owned by us, has voting rights in respect of the shares held by us or such a corporate shareholder. Except as otherwise provided by law or by our Articles of Incorporation, a resolution can be
adopted at a general meeting of shareholders by a majority of the voting rights that are represented at the meeting. Our Articles of Incorporation provide that the quorum for election or removal of directors and corporate auditors is one-third of
the total number of voting rights. Our shareholders are not entitled to cumulative voting in the election of directors. Our shareholders may cast their votes in writing. Shareholders may also exercise their voting rights through proxies, provided
that the proxies are also holders of shares with voting rights and are sole.
Our Articles of Incorporation provide that, in
order to amend our Articles of Incorporation and in certain other instances, including any reduction of the capital stock, dissolution, merger or consolidation, exchange of shares for shares of an existing company, transfer of the whole or an
important part of the business, taking over the whole of the business of any other company or any offering of new shares at a specially favorable price (or any offering of stock acquisition rights or bonds with stock acquisition rights
with specially favorable conditions) to persons other than shareholders, the quorum is at least one-third of the total number of voting rights and approval by at least two-thirds of the voting rights represented at the general meeting of
shareholders is required.
The voting rights of holders of ADSs are exercised by the depositary based on instructions from
those holders. With respect to voting by holders of ADRs, please see Item 12.D of our registration statement on Form 20-F filed with the Securities and Exchange Commission on September 20, 2002.
Liquidation Rights
In the event of our liquidation, the assets remaining after payment of all taxes, liquidation expenses and debts will be distributed among
the shareholders in proportion to the respective number of shares which they hold.
Issue of Additional Shares and Pre-emptive Rights
Holders of shares have no pre-emptive rights. Authorized but unissued shares may be issued at such time and upon such
terms as our board of directors determines, subject to the limitations as to the offering of new shares at a specially favorable price mentioned in Rights of Our ShareholdersVoting Rights above. Our board of directors
may, however, determine that shareholders be given subscription rights to new shares, in which case they must be given on uniform terms to all shareholders as of a record date of which not less than two weeks prior public notice must be given.
Each of the shareholders to whom such rights are given must also be given at least two weeks prior notice of the date on which such rights expire.
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Stock Subscription Rights
We may grant stock subscription rights to persons other than shareholders, as well as shareholders pursuant to a resolution of our board
of directors. In the case of granting stock subscription rights to persons other than our shareholders under specially favorable conditions, a special resolution of the general meeting of shareholders is required. Upon exercise of such
stock subscription rights, we shall issue new shares or transfer shares which are held by us as treasury stock to the holder of the stock subscription rights.
Dilution
It is possible that, in the future, market conditions and
other factors might make rights issues to shareholders desirable at a subscription price substantially below their then current market price, in which case shareholders who do not exercise and are unable otherwise to realize the full value of their
subscription rights will suffer dilution of their equity interest in us.
Report to Shareholders
We furnish to our shareholders notices of shareholders meetings, summaries for each such meeting of the matters to be acted upon,
annual business reports, including financial statements, as mentioned above, and notices of resolutions adopted at the shareholders meetings, all of which are in Japanese.
In addition, we intend, upon request, to furnish to our shareholders with addresses outside Japan, through their resident proxies in
Japan, copies of our annual report in English, containing annual audited consolidated financial statements.
Record Date
March 31 is the record date for the payment of annual dividends and September 30 is the record date for the
payment of interim dividends. Shareholders appearing on our shareholders register at the close of business on March 31 of each year are entitled to vote at the ordinary general meeting of shareholders with respect to the fiscal year
ending on such date. In addition, by resolution of our board of directors and after giving at least two weeks prior public notice, we may at any time set a record date to determine the shareholders who are entitled to interim dividends and
certain other rights pertaining to the shares.
Repurchase of Our Shares
We may acquire our shares (i) by purchasing them on any Japanese stock exchange on which our shares are listed or by way of tender
offer (pursuant to an ordinary resolution of any general meeting of shareholders or a resolution of our board of directors), (ii) from a specific shareholder other than our subsidiary (pursuant to a special resolution of a general meeting of
shareholders) or (iii) from our subsidiary (pursuant to a resolution of our board of directors). In the case of (ii) above, any other shareholder may make a request directly to a Representative Director in writing, five days prior to the
relevant shareholders meeting that we acquire our shares held by such other shareholder.
Any such acquisition of our
shares must satisfy certain requirements,
inter alia
, that the acquisition cost may not exceed the Distributable Amount, described in Dividends above, as of the effective date of the acquisition. However, if it is anticipated
that, as a result of the acquisition, the Distributable Amount, as stated on the balance sheet at the end of the immediately following fiscal year, will be less than zero, we may not purchase such shares. We may hold our shares acquired in
compliance with the provisions of the Corporate Law (the treasury stock) and generally may cancel or dispose of such shares by resolutions of our board of directors subject to the limitation as to the disposal of such treasury stock at a
specially favorable price mentioned in Voting Rights above.
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Disposal by Us of Shares Held by Unknown Shareholders
We are not required to send a notice to a shareholder if a notice to such shareholder fails to arrive at the registered address of the
shareholder in the register of shareholders, or at the address otherwise notified to us, continuously for five years or more.
In addition, we may sell by way of auction or otherwise dispose of shares for which the location of the shareholder is unknown.
Generally, if (i) notices to a shareholder fail to arrive continuously for five years or more at the shareholders registered address in the register of shareholders or at the address otherwise notified to us and (ii) the shareholder
fails to receive dividends on the shares continuously for five years or more at the address registered in the register of shareholders or at the address otherwise notified to us, we may sell by way of auction or otherwise dispose of the
shareholders shares (including repurchase by us) by a resolution of our board of directors after giving at least three months prior public and individual notice and shall hold or deposit the proceeds of such sale or disposal of shares
for the shareholder, the location of which is unknown.
Japanese Foreign Exchange and Certain Other Regulations
The Foreign Exchange and Foreign Trade Law of Japan, as amended, and the cabinet orders and ministerial ordinances thereunder
(collectively, the Foreign Exchange Regulations) govern certain matters relating to the acquisition and holding of shares by non-residents of Japan and foreign investors. The Foreign Exchange Regulations currently
in effect do not affect the purchase, sale or exchange of shares provided such transactions take place outside Japan between non-residents of Japan.
Non-residents of Japan is defined in the Foreign Exchange Regulations to mean individuals who are not residents of Japan and corporations whose principal offices are not located in Japan.
Generally, branches and other offices located within Japan of non-resident corporations are regarded as residents of Japan, and branches and other offices of Japanese corporations located outside Japan are regarded as non-residents of Japan.
Foreign investors is defined in the Foreign Exchange Regulations to mean (i) individuals not resident in
Japan, (ii) corporations organized under the laws of foreign countries or whose principal offices are located outside Japan, or (iii) corporations organized in Japan not less than 50% of the total voting rights of which are held, directly
or indirectly, by individuals and/or corporations falling within (i) and/or (ii) above or (iv) corporations for which a majority of the directors or other officers (or directors or other officers having the power of representation)
are individuals falling within (i).
Acquisition of Shares
In general, the acquisition of shares of stock of a Japanese company listed on any Japanese stock exchange or traded in any
over-the-counter market in Japan by a non-resident of Japan from a resident of Japan may be made without any restriction. However, as described below, in circumstances, a report by the proxy who is a resident of Japan must be filed to the Minister
of Finance. In addition, the Foreign Exchange Regulations give the Minister of Finance the power to require a prior approval for any such acquisition in certain exceptional circumstances.
If a foreign investor acquires shares of a Japanese company listed on a Japanese stock exchange or traded on an over-the-counter market
in Japan and as a result of such acquisition (regardless of the person from or through whom it acquires the shares), aggregated with existing holdings (if any), the foreign investor directly or indirectly holds 10% or more of the issued shares of
the relevant company, the foreign investor is, in general, required to report such acquisition to the Minister of Finance and any other competent Ministers no later than the 15 day of the month following the month in which the date of such
acquisition falls. In certain exceptional cases, a prior notification is required in respect of such an acquisition.
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Dividends and Proceeds of Sale
Under the Foreign Exchange Regulations, dividends paid on, and the proceeds of sales in Japan of, shares held by non-residents of Japan
may in general be converted into any foreign currency and repatriated abroad. The acquisition of shares by non-resident shareholders by way of a stock split is not subject to any notification or reporting requirements. Under the terms of the deposit
agreement pursuant to which our ADSs are issued, the depositary is required, to the extent that in its judgment it can convert yen on a reasonable basis into dollars and transfer the resulting dollars to the United States, to convert all cash
dividends that it receives in respect of deposited shares into dollars and to distribute the amount received (after deduction of applicable withholding taxes) to the holder of ADSs. For additional information regarding our ADSs, please see
Item 12.D of our registration statement on Form 20-F filed with the Securities and Exchange Commission on September 20, 2002.
Reporting of Substantial Shareholdings
The Financial Instruments and Exchange Law of Japan and regulations thereunder generally requires any person who has become a beneficial holder (including certain sole or joint holders) of more than 5% of
the total issued voting shares of a company listed on any Japanese stock exchange or traded on the over-the-counter market in Japan to file with the Director-General of the relevant local Finance Bureau, within five business days, a report
concerning such shareholdings. A similar report must also be made (with certain exceptions) if the percentage of such holding subsequently increases or decreases by 1% or more. Copies of any such report must also be furnished to the issuer of such
shares and to all Japanese stock exchanges on which the shares are listed or the Japan Securities Dealers Association in the case of over-the-counter registered shares. For this purpose, shares issuable upon exercise of stock acquisition rights are
taken into account in determining both the number of shares held by such holder and the issuers total issued share capital.
Daily
Price Fluctuation Limits under Japanese Stock Exchange Rules
Share prices on Japanese stock exchanges are determined
on a real-time basis by the equilibrium between bids and offers. These exchanges are order-driven markets without specialists or market makers to guide price formation. To prevent excessive volatility, these exchanges set daily upward and downward
price fluctuation limits for each share, based on the previous days closing price. Although transactions may continue at the upward or downward limit price if the limit price is reached on a particular trading day, no transactions may take
place outside these limits. Consequently, an investor wishing to sell at a price above or below the relevant daily limit may not be able to sell his shares at such price on a particular trading day, or at all.
On August 23, 2013, the closing price of our shares on the Tokyo Stock Exchange was ¥2,169 per share. The following table
shows the daily price limit for a stock on the Tokyo Stock Exchange with a closing price of between ¥2,000 and ¥3,000 per share, as well as the daily price limit if our per share price were to rise to between ¥3,000 and ¥5,000,
or fall to between ¥1,000 and ¥1,500 or ¥1,500 and ¥2,000. Other daily price limits would apply if our per share price moved to other ranges.
Selected Daily Price Limits
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Previous Days Closing Price or Special
Quote
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Maximum Daily Price Movement
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Over
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¥1,000
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Less than
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¥1,500
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¥300
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Over
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1,500
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Less than
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2,000
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400
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Over
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2,000
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Less than
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3,000
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500
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Over
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3,000
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Less than
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5,000
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700
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For a history of the trading price of our shares on the Tokyo Stock Exchange, see Item 9.A of this
annual report.
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Takeover Defense Measures
The Countermeasures to Large-Scale Acquisitions of KONAMI CORPORATION Shares (Takeover Defense Measures) (the Current
Plan) was approved and subsequently introduced upon resolution at a general shareholders meeting held on June 27, 2013. The outline of the Current Plan is as follows:
1. Purpose of Introducing the Current Plan
In the recent years, a trend has emerged in the Japanese capital markets of sudden hostile acquisitions of large quantities of shares, conducted without due discussion and agreement with management of the
target company. There is a possibility that such kind of large-scale acquisition may be attempted with respect to the Company shares.
The purpose of the Current Plan is to enable shareholders of the Company to make an appropriate decision on whether to accept a large-scale acquisition of the Company shares, and to deter actions which
would have an adverse impact on the Companys corporate value and the common interests of the shareholders.
2. Outline of the Current Plan
The Current Plan is such that, in order to ensure
that shareholders have necessary and sufficient information and time to make an appropriate decision in the event that a large-scale acquisition of the Companys shares is attempted, the Companys board of directors established the
Large-Scale Acquisition Rule (the Rule). The Rule requires submission of information on the large-scale acquisition by a large-scale acquirer and secures time for evaluation and investigation thereof by the Companys board of
directors. It seeks that the large-scale acquirer comply with the Rule, sets out the response policy for cases of both compliance and non-compliance, and provides for implementation, if necessary, of appropriate countermeasures to protect the
Companys corporate value and the common interests of shareholders (such as gratis allotment of Stock Acquisition Rights with discriminative exercise conditions).
C. Material Contracts.
We have not entered into any
material contract, other than in the ordinary course of business, within the two years immediately preceding the date of this annual report or any contract, other than in the ordinary course of business, which contains any provision under which we
have any obligation or entitlement which is material to us as at the date of this annual report.
D. Exchange
Controls.
There are no laws, decrees, regulations or other legislation which affect our ability to import or export
capital for our use or our ability to pay dividends to nonresident holders of our shares.
E. Taxation.
United States Federal Income Taxation
This section describes the material United States federal income tax consequences of owning shares or ADSs. It applies to you only if you are a U.S. holder, as defined below, and you hold your shares or
ADSs as capital assets for tax purposes. This section does not apply to you if you are a member of a special class of holders subject to special rules, including:
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a dealer in securities,
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a trader in securities that elects to use a mark-to-market method of accounting for your securities holdings,
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a tax-exempt organization,
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a life insurance company,
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a person liable for alternative minimum tax,
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a person that actually or constructively owns 10% or more of our voting stock,
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a person that holds shares or ADSs as part of a straddle or a hedging or conversion transaction,
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a person that purchases or sells shares or ADSs as part of a wash sale for tax purposes, or
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a person whose functional currency is not the U.S. dollar.
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This section is based on the Internal Revenue Code of 1986, as amended, its legislative history, existing and proposed regulations, published rulings and court decisions, all as currently in effect, as
well as on the Convention Between the United States of America and Japan for the Avoidance of Double Taxation and the Prevention of Fiscal Evasion with respect to Taxes on Income (the Treaty). These laws are subject to change, possibly
on a retroactive basis. In addition, this section is based in part upon the representations of JPMorgan Chase Bank as Depositary and the assumption that each obligation in the Deposit Agreement and any related agreement will be performed in
accordance with its terms.
You are a U.S. holder if you are a beneficial owner of shares or ADSs and you are:
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a citizen or resident of the United States,
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a domestic corporation,
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an estate whose income is subject to United States federal income tax regardless of its source, or
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a trust if a United States court can exercise primary supervision over the trusts administration and one or more United States persons are
authorized to control all substantial decisions of the trust.
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You should consult your own tax adviser regarding the United States federal, state and local and the
Japanese and other tax consequences of owning and disposing of shares and ADSs in your particular circumstances.
In
general, and taking into account the earlier assumptions, for United States federal income tax purposes, if you hold ADRs evidencing ADSs, you will be treated as the owner of the shares represented by those ADRs. Exchanges of shares for ADRs, and
ADRs for shares, generally will not be subject to United States federal income tax.
Taxation of Dividends
Under the United States federal income tax laws, and subject to the passive foreign investment company, or PFIC, rules discussed below, if
you are a U.S. holder, the gross amount of any dividend paid by us out of our current or accumulated earnings and profits (as determined for United States federal income tax purposes) will be subject to U.S. federal income taxation. If you are a
non-corporate U.S. holder, dividends paid to you in taxable years beginning before January 1, 2014 that constitute qualified dividend income will be taxable to you at a maximum tax rate of 15% provided that you hold the shares or ADSs for more
than 60 days during the 121-day period beginning 60 days before the ex-dividend date and meet other holding period requirements. Dividends we pay with respect to the shares or ADSs generally will be qualified dividend income.
You must include any Japanese tax withheld from the dividend payment in this gross amount even though you do not in fact receive it. The
dividend is taxable to you when you, in the case of shares, or the Depositary, in the case of ADSs, receive the dividend, actually or constructively. The dividend will not be eligible for the
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dividends-received deduction generally allowed to United States corporations in respect of dividends received from other United States corporations. The amount of the dividend distribution that
you must include in your income as a U.S. holder will be the U.S. dollar value of the Japanese yen payments made, determined at the spot Japanese yen/U.S. dollar rate on the date the dividend distribution is includible in your income, regardless of
whether the payment is in fact converted into U.S. dollars. Generally, any gain or loss resulting from currency exchange fluctuations during the period from the date you include the dividend payment in income to the date you convert the payment into
U.S. dollars will be treated as ordinary income or loss and will not be eligible for the special tax rate applicable to qualified dividend income. The gain or loss generally will be income or loss from sources within the United States for foreign
tax credit limitation purposes. Distributions in excess of current and accumulated earnings and profits, as determined for United States federal income tax purposes, will be treated as a non-taxable return of capital to the extent of your basis in
the shares or ADSs and thereafter as capital gain.
Subject to certain limitations, the Japanese tax withheld in accordance
with the Treaty and paid over to Japan will be creditable against your United States federal income tax liability. Special rules apply in determining the foreign tax credit limitation with respect to dividends that are subject to the maximum 15% tax
rate. To the extent a refund of the tax withheld is available to you under Japanese law or under the Treaty, the amount of tax withheld that is refundable will not be eligible for credit against your United States federal income tax liability. For
foreign tax credit purposes, dividends will be income from sources outside the United States and will, depending on your circumstances, generally be either passive or general income for purposes of computing the foreign tax
credit allowable to you.
Taxation of Capital Gains
Subject to the PFIC rules discussed below, if you are a U.S. holder and you sell or otherwise dispose of your shares or ADSs, you will recognize capital gain or loss for United States federal income tax
purposes equal to the difference between the U.S. dollar value of the amount that you realize and your tax basis, determined in U.S. dollars, in your shares or ADSs. Capital gain of a noncorporate U.S. holder, is generally taxed at preferential
rates where the holder has a holding period greater than one year. The gain or loss will generally be income or loss from sources within the United States for foreign tax credit limitation purposes.
Passive Foreign Investment Company Rules
We believe that shares and ADSs should not be treated as stock of a PFIC for United States federal income tax purposes, but this conclusion is subject to change because it is a factual determination that
is made annually based on our asset values, including the value of our intangibles, and our gross income, each of which is itself subject to change.
In general, we will be a PFIC with respect to you if for any taxable year in which you held our ADSs or shares:
|
|
|
at least 75% of our gross income for the taxable year is passive income or
|
|
|
|
at least 50% of the value, determined on the basis of a quarterly average, of our assets is attributable to assets that produce or are held for the
production of passive income.
|
Passive income generally includes dividends, interest, royalties, rents
(other than certain rents and royalties derived in the active conduct of a trade or business), annuities and gains from assets that produce passive income. If a foreign corporation owns at least 25% by value of the stock of another corporation, the
foreign corporation is treated for purposes of the PFIC tests as owning its proportionate share of the assets of the other corporation, and as receiving directly its proportionate share of the other corporations income.
114
If we are treated as a PFIC, and you are a U.S. holder that did not make a mark-to-market
election, as described below, you will be subject to special rules with respect to:
|
|
|
any gain you realize on the sale or other disposition of your shares or ADSs and
|
|
|
|
any excess distribution that we make to you (generally, any distributions to you during a single taxable year that are greater than 125% of the average
annual distributions received by you in respect of the shares or ADSs during the three preceding taxable years or, if shorter, your holding period for the shares or ADSs).
|
Under these rules:
|
|
|
the gain or excess distribution will be allocated ratably over your holding period for the shares or ADSs,
|
|
|
|
the amount allocated to the taxable year in which you realized the gain or excess distribution will be taxed as ordinary income,
|
|
|
|
the amount allocated to each prior year, with certain exceptions, will be taxed at the highest tax rate in effect for that year, and
|
|
|
|
the interest charge generally applicable to underpayments of tax will be imposed in respect of the tax attributable to each such year.
|
Special rules apply for calculating the amount of the foreign tax credit with respect to excess
distributions by a PFIC.
If you own shares or ADSs in a PFIC that are treated as marketable stock, you may make a
mark-to-market election. If you make this election, you will not be subject to the PFIC rules described above. Instead, in general, you will include as ordinary income each year the excess, if any, of the fair market value of your shares or ADSs at
the end of the taxable year over your adjusted basis in your shares or ADSs. These amounts of ordinary income will not be eligible for the favorable tax rates applicable to qualified dividend income or long-term capital gains. You will also be
allowed to take an ordinary loss in respect of the excess, if any, of the adjusted basis of your shares or ADSs over their fair market value at the end of the taxable year (but only to the extent of the net amount of previously included income as a
result of the mark-to-market election). Your basis in the shares or ADSs will be adjusted to reflect any such income or loss amounts.
In addition, notwithstanding any election you make with regard to the shares or ADSs, dividends that you receive from us will not constitute qualified dividend income to you if we are a PFIC either in the
taxable year of the distribution or the preceding taxable year. Moreover, your shares or ADSs will be treated as stock in a PFIC if we were a PFIC at any time during your holding period in your shares or ADSs, even if we are not currently a PFIC.
For purposes of this rule, if you make a mark-to-market election with respect to your shares or ADSs, you will be treated as having a new holding period in your shares or ADSs beginning on the first day of the first taxable year beginning after the
last taxable year for which the mark-to-market election applies. Dividends that you receive that do not constitute qualified dividend income are not eligible for taxation at the 15% maximum rate applicable to qualified dividend income. Instead, you
must include the gross amount of any such dividend paid by us out of our accumulated earnings and profits (as determined for United States federal income tax purposes) in your gross income, and it will be subject to tax at rates applicable to
ordinary income.
If you own shares or ADSs during any year that we are a PFIC, you may be required to file Internal Revenue
Service Form 8621.
Japanese Taxation
The following is a summary of the principal Japanese tax consequences to owners of our shares or ADSs who are non-resident individuals or non-Japanese corporations without a permanent establishment in
Japan to
115
which income from our shares is attributable. The tax treatment is subject to possible changes in the applicable Japanese laws or double taxation conventions occurring after that date. This
summary is not exhaustive of all possible tax considerations that may apply to a particular investor. Potential investors should consult their own tax advisers as to:
|
|
|
the overall tax consequences of the acquisition, ownership and disposition of shares or ADSs, including specifically the tax consequences under
Japanese law;
|
|
|
|
the laws of the jurisdiction of which they are resident; and
|
|
|
|
any tax treaty between Japan and their country of residence.
|
Generally, a non-resident holder of shares or ADSs is subject to Japanese withholding tax on dividends paid by us. In the absence of any
applicable tax treaty, convention or agreement reducing the maximum rate of withholding tax, the rate of Japanese withholding tax applicable to dividends paid by us to non-resident holders is 20% (on or after January 1, 2013, 20.42%). Except
for any individual shareholder who holds 3% or more of the total outstanding shares, the aforementioned withholding tax rate is reduced pursuant to the Special Taxation Measures Law of Japan to (i) 7.147% for dividends due and payable on or
after January 1, 2013 to December 31, 2013, and (ii) 15.315% for dividends due and payable on or after January 1, 2014. Japan has income tax treaties, conventions or agreements whereby this withholding tax rate is reduced to, in
most cases, 15% for portfolio investors, with, among other countries, Australia, Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Luxembourg, The Netherlands, New Zealand, Norway, Singapore, Spain, Sweden, Switzerland, the United
Kingdom and the United States.
The Treaty established the maximum rate of Japanese withholding tax which may be imposed on
dividends paid to a United States resident, with the proviso that this does not apply if the beneficial owner of dividends is a United States resident that carries on business through a permanent establishment in Japan and the holding in respect of
which the dividends are paid is effectively connected with such permanent establishment. Under the Treaty, the maximum withholding rates for U.S. shareholders and U.S. holders of ADSs are limited to (a) 5% of the gross amount of the dividends
if the recipient is a corporation which holds more than 10% of the voting shares of the paying corporation, or (b) 10% of the gross amount of the dividends otherwise.
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|
|
Notwithstanding the above, no withholding tax shall be imposed if the recipient is, for example:
|
|
|
|
a corporation which has continued to hold more than 50% of the voting shares of the paying corporation for a period of 12 months ending on the date on
which entitlement to the dividends is determined, provided that either (i) its shares are listed or registered on a certified stock exchange and traded thereon; or (ii) the competent authority determines that its purpose or business is not
focused on achieving the benefit of the Treaty, and which has continued to hold more than 50% of the voting shares of the paying corporation for a period of 12 months ending on the last day of the financial year of such paying corporation; or
|
|
|
|
a pension fund that is a resident of U.S., provided that such dividends are not delivered from the carrying on of a business by such pension fund.
|
Non-resident holders who are entitled to a reduced rate of Japanese withholding tax on payments of
dividends on the shares by us are required to submit an Application Form for the Income Tax Convention regarding Relief from Japanese Income Tax on Dividends in advance through us to the relevant tax authority before the payment of dividends. A
standing proxy for non-resident holders may provide such application service. With respect to ADSs, this reduced rate is applicable if the depositary or its agent submits two Application Forms for Income Tax Convention (one prior to payment of
dividends, the other within eight months after our fiscal year-end). To claim this reduced rate, a non-resident holder of ADSs will be required to file proof of taxpayer status, residence and beneficial ownership (as applicable) and to provide other
information or documents as may be required by the depositary. Non-resident holders who do not submit an application in advance will generally be entitled to claim a refund from the relevant Japanese tax authority of withholding taxes withheld in
excess of the rate of an applicable tax treaty.
116
Gains derived from the sale of shares or ADSs outside Japan, or from the sale of shares
within Japan by a non-resident holder, generally are not subject to Japanese income or corporation taxes.
Japanese
inheritance and gift taxes at progressive rates may be payable by an individual who has acquired shares or ADSs as a legatee, heir or donee, even if the individual is not a Japanese resident.
F. Dividends and Paying Agents.
Not applicable.
G. Statement by Experts.
Not applicable.
H. Documents on Display.
We file periodic reports and other information with the Securities and Exchange Commission. You may read and copy any document that we
file with the SEC at the SECs public reference room at 100F Street, N.E., Washington, D.C. 20549. Please call the SEC at 1-800-SEC-0330 for further information on the operation of its public reference room. The Securities and Exchange
Commission also maintains a web site at www.sec.gov that contains reports, proxy statements and other information regarding registrants that file electronically with the Securities and Exchange Commission. You may also inspect our SEC reports and
other information at the New York Stock Exchange, Inc., 20 Broad Street, New York, New York 10005. Some of this information may also be found on our website at www.konami.co.jp/en. Our website is not part of this annual report.
As a foreign private issuer, we are exempt from the rules under the Securities Exchange Act of 1934, as amended, prescribing the
furnishing and content of proxy statements to shareholders.
I. Subsidiary Information.
Not applicable.
Item 11.
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Quantitative and Qualitative Disclosures about Market Risk.
|
We are exposed to market risk primarily from changes in foreign currency exchange rates, interest rates and equity prices. Our earnings and cash flows may be negatively impacted by fluctuating interest
and foreign exchange rates as well as equity prices associated with assets, liabilities or anticipated transactions which may affect our operating results and financial condition. We seek to minimize market risk through our regular operating and
financing activities and, following the evaluation of the exposures, selectively enter into derivative hedging instruments. Foreign exchange forward contracts are used by us primarily to reduce foreign exchange currency risks. We do not hold
derivative instruments for speculative purposes. Also, we do not hold or issue financial instruments for trading purposes.
Foreign
currency exchange rate risk
Transaction risk
A portion of our business is conducted in currencies other than yen, most significantly the U.S. dollar and the Euro. For the fiscal year
ended March 31, 2013, our U.S. dollar and Euro denominated sales comprised 16.21% and 5.62% of total revenues, respectively. While sales denominated in U.S. dollars and the Euro are, to a significant extent, offset by U.S. dollar and Euro
denominated costs, we generally have had significant U.S. dollar and Euro dominated monetary assets. As of March 31, 2013 we had net U.S. dollar dominated monetary assets of approximately $307 million and Euro denominated monetary assets of
approximately 40 million. To
117
the extent that there are any open foreign currency positions, we are exposed to the risk of foreign currency fluctuations. Any gains and losses that result are recorded in our results of
operations for the period. The foreign exchange gain (loss), net represents the differences between the value of monetary assets and liabilities when they are originated at exchange rates current when a purchase or sale occurs and their value at the
prevailing exchange rate when they are settled or translated at year-end. Foreign currency-denominated monetary assets may include bank deposits, trade receivables and other receivables and monetary liabilities may include trade and notes payable,
borrowings and debt.
Translation risk
Our reporting currency is the Japanese yen. We have assets and liabilities outside Japan, primarily in the United States and Europe, which are subject to fluctuations in foreign currency exchange rates.
We prepare financial statements of our foreign operations in their functional currencies prior to consolidation in our financial statements. As a result, changes in the value of the yen relative to the functional currencies of the underlying
operations create translation gains and losses, which are recorded outside of our statement of income in other comprehensive income until we dispose of or liquidate the relevant foreign operation.
Foreign currency derivatives
We enter into foreign exchange forward contracts to manage foreign exchange exposure associated with short-term movements in exchange rates applicable to our payables commitments and receivables that we
expect to be paid that are denominated in foreign currencies. Because the counterparties to these contracts are limited to major international financial institutions, we do not anticipate any losses arising from credit risk. Our finance department
of each company executes and controls these contracts. Foreign exchange forward contracts are presented below by the notional balances with weighted average exchange rates. All of these forward contracts are expected to mature in three to six
months.
Foreign exchange forward contracts at March 31, 2012
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Millions of Yen
|
|
|
|
Contract
amount
|
|
|
Fair value
|
|
|
Gain (loss)
|
|
|
Weighted
average
exchange rates
|
|
Foreign exchange forward contracts
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Selling U.S. Dollar
|
|
|
165
|
|
|
|
164
|
|
|
|
1
|
|
|
|
82.55
|
|
Selling EURO
|
|
|
328
|
|
|
|
329
|
|
|
|
(1
|
)
|
|
|
109.36
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
493
|
|
|
¥
|
493
|
|
|
¥
|
0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Foreign exchange forward contracts at March 31, 2013
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Millions of Yen
|
|
|
|
Contract
amount
|
|
|
Fair value
|
|
|
Gain (loss)
|
|
|
Weighted
average
exchange rates
|
|
Foreign exchange forward contracts
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Selling U.S. Dollar
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Selling EURO
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
118
Interest rate risk
The tables below present the principal cash flows and related weighted-average interest rates for our long-term loan debt obligations by expected maturity dates and the expected fair value as of
March 31, 2012 and 2013 respectively. All of our long-term debt obligations have fixed interest rates.
Interest rate risk at
March 31, 2012
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Expected maturity dates
|
|
Type of debt and average interest rates
|
|
2013
|
|
|
2014
|
|
|
2015
|
|
|
2016
|
|
|
2017
|
|
|
Thereafter
|
|
Total
3/31/12
|
|
|
Fair Value
3/31/12
|
|
|
|
(in millions of yen)
|
|
Unsecured bonds (1.62%)
|
|
¥
|
5,000
|
|
|
¥
|
5,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
¥
|
10,000
|
|
|
¥
|
10,035
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
5,000
|
|
|
¥
|
5,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
¥
|
10,000
|
|
|
¥
|
10,035
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Interest rate risk at March 31, 2013
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Expected maturity dates
|
|
Type of debt and average interest rates
|
|
2014
|
|
|
2015
|
|
|
2016
|
|
|
2017
|
|
|
2018
|
|
|
Thereafter
|
|
Total
3/31/13
|
|
|
Fair Value
3/31/13
|
|
|
|
(in millions of yen)
|
|
Unsecured bonds (1.73%)
|
|
¥
|
5,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
¥
|
5,000
|
|
|
¥
|
5,014
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
5,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
¥
|
5,000
|
|
|
¥
|
5,014
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Investment price risk
The fair value of certain of our investments, primarily in marketable equity securities, exposes us to equity price risks. In general, we have invested in highly-liquid and low-risk instruments, which are
not held for trading purposes. These investments are subject to changes in the market prices of the securities. If the fair value of these securities were to change by 10%, the impact on the carrying amount of those securities as of March 31,
2013 would be ¥40 million. We had no open equity derivative positions from April 1, 2012 to March 31, 2013.
The
following tables below provide information about our market sensitive marketable securities as of March 31, 2012 and 2013, respectively:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Millions of Yen
|
|
|
|
March 31, 2012
|
|
|
|
Cost
|
|
|
Gross
unrealized
gains
|
|
|
Gross
unrealized
(losses)
|
|
|
Fair value
|
|
Available-for-sale:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketable equity securities
|
|
¥
|
511
|
|
|
¥
|
11
|
|
|
¥
|
(93
|
)
|
|
¥
|
429
|
|
Other securities
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
511
|
|
|
¥
|
11
|
|
|
¥
|
(93
|
)
|
|
¥
|
429
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Millions of Yen
|
|
|
|
March 31, 2013
|
|
|
|
Cost
|
|
|
Gross
unrealized
gains
|
|
|
Gross
unrealized
(losses)
|
|
|
Fair value
|
|
Available-for-sale:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketable equity securities
|
|
¥
|
397
|
|
|
¥
|
43
|
|
|
¥
|
|
|
|
¥
|
440
|
|
Other securities
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
¥
|
397
|
|
|
¥
|
43
|
|
|
¥
|
|
|
|
¥
|
440
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
119
Credit Risk
As of March 31, 2013 we did not have any significant concentration of business transacted with an individual counterparty or group of counterparties that could, if suddenly eliminated, severely
impact our operations. Moreover our derivative financial instruments are executed with credit worthy financial institutions, and our management believes there is little risk of default by these parties.
Commodity price risk
As
of March 31, 2013 we had no open commodity derivative positions.
Item 12.
|
|
Description of Securities Other Than Equity Securities.
|
Item 12D.
|
|
3. Fees payable by ADR Holders.
|
The following table shows the fees and charges that a holder of our ADR may have to pay, either directly or indirectly:
|
|
|
Type of Services:
|
|
Amount of Fee (USD)
|
|
|
Deposit or substitution the underlying shares (including execution and delivery of Receipts)
|
|
USD5.00 for each 100 ADSs (or portion thereof) evidenced by the new ADRs delivered
|
|
|
Receipt or distribution dividends
|
|
USD0.02 or less per ADS
|
|
|
Sale or exercise of rights
|
|
USD5.00 for each 100 ADSs (or portion thereof)
|
|
|
Withdrawal of underlying security (including the surrender of Receipts)
|
|
USD5.00 for each 100 ADSs (or portion thereof) evidenced by the new ADRs delivered
|
|
|
Transfer, split or grouping of receipts
|
|
USD1.50 per ADS
|
|
|
General depositary services, including any annually charged fee
|
|
USD0.02 per ADS (or portion thereof) not more than once each calendar year and payable at the sole discretion of the depositary by billing Holders or by deducting such charge from
one or more cash dividends or other cash distributions
|
|
|
Taxes and other governmental charges
|
|
As applicable
|
|
|
Such cable, telex and facsimile transmission expenses as are expressly provided in the Deposit Agreement
|
|
As applicable
|
|
|
Such expenses as are incurred by the Depositary in the conversion of Foreign Currency
|
|
As applicable
|
Item 12D.
4. Fees paid to KONAMI CORPORATION by the Depositary.
JPMorgan Chase Bank N.A., as Depositary, has agreed to reimburse KONAMI CORPORATION for expenses incurred in relation to
the maintenance of KONAMI CORPORATIONs ADR program, up to a total of US$ 25,000 for the annual expenses associated with Investor Relations and NYSE annual fees, including investor relations expenses and stock exchange application and listing
fees. Furthermore, from April 1, 2012 to March 31, 2013, the Depositary has waived a total of $40,000 in fees associated with the administration of the ADR program and administrative fees for routine corporate actions such as, among
others, proxy process fees and cash distribution process fees, in addition to their standard fees for providing investor relations information services.
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