TOPIC

IP & content

TOHO CO., LTD.Year ended February 2026

Tracing Toho's revenue through Kokuho and Demon Slayer.

¥55.057bnDomestic film-distribution revenue (FY2/26, external customers)
¥97.585bnMovie Theater operating revenue (FY2/26, external customers)
¥75.265bnIP & Anime operating revenue (FY2/26, external customers)
What emerges

Toho earns through combinations of production investment, distribution, cinema operations, rights and merchandise that vary by title. Kokuho and Demon Slayer have overlapping roles as well as different revenue routes. To understand the business, follow who performs each job and holds each right, alongside the genre and box-office gross.

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Sony Group CorporationFiscal year ended March 2026

Sony has the content and the technology to create it.

¥8.31tnGames + Music + Pictures segment sales (site calculation)
¥2.26tnET&S segment sales
¥2.15tnI&SS segment sales
What emerges

Sony participates in producing works, reaching audiences and supplying equipment and imaging components. Games, Music and Pictures together generated ¥8.31tn in FY2025 segment sales before intersegment eliminations; ET&S generated ¥2.26tn and I&SS ¥2.15tn. Anime production and distribution illustrate one connection within the group, rather than a single production chain shared by every business.

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Bandai Namco Holdings Inc.Fiscal year ended March 2026

Gundam connects four businesses at Bandai Namco.

¥1,348.2bnConsolidated net sales in FY2026
¥674.0bnToys and Hobby segment sales
¥254.3bnGundam product and service sales
What emerges

Bandai Namco’s IP axis strategy coordinates products and services, regions and timing around a property. Gundam sales reached ¥254.3bn in FY2026; the company attributes its expansion to a new visual work, the Expo pavilion and initiatives across businesses. IP sales and segment sales are different views and cannot be added together. Reading the size and profit differences between Toys and Hobby and Digital alongside that example reveals how one IP can involve businesses with different economics.

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Capcom Co., Ltd.FY ended March 2026

Capcom's games keep selling beyond their release year

83.7%Catalog-title share of unit sales
93.0%Digital unit-sales ratio
244Countries and regions with unit sales
What emerges

Capcom develops new games while continuing to sell earlier titles. Its 83.7% catalog share in FY2026 measures units sold, rather than revenue or profit. Its stated approach combines digital distribution and pricing with media, esports and other IP uses to expand purchase opportunities and awareness of its series.

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Sanrio Company, Ltd.FY3/2026

Sanrio’s many characters generate ¥96.4 billion in royalties.

40.1%Operating margin
¥96.4bnRoyalty salesAbout 49.7% of consolidated revenue on a simple comparison (our calculation)
37.3%FY3/2026 Hello Kitty category shareMerchandising and licensing gross profit in Japan and overseas; multi-character is a separate category
What emerges

Sanrio earns revenue by selling its own products and licensing characters to other businesses. Its merchandising and licensing gross profit in Japan and overseas is disclosed in separate Hello Kitty, multi-character and other-character categories. Planned games and animation would add more ways for people to encounter its characters.

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Nintendo Co., Ltd.FY ended March 2026

Nintendo grows Switch 2 while selling games for two generations

76.9%Sales outside Japan
54.6%Digital share of dedicated-platform software sales
¥177.8bnR&D expenseAdvertising expense: ¥144.6bn
What emerges

Nintendo expands hardware ownership and sells games for those systems. Original Switch and Switch 2 software sales overlapped in FY2026, while a game released in 2017 kept selling. As development takes longer, existing titles remain on sale alongside work on the next releases.

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