Top Message
Visualized Earnings Growth
Strengthening development
resources
Enhancement of the library
of past IPs
Steady profit generation
By FY2024/3 By FY2026/3 By FY2030/3
Strategy
1
Strengthen the global branding of
existing IPs
Strategy
2
Creation of a “Super Game”
Earnings
Animation
Mobile games for
the Japanese market
Support subscription-based
services
Utilize past IPs
Mobile games for
the global market
Toys
Amusement machines
Core Strategies
3
years
Core Strategies
5
years
Growing mainstay IPs into global brands
Entertainment Contents Business
Business Overview
Yukio Sugino
President and COO,
Representative Director
SEGA CORPORATION
Progress on the Medium-Term Plan
The Entertainment Contents Business has set a long-term
goal of becoming a leading global content provider. To achieve
this goal and elevate the business to the next level, we are
conducting R&D activities to create a “Super Game,” a major
title that scales globally, by the fiscal year ending March 2026.
Under the current medium-term plan, we are actively investing
in reinforcing our earnings base through the global branding of
existing IPs.
In the fiscal year ended March 2023, the second year of
the medium-term plan, we were able to achieve ordinary
income of ¥41.1 billion from the Entertainment Contents
Business, meeting the target for the final year of the medium-
term plan one year ahead of schedule. In the Consumer area,
we steadily advanced simultaneous worldwide releases of
new game titles and multi-platform development of content,
releasing various remakes and remasters such as PERSONA
5 ROYAL (Remaster) and spin-off titles. In our Sonic IP, in an
effort to expand the value of the IP and strengthen user
engagement, we strategically promoted the development of
games, movies, animations, merchandising, and other
channels. Through these efforts, we have achieved a certain
degree of success with Sonic Frontiers, which has generated
sales far above our initial plan.
Furthermore, in August 2023, we welcomed into the Group
the Finland-based company Rovio Entertainment Corporation
(Rovio), which owns the world-famous Angry Birds IP and
brings advanced capabilities in mobile game development
and operation. By gaining these capabilities, we will ramp up
full-fledged global expansion in live operated mobile games,
an area that has so far posed a challenge for us.
Details about Rovios entry into the Group are provided on
P. 38-39
In the Amusement Machine area, although there were
headwinds such as higher input costs caused by the
weakening of the yen and rising raw materials costs, the
market has rebounded quickly as the economy picked up
after the COVID-19 pandemic. Business has been firm,
particularly around sales of the UFO Catcher® crane game
series and prizes for these games. Going forward, while
steadily earning profits in the strong domestic market, we will
continue to advance global expansion for markets such as
Asia, North America, and Europe, where the growing
popularity of Japanese animation content has created the
potential for growth in the prize machine market.
In the Animation area, as well as video production and
allocated revenue led by the blockbuster movie Detective
Conan, the rise of Japanese animation in the global market
has fed into the distribution revenue we generate by
providing works to distribution platforms that carry that
genre. Business performance has also been steady in the
Toys area. As well as standard products for the domestic
market, we continue to earn royalty income from product
proposals based on our strong planning capabilities for
overseas markets. In addition to the Consumer area, which
is a growth area, the diversified portfolio that we have built
has given us a firm earnings base.
The Entertainment Contents Business has slowed slightly
in the post-pandemic business environment, after becoming
overheated by factors including stay at home demand,
especially in the Consumer area. However, from a medium- to
long-term perspective, we expect the global game market to
continue to expand. Helped in part by this market tailwind, up
to the fiscal year ended March 2023 we have been able to
achieve results far faster than expected in our original plan.
From a strategic standpoint also, we have been taking firm
steps toward medium- to long-term growth. In the fiscal year
ending March 2024, the final year of the current medium-term
plan, we will work to achieve steady results and to make
further progress in the next medium-term plan.
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Global branding of our IPs engenders solid
confidence in medium- to long-term growth
The history of Sonic IP value growth
©SEGA
Born in 1991, Sonic is extremely popular in Japan and around the world, and has been at
the core of SEGA's IP strategy. In recent years, our transmedia strategy including
movies and animation has further raised awareness of Sonic, which has expanded
earnings opportunities.
IP value
2010 2017 2020
Sonic IP challenges and comeback
Sonic’s overwhelming popularity, especially in North
America, gradually began to wane. The 2010s were a
difficult time for the Sonic IP. Even in North America, where
Sonic had been so popular, interest had faded among fans,
retailers, and media, and the younger generation of fans
was dwindling. To tackle this challenge, the Sega of
America (SOA) team led a complete review of the game
build, thoroughly examining how fans really want to play
and enjoy Sonic.
Our social media strategy
involved posting not only game
information, but also content for
sparking conversations among
Sonic fans and encouraging them to
share. This attracted the younger generation of fans, helping
build a new community of fans. Out of this community was
born Sonic Mania, which made use of a ground-breaking
method of building a game while communicating with fans.
Released in 2017, Sonic Mania has created a buzz among
fans, becoming a hit worldwide, which has driven a revival
and growth of the Sonic IP.
Expanding Sonic IP
Carrying on the momentum of the global blockbuster
movies, we sped up our expansion of the Sonic IP on
several fronts. These included creating animation content
for global distribution platforms, collaborating with games
that enjoy worldwide popularity, and pursuing licensing in
various areas, including toys and apparel. These efforts
have increased user touchpoints, which has increased the
fanbase globally.
In 1991, Sonic the Hedgehog was released in North
America. The game struck a chord with its frenetic
pace and cool main character, Sonic. It became a
huge hit, selling more than 4 million copies worldwide.
A series of sequels including Sonic the
Hedgehog 2 and Sonic the Hedgehog CD were
released, becoming further hits. Later, we ventured
into 3D action gameplay and rolled out games on a
range of hardware platforms. These developments
were well received, and the popularity of Sonic
grew further. The Sonic IP came to be recognized
as the “face of SEGA,” and it has continued to grow
as an IP with many fans around the world.
©2022 PARAMOUNT PICTURES
CORPORATION AND
SEGA OF AMERICA, INC.
Sonic the Hedgehog
Movies
Sonic the Hedgehog and its sequel Sonic the
Hedgehog 2 were global box-office hits.
Animation
SONIC PRIME was released globally on
Netflix from December 2022.
Collaborations
Secured partnerships with mega-popular
games and their massive audiences
Minecraft
Licensing
Toys, games, food, apparel, etc.
Expanding IPs in various areas
Danone Mobile Partnership
1991-2010
Birth and expansion of
Sonic IP
2010s
TURNING POINT!
2020
Successful transmedia
strategy
(Scheduled for release on October 17, 2023)
2023
Sonic Superstars is a new game that preserves the nostalgic
feel of classic 2D Sonic side-scrolling action while
reimagining it with beautiful 3D graphics. For the first time
ever in the Sonic series, the game can be played offline as a
cooperative multiplayer by up to four players.
2022-2023
The action adventure game Sonic Frontiers, which was released
globally in 2022, became a huge hit, and has achieved cumulative
worldwide sales of over 3.2 million copies (as of March 31, 2023).
Games at the core
of our IP strategy
became hits.
© 2020 PARAMOUNT PICTURES AND SEGA OF
AMERICA, INC. ALL RIGHTS RESERVED.
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Top Message
Movie
Animation
Comics
CS/PC
game
Mobile game
Licence
Collaboration
IP
Transmedia strategy
Shuji Utsumi
Co COO, Director of the Board
SEGA CORPORATION
Targeting global markets has become par for the course
In the fiscal year ended March 2023, the Entertainment
Contents Business made significant strides toward achieving
the goals of the current medium-term plan and realizing the
long-term vision beyond that.
The major topic for the year was the success of Sonic
Frontiers. In addition to incorporating elements of the existing
Sonic series, this title also broke new ground in offering new
ways to play. But because of this, right after releasing the
initial teaser movie, we realized we had failed to fully convey
the games marketing message, and fan reaction was mixed.
After doing careful testing, we found that long-standing Sonic
fans in particular were extremely positive about the new
gaming experience. Sonic is an IP supported by a worldwide
fan base. Once we were convinced that this title would catch
on with fans, our confidence grew, and I internally announced
a marketing plan, the Go Big Plan. This entailed increasing the
marketing budget from the initial plan and significantly raising
sales goals to fully capture opportunities. We implemented
the marketing plan on a scale that the Group had not
experienced in quite some time. Needless to say, the plan
helped to whet fan expectations before the game’s release,
but internally as well, it caused all the team members involved
in the title, from development to marketing and publishing, to
set their sights higher and helped foster a firm commitment to
make Sonic Frontiers a global hit. The upshot was that we had
recorded over 3.2 million units sold of this hit game as of the
end of the fiscal year ended March 2023. In the culture of the
Group today, taking on the challenge of succeeding in global
markets has become par for the course, and I think Sonic
Frontiers became an iconic title showing just how much our
efforts can pay off.
Transmedia strategy for maximizing IP value
As we roll out Sonic IP not only to games but also to movies,
animation, and other media, promoting tie-ups with
companies in various industries, our presence in various
markets continues to expand. This model of success with the
Sonic IP is called a transmedia approach, and we are
positioning it as a key strategy for expanding IP, exploring the
application of the strategy to IP other than Sonic going
forward. The transmedia approach itself is not an entirely new
concept, but with the development of digital platforms in
recent years, touchpoints with users are expanding at an
unparalleled scale and speed.
Taking the Sonic IP as an example, the first stage was tens
of millions of people around the world watching the Sonic
movies in theaters. Then, through further development on
video distribution platforms, we were ultimately able to expose
hundreds of millions of users to Sonic IP. From blockbuster
movies to spin-out video productions and the distribution of
original animation content on Netflix, the range of touchpoints
with consumers expanded further. Through these efforts, we
were also able to build strong trust relationships with
numerous global companies like Paramount Pictures and
Netflix. My sense is that our presence in global markets today
is at an unprecedented level. By building even stronger win-
win relationships with partner companies in other industries,
we look for even more opportunities to further enhance the
value of our IP going forward.
We will also strategically apply the expertise gained
through the Sonic IP to other IPs, including our own popular IP
series such as our mainstay Persona and Like a Dragon titles
as well as Angry Birds, the IP of Rovio Entertainment, which
recently joined the Group. Because SEGA is a video game
company, our premise is first to develop interesting games
that captivate fans, but I also believe that by launching the best
games at just the right time in tandem with the development of
video productions and merchandise, we can not only grow
game sales but also maximize the value of our IP.
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Expanding our rich lineup of IPs
to markets worldwide will lead to growth
PICK UP
Key Persons in Expanding IP Value
Since the first title was released in 2005, the
Like a Dragon (originally Ryu ga Gotoku) series
has been adapted into numerous films and
other media. However, the high popularity of the
series in Japan for many years did not really
translate into overseas markets. It was in this
context that the release of Yakuza: Like a
Dragon (Ryu ga Gotoku 7) in 2020 ushered in a
major turning-point for the series.
Ichiban Kasuga is the new protagonist of Yakuza: Like a Dragon. While he is defi-
nitely old school, the lack of gender or age bias in his words and actions resonated with
many users overseas and led to the title becoming a global hit. I don’t think this was a
coincidence by any means, but rather a sign that we as creators have come closer to
meeting international standards.
The Like a Dragon IP is a work that taps into the current state of society. Now that
we have broken out of the vague notion that the game is somehow limited to Japan, we
are taking a big step out into the world. We have plans underway to astonish users
around the world not only with a new release that is just around the corner, but also with
other developments in the works. I believe our stakeholders can expect big things as
the Like a Dragon IP continues to grow through our transmedia strategy.
With a commitment to being both “Unique &
Universal,” Atlus is creating unique game-
playing experiences that touch the soul.
Our mainstay IPs, the Persona and Shin
Megami Tensei series, have found audiences
with users around the world as Japanese
role-playing games that allow players to
experience the feel of Japanese cities and
culture. The Persona series in particular has
become a huge hit, with the bright, pop image of Persona 4 Golden getting even higher
marks from users in Europe and America than in Japan. In addition, the value of our IPs
has grown rapidly in recent years owing to our multiplatform deployment and aggres-
sive strategy of remaking and remastering past titles.
To expand the value of our IPs even further, we will continue to pursue measures to
gain the even stronger loyalty of our fans, including strengthening horizontal promo-
tions of the series and holding events, mainly live music shows, around the world. We
also plan to release a new IP in 2024, called Metaphor: ReFantazio—we took on a bold
challenge with this ambitious new title, capitalizing on Atlus’s strengths as an expert in
role-playing games. I’m confident the new title will delight users.
Like a Dragon IP
Atlus IPs
Masayoshi Yokoyama
Executive Officer
Head of 1st Development Division
Game Content & Service Business HQ
SEGA CORPORATION
Naoto Hiraoka
Senior Managing Director
General Manager of Consumer Software Division
ATLUS CO., LTD.
Like a Dragon: Infinite Wealth
©SEGA
Persona 3 Reload
©ATLUS. ©SEGA. All rights reserved.
Launching revivals from our rich IP library and aiming for success with a “Super Game”
When the Group was working on its hardware business, we
had much more success in overseas markets than in Japan.
As a result, fans’ respect and deep affection for the titles and
brands we sold at the time still run deep, especially overseas.
With its strong brand awareness and numerous IP gems,
SEGA SAMMY is truly like a kind of Treasure Island. I see this
as a huge competitive advantage. We are currently moving
forward with plans to revive a succession of IPs. While
retaining the nostalgic elements so beloved by fans from the
past, we will introduce innovative ideas and technologies that
appeal to the current market, aiming to surpass user
expectations by providing new experiences that merge
nostalgia with a sense of freshness.
We are also making steady headway in development of
the “Super Game” that we are seeking to create in the medium
to long term. As the name implies, a “Super Game” involves the
concept of a game that stands head and shoulders above
normal games. I encourage stakeholders to look forward to
the fruit of our efforts, which include R&D to create a game
that builds a whole worldview involving the entire gaming
ecosystem, including not only players but also streamers who
stream the game and their viewers.
Aiming to be a global leading contents provider
I have no doubt that the video game market has a very bright
future. The penetration rate of smartphones and PCs grows
every year, even in highly populated developing countries with
sizable young populations. Environments continue to emerge
that allow people around the world to easily download and
enjoy games. It is clear that the gaming population in these
regions will naturally continue to increase and that the video
game market will thus continue to grow globally. I also believe
that games are better positioned to benefit from technological
innovation than movies, music, or other media. Looking back,
the introduction of 3D graphics yielded dramatic
improvements in the expressiveness and immersive nature of
games. The development of online technologies also ushered
in greater diversity in the ways people interact with games and
vastly expanded the industry ecosystem. As technology
progresses, it will become possible to provide unprecedented
forms of entertainment and create new business models. With
our sights fixed on this future world, we are actively examining
and rolling out new technologies, including investing in venture
startups that possess unique technologies.
The Group will come together as we continue to move
ahead, aiming to be a global leading contents provider and
creating innovative content that astonishes users around
the world.
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Acquisition of Rovio Entertainment Corporation (Rovio)
SEGA made a public tender offer for Rovio, a mobile game company headquartered in Finland,
through our subsidiary SEGA Europe Limited. In August 2023, Rovio became a Group company.
Increasing our presence in the rapidly growing global video game market, including mobile games, will hinge upon strengthening our ongoing game
development system and operational capabilities. That is why we decided to make this acquisition.
By acquiring Rovio, which operates mobile games globally, we have brought onboard Rovios managed mobile gaming development capabilities and
operational expertise. This will enable us to accelerate our development of mobile game versions of SEGAs existing IP as well as our coverage of multiple
platforms. In this way, we will strengthen the SEGA gaming portfolio and accelerate our global expansion more than ever.
Key Strength of Rovio
Development and Operational Capabilities regarding Mobile Gaming
A key strength of Rovio is its outstanding capabilities in developing
and operating mobile games. It has eight game studios focused on
casual games not only in Finland but also in Sweden and Canada.
Combined, they have achieved a 2022 average of 6.7 million daily
active users and a cumulative total of 5 billion downloads. Rovio
currently has a total of five titles that boast cumulative sales of over
EUR 100 million each, including Angry Birds 2 and Angry Birds
Dream Blast. Since the first Angry Birds game was launched in
2009, it has been animated and made into a movie. Merchandising
has been developed, as have theme parks through location-based
entertainment businesses.
SEGAs overseas mobile revenue up to around 45% of total mobile revenue
Overseas sales currently account for a 12% share of SEGAs
mobile game business. In contrast, Rovio generates 97% of its
sales outside of Japan. With Rovio joining the Group, we expect
that overseas sales will grow to account for 45% of SEGAs mobile
business (on a simple consolidated basis for the two companies).
6.7 million
Daily Active Users (2022 Average)
5.0 billion
Cumulative Downloads*
1
8
Live Service Games
Player Recognition Analytics Advertising Effectiveness
AB testing Live Operation Payment Personalization
Client Segmentation Ad mediation Cross-Promotion
Push Notification Research Privacy Framework
Game Server Infrastructure Machine Learning / AI
Red: Categories where synergies can be most expected
Data Lake*
2
*1 5 billion cumulative downloads include titles outside of Angry Birds
*2 Method of storing large data as raw data
© Rovio Entertainment Corporation. All Rights Reserved
*3 €232 million (Assumption of €1=¥146.9)
Note: Calculated based on SEGA and Rovio’s cumulative figures as of Q3. Rovio’s revenue breakdown taken from data.ai
Overseas
12%
Overseas
97%
Overseas
45%
Japan
88%
Japan
3%
Japan
55%
Global development and operation capabilities for
large-scale PC/Console games
Wealth of popular IPs such as the Sonic series
Capability and expertise in expansion of IP to
various media
Development and operational capabilities for
mobile games in Japan
Rich M&A experience centered around Europe
Development and operational capabilities of
global F2P games
Globally recognized “Angry Birds” IP
Track record regarding IP licensing to movies
and merchandising
Strong fanbase in the US and Europe
Proprietary game operation platform, “Beacon”
Shared values that nurture IP over the long term
“Beacon”, the Tool for Live Service Game Operation
Beacon, a game operation support tool owned by Rovio, is a tool
that centrally provides the functions necessary for the operation of
live service games. It can help boost the efficiency of game opera-
tions as well as the accuracy of operational measures. By utilizing
this platform, which brings together the know-how that Rovio has
cultivated in the global mobile market, particularly in Europe and
America, and by leveraging also the power of the talent that sup-
ports it, we will accelerate the globalization of SEGAs mobile
game business, which is currently Japan-oriented.
Pursuing synergies based on shared values and complementary capabilities
With our clear complementary relationship and shared values,
there could not be more well-suited partners than Rovio and
SEGA. SEGA has the ability to develop and operate large-scale
titles for consoles and PCs, a lineup of globally recognized IP
including Sonic, and results and expertise in the Japanese mobile
game market. In contrast, as well as its Angry Birds IP, which has a
global fan base centered on Europe and America, Rovio also has
capabilities in developing and operating global mobile games and,
backing these capabilities, its game operation support platform
Beacon. In addition, Rovio and SEGA share a common set of
values that emphasize improving IP value from a long-term per-
spective. Going forward, we will pursue new synergies based on
these complementary capabilities and shared values.
SEGA Mobile
Japan/Overseas Ratio
Rovio Mobile
Japan/Overseas Ratio
Simple consolidated basis
Japan/Overseas Ratio
HISTORIC FOOTHOLD NEW ORGANIC STUDIOS STUDIOS FROM ACQUISITION
Game Studio Portfolio
Revenue
¥
53.8 billion
Revenue
¥34.0 billion*
3
Revenue
¥
88.0 billion
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