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Pachislo machine<br />

“Vampire”<br />

At the same time, with respect to Pachinko machines, these amendments<br />

to the Regulations gave hardware manufacturers greater flexibility in designing<br />

and developing innovative products, encouraging the launch of new products<br />

appealing to users. As a result, sales were steady.<br />

The outlook for the Pachislo market calls for a shift to the development<br />

of machines with a greater emphasis on entertainment so that users can play<br />

for a long period of time with a small amount of money in an effort to develop<br />

the beginning users segment. This is expected to result in the gradual<br />

appearance of machines more aligned with market needs in preparation for<br />

the eventual recovery trend. The outlook for the pachinko (new machine<br />

sales) market is for a leveling off resulting from the expansion of the low-cost<br />

game machine market, including one yen Pachinko machines.<br />

The mobile content market has been growing worldwide and was worth<br />

4.72 billion dollars (up 15.5% from the previous year) in 2009 (See Diagram<br />

15). Factors underlying this growth include the spread of mobile phones driven<br />

by a growing world population and the rise of smartphones such as the<br />

iPhone, both of which contributed to the significant increase in the number<br />

of users who play mobile games to 546 million people (up 85.8% from the<br />

previous year).<br />

By region, the North American market was worth1.13 billion dollars (up<br />

20.0% from the previous year) and the European market was worth 1.68<br />

billion dollars (up 46.3% from the previous year) as a result of significant<br />

expansion of the smartphone market. Despite an increase in users in China<br />

and other developing countries in Asia, declining numbers of users in Japan<br />

resulted in an Asia-Pacific market including Japan worth 1.81 billion dollars<br />

(down 6.1% from the previous year).<br />

The outlook for this market is for an increase in “application stores” that<br />

1,309.0<br />

786.5<br />

522.5<br />

2004<br />

1,406.4<br />

869.9<br />

536.5<br />

Pachislo Pachinko<br />

1,389.5<br />

898.6<br />

490.9<br />

2005 2006<br />

1,357.3<br />

856.4<br />

500.9<br />

2007<br />

1,142.8<br />

900.5<br />

242.3<br />

2008<br />

(¥ Billion)<br />

Source: Figures by Capcom, based on “Research Results of the Pachinko-Related Machine Markets 2008”<br />

and “Research Results of the Pachinko-Related Machine Markets 2009” from Yano Research Institute Ltd.<br />

33<br />

(CY)<br />

sell downloadable application software for smartphones, as well as an<br />

increase in smartphone users (see Diagram 16), which are expected to represent<br />

38% of mobile phone sales by 2013. In addition, newly released operating<br />

systems enable software companies to develop games that maximize<br />

hardware functionality, enabling the provision of games that appeal to<br />

a wide segment, from light users to core game fans. As a result, significant<br />

growth is forecast for the global mobile content market, which is expected<br />

to reach 11.42 billion dollars in 2014 (an average <strong>annual</strong> growth rate of<br />

19.4%).<br />

Operating Results for This Fiscal Year<br />

Despite a slowdown in the Pachinko & Pachislo Business, the<br />

Mobile Content Business maintained steady sales and<br />

returned to profitability.<br />

Capcom’s strength in this business is our ability to maintain high profitability<br />

through the multiple usage of our wealth of intellectual properties in a<br />

variety of areas.<br />

In the Pachinko & Pachislo Business, Capcom develops attractive software<br />

featuring our proprietary content along with that of third-party developers,<br />

using our technological expertise in high-resolution image processing<br />

cultivated through the development of home video games. Also, we have<br />

been supplying LCD devices to machine manufacturers. Moreover, we<br />

acquired Enterrise CO., LTD., a manufacturer of equipment related to Pachislo<br />

machines, as a subsidiary in November 2008. This allowed us to start our<br />

own frame business using Enterrise’s main board development capabilities<br />

(program for controlling the number of balls dispensed).<br />

Diagram 14 Major Gaming Machines Market (New Machine sales)<br />

Diagram 15 Mobile Content Market<br />

CAPCOM ANNUAL REPORT <strong>2010</strong><br />

Pachislo machine<br />

“Beautiful Joe”<br />

“Are You Smarter<br />

Than A 5th Grader?”<br />

Game Code ©2008 CAPCOM.<br />

Produced under license Fox<br />

Broadcasting Co. Are You Smarter<br />

Than A 5th Grader? and ©2008 JM, Inc.<br />

“Cash Cab After Dark: Las Vegas”<br />

Cash Cab © <strong>2010</strong> & TM Discovery<br />

Communications, LLC. All rights reserved.<br />

4,721<br />

103<br />

1,812<br />

1,677<br />

1,130<br />

2009<br />

5,618<br />

159<br />

2,199<br />

1,961<br />

1,300<br />

<strong>2010</strong><br />

(Estimate)<br />

7,147<br />

369<br />

2,805<br />

2,446<br />

1,527<br />

2011<br />

(Estimate)<br />

8,369<br />

557<br />

3,170<br />

2,825<br />

1,817<br />

2012<br />

(Estimate)<br />

“Where’s Waldo?”<br />

Japan, Asia Europe North America other<br />

9,729<br />

767<br />

3,566<br />

3,280<br />

2,117<br />

2013<br />

(Estimate)<br />

Where’s Waldo?®<br />

©2009 Classic Media.<br />

All rights reserved.<br />

($ Million)<br />

11,421<br />

993<br />

4,207<br />

3,729<br />

2,493<br />

2014<br />

(CY)<br />

(Estimate)<br />

Source: Gartner Dataquest <strong>2010</strong>

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