annual_2010_07.pdf
annual_2010_07.pdf
annual_2010_07.pdf
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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>