Fiscal Year 2006 Results Presentation
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1 Fiscal Year 2006 Results Presentation May 11, 2007 Happinet Corporation Estimates of future performance are provided as a reference for investors. They are based on projections and estimates and should not be construed as an assurance or guarantee of future performance. When using this information, please keep in mind that final results may vary. 0
2 Fiscal Year 2006: Overview of Consolidated Operating Results Toy business Video-related business Video game business (VG) Amusement business (AM) Other business Eliminations and corporate Net sales FY06/ Toy Video VG AM Other billion FY07/ billion Operating profit Eliminations and corporate FY06/ /3 期 Toy Video VG AM Other 3.4 billion FY07/3 07/3 期 2.1 billion 1
3 Strategies in Each Business Segment for the Current Fiscal Year Estimates of future performance are provided as a reference for investors. They are based on projections and estimates and should not be construed as an assurance or guarantee of future performance. When using this information, please keep in mind that final results may vary. 2
4 Toy Business: Strategies for the Current Fiscal Year Toy Business: Strategies for the Current Fiscal Year 3
5 Toy Business: Strategies for the Current Fiscal Year Increase market share, leveraging our strong distribution and information functions, and viewing oligopolization as an opportunity amid market contraction Toy market (retail basis) 5,700 5,600 5,500 5,400 5,300 5,200 5,100 5,000 4,900 4,800 4,700 4,600 5,614 5,103 (Unit: 100 million yen) 4,998 4,993 4, E Source: Yano Research Institute White Paper on the Toy Industry Happinet Toy Business Sales (wholesale basis) (Unit: 100 million yen) FY04/3 FY05/3 FY06/3 FY07/3 FY08/3E 4
6 Toy Business: Strategies for the Current Fiscal Year Increase market share, leveraging our strong distribution and information functions, and viewing oligopolization as an opportunity amid market contraction 1. Increase market share through strategic and aggressive efforts together with new sales channels Growth rate by sales channel in the Toy Business (FY02/3 -FY07/3) * Excluding Mori Toys, etc. Average grow th rate Camera/consumer electronics stores 139% 1280% Breakdown by sales channel in the Toy Business * Excluding Mori Toys, etc. The percentage of sales via camera/consumer electronics stores, convenience stores, e-commerce rose from 9% six years ago to 37% Camera/consumer electronics stores Convenience stores Convenience stores E-commerce/ catalog mail-order 392% 285% FY02/3 FY07/3 e-commerce Others General merchandise stores/ supermarkets Department stores Specialty stores 151% 148% 108% Convenience store distribution scheme Toy manufacturer Toy manufacturer Toy manufacturer Discount stores/ home centers 84% Happinet Suburban stores 73% Joint distribution center Joint distribution center Joint distribution center Wholesalers 60% Others 155% Convenience stores Convenience stores Convenience stores 2. Secure a market edge by jointly developing exclusive distribution goods with small and midsize manufacturers Focus on development by minimum guarantee and advanced development expenses, etc. 5
7 Video-Related Business: Strategies for the Current Fiscal Year Video-Related Business: Strategies for the Current Fiscal Year 6
8 Video-Related Business: Strategies for the Current Fiscal Year Wholesale Business 1. Strategic initiatives for the e-commerce channel as a new sale channel Channel breakdown in the DVD market, estimated by Happinet (FY05/3 - FY07/3) 86% 78% 14% FY05/3 22% FY07/3 e-commerce Real stores, etc. Drop shipping, an initiative that takes advantage of our strengths in distribution/information systems 2. Embark on a study of the next-generation sales systems at actual stores 7
9 Video-Related Business: Strategies for the Current Fiscal Year Wholesale Business Results from Marketing Reforms Customer measures Identify and focus on key customers Merchandize management strategies Excluding Internet Sales and the Rental Business Changes in the number of items Sales share (%) Customer companies Implementation Top 150 companies account for 98% of sales 150 companies 255 companies 405 companies 54,000 57,000 54,000 Increase new products by about 2,000 items every month 54,000 Maintained Revise trade terms with about 40% of customer companies 05/9 06/3 06/9 07/ Inventory turnover 18 (Unit: turn) 22 Loss on disposal (Unit: 100 million yen) Rising Declining 0 FY06/3 FY07/3 0 FY06/3 FY07/3 8
10 Video-Related Business: Strategies for the Current Fiscal Year Exclusive Titles Business Film Investment Film investment FY06/3 29 FY07/3 21 (Unit: 100 million yen) FY08/3E Strengthen strategic networks and invest in high-quality content (Cinequanon/Art Port, etc.) Lucky Number 7 Pattigi! LOVE&PEACE Released on May 19 at Cinequanon Yurakucho and other theaters around the nation DVD: to be launched on June 22 (C)2007 Pattigi! LOVE & PEACE Partners [Cinequanon/ Happinet/ SHOWBOS/ Yomiuri Telecasting/ Memory-Tech/ Avex Entertainment/ TOKYO FM] (C)2005 Film&Entertainment VIP Medienfonds 4 GmbH&Co.KG All Rights Reserved. 9
11 Video-Related Business: Strategies for the Current Fiscal Year Exclusive Titles Business 2. Bolster the management system in the Exclusive Titles Business, clarify responsibilities and foster producers Management accounting by segment Planning Distribution Rights Sales Sell DVD Rental Sales Management accounting by product Product 1 Product 2 Product 3 Product 4 Product 5 System to measure which division produced good results System to measure which product produced good results under what income opportunity Construct a profit and loss management system from diverse aspects in multiple income opportunities 10
12 Video Game Business: Strategies for the Current Fiscal Year Video Game Business: Strategies for the Current Fiscal Year 11
13 Video Game Business: Strategies for the Current Fiscal Year Strengthen the collaboration with Nintendo through MORI GAMES Sales in the Video Game Business 32.4 billion MORI TOYS becomes our subsidiary 45.0 billion 48.0 billion DS, Wii PS3, PS2, PSP Others FY06/3 FY07/3 FY08/3E Video Game Business of Mori Toys and Forecast for Mori Games (Unit: 100 million yen) Video Game Business of MORI TOYS MORI GAMES FY06/3 FY07/3 FY08/3E Net sales
14 Video Game Business: Strategies for the Current Fiscal Year Xbox360 - Increase market share by releasing major titles Trusty Bell Chopin s Dream (NAMCO BANDAI Games) Release date: June 14 Lost Odyssey (Microsoft) Release date: 2007 Halo3 (Microsoft) Release date: 2007 Gundam Operation Troy (NAMCO BANDAI Games) Release date: 2007 PS3 - High hopes for PS3 as a Blu-ray device towards the end of the year - Scheduled release of high-profile titles Bokunonatuyasumi 3 (Sony Computer Entertainment) Release date: July 5 MinnanoGolf 5 (Sony Computer Entertainment) Release date: July 26 Nintendo DS - Dragon Quest IX will be handled at large convenience stores 13
15 Amusement Business: Strategies for the Current Fiscal Year Amusement Business: Strategies for the Current Fiscal Year 14
16 Amusement Business: Strategies for the Current Fiscal Year 1. Major effort to introduce the capsule toy vending machine into in-station outlets, a first for Japan (Yen) 40,000 35,000 30,000 25,000 20,000 15,000 10,000 5,000 Aggressive development of growing sales channels for the capsule toy vending machine, such as in-station outlets and large shopping centers 0 In-station outlets Income per machine comparison for capsule toy vending machines by sales channel Large shopping malls Camera volume retailers Large volume toy retailers General merchandise stores Super centers Large-volume consumer electronics retailers (Monthly average) Supermarkets Convenience stores/book stores Rental shops Installation in about 70 locations, centering on Tokyo Metro and SEIBU Railway Target for the current fiscal year: 170 locations Install in JR and major private railways in the Tokyo area, and move into the Kinki and Chukyo areas Target : 500 locations in in-station outlets 2. Expand the base of large corporations from which we can earn income 15
17 Amusement Business: Strategies for the Current Fiscal Year Operation of the fee business: Focus on efficiency and responding to large projects through integrated management Corporate Division Manufacturer Wholesale Wholesale Happinet Agent 1 Agent 2 Installs vending machines and delivers products Store Store Agents operate locations in their regions on their own It is difficult for Happinet to monitor the market The Corporate Division cannot monitor the situation at stores After October 2006 Wholesale Enjoy positive negotiations to expand our business Corporate Division Manufacturer Happinet manages stores and outsources actual store operations to Happinet AM Service This has enabled us to achieve integrated management of market trends and significantly improve opportunity costs and inventory losses. Happinet Fees Installs vending machines and manages product delivery Operations (product restocking, bill collection, etc.) Happinet AM Service Store Store The Corporate Division can monitor the situation at stores 16
18 Forecasts for Fiscal Year 2007 Forecast consolidated results for fiscal 2007 (Unit: 100 million yen, %) FY07/3 FY08/3E YoY growth Net sales 1,606 1, Operating profit Recurring profit Net profit Sales forecasts for fiscal 2007 by segment (Unit: 100 million yen, %) FY FY08/3E Segment FY07/3 Breakdown YoY growth Toy business Video-related business Video game business Amusement business Other business Total , Estimates of future performance are provided as a reference for investors. They are based on projections and estimates and should not be construed as an assurance or guarantee of future performance. When using this information, please keep in mind that final results may vary. 17
19 Review of the Medium- to Long-Term Management Plan Estimates of future performance are provided as a reference for investors. They are based on projections and estimates and should not be construed as an assurance or guarantee of future performance. When using this information, please keep in mind that final results may vary. 18
20 Review Happinet Dream 08, the 4 th Medium- to Long-Term Management Plan 1. Create new mainstays that will the core next-generation businesses. Allocate the necessary resources to create new business mainstays so that we grow and develop in an evolving network society. 2. Construct a platform that responds to all business needs. In marketing, emphasize a proactive approach to flexibly respond to all customer needs and their growth, leveraging our next-generation information systems and acting on business opportunities by differentiating our products and services from those of our competitors. 3. Establish a content business that has initiative. Establish a new business model that encompasses distribution, by creating the functions to invent, produce, and supply quality content (including content created overseas). 19
21 Review Happinet Dream 08, the 4 th Medium- to Long-Term Management Plan 1. Create new mainstays that will be at the core of next-generation business. Allocate the necessary resources to create new business mainstays so that we grow and develop in an evolving network society. New business Video game business Video-related business Toy business Sales support system x distribution system x information system 20
22 Review Happinet Dream 08, the 4 th Medium- to Long-Term Management Plan 2. Construct a platform that responds to all business needs. In marketing, emphasize a proactive approach to flexibly respond to all customer needs and their growth, leveraging our next-generation information systems and acting on business opportunities by differentiating our products and services from those of our competitors. Manufacturer Manufacturer Manufacturer Manufacturer Manufacturer Manufacturer Manufacturer Sales support system Distribution system Information system Specialty stores Wholesalers Department stores Volume retailers Suburban stores Convenience stores Camera/ consumer electronics stores e-commerce 21
23 Review Happinet Dream 08, the 4 th Medium- to Long-Term Management Plan 3. Establish a content business that has initiative. Establish a new business model that encompasses distribution, by creating the functions to invent, produce, and supply quality content (including content created overseas). Production company Production company Production company Investment/purchase/ exclusive marketing rights Sales support system Distribution system Information system Market 22
24 Review Happinet Dream 08, the 4 th Medium- to Long-Term Management Plan Results forecast (Unit: 100 million yen) FY05/3 (Actual) FY06/3 (Actual) FY07/3 (Actual) FY08/3 FY09/3 Net sales 1,404 1,557 1,606 1,650 2,000 Recurring profit Net sales Recurring profit FY05/3 FY06/3 FY07/3 FY08/3 FY09/3 23
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