Yeah, it seems I missed the "net profit" part on the side.
Q&A is now over. Check out a legendary 5-hour answering marathon here!
How did Nintendo manage to have better profit margins than Playstation during the Gamecube/P
(I've included PlayStation new category "Other Software" which should be mostly revenue generated by software on PC thus digital only)'
GBA was a literal goldmine. Cheap as hell to develop for, manufacture and they made a mint off it.How did Nintendo manage to have better profit margins than Playstation during the Gamecube/PS2 years? Didn't Nintendo sell their consoles at a loss as well back then?
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.GBA was a literal goldmine. Cheap as hell to develop for, manufacture and they made a mint off it.
GC was a brief loss taker twice (launch and $99 price drop), but still net profitable too.
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Sony will lose over $300 on each 20GB PS3 sold, "And a further US$ 240 on high-end 60GB unit," according to research.
Nintendo lost more on the 3DS Rescue Plan than they did Wii U (which never got a Rescue Plan).Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Not sure about that. Took under 2 years for 3DS to return to profitability after the price drop by Nintendo's own admission, while Wii U suffered throughout its entire stretch, being expensive at launch, never reaching economies of scale due to poor sales and eventually leading to a premature fully halted production (of which there was undoubtedly stiff financial penalties involved) and unsold inventory storage costs. They were betting on it being much more popular than it actually was, and that comes at a cost when you're wrong. The return to profitability in FY03/2015 was on the back of the 3DS, because it surely wasn't due to Wii U. At best, Splatoon in the following fiscal year just made the Wii U losses a little less agonizing.Nintendo lost more on the 3DS Rescue Plan than they did Wii U (which never got a Rescue Plan).
in that case we've had a million golden sun and cusotm robos.There are also the rumours of Kirby and the Rainbow Paintbrush and Fullblox making a comeback,
in that case we've had a million golden sun and cusotm robos.
dont look at copyright renewmentas any sort of conformation, it can be. but its a broken clock thats only right sometimes.
so the same thing as NES world championships?It wasnt copyright, it was rating boards
so the same thing as NES world championships?
Wii U sold 13.56M units, not 17M and PS3 sold 87.4M.Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Source? I've seen articles about Nintendo renewing the copyright for both games, nothing about ratings.It wasnt copyright, it was rating boards
VOOKS: https://www.vooks.net/new-trademarks-filed-for-kirby-and-the-rainbow-paintbrush-fullblox/Wii U sold 13.56M units, not 17M and PS3 sold 87.4M.
Source? I've seen articles about Nintendo renewing the copyright for both games, nothing about ratings.
Well if it's not just renewals that makes it a bit more interesting. So no ratings.VOOKS: https://www.vooks.net/new-trademarks-filed-for-kirby-and-the-rainbow-paintbrush-fullblox/
Trademarks only, which is why I don't take it as confirmation, just labelled as 'rumour' (perhaps 'speculation' would be better). The reason why more weight was added to this speculation, in particular, was because it seems to be new trademarks, rather than renewals (the old ones are still separately listed).
Another interesting fact is that everyone assumes Wii U is the biggest bomb ever, but it seems Sony actually lost more money during the PS3 era than Nintendo lost during Wii U era. Which is weird based on 90 million PS3s sold vs 17 million Wii Us sold. But its probably due to Nintendo having the 3DS that helped them a lot when it came to revenue during that period.
Sony was extremely aggressive with their loss-leading strategy for the PS2, likely in pursuit of attaining a monopoly in the home console market. For example, even in the most competitive market (the USA) the PS2 was handily beating the GC and Xbox shortly after their launch periods in late 2001, but Sony chose to cut the price from $299 to $199 in May 2002 regardless.How did Nintendo manage to have better profit margins than Playstation during the Gamecube/PS2 years? Didn't Nintendo sell their consoles at a loss as well back then?
Ring Fit Adventure is such an amazing success.Yearly sales for all 10+ million sellers on Switch plus Kirby. Smash, Super Mario Party, Luigi's Mansion 3 and SM3DW+BF were up year over year.
Considering the top selling games on Switch and alleged BC in Switch 2, I wonder how many of those top selling games will remain the same.
What I mean is that the top selling games in the monthly reports. Like we get right now COD, Minecraft etc. in the top played - I wonder how many of those games will continue just to be the same top selling games as on Switch 1.Some records will probably be unbeatable for years.
3D Mario and Pokémon are in my opinion some of the record-breaking franchises that could improve if done well.
Historically at least people have always jumped over from old Nintendo games to new, ie as soon as new Mario Kart comes out everyone starts jumping over to play the new over the older Mario Kart. Same with Zelda, Mario, Pokemon etc. That may of course change during the coming gen for Nintendo.What I mean is that the top selling games in the monthly reports. Like we get right now COD, Minecraft etc. in the top played - I wonder how many of those games will continue just to be the same top selling games as on Switch 1.
Not with Breath of the Wild/Tears of the Kingdom.Same with Zelda
I was hoping Kirby would have reached 10 mil by now. It's my fav in the series since Superstar.Ring Fit Adventure is such an amazing success.
Also a top tier RPG
Some records will probably be unbeatable for years.
3D Mario and Pokémon are in my opinion some of the record-breaking franchises that could improve if done well.
It probably won't quite there but I think it'll hit around 9 million lifetime, which is a huge number for a 3D platformer that isn't Mario.I was hoping Kirby would have reached 10 mil by now. It's my fav in the series since Superstar.
sequal has a good chance imoIt probably won't quite there but I think it'll hit around 9 million lifetime, which is a huge number for a 3D platformer that isn't Mario.
BDSP... forgotten...Sales per fiscal year for all 10+ million sellers on Switch plus Kirby and the Forgotten Land. Super Smash Bros. Ultimate, Super Mario Party, Luigi's Mansion 3 and SM3DW+BF were all up year over year.
Considering the top selling games on Switch and alleged BC in Switch 2, I wonder how many of those top selling games will remain the same.
With BC, and the rise of digital adoption, it is going to be even more widespread on Switch 2. Some of the Switch games will never stop selling as long as it is possible to buy them imo.I remember 3DS game still sells despite Switch already launch like 5 years there. So i don't see Switch 1 games to stop selling at all there.
With BC, and the rise of digital adoption, it is going to be even more widespread on Switch 2. Some of the Switch games will never stop selling as long as it is possible to buy them imo.
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Nintendo Co., Ltd. |
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Key Sales Indicators |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Data as of March 31st, 2024 |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Sales Outside of Japan |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 77.4% | ¥137,752M |
| FY3/2018 4th Quarter | 77.8% | ¥154,565M |
| FY3/2019 4th Quarter | 78.7% | ¥159,970M |
| FY3/2020 4th Quarter | 74% | ¥211,530M |
| FY3/2021 4th Quarter | 76.6% | ¥271,506M |
| FY3/2022 4th Quarter | 78.2% | ¥293,348M |
| FY3/2023 4th Quarter | 80.6% | ¥247,038M |
| FY3/2024 4th Quarter | 76.4% | ¥211,681M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of sales outside of Japan to total |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Hardware Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 67.3% | ¥110,392M |
| FY3/2018 4th Quarter | 61.3% | ¥115,300M |
| FY3/2019 4th Quarter | 51.1% | ¥97,224M |
| FY3/2020 4th Quarter | 39.6% | ¥107,170M |
| FY3/2021 4th Quarter | 47.6% | ¥161,353M |
| FY3/2022 4th Quarter | 41.5% | ¥149,818M |
| FY3/2023 4th Quarter | 42.7% | ¥125,003M |
| FY3/2024 4th Quarter | 36.6% | ¥94,002M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of hardware (including accessories) |
| sales to total dedicated video game platform |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of First Party Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 85.7% | ¥45,967M |
| FY3/2018 4th Quarter | 84.9% | ¥61,800M |
| FY3/2019 4th Quarter | 80.3% | ¥74,710M |
| FY3/2020 4th Quarter | 85.1% | ¥139,105M |
| FY3/2021 4th Quarter | 71.1% | ¥126,291M |
| FY3/2022 4th Quarter | 82.3% | ¥173,809M |
| FY3/2023 4th Quarter | 77.9% | ¥130,672M |
| FY3/2024 4th Quarter | 74.9% | ¥121,963M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of first-party software sales to |
| total dedicated video game platform software |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 17.7% | ¥9,494M |
| FY3/2018 4th Quarter | 24.2% | ¥17,616M |
| FY3/2019 4th Quarter | 37.2% | ¥34,610M |
| FY3/2020 4th Quarter | 48.5% | ¥79,279M |
| FY3/2021 4th Quarter | 49.6% | ¥88,102M |
| FY3/2022 4th Quarter | 49.5% | ¥104,539M |
| FY3/2023 4th Quarter | 56.7% | ¥95,110M |
| FY3/2024 4th Quarter | 59.5% | ¥96,887M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated |
| video game software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
|Proportion of Downloadable Versions of Packaged Software Sales|
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2019 4th Quarter | 62.6% | ¥21,660M |
| FY3/2020 4th Quarter | 76.9% | ¥60,905M |
| FY3/2021 4th Quarter | 60.9% | ¥53,653M |
| FY3/2022 4th Quarter | 63.9% | ¥66,839M |
| FY3/2023 4th Quarter | 52.2% | ¥49,694M |
| FY3/2024 4th Quarter | 43.5% | ¥42,152M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of downloadable versions of packaged |
| software sales to total digital sales as |
| indicated above: a/(a+b+c+d) |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 32.7% | ¥53,637M |
| FY3/2018 4th Quarter | 38.7% | ¥72,792M |
| FY3/2019 4th Quarter | 48.9% | ¥93,038M |
| FY3/2020 4th Quarter | 60.4% | ¥163,461M |
| FY3/2021 4th Quarter | 52.4% | ¥177,624M |
| FY3/2022 4th Quarter | 58.5% | ¥211,190M |
| FY3/2023 4th Quarter | 57.3% | ¥167,743M |
| FY3/2024 4th Quarter | 63.4% | ¥162,835M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital |
| sales) sales to total dedicated video game |
| platform sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 4th Quarter | 82.3% | ¥44,143M |
| FY3/2018 4th Quarter | 75.8% | ¥55,176M |
| FY3/2019 4th Quarter | 62.8% | ¥58,428M |
| FY3/2020 4th Quarter | 51.5% | ¥84,182M |
| FY3/2021 4th Quarter | 50.4% | ¥89,522M |
| FY3/2022 4th Quarter | 50.5% | ¥106,651M |
| FY3/2023 4th Quarter | 43.3% | ¥72,633M |
| FY3/2024 4th Quarter | 40.5% | ¥65,948M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total |
| dedicated video game platform software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Nintendo Co., Ltd. |
+−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Key Sales Indicators |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Data as of March 31st, 2024 |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Sales Outside of Japan |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 73.4% | ¥358,996M |
| FY3/2018 FY Cumulative | 75.3% | ¥794,929M |
| FY3/2019 FY Cumulative | 77.9% | ¥935,236M |
| FY3/2020 FY Cumulative | 77% | ¥1,007,560M |
| FY3/2021 FY Cumulative | 77.4% | ¥1,361,396M |
| FY3/2022 FY Cumulative | 78.8% | ¥1,335,931M |
| FY3/2023 FY Cumulative | 77.2% | ¥1,236,495M |
| FY3/2024 FY Cumulative | 78.3% | ¥1,309,070M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of sales outside of Japan to total |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Hardware Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 54% | ¥250,091M |
| FY3/2018 FY Cumulative | 65.4% | ¥663,569M |
| FY3/2019 FY Cumulative | 58.4% | ¥673,120M |
| FY3/2020 FY Cumulative | 52.2% | ¥654,673M |
| FY3/2021 FY Cumulative | 52.7% | ¥895,926M |
| FY3/2022 FY Cumulative | 48.4% | ¥793,386M |
| FY3/2023 FY Cumulative | 45.6% | ¥704,484M |
| FY3/2024 FY Cumulative | 43.6% | ¥683,571M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of hardware (including accessories) |
| sales to total dedicated video game platform |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of First Party Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 87% | ¥185,345M |
| FY3/2018 FY Cumulative | 85.3% | ¥299,456M |
| FY3/2019 FY Cumulative | 83.8% | ¥401,806M |
| FY3/2020 FY Cumulative | 82.8% | ¥496,377M |
| FY3/2021 FY Cumulative | 79.4% | ¥638,474M |
| FY3/2022 FY Cumulative | 78.8% | ¥666,523M |
| FY3/2023 FY Cumulative | 79.1% | ¥664,785M |
| FY3/2024 FY Cumulative | 81.2% | ¥718,013M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of first-party software sales to |
| total dedicated video game platform software |
| sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 15.3% | ¥32,595M |
| FY3/2018 FY Cumulative | 17.3% | ¥60,734M |
| FY3/2019 FY Cumulative | 24.8% | ¥118,912M |
| FY3/2020 FY Cumulative | 34% | ¥203,826M |
| FY3/2021 FY Cumulative | 42.8% | ¥344,165M |
| FY3/2022 FY Cumulative | 42.6% | ¥360,328M |
| FY3/2023 FY Cumulative | 48.2% | ¥405,090M |
| FY3/2024 FY Cumulative | 50.2% | ¥443,895M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated |
| video game software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
|Proportion of Downloadable Versions of Packaged Software Sales|
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2019 FY Cumulative | 67.6% | ¥80,309M |
| FY3/2020 FY Cumulative | 70% | ¥142,870M |
| FY3/2021 FY Cumulative | 59.3% | ¥204,051M |
| FY3/2022 FY Cumulative | 56.2% | ¥202,095M |
| FY3/2023 FY Cumulative | 56.1% | ¥227,317M |
| FY3/2024 FY Cumulative | 51.5% | ¥228,300M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of downloadable versions of packaged |
| software sales to total digital sales as |
| indicated above: a/(a+b+c+d) |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 46% | ¥213,040M |
| FY3/2018 FY Cumulative | 34.6% | ¥351,062M |
| FY3/2019 FY Cumulative | 41.6% | ¥479,482M |
| FY3/2020 FY Cumulative | 47.8% | ¥599,489M |
| FY3/2021 FY Cumulative | 47.3% | ¥804,124M |
| FY3/2022 FY Cumulative | 51.6% | ¥845,841M |
| FY3/2023 FY Cumulative | 54.4% | ¥840,436M |
| FY3/2024 FY Cumulative | 56.4% | ¥884,253M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital |
| sales) sales to total dedicated video game |
| platform sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 84.7% | ¥180,445M |
| FY3/2018 FY Cumulative | 82.7% | ¥290,328M |
| FY3/2019 FY Cumulative | 75.2% | ¥360,570M |
| FY3/2020 FY Cumulative | 66% | ¥395,663M |
| FY3/2021 FY Cumulative | 57.2% | ¥459,959M |
| FY3/2022 FY Cumulative | 57.4% | ¥485,513M |
| FY3/2023 FY Cumulative | 51.8% | ¥435,346M |
| FY3/2024 FY Cumulative | 49.8% | ¥440,358M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total |
| dedicated video game platform software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Digital Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 15.3% | ¥32,595M |
| FY3/2018 FY Cumulative | 17.3% | ¥60,734M |
| FY3/2019 FY Cumulative | 24.8% | ¥118,912M |
| FY3/2020 FY Cumulative | 34% | ¥203,826M |
| FY3/2021 FY Cumulative | 42.8% | ¥344,165M |
| FY3/2022 FY Cumulative | 42.6% | ¥360,328M |
| FY3/2023 FY Cumulative | 48.2% | ¥405,090M |
| FY3/2024 FY Cumulative | 50.2% | ¥443,895M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of digital sales to total dedicated |
| video game software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Physical Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 84.7% | ¥180,445M |
| FY3/2018 FY Cumulative | 82.7% | ¥290,328M |
| FY3/2019 FY Cumulative | 75.2% | ¥360,570M |
| FY3/2020 FY Cumulative | 66% | ¥395,663M |
| FY3/2021 FY Cumulative | 57.2% | ¥459,959M |
| FY3/2022 FY Cumulative | 57.4% | ¥485,513M |
| FY3/2023 FY Cumulative | 51.8% | ¥435,346M |
| FY3/2024 FY Cumulative | 49.8% | ¥440,358M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of physical software sales to total |
| dedicated video game platform software sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| Proportion of Software Sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| FY3/2017 FY Cumulative | 46% | ¥213,040M |
| FY3/2018 FY Cumulative | 34.6% | ¥351,062M |
| FY3/2019 FY Cumulative | 41.6% | ¥479,482M |
| FY3/2020 FY Cumulative | 47.8% | ¥599,489M |
| FY3/2021 FY Cumulative | 47.3% | ¥804,124M |
| FY3/2022 FY Cumulative | 51.6% | ¥845,841M |
| FY3/2023 FY Cumulative | 54.4% | ¥840,436M |
| FY3/2024 FY Cumulative | 56.4% | ¥884,253M |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+
| *Proportion of software (including digital |
| sales) sales to total dedicated video game |
| platform sales |
+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−+