IR Information Expand IP portfolio and adopt multi-layered monetization

Continue to grow in mature markets (Japan)
  • Domestic product goods and licensing business grew strongly in both the first and second half of the year, driven by inbound sales. The system (distribution, sales system, etc.) was reinforced and the distribution center has completed an expansion of its floor space to accelerate sales further.
  • Theme park business offering a real-world experience: Strong performance by investing in existing facilities and through seasonal promotions Announced that Oita Airport would become “Oita Hello Kitty Airport”, and plan is underway to turn Harmonyland into an entertainment resort.
Create the time deeply absorbed in Sanrio

In the edutainment business, a new English conversation school “WeAct!” was opened in November using the “Sanrio English Master” English teaching materials. The digital business released “Charaforio,” a creative writing platform, in August, significantly achieving the MAY target number for members. The game business started full-scale development of three titles.

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  Measures MTMP targets (announced) Progress in FY3/2025
Continue to grow in mature markets (Japan)
License
  • Develop mega-clients
  • Expand Sanrio dormant IPs and other company IPs

¥15 billion in direct OP (CAGR*1 of 10%)

  • Target clients saw rapid growth in gross profit vs.
  • MR*2 expanded recognition around picture books
Product sales

Continuous growth by targeting inbound foreign visitors, etc.

¥7.7 billion in direct OP (CAGR of 8%)

  • Inbound sales continued to grow.
    Distribution center expansion completed.
Continue to grow in mature markets (Japan) / Create the time deeply absorbed in Sanrio
LBE*3

Develop new experience touchpoints through global alliance

¥2.4 billion in OP (in SET*4)

  • Preparations are underway to develop LBE content globally. Oita Airport to become "Oita Hello Kitty Airport

Create the time deeply absorbed in Sanrio

Edutainment / kids

High-experience-value touchpoints for learning (kids’ parks with experience value at a high level, distribution of educational animations)

  • GMV*5 ¥10 billion scale
  • SEM*6 ¥2 billion

SEM sales increased over last year. New English conversation school "WeAct!" opened in November.

Digital

Create UGX*7 by external creators (XR business, Web3 business)

  • Sales of ¥2 billion
  • 5 million annual visitors for VPuroland and 10 million registered users for Web3 services
  • V-Puroland has completed multiple quest responses; Charaforio has significantly achieved its target number of member MAUs
Game
  • Implement multiple game projects
  • Collaborate with partners with a view to investment opportunities
  • Plan and develop a total of more than 6 titles
  • Form alliances with excellent partners
  • 3 titles have already begun fullscale development
  • *1 CAGR is the compound annual growth rate;
  • *2 MR is the MR. MEN LITTLE MISS;
  • *3 LBE is the location-based entertainment.
  • *4 SET is SANRIO ENTERTAINMENT CO., LTD.;
  • *5 GMV is the gross merchandise value.
  • *6 SEM is “SANRIO English Master”, English learning materials for kids.;
  • *7 User-Generated x (UGX) is a generic term that includes user-generated content and user-generated intellectual property.