Sega Sammy anime business profile: games, animation, and licensing
Sega Sammy's group result was a net loss, but its Entertainment Contents Business grew sales and its animation licensing revenue rose steadily.
Published: 2026-08-19. Updated: 2026-08-19.
Short answer: Sega Sammy Holdings Inc. is a Japanese entertainment conglomerate listed in Tokyo. For the fiscal year ended March 2026, group net sales were JPY 487.5 billion, operating income was JPY 47.1 billion, and the group recorded a net loss attributable to owners of the parent of JPY 5.7 billion, mainly due to impairment losses at Rovio Entertainment and Stakelogic. The Entertainment Contents Business, which includes consumer games, animation, amusement machines, toys, and licensing, generated sales of JPY 326.6 billion and operating income of JPY 32.4 billion.
Company overview
Sega Sammy Holdings is the parent of the Sega Sammy Group, which spans video games, pachislot and pachinko machines, gaming facilities, animation, and entertainment content. The group is led by president and group CEO Haruki Satomi, with group CFO Makoto Takahashi.
The company is listed in Tokyo and reports in yen on a March fiscal year end. Its business is divided into segments including Entertainment Contents, Pachislot and Pachinko Machines, Gaming, and Other / Elimination.
Group results for fiscal 2026
For the fiscal year ended March 2026, Sega Sammy Holdings reported group net sales of JPY 487.5 billion, up from JPY 428.9 billion the prior year. Operating income was JPY 47.1 billion, down from JPY 48.1 billion, and ordinary income was JPY 54.2 billion, up from JPY 53.1 billion.
Despite higher sales, the group posted a net loss attributable to owners of the parent of JPY 5.7 billion, compared with net profit of JPY 45.0 billion in fiscal 2025. The loss was driven by impairment losses on goodwill and assets related to Rovio and Stakelogic acquisitions.
Sega Sammy Holdings consolidated full-year results, fiscal years ended March 2026 and March 2025. Source: FY2026/3 Results Presentation.| Metric (JPY billion) | FY2026/3 | FY2025/3 |
|---|
| Net sales | 487.5 | 428.9 |
| Operating income | 47.1 | 48.1 |
| Ordinary income | 54.2 | 53.1 |
| Net profit/loss attributable to owners | -5.7 | 45.0 |
| Adjusted EBITDA | 16.6 | 62.2 |
Entertainment Contents Business
The Entertainment Contents Business is the group's anime-linked segment. It includes consumer games, animation and toy products, amusement machines, and related licensing. In fiscal 2026, the segment generated sales of JPY 326.6 billion and operating income of JPY 32.4 billion.
Within the segment, consumer games were the largest contributor with sales of JPY 219.9 billion. Animation sales were JPY 28.4 billion, with operating income of JPY 7.6 billion. Amusement machines and toys contributed JPY 78.1 billion in sales. The company noted that licensing revenue grew steadily throughout the year, while some new full-game and free-to-play titles underperformed expectations.
Sega Sammy Entertainment Contents Business results for fiscal year ended March 2026. Source: FY2026/3 Results Presentation.| Entertainment Contents sub-segment | Sales (JPY billion) | Operating income (JPY billion) |
|---|
| Consumer | 219.9 | 19.2 |
| Animation | 28.4 | 7.6 |
| Amusement machines and toys | 78.1 | 5.6 |
| Segment total | 326.6 | 32.4 |
Anime, licensing, and IP ownership
Sega Sammy does not own a single anime catalog in the way a pure anime studio does, but it controls major game and entertainment IP that is adapted into anime and licensed broadly. Sonic the Hedgehog, Angry Birds through Rovio, and detective Conan film collaborations are examples of how the group exploits IP across games, film, merchandise, and licensing.
The company highlighted that animation licensing revenue grew steadily during fiscal 2026. Its strategy emphasizes full-game titles centered on mainstay IPs, transmedia expansion, and leveraging its Japan-based studios while improving global sales and marketing capabilities.
Strategy and what to watch
Sega Sammy's management has said it will suspend large-scale mergers and acquisitions for the time being and focus on improving profitability at existing businesses, including Rovio and Stakelogic. For Entertainment Contents, the plan is to launch four mainstay full-game titles in fiscal 2027 and to continue growing licensing and merchandise revenue.
The key tension is between scale and profitability. The segment is large, but operating margin is under pressure from development costs and acquired-company performance. Animation and licensing are smaller in yen terms than consumer games, but they are higher-margin and less dependent on the hit-or-miss cycle of new game launches.
Frequently asked questions
Is Sega Sammy profitable?
The Entertainment Contents Business was profitable in fiscal 2026, with operating income of JPY 32.4 billion on sales of JPY 326.6 billion. However, the overall Sega Sammy Holdings group recorded a net loss of JPY 5.7 billion because of impairment losses at Rovio and Stakelogic.
How much revenue does Sega Sammy generate?
For the fiscal year ended March 2026, Sega Sammy Holdings reported consolidated net sales of JPY 487.5 billion.
Does Sega Sammy produce anime?
Sega Sammy does not primarily animate content, but its Entertainment Contents Business includes animation products and licensing. It controls IP such as Sonic and Angry Birds that are adapted into films, series, and merchandise.
What are Sega Sammy's main segments?
The group reports Entertainment Contents, Pachislot and Pachinko Machines, Gaming, and Other / Elimination segments.
Sources and methodology
- Fiscal Year Ended March 2026 Results Presentation, SEGA SAMMY HOLDINGS INC.. Official consolidated and segment results, including Entertainment Contents Business sales, operating income, and animation sub-segment data.
- Message from CEO, SEGA SAMMY HOLDINGS INC.. Management commentary on fiscal 2026 group sales, net loss, and segment performance.