Sanrio Company, Ltd. plans and sells social communication gifts, greeting cards, and books across Japan, Europe, North America, South America, Asia, and other international markets. It also operates restaurants and produces, promotes, and distributes movies. The company is involved in music and video production, musicals and live performances, copyright licensing, theme parks, educational services, digital content, entertainment cards, publications, video software, advertising, marketing, sports activities, robot sales and rentals, car rentals, and non-life insurance agency services. Incorporated in 1949, Sanrio is headquartered in Shinagawa, Japan.
Tokyo Game Show opens with first-time exhibitors from other industries including Sanrio and Kioxia
At Tokyo Game Show 2026, which opened on the 17th, companies from outside the gaming industry are drawing attention with their first-ever exhibits, including Sanrio, which announced in April that it was making a full-scale entry into the gaming business, and major semiconductor maker Kioxia. Sanrio is developing games that make use of the world of its popular characters, and unveiled titles including Sanrio Party Land, scheduled for release in October as its first offering, while Hello Kitty appeared on stage to entertain visitors. Senior Managing Executive Officer Kosuke Hamazaki said, "We want even people who don't play games much to give them a try." Commercial kitchen equipment maker Nakanishi Manufacturing exhibited for the first time a game set in a cafeteria in another world, and many companies took on the challenge, with PARCO showing three indie titles that can be developed on a low budget and Toei also setting up a booth where visitors can try three titles before their release. Kioxia displayed high-speed storage devices for game consoles of the kind also used in international esports competitions, while Mizuno introduced its latest game controllers and high-performance gaming chairs. Atsuo Nakayama, a specially appointed professor at Nihon University who is well versed in the entertainment industry, said, "Games can keep users engaged for a long time, so every industry is always looking to move in. The market is expanding, and there is still room to enter."
8136.JP · Demand · Positive Sanrio makes full-scale gaming entry, unveiling Sanrio Party Land as its first title at Tokyo Game Show.
5941.JP · Demand · Positive Nakanishi Manufacturing exhibited its first game, a cafeteria-set title, at Tokyo Game Show.
285A.JP · Demand · Positive Kioxia displayed high-speed storage devices for game consoles used in esports competitions.
8022.JP · Demand · Positive Mizuno introduced its latest game controllers and high-performance gaming chairs at the show.
9605.JP · Demand · Positive Toei set up a booth letting visitors try three of its titles before release.
PARCO Co., Ltd. · · Neutral PARCO exhibited three low-budget indie titles at Tokyo Game Show, a first-time showcase with no clear financial impact stated.
China Makes Anime and Games a New Pillar of Cultural Export
The Chinese government is looking to cultivate anime, games and related products into a new pillar of service exports. The aim is to strengthen soft power that is less vulnerable to trade friction, improve the country's image, and thereby spread domestic brands. At the China International Fair for Trade in Services, a service-industry exhibition held by the Ministry of Commerce and the city of Beijing through the 13th, a new booth was set up to support Chinese companies expanding overseas, and the government has positioned games, anime and dramas as the "new three" of cultural export. Chinese toy giant Pop Mart displayed collaboration products featuring its own Skullpanda and Sanrio's My Melody, and has previously teamed up with Myaku-Myaku, the official mascot of the Osaka Expo, and the Japanese singer XG. Fellow toymaker 52TOYS, under an official license from Capcom, turned the protagonist of the fighting game Street Fighter 6 into a figure. The economic impact generated by China's cultural and related industries reaches 6 trillion yuan a year, approaching the world's largest, but there are still few characters loved around the world for as long as Mickey Mouse or Hello Kitty.
52TOYS · Demand · Positive 52TOYS, under an official Capcom license, created a Street Fighter 6 figure and is showcased at the government's cultural export booth.
9992.HK · Demand · Positive Pop Mart displayed collaboration products (Skullpanda x Sanrio My Melody) at the government-backed cultural export fair, supporting overseas expansion of its brands.
8136.JP · Demand · Positive Sanrio's My Melody is featured in a collaboration product with Pop Mart's Skullpanda at the cultural export fair.
9697.JP · Demand · Positive 52TOYS, under an official Capcom license, turned Street Fighter 6's protagonist into a figure, extending Capcom's IP into licensed merchandise.
Seven & I to Strengthen Apparel with Joint Development with Major Apparel Maker
Seven-Eleven Japan announced on the 8th that it will jointly develop clothing and fashion accessories with a subsidiary of major apparel maker And ST Holdings (HD), and will sequentially launch them at stores nationwide from the 25th. The company aims to strengthen its product lineup with exclusive products for Seven-Eleven, attract younger customers, and double its apparel sales revenue compared to fiscal 2025. The products to be sold include Seven-Eleven exclusive T-shirts from popular And ST HD brands such as "niko and..." and "LOWRYS FARM," as well as socks and hair ties, totaling 28 items including seasonal scarves and gloves. From late October, the company will also introduce 10 collaborative items, including sweatshirts featuring Sanrio's popular character Hello Kitty.
3382.JP · Demand · Positive Seven-Eleven Japan will jointly develop exclusive apparel with And ST HD and launch 28 items to attract younger customers and double apparel sales revenue.
8136.JP · Demand · Positive Sanrio's Hello Kitty character will feature on 10 collaborative apparel items sold at Seven-Eleven stores nationwide.
GENDA rebounds on announcement of business alliance with Sanrio
GENDA rebounded. The company announced a business alliance with Sanrio to expand limited-edition prize offerings globally and to explore collaboration in the media mix field, which appears to be viewed positively by the market.
9166.JP · Demand · Positive Announced business alliance with Sanrio to expand limited-edition prizes globally, viewed positively by market.
8136.JP · Demand · Positive Business alliance with GENDA to expand prize offerings and media mix collaboration likely boosts Sanrio's licensing and product demand.
GENDA and Sanrio form business alliance to strengthen IP expansion in Japan and overseas
GENDA, which operates amusement facilities such as GiGO, announced on the 24th that it will form a business alliance with Sanrio. The two companies aim to improve their corporate value by expanding prize offerings that use Sanrio character IP at amusement facilities in Japan and overseas. In addition to operating GiGO in Japan, GENDA operates about 13,000 amusement facilities and mini-locations in North America through consolidated subsidiaries. Through this alliance, the companies will increase the frequency and scale of GENDA-exclusive prizes featuring Sanrio characters at these stores, and will also jointly pursue store decoration planning, promotions in North America, and new store openings. The two companies will also consider collaborating on media mix development of content. The impact on consolidated results for the fiscal year ending January 2027 is expected to be minor.
Sanrio's Q1 FY2027 operating profit at 22.4 billion yen, revenue up but profit growth slows
Sanrio announced its first-quarter results for the fiscal year ending March 2027, with revenue up 20.7% year on year to 52 billion yen and operating profit up 11.1% to 22.4 billion yen, showing slower profit growth relative to revenue growth. The operating margin fell to 43.1% from 46.9% a year earlier, as cost of sales and selling, general and administrative expenses grew at a faster pace than revenue. In Japan, Puroland posted a record high in cumulative first-quarter visitors, while in North America operating profit declined due to higher marketing costs and other factors, and in Asia higher selling, general and administrative expenses also weighed on profit. Full-year guidance was left unchanged, with revenue forecast at 229.8 billion yen, operating profit at 89.5 billion yen, and net profit at 63.8 billion yen. First-quarter revenue reached 22.6% of the full-year forecast, and operating profit reached 25.1%.
Target has named Chandhu Nair its first-ever chief AI officer and senior vice president, joining from Lowe's where he was senior vice president of stores, data, AI and innovation. Nair will coordinate AI adoption across merchandising, operations, and inventory management, while Target also promoted Purvi Shah to senior vice president of user experience to integrate AI technology with customer design. In other moves, Kontoor Brands promoted Joseph Alkire to president and chief financial officer with global responsibility for Helly Hansen and Wrangler brands, and Canada Goose appointed Massimo Piombini to its board of directors. Sanrio promoted Jill Koch as chief brand officer for the U.S. and the Americas, Funko named Kristin Hamilton as chief commercial officer effective Aug. 24, and Epicor announced Vaibhav Vohra will become chief executive officer effective Oct. 1, succeeding Steve Murphy.
Square Enix Holdings Hits Year-to-Date High as First-Quarter Operating Profit Jumps 88.6%
In the morning session of August 12, Square Enix Holdings hit a new year-to-date high. The company's first-quarter operating profit rose 88.6% year-on-year to 17 billion yen, with sales and profit in its HD games business growing significantly, which was well received. There is also speculation that Nomura Securities raised its target price from 2,300 yen to 2,950 yen. Meanwhile, Sanrio posted record-high revenue and operating profit in its first-quarter results, but the figures fell short of market expectations, leading to a sharp decline. Profit-taking dominated as the stock had hit a year-to-date high before the earnings announcement.
Sanrio plunges after five-day rally as strong Q1 results fall short of market expectations
Sanrio plunged sharply, snapping a five-day winning streak. The first-quarter results announced on August 10 were strong, with record-high revenue and operating profit for a first quarter, but they fell short of market expectations, triggering profit-taking selling pressure.
Sanrio Q1 results hit record highs on revenue and profit gains, shares plunge after hours following year-to-date high
Sanrio reported its first-quarter results for the fiscal year ending March 2027, with revenue and operating profit reaching record highs for a quarter. Revenue rose 20.7 percent year on year to 52.035 billion yen, operating profit increased 11.1 percent to 22.435 billion yen, recurring profit grew 12.0 percent to 22.624 billion yen, and quarterly net profit climbed 9.3 percent to 15.516 billion yen. The full-year outlook was left unchanged, with plans for revenue of 229.8 billion yen and operating profit of 89.5 billion yen. The stock hit a year-to-date high of 1,470 yen during the trading session before the announcement, but plunged in after-hours trading following the earnings release.
8136.JP · Capital · Negative Record Q1 results but shares plunged after hours, likely due to unchanged full-year outlook and profit-taking after hitting year-to-date high.
Sanrio hits year-to-date high, asset-light model drives fifth straight record profit
Sanrio hit a year-to-date high on the Tokyo market on July 30. For the fiscal year ending March 2026, the company reported consolidated revenue of 194 billion yen and operating profit of 77.8 billion yen, marking five consecutive years of revenue and profit growth to new records. Its asset-light model, with licensing accounting for 54 percent of revenue, is a key strength. Hello Kitty's profit contribution fell to 37.3 percent, while other characters such as Kuromi expanded to 46.5 percent, showing progress in reducing reliance on a single character. By region, Asia posted 38 billion yen, up 62.6 percent from the previous year, and Europe posted 11.5 billion yen, up 83.6 percent, both showing strong growth. The next first-quarter results are scheduled for release on August 10.
Cover hits limit up as new title HoloDreams tops both store charts
On the Tokyo stock market on July 27, Cover surged sharply for the first time in three days, hitting its daily limit up. The new title Hololive Dreams was recognized for capturing the number one sales ranking on both the App Store and Google Play. CyberAgent, whose subsidiary QualiArts co-developed the title, also extended gains. Sanrio rose for a third straight day after Mizuho Securities maintained its buy rating and raised its target price from 1,250 yen to 1,450 yen. Among the 96 registered game and entertainment stocks, 74 rose, 15 fell, and 7 were unchanged.
5253.JP · Demand · Positive New title Hololive Dreams captured number one sales ranking on both App Store and Google Play, driving Cover's stock to limit up.
8136.JP · Capital · Positive Mizuho Securities maintained buy rating and raised target price from 1,250 yen to 1,450 yen.
4751.JP · Demand · Positive Subsidiary QualiArts co-developed the hit title Hololive Dreams, which topped both App Store and Google Play sales charts.
Tokyo Communications Group Surges on Major Shareholder’s Long-Term Holding Policy
On the morning of July 17, Tokyo Communications Group surged sharply. The previous day, the company announced a capital policy aimed at enhancing shareholder value, and its top shareholder Trust Holdings declared a medium- to long-term holding policy, which was well received. Meanwhile, Sanrio hit a year-to-date high before succumbing to profit-taking and ending slightly lower. Marusan Securities maintained its buy rating on Sanrio and raised its target price from 1,620 yen to 1,850 yen. Among the 99 registered game and entertainment stocks, 34 rose, 61 fell, and 4 were unchanged, with sellers dominating.
KLab hits temporary daily limit up after signing MOU with overseas defense firm for anti-drone defense system
KLab hit its daily limit up temporarily in the afternoon session. The announcement after the morning close that it had signed a memorandum of understanding with an overseas defense company possessing advanced RF technology to promote the introduction of an anti-drone defense system in the UAE served as a catalyst. Among 96 game and entertainment-related stocks, 71 rose, 22 fell, and 3 were unchanged. Sanrio rebounded after Tokai Tokyo Securities maintained its outperform rating and raised its target price from 1,486 yen to 1,600 yen, while Nintendo extended its decline amid reports that UBS Securities lowered its target price from 8,100 yen to 7,100 yen.
CyberAgent and Cover bought on HoloDori release date announcement, Bushiroad extends gains to seventh day
In the morning session of the Tokyo stock market on July 6, gaming and entertainment stocks were mostly bought. CyberAgent and Cover were bought following the announcement of the release date for HoloDori, while Bushiroad extended its winning streak to seven days, buoyed by the news that pre-registrations for BanG Dream! Our Notes had surpassed 500,000. Sanrio rebounded on speculation that Tokai Tokyo Securities had raised its target price. The Nikkei 225 ended the morning session down 824.93 yen at 68,919.14 yen. Among the 99 registered gaming and entertainment stocks, 68 rose, 22 fell, and 9 were unchanged.
Sanrio Shares Swing After $554 Million Profit Forecast Beats Estimates
Sanrio shares swung sharply after the Hello Kitty owner issued a profit forecast that beat analyst estimates. The company expects operating income of $554 million for the year ending March 2027, exceeding the average analyst projection. Fourth-quarter net sales rose 27% year-over-year, also above estimates, signaling continued strength in its character and intellectual property business. The stock briefly surged nearly 12% in early Tokyo trading before reversing to a 5% decline and later trading little changed. The update followed a delay in full-year results due to an investigation into improper compensation involving a managing director who received around $1.68 million without proper approval.