FIELDS DIGITAL ANNUAL REPORT 2016

Business Model

Fields’ “Developing Business Model”

IP = Intellectual Property

Fields develops a wide range of IP (intellectual property), such as characters and stories that constitute the core of entertainment, from comics, visual and games, to pachinko/pachislot machines, in an attempt to enhance the value of IP itself and maximize profitability.
Bringing all this together systematically as the core of our IP is the circulation business model “Developing Business Model”.

We created the IP HERO A for comics. Naturally, we attempt to monetize this comic, but there is a limit to monetization as we can only raise recognition so far with the comic alone.
Thus, we promoted the creation of an animated version of this comic using the latest creative and technological advances to deploy HERO A animation in Japan and overseas through movies, TV and recently, SVOD. This enables us to further increase recognition and aim for new monetization. In addition, combining HERO A with the special characteristics of games, live entertainment, licensing, pachinko/pachislot machines and a variety of other media, we create and provide even more attractive entertainment enabling the realization of enhanced value of HERO A as IP as well as even higher earnings. Aiming to substantially improve the value of HERO A by making it a series, we will deploy and reuse second and third sequels in other media, attempting to maximize the IP value of HERO A.
This is how we at Fields engage in the IP business.

Figure: Developing Business Model Strategy

Comics

The role of the Comics field is to create and acquire original works, stories and characters. Creation is the role of so-called “IP production bases.” At the core of this effort is the HERO’S Monthly comic magazine focused on the creation of hero IP.
HERO’S Monthly is a comic magazine created in conjunction with a major publisher in November 2011. In the almost five years since its creation, 62 titles have been published (as of June 2016).
Fields handles numerous hero works, including ULTRAMAN and Masked Rider KUUGA, whose popularity stretches across generational segments, while at the same time we are also promoting multiple visuals projects.
Furthermore, we have also begun distributing content for e-book platforms, including 42 e-book stores in Japan and China Mobile and Kidstone in China.

Animation

The role of the animation field is to increase the added value of stories and characters using CG and other advanced technologies. With strengths as producers and production capabilities, we are engaged in added value IP through the highest class of animation quality in Japan. We also improve Fields’ repetition through high added value IP, which is linked to the acquisition of new leading IP.
In October 2016, the animation movie GANTZ:O was released based on GANTZ, which boasts a wealth of fans in Japan and overseas (published in Young Jump Weekly from 2000 to 2013). At present, we are also moving forward with multiple IP animation production projects.

Visuals (Movies, TV etc.)

The role of the visual field is to expand the fan base by spreading animation content throughout the world. We are attempting to spread and enhance the value of IP through movies, TV and subscription video on demand (SVOD).
Among these, SVOD is a new visual business platform developed in line with people’s lifestyles, which Fields considers to be indispensable for the spread of IP from a global perspective.
To this end, we are presently engaged in the rapid creation of cooperative structures with SVOD providers in the United States and China as well as leading companies in the entertainment industry to promote the global deployment of IP, including the Ultraman series and BERSERK.

Merchandising

The role of the merchandising field is to utilize and monetize IP in a variety of media including interactive media, consumer products, pachinko/pachislot machines and other media.
In games, in addition to the IP development of AKB48, we are promoting measures to expand the fan base for original titles through improved monetization and game characteristics.
In terms of live entertainment, we have developed live entertainment shows in Japan and overseas mainly utilizing the Ultraman series.
With regard to licensing, we are promoting the deployment of A MAN of ULTRA conceptual licensing aimed at establishing new licensing businesses and expanding IP business domains.
In pachinko/pachislot machines, we handle merchandise lines with strong game and entertainment characteristics using HERO’S IP as well as leading IP from other companies. Also, we are promoting various measures to improve product appeal, enhance services as a trading company and expand the number of players amid overall market invigoration.

Fields’ Cross-Media Strategy

To realize a cyclical business model centered on IP, Fields develops leading IP, including the Ultraman series owned by Group company Tsuburaya Productions Co., Ltd., dark fantasy hit title BERSERK borrowed from the rights holder and MAJESTIC PRINCE, produced in conjunction with SOTSU CO., LTD., for multiple media vehicles such as comics, visual, games, pachinko/pachislot machines.
Fields promotes cross-media developments that interact with each other in an attempt to invigorate and expand IP fan bases.
At present, we are promoting two strategies focused on investment in major IP enabling cross-media development while at the same time creating low-risk, high-return businesses and strengthening our global network centered on major IP while simultaneously implementing product development maximizing use of Ultraman and other distribution channels.

IP Cross-media development Example

Ultraman Series

About the Ultraman Series

The Ultraman Series began with the 1966 broadcast of Ultra Q and Ultraman (produced by Tsuburaya Productions Co., Ltd.), a Japanese special effects hero series.
A disguised giant hero who fights to protect Earth from monsters and extraterrestrials, Ultraman skyrocketed to overwhelming popularity from the very first broadcast giving rise to an “Ultra Hero” portrayed in over 40 series since then. Even the enemy monster and extraterrestrial characters became popular, resulting in a series giving rise to numerous characters.
Certified as resulting in the most TV series derived from a single TV program by Guinness World Records™, Ultraman continues to be broadcast today.
A beloved hero representing Japan, Ultraman has been the target of numerous collaborations involving food and beverages, transportation, leisure, apparel and telecommunications and is used by companies in a variety of industries for TV commercials, campaigns and events.

Ultraman Series

In April 2010, the Company acquired as a subsidiary Tsuburaya Productions Co., Ltd., which owns the Ultraman Series.
Since 2012, we have made an effort towards TV series renewals and domestic marketing enhancements, and since 2014, we have accelerated global development focused on Southeast Asia.
Current, we are collaborating with partners in Japan to promote the cross-media development of comics, visual, games, live entertainment, licensing, pachinko/pachislot machines.

Ultraman Series
Initiatives in the Fiscal Year Ending March 31, 2017
In Japan June 2016 Conceptual licensing: A MAN of ULTRA
  • Participating companies: 55 (brands)
  • Won Japan Brand Licensing Grand Prize at Grand Prix awards
License
In Japan July 2016 HERO’S Comic ULTRAMAN Volume 8 sales exceeded 2.2 million copies Comic
In Japan July 2016 Ultraman ORB TV broadcast launched
  • On TV Tokyo network, Saturdays at 9:00 a.m.
Visual
In Japan July 2016 Ultraman Festival 2016 Live entertainment
In Japan July 2016 Ultraman × Monster Strike (Mixi, Inc.) collaboration License
In Japan September 2016 ULTRA HEROES THE LIVE ACROBATTLE CHRONICLE 2016 in Osaka Live entertainment
In Japan December 2016 ULTRA HEROES THE LIVE ACROBATTLE CHRONICLE 2016 in Nagoya Live entertainment
In Japan January 2017 ULTRA HEROES THE LIVE ACROBATTLE CHRONICLE 2016 in Tokyo Live entertainment
Overseas July 2016 Ultraman ORB distribution launched
  • Global: Crunchy Roll
  • China: IQIYI, LeTV, Tencent, Youku
Visual
Initiatives in the Fiscal Year Ended March 31, 2016
In Japan April 2015 Launched conceptual licensing of A MAN of ULTRA License
In Japan April 2015 The Original Kaiju Sakaba opened in Osaka Others
In Japan July 2015 New Ultraman Retsuden: Ultraman X broadcast on TV Tokyo network Visual
In Japan March 2016 Theatrical production: Ultraman X Visual
In Japan March 2016 Sales launch of pachislot Ultraman PS
Overseas July 2015 ULTRA HEROES THE LIVE ACROBATTLE CHRONICLE in Hong Kong 2015 Live entertainment
Overseas July 2015 Ultraman X Overseas simultaneous distribution in
  • China: IQIYI, LeTV, Tencent, SOHU
  • United States: Crunchy Roll
  • Video site: ULTRAMAN CHANNEL
Visual
Overseas January 2016 ULTRAMAN LIVE in GENTING 2016 in Malaysia Live entertainment
Overseas March 2016 ULTRAMAN LIVE 2016 in BRUNEI Live entertainment
Initiatives in the Fiscal Year Ended March 31, 2015
In Japan July 2014 New Ultraman Retsuden: Ultraman Ginga S broadcast on TV Tokyo network Visual
In Japan November 2014 HERO’S Comic ULTRAMAN Volume 5 sales launch Comic
In Japan March 2015 Ultra Fight Victory broadcast Visual
In Japan March 2015 Ultraman Ginga S film version special released Visual
In Japan March 2015 Pachinko Ultra Battle Retsuden sales launched PS
In Japan March 2015 ULTRA HEROES THE LIVE ACROBATTLE CHRONICLE 2015 in Tokyo, Osaka and Fukuoka Live entertainment
Overseas February 2015 ULTRAMAN LIVE in GENTING 2015 in Malaysia Live entertainment
Initiatives in the Fiscal Year Ended March 31, 2014
In Japan July 2013 New Ultraman Retsuden broadcast on TV Tokyo network Visual
In Japan July 2013 New Ultraman Retsuden: Ultraman Ginga broadcast on TV Tokyo network Visual
In Japan September 2013 ULTRAMAN Ginga MOVIE SPECIAL released Visual
In Japan September 2013 Arcade game ULTRA MONSTERS RUSH: ULTRA FRONTIER sales launched Game
In Japan September 2013 HERO’S Comic ULTRAMAN Volume 3 sales launch Comic
In Japan October 2013 Pachislot ULTRAMAN WARS sales launch PS
In Japan November 2013 Neo Ultra Q broadcast on WOWOW Visual
In Japan December 2013 Smartphone game Ultra Kaiju Quest distribution Game
In Japan February 2014 Smartphone game TSUBURAYA UNIVERSE distribution Game
In Japan March 2014 The Original Kaiju Sakaba opened in Kawasaki, Kanagawa Prefecture Other
In Japan March 2014 HERO’S Comic ULTRAMAN Volume 4 sales launched Comic
Overseas February 2014 Ultraman Cosmos LIVE in Indonesia Live entertainment
Initiatives in the Fiscal Year Ended March 31, 2013
In Japan June 2012 ULTRAMAN BATTLE COLLECTION for NINTENDO 64 sales launched Game
In Japan August 2012 Ultraman Retsuden: Ultraman Zero Fight broadcast on TV Tokyo network Visual
In Japan September 2012 HERO’S Comic ULTRAMAN Volume 1 sales launched Comic
In Japan March 2013 HERO’S Comic ULTRAMAN Volume 2 sales launched Comic
Overseas July 2012 Ultraman Zero: The Revenge of Belial released in China Visual
Initiatives in the Fiscal Year Ended March 31, 2012
In Japan July 2011 Ultraman Retsuden broadcast on TV Tokyo network Visual
In Japan November 2011 ULTRAMAN series launched in HERO’S Monthly Comic
In Japan December 2011 Social media game Ultraman Wars distribution Game
In Japan March 2012 Ultraman Saga released Visual
Overseas May 2011 Mega Monster Battle Ultra Galaxy: The Movie released in China Visual
Initiatives in the Fiscal Year Ended March 31, 2011
In Japan December 2010 Ultraman Zero T: The Revenge of Belial released Visual
Initiatives in the Fiscal Year Ended March 31, 2010
In Japan December 2009 Mega Monster Battle Ultra Galaxy: The Movie released Visual

BERSERK

About BERSERK

BERSERK (created by Kentaro Miura, Studio Gaga) is a series from the adolescent comic magazine Young Animal (Hakusensha, Inc.), the most prominent work among dark fantasy comics that has sold more than 40 million copies throughout the world (separate volumes 1–38 currently on sale in addition to ongoing publication).
With a deep story, attractive characters, overwhelmingly elaborate drawings and inimitable creativity, BERSERK has provided a strong stimulus to the minds and lives of readers in Japan and throughout the world.
Set in a world of swords and magic where demons dwell, the story focuses on the heroic life of main character Guts. This massive entertaining story has a little bit of everything, from action and love to spectacle and drama.
From 2012 to 2013, a three-film animation series titled BERSERK THE GOLDEN AGE ARC was released. Since then, after creating social media games and pachinko/pachislot machines, in 2016 a TV anime with new animations began broadcast on WOWOW, MBS and others.

BERSERK

BERSERK is an IP whose visual rights were acquired by the Group from the rights holder. The original story began in 1989 as a comic series, which sold a total of more than 40 million copies around the world.
Since 2012, the Fields Group has engaged in cross-media development including the release of three animated movies, games and pachinko/pachislot machines.
We are also promoting the creation of a new animated series, which will begin development through TV and SVOD in 2016.

BERSERK
Initiatives in the Fiscal Year Ending March 31, 2017
In Japan July 2016 Anime BERSERK begins TV broadcast in the MBS etc. Animeism slot, WOWOW Visual
In Japan October 2016 Berserk and the Band of the Hawk (Koei Tecmo Games Co., Ltd.) sales launched Game
Overseas July 2016 Anime BERSERK begins global distribution on Crunchy Roll etc. Visual
Initiatives in the Fiscal Year Ended March 31, 2015
In Japan March 2015 Pachislot BERSERK sales launched PS
Initiatives in the Fiscal Year Ended March 31, 2014
In Japan August 2013 Social media game BERSERK distribution Video game
In Japan August 2013 New-century Pachinko BERSERK sales launched PS
Initiatives in the Fiscal Year Ended March 31, 2013
In Japan June 2012 BERSERK The Golden Age Arc II: The Battle for Doldrey released Visual
In Japan February 2013 BERSERK The Golden Age Arc III: The Advent released Visual
Overseas June 2012 BERSERK The Golden Age Arc II: The Battle for Doldrey released in 16 countries Visual
Overseas February 2013 BERSERK The Golden Age Arc III: The Advent released in 16 countries Visual
Initiatives in the Fiscal Year Ended March 31, 2012
In Japan February 2012 BERSERK The Golden Age Arc I: The Egg of the King released Visual
Overseas February 2012 BERSERK The Golden Age Arc I: The Egg of the King released in 16 countries Visual

MAJESTIC PRINCE

About MAJESTIC PRINCE

MAJESTIC PRINCE is a TV animation co-developed by Fields and SOTSU CO., LTD.
The story is centered on the “MJP plan,” a project aimed at adapting humanity to the universe through genetic manipulation. This gives rise to “Team Rabbits,” a group of five boys and girls who fight the forces of the mysterious “Urugaru” in this original robot animation.
The TV animation was broadcast in 2013. An original issue in 2011 that was a forerunner to HERO’s Monthly developed as another story different from the TV animation is currently being developed as an ongoing series.
Since 2014, after development into games and pachinko/pachislot machines, in 2016 MAJESTIC PRINCE THE MOVIE was released as we continue to expand the fan base for this IP through a variety of media.

About Ginga Kikotai: MAJESTIC PRINCE

The IP MAJESTIC PRINCE is an original work co-created by Fields and SOTSU CO., LTD.
Starting as a series in the comic magazine HERO’S Monthly in November 2011, the story began broadcast as an animation program in April 2013. Furthermore, in conjunction with our partners, we have engaged in cross-media development of this IP in social media games, merchandise and pachinko/pachislot machines. In fall 2016, we plan to release a movie version of this IP.

About Ginga Kikotai: MAJESTIC PRINCE
Initiatives in the Fiscal Year Ending March 31, 2017
In Japan July 2016 All 24 TV animation episodes and 25 new episodes began broadcast on BS11 Visual
In Japan November 2016 Theatrical production: MAJESTIC PRINCE THE MOVIE will be released Visual
Initiatives in the Fiscal Year Ended March 31, 2016
In Japan August 2015 HERO’S Comic MAJESTIC PRINCE Volume 9 sales launched Comic
In Japan November 2015 Pachislot machine MAJESTIC PRINCE sales launched PS
In Japan December 2015 HERO’S Comic MAJESTIC PRINCE Volume 10 sales launched Comic
In Japan March 2016 CR MAJESTIC PRINCE sales launched PS
Initiatives in the Fiscal Year Ended March 31, 2015
In Japan May 2014 HERO’S Comic MAJESTIC PRINCE Volume 6 sales launched Comic
In Japan October 2014 HERO’S Comic MAJESTIC PRINCE Volume 7 sales launched Comic
In Japan March 2015 HERO’S Comic MAJESTIC PRINCE Volume 8 sales launched Comic
Overseas June 2014 MAJESTIC PRINCE broadcast on Hong Kong private TV station J2 Visual
Initiatives in the Fiscal Year Ended March 31, 2014
In Japan April 2013 MAJESTIC PRINCE broadcast on all 28 TV networks nationwide Visual
In Japan July 2013 HERO’S Comic MAJESTIC PRINCE Volume 4 sales launched Comic
In Japan November 2013 HERO’S Comic MAJESTIC PRINCE Volume 5 sales launched Comic
In Japan February 2014 Smartphone game MAJESTIC PRINCE Shooting Hero distributed Game
Initiatives in the Fiscal Year Ended March 31, 2013
In Japan October 2012 HERO’S Comic MAJESTIC PRINCE Volume 1 sales launched Comic
In Japan December 2012 HERO’S Comic MAJESTIC PRINCE Volume 2 sales launched Comic
In Japan March 2013 HERO’S Comic MAJESTIC PRINCE Volume 3 sales launched Comic
Initiatives in the Fiscal Year Ended March 31, 2011
In Japan November 2011 HERO’S Monthly series MAJESTIC PRINCE began Comic

Fields’ Advances

From 1988 | Seeking to Create New Entertainment That Enriches People’s Lives

As entertainment in Japan entered a new era in the 1980s, we saw a business opportunity in the growing leisure time available to people. This marked the beginning of our move to create entertainment that would enrich people’s lives.
In 1988, Fields’ forerunner, Toyo Shoji Co., Ltd. was established. The company focused first on revitalizing the pachinko industry and making it sounder, with the aim of making it easier for many more people to enjoy the inherent entertainment value of pachinko machines as an ordinary part of life.
After that, the scale of Japan’s pachinko/pachislot market expanded to ¥30 trillion. We also grew into the industry’s largest distributor with a nationwide sales network, as we continued to anticipate and meet the diverse needs of pachinko halls and fans.

Fields Transitions

1983
Toyo Shoji founded
1987
Construction of the Head Office building completed; Embarked on surveys and research into entertainment in general and computer management systems for pachinko and pachislot halls
1988
Toyo Shoji Co., Ltd. (currently FIELDS CORPORATION) established, marking full-scale launch of the pachinko/pachislot machine sales and hall production business
1992
Leisure Nippon News Company acquired; Formulation of a vision for the pachinko industry began
Cutting-edge information service launched
1992
Hall TV, a pachinko hall management support system, launched
1994
Pachinko Information Station, a direct-to-hall communications satellite broadcast for the pachinko industry, launched
Regional and branch offices throughout Japan were expanded to establish our foundation as a distributor
1992
Businesses in Tokyo and Kyushu region were expanded
1995
Businesses in Tohoku, Chugoku and Kansai regions were expanded
2000
Nationwide sales network was established

Entertainment & Pachinko/Pachislot history

1983
Tokyo Disneyland opened
The home video game console Family Computer System released
1984
JUNET, Japan’s first Internet service, launched
1985
Shoulder Phone, Japan’s first mobile phone, launched
1985
New “Rules on Approval of Pachinko/Pachislot Machines and Certification of Models” enacted (Security Communications Association started formal testing)
1987
Japan’s first direct-to-home satellite broadcasting service launched
1988
Tokyo Dome opens
1989
Japan’s first direct-to-home Communications Satellite (CS) broadcasting service launched
1990
Pachinko and pachislot machine regulations revised (Launch of CR pachinko machine)
1991
Pachinko machines mounted with color LCD screens launched
1993
First cinema complex in Japan opens
1994
The pachinko/pachislot expands to a ¥30 trillion market
1995
Regulations for restricting the gambling aspect of pachinko machines strengthened
1996
Number of pachinko machines installed reaches a record high 3.9 million

From 1998 | Focusing on Developing Machines That Provide Greater Entertainment Value

In the 1990s pachinko/pachislot machines mounted with LCD screens brought the same appeal to these machines as media such as movies and television. The advent of larger LCD screens with higher resolutions, meanwhile, led to the emergence of a host of original intellectual property (IP) unique to the industry.
Viewing pachinko/pachislot machines as media in their own right, we moved to create more fans of the genre. To this end, we used our nationwide sales network to identify needs, and began taking steps to create pachinko/pachislot machines that utilize outstanding IP known widely throughout the public domain.
Together with building a structure for acquiring IP and relationships with talented planners, we entered a business alliance with machine manufacturer Sammy Corporation. These and other efforts formed our single-minded focus on measures to enhance both the gaming and entertainment value of pachinko/pachislot machines.
In 1998, the number of pachislot machines installed, which had stalled in the several hundred thousands, broke the one million machine mark. We recognized this milestone would change pachinko and pachislot, and transform entertainment in Japan. This was the start of our full-scale shift toward IP.

Fields Transitions

1999
ISO 9002 certification (Sales Division) obtained to provide superior operational quality to customers
2001
Company name changed from Toyo Shoji Co., Ltd. to FIELDS CORPORATION
Forms alliance with leading manufacturers to develop pachinko and pachislot machines that leverage IP
2001
Alliance with Sammy Corporation formed; Exclusive sales of Rodeo brand machines began
2003
Alliance with SANKYO CO., LTD. formed; Exclusive sales of Bisty brand machines began
2008
Alliance with KYORAKU SANGYO formed; Exclusive sales of OK!! Brand machines began
2009
Alliance with Enterrise co., Ltd (CAPCOM CO., LTD. subsidiary) formed; Exclusive sales of its Brand machines began
2012
Formed alliance with Universal Entertainment Corporation
2013
Formed alliance with D-light Co., Ltd.
2014
Formed alliance with NANASHOW Corporation
2015
Aristocrat Technologies (now CROSSALPHA) became a subsidiary
Spiky Corporation became a subsidiary (100% wholly owned subsidiary of Aristocrat Technologies (now CROSSALPHA))
Formed alliance with Daiichi Shokai Co., Ltd.
Sports entertainment field entered
2001
Total Workout Corporation established to provide high-quality sports gyms
2011
Total Workout premium management Inc. established
2014
Opened TOTAL FOODS food and beverage facility produced by Total Workout

Entertainment & Pachinko/Pachislot history

1998
Windows 98 released
1998
Opening of large-scale halls by leading pachinko hall operators accelerate
Number of pachislot machines installed exceeds one million
1999
i-mode proprietary Internet service for mobile phones launched
1999
Pachislot machines mounted with color LCD screens launched
Major pachinko/pachislot machine manufacturers launched a number of titles featuring original IP
2001
Universal Studios Japan opened
Tokyo DisneySea opened
Feature-length animation film Spirited Away (Sen to Chihiro no Kamikakushi) released
2002
FIFA World Cup Korea/Japan held

From 2003 | Toward the Multifaceted Development of IP

Amid diversifying media formats and growth in individual preferences, we strove to establish IP-driven business models to realize “The Greatest Leisure for All People.”
Utilizing funds from our public offering and other opportunities afforded by our 2003 stock market listing, we focused on obtaining many merchandising rights to develop high-quality IP into products from companies that possess such IP in areas such as comics, animations, movies, TV dramas, music, games, and sports.
In addition, we formed alliances with outstanding creative production companies and companies with the talented human resources and cutting-edge technology, taking new steps to develop the merchandising rights we obtained in pachinko/pachislot and other media as well.
The start of the 21st century saw the use of characters and other IP across the full spectrum of media formats. For pachinko machines, roughly 70 percent featured IP of some kind. Recognizing that this trend could lead to IP exhaustion in the future, we made it our mission to eliminate this looming concern.

Fields Transitions

2003
Shares listed on the JASDAQ market
New IP-driven business model announced
2004
The video game field entered as part of multifaceted IP development
2004
Pachinko/pachislot machine simulator software launched, following investment in D3 Publisher Inc.
2009
D3 Inc. shares sold to NAMCO BANDAI Games Inc.; Relationship with NAMCO BANDAI Games strengthened
2005
The movie field entered to acquire IP and promote multifaceted IP development
2005
Planning and production of many movies for the theater began, following investment in Kadokawa Haruki Corporation
2008
Investment in SPO Inc. (management company of movie theaters)
2006
The cabled and mobile online services field entered for the acquisition, creation and multifaceted development of IP
2006
The mobile site Fields Mobile developed, following investment in FutureScope Corporation
2010
IP Bros. Incorporated jointly established with NHN Japan Corporation; Pachinko/pachislot-related site Nanapachi developed
2015
IP Bros. Inc. absorbed into FutureScope Corp.
2015
Smartphone app ANIMAL×MONSTER distributed
Smartphone app the TOWER of PRINCESS distributed
Smartphone app the SOUL of SEVENS distributed
2007
The animation field entered to acquire and cultivate IP
2007
Lucent Pictures Entertainment, Inc., starts up, movie animation BERSERK THE GOLDEN AGE ARC trilogy planning and production commences

Entertainment & Pachinko/Pachislot history

2004
Social networking service Facebook started
2004
Pachinko/pachislot machine regulations revised
Pachinko machine regulations relaxed
Regulations to restrict the gambling aspect of pachislot machines further strengthened
CR Neon Genesis Evangelion, pachinko machine based on new regulations, launched
Major machine manufacturers release a host of machines featuring IP
2006
Information service Twitter started
1seg mobile digital terrestrial broadcasting launched
2006
Number of pachislot machines installed tops a record-high two million
2007
Kindle e-reader equipped with communication functions launched
2007
Pachislot machines transition smoothly to machines compatible with new regulations

From 2008 | Eyeing the Continuous Acquisition, Creation and Cultivation of IP

From our beginnings as an independent distributor of pachinko/pachislot machines, we have now achieved substantial growth in the Pachinko/Pachislot field driven by IP.
Along the way, we have brought companies with high-quality IP rights like Tsuburaya Productions Co., Ltd. under our umbrella, and sought out higher-added value for our IP by building a more robust network of prominent companies and talented partners in every field. In parallel, the Fields Group has also welcomed companies skilled in comics, animation, visual and other specialized field.
During this time, the exhaustion of characters and other high-quality IP in the pachinko/pachislot industry worsened. In light of the situation, we opted to make a strategic shift to a collective of business models centered on the continuous acquisition, creation and cultivation of IP.

Fields Transitions

2008
The video development field entered to enhance the entertainment offered by pachinko and pachislot
2008
Shin-Nichi Technology Co., Ltd. established
2009
F Corporation (currently BOOOM Corporation) established
2011
MICROCABIN CORP. made a subsidiary
2011
NEX ENTERTAINMENT CO., LTD. made a subsidiary
2013
Established F Corporation (now XAAX Inc.)
The digital comics fields entered as part of multifaceted IP development efforts
2008
Digital comics distribution began, following investment in Bbmf Magazine, Inc.
2012
Purchased shares in Bbmf Magazine, Inc.
2010
The comics field entered to create IP
2010
Publishing company HERO’S Inc. jointly established with Shogakukan Creative Inc.
2011
Publishing of HERO’S Monthly magazine began
2012
HERO’S Comics launched
Tsuburaya Productions Co., Ltd., owner of the Ultraman series and other high-quality IP, made a subsidiary
The movie production field entered to acquire and cultivate IP
2010
Digital Frontier Inc. made a subsidiary; Provision of high-quality video technology began
2011
Made Digital Frontier (Taiwan), Inc. and Fly Studio SDN. BHD. (Malaysia) subsidiaries of Digital Frontier to expand our video technology line overseas
2012
Announced “Developing Business Model” aimed at maximizing value centered on IP of characters and other

Entertainment & Pachinko/Pachislot history

2008
iPhone 3G launched in Japan
2008
Pachinko/pachislot halls operating at low playing cost expand in response to diversifying needs of fans
Pachislot machines utilizing high-quality IP revitalize the pachinko/pachislot market
Pachinko machines linked with other media, including movies, TV, mobile and live theater, launched
2010
Box-office earnings in Japan reach record levels due to the rising popularity of 3D in movies
Conversion of Mobage and GREE to open platform
“Cool Japan Office” established in Ministry of Economy, Trade and Industry Manufacturing Industries Bureau
2011
Analog terrestrial broadcasting discontinued and transferred completely to digital terrestrial broadcasting (excluding three prefectures affected by the Great East Japan Earthquake)
2012
iPhone 5 goes on sale, 4G LTE service commences
Achievement of record-breaking hit by Pazdra (PUZZLE & DRAGONS)
2012
Shares of major pachinko hall operator listed on the Hong Kong Exchanges and Clearing

From 2013 | Toward the Maximization of IP Value

Since 2012, the spread of smartphones, tablets and other digital devices, along with high-speed internet and devices with greater storage capacity have enabled the casual enjoyment of comics, visual and games without dependence on a specific platform, leading to diversification in the way people spend their leisure time.
Also, with the advent of new fixed price services for visual, books, music and other content, we have entered an age in which contents are in demand on a global basis.
In anticipation of these trends, Fields has promoted the cross-media development of IP through the acquisition, creation and cultivation of IP focused on the Japanese and global markets.
In an effort to plan, develop and provide products and services providing people of the world with personal fulfillment, Fields will continue striving toward the realization of its corporate philosophy “The Greatest Leisure for All People.”

Fields Transitions

2013
Strengthened cross-media development to realize enhanced value
2012
Collaborated with SOTSU CO., LTD and Toho Co., Ltd. to launch cross-media development of MAJESTIC PRINCE
2015
Collaborative development of various projects and brands through conceptual licensing of A MAN of ULTRA
2016
Awarded Japan Brand and Licensing Grand Prize for A MAN of ULTRA at Character & Brand of the Year 2016
2014
Accelerated global development of IP
2014
Created animation version of APPLESEED ALPHA in conjunction with Sony Pictures Entertainment (U.S.) released in the United States and Japan
2015
Global distribution of NINJA SLAYER FROM ANIMATION
2015
Global distribution of Ultraman X via Crunchy Roll, Tencent and other SVOD services
2016
Began distribution of e-books HERO’S works through collaboration with China Mobile and Kidstone in China
2016
Global distribution of animation program ACTIVERAID: Special Public Security Fifth Division Third Mobile Assault Eighth Unit
2016
Global distribution of Ultraman ORB via Crunchy Roll, Tencent and other SVOD services

Entertainment & Pachinko/Pachislot history

2013
Tokyo is selected as host city for the 2020 Olympic and Paralympic Games
2014
Implementation of voluntary regulations by industry bodies for both pachinko/pachislot machines
2015
Scale of market for theme parks and amusement parks grows to largest ever
Netflix Japan video streaming service commences operations
Amazon Prime video streaming services commence operations
2016
National Police Agency announces list of machines to be recalled related to the pachinko/pachislot nail problem and demands for removal within the current year

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