Koei Tecmo Holdings — Company History

Financial history 2010–2026 — revenue, cost structure, balance sheet, cash flow and key ratios, year by year →

Founded
1978
Head office
Ashikaga, Tochigi, Japan
Listed
1991 · TYO: 3635
Founder
Erikawa Yoichi
Former names
Koei (1978–2009) · Tecmo Koei Holdings (2009–14)
Revenue · FYE Mar 2026
$558.9M (¥88bn)
Net profit · FYE Mar 2026
$270.6M (¥43bn)
Koei Tecmo Holdings: long-term performance & turning pointsSales (revenue) and profit-margin ratio
Sales (¥ bn)Net margin (%)

1978Two independent houses: historical simulation out of a dye wholesaler, action out of building maintenance

  1. 1967Nihon Yacht, the forerunner of Tecmo, is incorporated
  2. 1978Erikawa Yoichi founds Koei in Ashikaga, Tochigi
  3. 1981Tehkan releases Pleiads, its first in-house amusement title
  4. 1981Koei releases its first entertainment title, Kawanakajima no Kassen
  5. 1983Koei releases Nobunaga’s Ambition
  6. 1985Koei releases Romance of the Three Kingdoms
  7. 1986Tecmo releases its first console title, Mighty Bomb Jack, and takes the name Tecmo
  8. 1989Tecmo releases Tecmo Bowl and Ninja Gaiden in the United States
  9. 1996Tecmo releases the fighting game Dead or Alive
  10. 2008Tecmo and Koei sign the integration agreement

For three decades the two halves of Koei Tecmo grew up apart, and neither began in games: one was a wholesaler of dyes and industrial chemicals in Ashikaga, the other a building-maintenance and amusement-machine business incorporated in Tokyo as a yacht company. By 2008 Koei had turned a birthday present into two of the longest-running franchises in Japanese games and carried no debt, while Tecmo was being sued by its own star producer and had run out of room to stay independent — which is what brought the two to the same table.

The dye wholesaler’s heir who crossed into games with <em>Kawanakajima no Kassen</em>

In July 1978 Erikawa Yoichi (襟川陽一) founded Koei in Ashikaga, Tochigi Prefecture, as a wholesaler of dyes and industrial chemicals. He set it up to rebuild a family business that had gone bankrupt the year before, and its original trade had nothing whatever to do with the games industry. The turning point came in October 1980, when his wife Erikawa Keiko (襟川恵子) gave him a Sharp MZ-80C personal computer for his thirtieth birthday. From there Erikawa Yoichi began writing his own games for the machine, and in October 1981 released his first, Kawanakajima no Kassen (川中島の合戦). At a time when computer RPGs and adventure games from abroad dominated the Japanese market, it opened a genre of its own — historical simulation set in the Sengoku period.

By the time Nobunaga’s Ambition (信長の野望) was released in March 1983 the company had shifted its centre of gravity to software development and withdrawn from the dye business. With two flagship series, Nobunaga’s Ambition (1983) and Romance of the Three Kingdoms (三國志, 1985), Koei established historical simulation as a genre and laid the foundation of long-lived IP that later entrants could not easily copy. The change of business was a decision to concentrate the firm’s resources on what was then an emerging niche, self-developed simulation games for personal computers: nothing from the dye-wholesaling years — not the sales channels, not the customers, not the commercial know-how — carried over to the games business, making it a change of industry in the literal sense. The resolve Erikawa Yoichi made at thirty was described in a later interview as follows.

Historical simulation series remained the centre of earnings, but through the 1990s Koei also pushed into other genres. The securities investment that would characterise its balance sheet in later years began in the same period, with Erikawa Keiko bringing into the company the know-how she had built up investing in shares on her own account. Some thirty years after its founding, Koei was an independent games company with two distinguishing traits: debt-free management, and IP operated over the long term. Tecmo, the company it would later combine with, had entered the games industry by a different route.

Building maintenance and <em>Ninja Gaiden</em>: Tecmo’s thirty crooked years and the crisis of 2008

Tecmo, the merger partner, was a company of separate descent, incorporated in July 1967 as Nihon Yacht Co. Its main businesses were building maintenance and the sale of commercial amusement machines. Its serious entry into game development began with the arcade title Pleiads (プレアデス) in 1981 and the Famicom titles Mighty Bomb Jack and Tehkan World Cup in 1986; in January of that year it changed its trading name to Tecmo. Where Koei had carved out a genre of its own in historical simulation, Tecmo grew in the mass-market genres of action and sports, and the complementary IP portfolios underpinned growth after the two came together. Through the 1990s and 2000s it established its representative action, fighting and creature-raising IP, among them Dead or Alive, Ninja Gaiden (忍者外伝) and Monster Rancher (モンスターファーム).

In 2008, however, Tecmo faced a severe management crisis. That May Itagaki Tomonobu (板垣伴信), lead producer of its flagship titles Dead or Alive and Ninja Gaiden, sued the company and its president Yasuda Yoshimi (安田善巳) for ¥148 million in unpaid success-based compensation. Tecmo dismissed Itagaki that June, and he raised his claim to more than ¥164 million. In August Yasuda announced his resignation for personal reasons, and chairman Kakihara Yasuharu (柿原康晴), the second-generation head of the founding family, took on the presidency as well in an emergency arrangement. The company’s results had been slowing through the second half of the 2000s, and with internal conflict and a change at the top coming at once, continuing as an independent company became difficult.

In November 2008 Koei and Tecmo announced that they would combine in April 2009. At the announcement Koei’s president Matsubara Kenji (松原健二) set out a profit plan to double the two companies’ combined operating profit within three years, while Tecmo’s president Kakihara Yasuharu explained the background to the decision in terms of a business environment in which competing alone had become difficult. The grounds for the combination were the long friendship between the two founders, complementary IP portfolios — historical simulation on one side, action and fighting games on the other — and room for cost savings by rationalising overlapping North American subsidiaries and domestic sales networks. Behind it lay a structural change in the industry: with the generational shift in home consoles (PS3, Wii and Xbox 360), development costs per title had risen to three to five times the scale of the previous generation, so that independent mid-sized games companies could no longer carry the burden of development investment alone.

Read the full history in Japanese →


2009Executing the merger: a holding company, eight straight years of profit growth, and one brand

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports
FY2010 · unconsolidated
Revenue$393M
Net income$30M
Net margin7.5%
FY2019 · consolidated
Revenue$358M
Net income$126M
Net margin35.1%
  1. 2009Koei and Tecmo combine; Koei Tecmo Holdings formed by share transfer and listed
  2. 2009Management of Koei’s four overseas sales subsidiaries taken over by absorption-type split
  3. 2009The four overseas sales subsidiaries become direct wholly owned subsidiaries
  4. 2010KOEI Corporation and TECMO, INC merge as TECMO KOEI AMERICA Corporation
  5. 2010Group reorganised around Koei Tecmo Games and two other core companies
  6. 2011Gust, the studio behind Atelier, becomes a wholly owned subsidiary
  7. 2014Hyrule Warriors released
  8. 2014English style changed to KOEI TECMO; holding company renamed
  9. 2015The combined operating-profit target set at the merger is met, four years late
  10. 2017Nioh passes one million units sold worldwide

The combination of April 2009 was carried out in stages rather than at a stroke: a holding company first, then a single operating company, then the absorption of the studios it bought, and finally, in 2014, a rebranding that put Koei’s name ahead of Tecmo’s in English. Underneath the reorganisation two engines were turning — long-lived IP resold along four routes, and an investment arm run by Erikawa Keiko — and between them they produced eight consecutive years of record earnings on revenue that barely moved.

A holding company, and a wholesale repositioning onto the “Koei first” style

On 1 April 2009 Koei and Tecmo established a joint holding company, Koei Tecmo Holdings — styled in English at the time as TECMO KOEI HOLDINGS — by share transfer; both companies were delisted the same day and the holding company was newly listed. The share-transfer ratio was 0.9 shares in the new company for each Tecmo share and one share for each Koei share, making it, on a combined enterprise-value basis, a combination led by Koei. That December Koei’s four overseas sales subsidiaries were reorganised directly under the holding company, switching to a structure in which the global sales network was managed centrally at holding-company level. In January 2010 the North American entities KOEI Corporation and TECMO, INC were merged and renamed TECMO KOEI AMERICA Corporation, a first step towards brand integration in North America.

In April 2010 Koei and Tecmo were merged to form Koei Tecmo Games Co., consolidating development and publishing into a single core operating company. At the same time the group’s business domains were reorganised into three companies: Koei Tecmo Games alongside Koei Tecmo Wave (media, rights and pachi-slot) and Koei Tecmo Net (online). In April 2011 Koei Tecmo Games absorbed the last of the old Koei and old Tehkan entities that had been re-established during the transition, completing the final shape of the operating-company integration. In December 2011 it took full ownership of Gust, the studio behind the Atelier (アトリエ) RPG series, bringing the JRPG genre in-house alongside Koei’s historical simulation and old Tecmo’s action titles. In October 2014 Gust was absorbed into Koei Tecmo Games, completing the full internalisation of the acquired studio.

In July 2014 the holding company changed its English style from TECMO KOEI to KOEI TECMO, and at the same time altered the form of its legal Japanese name from コーエーテクモホールディングス株式会社 to 株式会社コーエーテクモホールディングス. It was a global rebranding in the fifth year of the combination, aligning group companies, overseas entities and even title logos on the English style that put Koei first. In brand terms it acknowledged what had already been the case at the time of the combination on combined enterprise value, number of IPs and scale of revenue: that Koei led. From consolidated revenue of $445M (¥36bn) and ordinary profit of $92.8M (¥7bn) in FY11 (the year ended March 2012), the company reached revenue of $352.4M (¥39bn) and ordinary profit of $165.8M (¥18bn) in FY18 (the year ended March 2019) — revenue flat, but ordinary profit two and a half times larger. The plan drawn up immediately after the combination, aiming at combined operating profit of $210.6M (¥17bn) for the year ending March 2012, was achieved in 2015, four years late.

Investment income the equal of operating profit — Erikawa Keiko’s asset-management arm

What characterised the finances of Koei Tecmo Holdings after the combination was that investment income swelled to a scale on a par with operating profit from the core business. From FY15 (the year ended March 2016) onward, non-operating income was booked at between $55.1M (¥6bn) and $73.5M (¥8bn) every year, and in FY18 (the year ended March 2019) non-operating income of $76.1M (¥8bn) sat against operating profit of $108.7M (¥12bn), leaving the two almost evenly matched. The source was the return on an investment arm that placed roughly $905.8M (¥100bn) to $1.4B (¥160bn) of surplus group cash in shares, structured notes and similar instruments, run under an arrangement in which Erikawa Keiko oversaw investment policy. She had invested in shares on her own account since the age of eighteen, and the know-how she had accumulated privately since the Koei years was organised into a corporate function at the holding company after the combination.

The games industry has a structure in which rising development costs and the hit-or-miss fate of released titles swing single-year results by 20 to 30 per cent against the previous year. Koei Tecmo’s results in this period ran the other way: from FY11 to FY18 both ordinary profit and net profit rose without interruption. Eight consecutive years of record earnings rested on two wheels — stable profit from the core business, and investment income from outside games. In FY19 (the year ended March 2020), the tenth anniversary of the combination, the company delivered a ninth consecutive year of profit growth, its highest earnings since the combination, and a dividend of ¥60 a share (after a one-for-1.2 share split). Investment income played the part of offsetting single-year swings in the core business, and contributed to the stability of the dividend policy — either a payout ratio of 50 per cent or ¥50 a share.

Dependence on investment income was, however, ambivalent as a criterion for institutional investors. The achievement of raising the profit margin of the core games business, and the contingency of an accounting treatment that folds unrealised gains and losses on the investment portfolio into ordinary profit, sit side by side in the same set of accounts. That the breakdown between core-business profit and investment income was disclosed in ever greater detail at each results briefing from FY15 onward reflects how closely the market was watching that dependence. Running the profit of the games business and the return on investments through separate companies — an organisational split — was already being argued internally by management in this period as a structural proposition, and would be implemented later, in the establishment of a corporate-finance subsidiary in April 2025.

Selling the same IP four ways: new titles, DLC, mobile and collaborations

By the 2010s the earnings structure of Koei Tecmo Games had turned into a machine for monetising the long-lived IP it had held since its founding, over and over, across multiple platforms and revenue formats. Nobunaga’s Ambition, Romance of the Three Kingdoms, Musou (無双, released overseas as Warriors), Dead or Alive, Atelier and Winning Post were each rebuilt to generate revenue along four routes: new packaged releases, DLC, mobile versions, and collaboration titles built on another company’s IP. A collaboration title combines the settled fan base of an original work with Musou-style gameplay; it carries lower development risk than building new IP in-house from scratch, and even after paying a licence fee its economics are easier to foresee — a commissioned form of development. Hyrule Warriors (ゼルダ無双, 2014) and Fire Emblem Warriors (ファイアーエムブレム無双, 2017) are the representative examples, and the product design of borrowing the rights to a popular IP from Nintendo or another publisher and recasting it with the feel of Musou play took hold.

Overseas sales of the main IP also expanded through the 2010s. On packaged-game unit sales by region as at FY19 (the year ended March 2020), 2.95 million units were sold in Japan against 6.69 million overseas — 2.85 million in North America, 1.57 million in Europe and 2.27 million in Asia — so that the overseas share reached close to 70 per cent of units sold. There were regional tendencies: the historical simulation lines centred on Japan, the Musou and Dead or Alive lines on Asia and North America. Across the group as a whole, however, a balanced geographical spread was achieved. That raised resistance to swings in currencies and in regional economies, and softened the single-year variation in core-business profit.

Internally, Koei Tecmo Games kept several independent brands side by side — the Shibusawa Kou brand, ω-Force and Team NINJA among them — with each brand running its own IP and development organisation on its own profit and loss, an in-house brand system. Koinuma Hisashi (鯉沼久史), president of Koei Tecmo Games from 2015, said in a 2023 interview that this in-house brand system had begun to bear fruit in the 2020s. An organisation in which several IPs and several development brands run in parallel was also a mechanism for preventing a delay or a poor launch on any single title from striking group results directly.

Read the full history in Japanese →


2019The <em>Nioh</em> hit, a bigger investment portfolio, and the handover from the Erikawas

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports
FY2020 · consolidated
Revenue$399M
Net income$143M
Net margin35.9%
FY2026 · consolidated
Revenue$559M
Net income$271M
Net margin48.4%
  1. 2019Atelier Ryza released; the series later passes five million units
  2. 2020Nioh 2 released
  3. 2020Koei Tecmo Games moves its head office to Minato Mirai, Yokohama
  4. 2021Revenue rises 41 per cent in the year ended March 2021
  5. 2023A second consecutive record year: revenue ¥78.4bn, operating profit ¥39.1bn
  6. 2024Rise of the Ronin released
  7. 2024Non-operating income of ¥35.7bn exceeds operating profit of ¥28.5bn
  8. 2025Koei Tecmo Corporate Finance established as a subsidiary
  9. 2025Securities-management rights and obligations transferred to Koei Tecmo Corporate Finance
  10. 2025Koinuma Hisashi becomes representative director, president and CEO
  11. 2025Fourth medium-term plan targets a global top-ten place by operating profit

New IP arrived at last: Nioh and Atelier Ryza carried consolidated revenue from $390.8M (¥43bn) in the year ended March 2020 to $590.7M (¥88bn) in the year ended March 2026, while the investment book grew until, in the year ended March 2024, income from outside games exceeded the profit of the games business itself. What followed was a deliberate unpicking of the founders’ own roles — the investment arm into a company of its own under Erikawa Keiko, and the games business to Koinuma Hisashi after a handover fifteen years in the preparing.

<em>Nioh</em> and <em>Atelier Ryza</em>: the decade revenue doubled

The first Nioh (仁王) was released in 2017 and Nioh 2 in 2020, and the Sengoku action RPG developed by Team NINJA succeeded globally as new IP. Cumulative series sales passed eight million units as at 2025, making it the company’s representative case of new IP and leading on to Rise of the Ronin (released March 2024, developed by Team NINJA and published by Sony Interactive Entertainment). In the Atelier series that came from Gust, the Atelier Ryza (ライザのアトリエ) line released from 2019 was a hit at home and abroad, taking cumulative series sales past five million units. With stay-at-home demand under the pandemic as a tailwind, consolidated revenue in FY20 (the year ended March 2021) rose 41 per cent year on year to $564.7M (¥60bn) and operating profit 73 per cent to $227.6M (¥24bn).

In FY21 (the year ended March 2022) consolidated revenue was $662.2M (¥73bn) and operating profit $314.3M (¥35bn); in FY22 (the year ended March 2023) revenue was $596.8M (¥78bn) and operating profit $297.6M (¥39bn) — two consecutive years in which Koei Tecmo set a record. Across the industry over the same period, development costs for console and PC games had risen to $22.8M (¥3bn) to $38.1M (¥5bn) per title, so that recovering the investment required sales of several million units on a single work. Koei Tecmo spread its development risk through parallel development of multiple IP and the in-house brand system, while securing scale in the global market through a high overseas share of revenue — about 60 per cent of the total as at FY24.

The third medium-term management plan (2022–2024) set as its priority targets “the creation of new IP at the five-million-unit level” and “cumulative sales of 30 million units in the console and PC field”. The fourth plan that followed (2025–2027) set out cumulative three-year revenue of $2.0B (¥300bn) or more and operating profit of $668.2M (¥100bn) or more, with the goal of entering the global top ten by operating profit among digital entertainment companies. From operating profit of $211.9M (¥32bn) in FY24 (the year ended March 2025), reaching $668.2M (¥100bn) over three years requires an average of more than $220.5M (¥33bn) a year. Creating a title at the ten-million-unit level is not a goal a single year’s hit can deliver; it presupposes IP branding and continued development investment over several years.

The structure of a ¥160bn portfolio whose income overtook the core business

In the consolidated accounts for FY23 (the year ended March 2024), Koei Tecmo Holdings reported non-operating income of $254.1M (¥36bn) against operating profit of $202.8M (¥29bn). A set of results in which income from outside games exceeded the profit of the core games business drew the attention of institutional investors, analysts and people in the games industry alike. Against ordinary profit of $325.2M (¥46bn), the net contribution of non-operating items ($254.1M (¥36bn) of income less $131.7M (¥19bn) of expenses) was $122.4M (¥17bn), and the figures showed that a structure in which investment income on the scale of core-business profit is built into ordinary profit had persisted over several years. This was the consequence of the expansion of the investment portfolio that had run since around 2017 and 2018 — the stage at which a virtuous circle, in which cash flow from the core business accumulates in the investment balance, had begun to turn.

The portfolio grew from about $1.1B (¥120bn) as at 2020 to about $1.1B (¥160bn) as at 2025, composed mainly of listed shares in Japan, the United States and Hong Kong together with structured notes. It went on investing in the GAFA companies and in names across AI, the internet of things, cloud and security; investment policy was overseen by Erikawa Keiko, with a team in the group finance function proposing investment plans. Over the six years from FY18 (the year ended March 2019) to FY24 (the year ended March 2025), Koei Tecmo’s shareholders’ equity grew from $1.1B (¥119bn) to $1.3B (¥189bn), and the equity ratio was held above 90 per cent. Being effectively debt-free, with a high equity ratio, made possible a financial strategy of directing core-business cash flow into investment, and produced an earnings structure without parallel among its peers in the games industry.

In February 2025 Koei Tecmo Holdings established a new company, Koei Tecmo Corporate Finance Co., to separate out the group’s finance function. In April 2025 the rights and obligations relating to the management of securities and similar assets held by Koei Tecmo Games were transferred to the new company by absorption-type split, and Erikawa Keiko became its representative director and president, while also serving as honorary chairman and a director of the holding company. The reorganisation, separating the governance of investment from that of the games business into different legal entities, was an answer to the market’s interest in investment income and to a long-standing complaint from institutional investors that the profit of the core games business was hard to see. With a portfolio of about $1.1B (¥160bn) managed in an independent subsidiary, a structure was in place in which the profitability of the core games business and the contribution of investment income could be assessed separately.

A fifteen-year handover to Koinuma Hisashi, and the splitting of games from investment

In June 2025 the founder Erikawa Yoichi stepped back from president and CEO to become chairman with representative authority, and Koinuma Hisashi, then vice-president, became representative director, president, executive officer and CEO. Erikawa Keiko also stepped down as chairman, ending after twelve years the leadership by the Erikawa couple that had run since 2013. Koinuma joined Koei in 1994 and rose entirely within the company; he had served as president of Koei Tecmo Games from 2015 and became vice-president of the holding company in 2018. The generational handover from the Erikawas was not a short-term change at the top but a transition built on long-term successor development and the accumulated delegation of authority — as Erikawa Yoichi put it in a later interview, a handover plan that took fifteen years.

In a 2023 interview with Famitsu the new president Koinuma Hisashi set out the goal of creating a title at the ten-million-unit level, and made cumulative three-year sales of 30 million units in the console and PC field a pillar of the fourth medium-term management plan. Erikawa Yoichi, now chairman, said in a 2023 interview at CEDEC that the company had climbed from around thirtieth in the world by operating profit to seventeenth today, and can now draw a blueprint for aiming at being first, setting out for the first time a concrete route to the goal of being the world’s best that he had held since founding the company. A management policy conscious of the company’s global rank by operating profit connects directly to the fourth plan’s target of a top-ten place by operating profit.

Some forty-seven years after Koei was founded and sixteen after Koei Tecmo Holdings was established, the shift was complete from a structure in which the two founders were directly involved in running the company to one centred on Koinuma Hisashi and managers raised inside it. The Erikawas each concentrate on the governance of the investment side as heads of group subsidiaries — Koei Tecmo Asset Management and Koei Tecmo Corporate Finance — while the core games business is run by the new organisation under Koinuma, a division of labour. Through founder-led management that began in a dye wholesaler, the survival strategy of a merger partner that began in building maintenance, and nearly two decades of stability after the two were combined, underpinned by investment income, Koei Tecmo has entered a stage of working at two structural changes at once: the move from dependence on its founders to management by an organisation, and the separation of the core IP business from the investment arm.

Read the full history in Japanese →


Key decisions — the author’s view

The turning points, read in full: what was at stake, what was chosen and what the revenue did around it. The Japanese edition is the edition of record and carries the sourced dossier behind each decision — background, options weighed, outcome — linked under every decision.

Revenue (¥ bn) · net margin % · around FY2008

Key decision · 2008

The Koei–Tecmo combination: turning down Square Enix for a merger of equals (2008)

What it means to join as equals

The core of this combination can be seen in the fact that Tecmo, shaken by internal conflict, chose to join with Koei, a company of comparable size, rather than come under the wing of the far better capitalised Square Enix. Had it taken the form of the stronger side acquiring the weaker, the question of control would have been plain; Tecmo instead placed more weight on “maintaining and developing the brand” and on the relationship of trust between the two founders. IP portfolios with little overlap — Koei strong in historical simulation, Tecmo in action and fighting games — also supported the logic of joining as equals. That the share-transfer ratio came out at one new share for each Koei share against 0.9 for each Tecmo share, a difference of only a little, likewise tells us that this was a coming-together rather than a rescue.

Sixteen years on, whether the decision was right cannot be measured by the securing of scale alone. Consolidating the operating companies and unifying the brand style took several years, and the profit target set immediately after the combination was met four years late. That the integration proceeded in steps rather than in haste suggests it was not an emergency escape from internal strife but the long-term building of a management base, combining over time the complementary IP the two sides brought with them. Two long-established companies settling into a single holding company while each kept its own brand became the starting point of the management style by which Koei Tecmo today raises several flagship IPs in parallel.

This decision in Japanese — the full sourced dossier →

Revenue (¥ bn) · net margin % · around FY2024

Key decision · 2024

The financial strategy that grew Erikawa Keiko’s investing into an earnings source the equal of the core business (2024)

What it means for a games company to own an investment company as well

The core of this decision can be seen in the fact that the investment arm, which had served to absorb the swings of the core business, was deliberately carved out into a separate legal entity and made visible. Leave investment income dissolved into the parent’s accounts and ordinary profit will look inflated for the time being. What institutional investors wanted, however, was to assess the earning power of the games business itself separately from investment income, and Koei Tecmo answered that demand structurally, by making the investment function an independent company. A games software company owning a subsidiary whose sole business is investment management has almost no precedent among its peers.

Carving out the investment company does not, however, dissolve the structure of dependence on investment income itself. Even after the separation there continue to be quarters in which investment income lifts results, and Koei Tecmo’s management philosophy appears still unsettled as to whether to put the growth of the core business in the leading role, or to press its combined strength — investing skill included — as the company’s advantage. How far a record of investment tied to one person, Erikawa Keiko, the “investing genius”, can be converted into something a team can reproduce is the next focus of this financial strategy.

This decision in Japanese — the full sourced dossier →

Revenue (¥ bn) · net margin % · around FY2025

Key decision · 2025

The handover of the presidency to Koinuma Hisashi — a succession plan the Erikawas spent fifteen years on (2025)

The principle of entrusting the company to the one who earns

The core of this handover can be seen in the fact that the founding family entrusted management not to a blood relation but to a manager raised inside the company who knows the development floor. Erikawa Yoichi’s words — that he would entrust it to “the man who earns the most” — set out a principle different from the blood-first succession common in family-run firms. That the principle was put into practice only after fifteen years of preparation tells us at the same time that a merit-based succession cannot be made overnight. The process by which trust grew out of the work Koinuma showed on the development floor of Kessen (決戦) suggests a company that has valued proof on the floor above academic record or title.

At the same time, separating the authority to run the core business from the governance of asset management, and doing both at once, was an organisational redesign beyond a mere generational change. Entrusting the core business to Koinuma, who knows the essentials of game development, and moving Erikawa Keiko, skilled in asset management, into a dedicated subsidiary is a division of roles with the logic of concentrating resources where each is strongest. How far the “Erikawa style of management”, carried by the founding couple working in tandem, can be handed down in the divided form of a president from development and a subsidiary devoted to investment is something future results will show.

This decision in Japanese — the full sourced dossier →


References & sources

This English edition follows the Japanese one chapter by chapter. The Japanese edition remains the edition of record: it carries the source-by-source citations, the financial tables and the shareholder and executive records. 日本語版(詳細)— Koei Tecmo Holdings full history in Japanese →

  1. Koei Tecmo Holdings Co., Ltd. — 有価証券報告書 (annual securities reports), including the 沿革 corporate-history section; the annual report for the year ended March 2020; and the FY25 results briefing setting out the fourth medium-term management plan (2025–2027).
  2. Nihon Keizai Shimbun — 日本経済新聞 (Nikkei Inc.): 10 February 2021.
  3. Famitsu.com — ファミ通.com: 29 May 2023.
  4. 4Gamer.net: 5 September 2023.
  5. ITmedia News — ITmedia NEWS: 18 November 2008.

Yen amounts are converted at the average rate of each figure’s own year — not today’s rate; revenue charts are shown in yen. Exchange rates & sources — the full ¥/US$ table →



Data API

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