{"id":29016,"date":"2026-05-18T12:07:24","date_gmt":"2026-05-18T18:07:24","guid":{"rendered":"https:\/\/rec0ded88.com\/?p=29016"},"modified":"2026-05-18T12:17:23","modified_gmt":"2026-05-18T18:17:23","slug":"sega-sammy","status":"publish","type":"post","link":"https:\/\/rec0ded88.com\/de\/statistics\/sega-sammy\/","title":{"rendered":"Sega Sammy Statistics 2026: Revenue, Pachislot Market Share, Gaming And Entertainment Data"},"content":{"rendered":"<style>\n@import url('https:\/\/fonts.googleapis.com\/css2?family=Inter:wght@400;500;600;700&display=swap');\n.cbg-article .meta{text-align:center;color:#555;margin-bottom:14px;font-size:15px;}\n.cbg-article a{color:#1a4fbf;text-decoration:none;border-bottom:1px solid #d6def0;}\n.cbg-article a:hover{border-bottom-color:#1a4fbf;}\n.cbg-article details{border-bottom:1px solid #e5e5e5;padding:14px 0;}\n.cbg-article details:first-of-type{border-top:1px solid #e5e5e5;}\n.cbg-article summary{cursor:pointer;font-weight:500;padding:6px 0;list-style:none;font-size:17px;position:relative;padding-right:28px;}\n.cbg-article summary::-webkit-details-marker{display:none;}\n.cbg-article summary::after{content:'+';position:absolute;right:0;top:6px;font-size:22px;color:#555;}\n.cbg-article details[open] summary::after{content:'\u2212';}\n.cbg-article details p{padding-top:10px;margin-bottom:0;color:#333;}\n.cbg-article table{width:100%;border-collapse:collapse;margin:18px 0 8px;}\n.cbg-article th{background:#f5f5f5;font-weight:600;text-align:center;padding:10px 14px;border:1px solid #e0e0e0;font-size:15px;}\n.cbg-article td{text-align:center;padding:9px 14px;border:1px solid #e0e0e0;font-size:15px;}\n.cbg-article .source-line{font-size:13px;color:#777;margin:4px 0 18px;text-align:right;}\n\n\/* Chart container - Fixed: block layout, title on top, centered *\/\n.cbg-article .chart-wrap {\n  display: block;\n  margin: 22px auto;\n  max-width: 700px;\n  padding: 20px 24px 16px;\n  border: 1px solid #e5e5e5;\n  border-radius: 6px;\n  background: #fff;\n}\n\n.cbg-article .chart-title {\n  display: block;\n  font-family: 'Inter', -apple-system, BlinkMacSystemFont, 'Segoe UI', sans-serif;\n  font-size: 15px;\n  font-weight: 600;\n  color: #222;\n  text-align: center;\n  margin: 0 0 16px 0;\n}\n\n.cbg-article .chart-content {\n  height: 400px;\n  position: relative;\n}\n\n.cbg-article .chart-content canvas {\n  width: 100% !important;\n  height: 100% !important;\n}\n\n@media (max-width: 600px) {\n  .cbg-article .chart-content { height: 320px; }\n}\n<\/style>\n<script src=\"https:\/\/cdn.jsdelivr.net\/npm\/chart.js\"><\/script>\n\n<div class=\"cbg-article\">\n\n<p>Sega Sammy Holdings recorded \u00a5487.5 billion ($3.08 billion) in net sales for the fiscal year ended March 31, 2026, a 13.6% increase over the prior year. The company still posted a net loss of \u00a55.7 billion ($36 million), driven by \u00a558.8 billion in extraordinary write-downs tied to Rovio Entertainment and Stakelogic. This article covers the latest Sega Sammy statistics for 2026, including revenue, segment performance, game sales, market cap, workforce, and the company&#8217;s forward outlook.<\/p>\n\n<h2>Sega Sammy Statistics 2026 &#8211; TL;DR<\/h2>\n\n<p>Sega Sammy&#8217;s FY2026 net sales reached \u00a5487.5 billion ($3.08 billion), up 13.6% year-over-year.<\/p>\n<p>The company reported a net loss of \u00a55.7 billion ($36 million) after \u00a558.8 billion in extraordinary charges, including a \u00a531.3 billion Rovio impairment.<\/p>\n<p>Free-to-play game revenue grew 14% to \u00a553.7 billion ($341 million), while full game sales dropped 12% to \u00a567.2 billion ($426 million).<\/p>\n<p>Sega canceled its long-planned &#8220;Super Game&#8221; AAA online project and announced a \u00a520 billion share buyback program.<\/p>\n<p>For FY2027, the company forecasts \u00a5510 billion ($3.2 billion) in net sales, a 4.6% increase, while operating income is expected to dip 5.6% to \u00a544.5 billion.<\/p>\n\n<h2>How Much Revenue Does Sega Sammy Generate?<\/h2>\n\n<p>Sega Sammy&#8217;s annual revenue has fluctuated between \u00a5320 billion and \u00a5487 billion over the past five fiscal years. FY2024 (ending March 2024) was the peak at \u00a5468.9 billion, followed by a 8.5% decline in FY2025 before the FY2026 rebound. The latest full-year figure of \u00a5487.5 billion is the highest in the company&#8217;s recent history, though much of the top-line growth came from Pachislot title sales and the consolidation of acquired companies <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/video-game-statistics\/\">across the broader gaming industry<\/a>.<\/p>\n\n<table>\n<tr><th>Fiscal Year (Ending March)<\/th><th>Net Sales (\u00a5 Billion)<\/th><th>Operating Income (\u00a5 Billion)<\/th><th>Net Income (\u00a5 Billion)<\/th><\/tr>\n<tr><td>FY2022<\/td><td>320.9<\/td><td>32.0<\/td><td>N\/A<\/td><\/tr>\n<tr><td>FY2023<\/td><td>389.6<\/td><td>46.8<\/td><td>N\/A<\/td><\/tr>\n<tr><td>FY2024<\/td><td>468.9<\/td><td>57.9<\/td><td>33.1<\/td><\/tr>\n<tr><td>FY2025<\/td><td>428.9<\/td><td>48.1<\/td><td>45.0<\/td><\/tr>\n<tr><td>FY2026<\/td><td>487.5<\/td><td>47.1<\/td><td>-5.7<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy Holdings IR \/ Yahoo Finance<\/p>\n\n<div class=\"chart-wrap\">\n  <div class=\"chart-title\">Sega Sammy Annual Revenue (\u00a5 Billion)<\/div>\n  <div class=\"chart-content\">\n    <canvas id=\"revenueChart\"><\/canvas>\n  <\/div>\n<\/div>\n\n<h2>Sega Sammy Statistics by Business Segment<\/h2>\n\n<p>Entertainment Contents remains Sega Sammy&#8217;s largest segment at \u00a5326.6 billion ($2.07 billion) in FY2026 sales. Operating income for that division fell to \u00a532.4 billion, down from \u00a540.8 billion a year earlier, on weaker full-game performance and the Rovio drag. The Pachislot and Pachinko Machines segment bounced back with strong title launches, while the Gaming segment (casino equipment, Stakelogic, GAN) posted \u00a525.3 billion in revenue but a widened operating loss of \u00a57.2 billion.<\/p>\n\n<table>\n<tr><th>Segment<\/th><th>FY2026 Revenue (\u00a5 Billion)<\/th><th>FY2026 Operating Income (\u00a5 Billion)<\/th><\/tr>\n<tr><td>Entertainment Contents<\/td><td>326.6<\/td><td>32.4<\/td><\/tr>\n<tr><td>Pachislot &#038; Pachinko Machines<\/td><td>135.6 (est.)<\/td><td>Profitable<\/td><\/tr>\n<tr><td>Gaming (Casino\/Online)<\/td><td>25.3<\/td><td>-7.2<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy FY2026 Results Presentation (May 12, 2026)<\/p>\n\n<div class=\"chart-wrap\">\n  <div class=\"chart-title\">FY2026 Revenue by Segment<\/div>\n  <div class=\"chart-content\">\n    <canvas id=\"segmentChart\"><\/canvas>\n  <\/div>\n<\/div>\n\n<h2>Sega Sammy Game Sales Statistics<\/h2>\n\n<p>Full game sales (premium titles) generated \u00a567.2 billion ($426 million) in FY2026, a 12% decline year-over-year. Unit sales fell from 24.8 million to roughly 19.5 million through Q3 alone. New releases like Sonic Racing: CrossWorlds and Football Manager 26 contributed, but repeat catalog sales continued to outpace new titles by a wide margin. In FY2025, older games outsold new releases at a 4-to-1 ratio, and that pattern carried into FY2026.<\/p>\n\n<p>Free-to-play revenue grew 14% to \u00a553.7 billion ($341 million), helped by Persona 5: The Phantom X and Sonic Rumble Party, though the latter underperformed against internal targets. Licensing revenue tied to the Sonic IP reached \u00a512.2 billion through Q3, supported by 714 active licensees. For those tracking the broader <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/mobile-gaming-revenue-vs-console-gaming-statistics\/\">mobile gaming versus console gaming revenue split<\/a>, Sega&#8217;s F2P tilt mirrors a wider industry trend.<\/p>\n\n<table>\n<tr><th>Category<\/th><th>FY2025 Revenue (\u00a5 Billion)<\/th><th>FY2026 Revenue (\u00a5 Billion)<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Full Game Sales<\/td><td>76.4<\/td><td>67.2<\/td><td>-12%<\/td><\/tr>\n<tr><td>Free-to-Play<\/td><td>47.1<\/td><td>53.7<\/td><td>+14%<\/td><\/tr>\n<tr><td>Sonic Licensing (Q3 YTD)<\/td><td>N\/A<\/td><td>12.2<\/td><td>N\/A<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy Q3 and Full-Year FY2026 Results<\/p>\n\n<div class=\"chart-wrap\">\n  <div class=\"chart-title\">Game Revenue: Full Game vs. Free-to-Play (\u00a5 Billion)<\/div>\n  <div class=\"chart-content\">\n    <canvas id=\"gameRevenueChart\"><\/canvas>\n  <\/div>\n<\/div>\n\n<h2>What Is Sega Sammy&#8217;s Market Cap and Stock Price?<\/h2>\n\n<p>Sega Sammy&#8217;s market capitalization stood at approximately $2.95 billion (\u00a5464 billion) as of May 2026. That represents a decline of about 20% from its 2025 peak. The stock traded at around \u00a52,482 on the Tokyo Stock Exchange in April 2026, within a 52-week range of \u00a52,174 to \u00a53,875 (ADR equivalent: $3.46 to $6.16). The most recent analyst consensus rating is a Buy with a \u00a53,400 price target. The company pays an annual dividend of \u00a555 per share, yielding roughly 2.5%.<\/p>\n\n<table>\n<tr><th>Metric<\/th><th>Value (May 2026)<\/th><\/tr>\n<tr><td>Market Cap (USD)<\/td><td>~$2.95 Billion<\/td><\/tr>\n<tr><td>Stock Price (TSE: 6460)<\/td><td>~\u00a52,482<\/td><\/tr>\n<tr><td>52-Week Range (ADR)<\/td><td>$3.46 &#8211; $6.16<\/td><\/tr>\n<tr><td>Annual Dividend<\/td><td>\u00a555 per share<\/td><\/tr>\n<tr><td>Dividend Yield<\/td><td>~2.5%<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: CompaniesMarketCap \/ Investing.com \/ TipRanks<\/p>\n\n<h2>How Many People Work at Sega Sammy?<\/h2>\n\n<p>Sega Sammy employed approximately 8,623 people as of April 2026, according to Stock Events data. Other sources cite between 7,535 and 10,373 depending on whether all subsidiaries are included. The group&#8217;s workforce spans offices in Tokyo (headquarters in Shinagawa-ku), North America, Europe, and South Korea. The company has been restructuring its overseas development footprint, including the 2025 transfer of Amplitude Studios SAS through a management buyout, while expanding its international R&#038;D share. If you&#8217;re interested in where gaming employees and players concentrate, the <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/pc-gaming-statistics\/\">PC gaming statistics<\/a> breakdown covers regional player distributions.<\/p>\n\n<h2>Sega Sammy Impairment Losses and Rovio Write-Down<\/h2>\n\n<p>The \u00a558.8 billion ($373 million) in extraordinary losses was the biggest story of FY2026. Sega acquired Rovio Entertainment (the Angry Birds studio) in 2023, and in Q3 FY2026 took a \u00a531.3 billion impairment charge on Rovio&#8217;s goodwill and intangible assets. A separate \u00a515 billion impairment for Stakelogic BV, the online slots company acquired in 2024, added to the damage. These charges swung the bottom line from a \u00a545 billion profit in FY2025 to a \u00a55.7 billion loss.<\/p>\n\n<p>Sega Sammy responded by suspending large-scale mergers and acquisitions and announcing a \u00a520 billion share buyback. The company plans to focus on integrating existing assets rather than pursuing new deals, a shift from the acquisition-heavy approach of the past three years.<\/p>\n\n<div class=\"chart-wrap\">\n  <div class=\"chart-title\">Net Income vs. Extraordinary Losses FY2024-FY2026 (\u00a5 Billion)<\/div>\n  <div class=\"chart-content\">\n    <canvas id=\"incomeChart\"><\/canvas>\n  <\/div>\n<\/div>\n\n<h2>Sega Sammy&#8217;s &#8220;Super Game&#8221; Cancellation and Strategic Shift<\/h2>\n\n<p>Sega officially canceled its &#8220;Super Game&#8221; project in May 2026. First announced in 2021 as a partnership with Microsoft to build games on the Azure cloud platform, the company had originally projected lifetime sales of at least \u00a5100 billion (~$672 million) and considered investing nearly $1 billion in development and acquisitions to create a global AAA online hit. The project explored blockchain and NFT technology before Sega cooled on that direction in 2023. No additional costs were recorded from the cancellation.<\/p>\n\n<p>The company is now reducing its F2P game development priority and refocusing on medium- to long-term growth through its established IP library. Premium game titles from franchises like Like a Dragon, Persona, and Sonic remain the development priority. Sega&#8217;s upcoming pipeline includes Crazy Taxi, Jet Set Radio, Golden Axe, Streets of Rage, Persona 4 Revival, a new Virtua Fighter, Stranger Than Heaven, and a sequel to Alien: Isolation. On the transmedia front, The Angry Birds Movie 3 is set for December 2026 and Sonic the Hedgehog 4 for March 2027. For context on how <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/in-game-purchase-spending-habit-statistics\/\">in-game purchase spending trends<\/a> are reshaping publisher strategies, the shift away from live-service models is becoming more common.<\/p>\n\n<h2>Sega Sammy FY2027 Forecast<\/h2>\n\n<p>Sega Sammy projects \u00a5510 billion ($3.2 billion) in net sales for FY2027 (ending March 2027), a 4.6% increase over FY2026. Operating income is expected to decline 5.6% to \u00a544.5 billion ($282.4 million) as the company increases investment in content development and marketing. The entertainment contents division is targeted for 11.1% growth, driven by four major new IP title releases and expanded transmedia licensing.<\/p>\n\n<p>The Pachislot and Pachinko segment may see lower average unit prices due to full-scale rollout of newer machine types, and pachinko unit sales are forecast to decline on market contraction. The gaming segment will continue absorbing integration costs from Stakelogic and GAN.<\/p>\n\n<table>\n<tr><th>Metric<\/th><th>FY2026 (Actual)<\/th><th>FY2027 (Forecast)<\/th><th>Change<\/th><\/tr>\n<tr><td>Net Sales<\/td><td>\u00a5487.5B<\/td><td>\u00a5510.0B<\/td><td>+4.6%<\/td><\/tr>\n<tr><td>Operating Income<\/td><td>\u00a547.1B<\/td><td>\u00a544.5B<\/td><td>-5.6%<\/td><\/tr>\n<tr><td>Annual Dividend<\/td><td>\u00a555\/share<\/td><td>\u00a555\/share (est.)<\/td><td>Flat<\/td><\/tr>\n<\/table>\n<p class=\"source-line\">Source: Sega Sammy FY2026 Results Presentation<\/p>\n\n<h2>Sega Sammy Gaming Segment Statistics<\/h2>\n\n<p>The gaming segment, which covers casino equipment (Sega Sammy Creation), online gaming (Stakelogic, GAN), and the company&#8217;s 45% stake in South Korea&#8217;s Paradise City integrated resort, posted \u00a525.3 billion ($160 million) in FY2026 revenue. That was a sharp increase from \u00a57.7 billion a year earlier, largely from the first-time consolidation of Stakelogic and GAN.<\/p>\n\n<p>Operating losses widened from \u00a50.7 billion to \u00a57.2 billion ($46 million), driven by acquisition integration costs and restructuring expenses. Gaming machine sales rose 43.1% to \u00a58.3 billion ($53 million) on strong North American demand, particularly for video slot titles like Railroad Riches. Paradise City recorded all-time highs in both <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/steam-game-statistics\/\">drop amounts and hotel occupancy<\/a> during August 2025, fueled by Japanese VIP and mass-market visitors. The <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/most-popular-esports-games-by-viewership-statistics\/\">esports viewership landscape<\/a> continues to grow alongside Sega&#8217;s broader push into competitive and social gaming.<\/p>\n\n<h2>Sega Sammy Shareholder Returns and Capital Strategy<\/h2>\n\n<p>Sega Sammy&#8217;s shareholder return policy targets either a DOE (Dividend on Equity) ratio of 3% or more, or a total return ratio of 50% or more, whichever is higher. The annual dividend for FY2026 was \u00a555 per share, up from \u00a552 in FY2025. The company executed a \u00a520 billion share buyback between February and March 2026 as part of its revised strategic investment approach.<\/p>\n\n<p>For FY2027, Sega Sammy expects to maintain the \u00a555 per share dividend (\u00a527 interim, \u00a528 year-end), resulting in total shareholder returns of approximately \u00a511.7 billion. The stock spiked over 6% in after-hours trading on May 12, 2026, following the earnings release and guidance update.<\/p>\n\n<h2>Sega Sammy Statistics: Key IP Performance<\/h2>\n\n<p>Sonic remains the company&#8217;s strongest IP across both gaming and licensing. Sonic licensing revenue reached \u00a512.2 billion through Q3 FY2026, already exceeding the prior full-year total, with 714 active licensees. Sonic Racing: CrossWorlds launched September 2025, and Sonic Rumble Party arrived in November 2025, though the latter fell short of targets. The upcoming Sonic the Hedgehog 4 film (March 2027) is expected to further boost licensing activity.<\/p>\n\n<p>The Like a Dragon franchise provided stability, with Yakuza Kiwami 3 and Dark Ties launching in February 2026. Persona continued with mixed results: Persona 5: The Phantom X underperformed on mobile, while Persona 3 Reload performed well on Nintendo Switch 2. Football Manager 26 contributed to the <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/pc-gaming-market-size-statistics\/\">PC gaming market<\/a> segment. The company plans four major new IP title releases during FY2027, alongside continued transmedia expansion through film, animation, and <a href=\"https:\/\/rec0ded88.com\/de\/statistics\/teenagers-playing-video-games\/\">merchandise targeting younger demographics<\/a>.<\/p>\n\n<h2>FAQ<\/h2>\n\n<details>\n<summary>What is Sega Sammy&#8217;s annual revenue in 2026?<\/summary>\n<p>Sega Sammy reported \u00a5487.5 billion ($3.08 billion) in net sales for the fiscal year ended March 31, 2026, a 13.6% increase over the prior year.<\/p>\n<\/details>\n\n<details>\n<summary>Why did Sega Sammy report a net loss in FY2026?<\/summary>\n<p>Sega posted a \u00a55.7 billion ($36 million) net loss due to \u00a558.8 billion in extraordinary charges, primarily from impairment write-downs on Rovio (\u00a531.3 billion) and Stakelogic (\u00a515 billion).<\/p>\n<\/details>\n\n<details>\n<summary>What is Sega Sammy&#8217;s market cap in 2026?<\/summary>\n<p>Sega Sammy&#8217;s market capitalization is approximately $2.95 billion as of May 2026, ranking it as the world&#8217;s 4,148th most valuable company.<\/p>\n<\/details>\n\n<details>\n<summary>Did Sega cancel its Super Game project?<\/summary>\n<p>Yes. Sega confirmed in May 2026 that the &#8220;Super Game&#8221; AAA online title, first announced in 2021, has been canceled with no additional costs. The company is shifting focus to established IP and medium-term growth.<\/p>\n<\/details>\n\n<details>\n<summary>What is Sega Sammy&#8217;s revenue forecast for FY2027?<\/summary>\n<p>Sega Sammy forecasts \u00a5510 billion ($3.2 billion) in net sales for FY2027, a 4.6% increase, with operating income expected at \u00a544.5 billion, a 5.6% decline.<\/p>\n<\/details>\n\n<p style=\"margin-top:32px;font-size:15px;color:#555;\">Sources:<\/p>\n<p style=\"font-size:14px;\"><a href=\"https:\/\/www.segasammy.co.jp\/en\/ir\/finance\/profits\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/www.segasammy.co.jp\/en\/ir\/finance\/profits\/<\/a><\/p>\n<p style=\"font-size:14px;\"><a href=\"https:\/\/focusgn.com\/asia-pacific\/sega-sammy-posts-%C2%A55-7bn-loss-as-impairments-hit-fy2026-results\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/focusgn.com\/asia-pacific\/sega-sammy-posts-%C2%A55-7bn-loss-as-impairments-hit-fy2026-results<\/a><\/p>\n<p style=\"font-size:14px;\"><a href=\"https:\/\/companiesmarketcap.com\/sega-sammy-holdings\/marketcap\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/companiesmarketcap.com\/sega-sammy-holdings\/marketcap\/<\/a><\/p>\n<p style=\"font-size:14px;\"><a href=\"https:\/\/twistedvoxel.com\/sega-sammy-q3-profit-falls-despite-franchise-pipeline-update\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/twistedvoxel.com\/sega-sammy-q3-profit-falls-despite-franchise-pipeline-update\/<\/a><\/p>\n\n<\/div>\n\n<script>\ndocument.addEventListener('DOMContentLoaded', function(){\n  \/\/ Chart 1: Revenue bar\n  var ctx1 = document.getElementById('revenueChart');\n  if (ctx1) {\n    new Chart(ctx1, {\n      type: 'bar',\n      data: {\n        labels: ['FY2022', 'FY2023', 'FY2024', 'FY2025', 'FY2026'],\n        datasets: [{\n          label: 'Net Sales (\u00a5 Billion)',\n          data: [320.9, 389.6, 468.9, 428.9, 487.5],\n          backgroundColor: ['#4A7FB5', '#4A7FB5', '#4A7FB5', '#4A7FB5', '#2C5F8A'],\n          borderRadius: 4\n        }]\n      },\n      options: {\n        responsive: true,\n        maintainAspectRatio: false,\n        plugins: {\n          legend: { display: false },\n          title: { display: false }\n        },\n        scales: {\n          y: { beginAtZero: true, grid: { color: '#eee' }, ticks: { callback: function(v){ return '\u00a5' + v + 'B'; 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