Nintendo Co., Ltd. 7974
TokyoConsumer electronicsFinancials to Jun 30, 2026 · Updated Oct 4, 2026
Moat ranks
Balance sheet
| ¥B | Mar '25 | Mar '26 |
|---|---|---|
| Cash | 1,414.1 | 1,316.7 |
| Securities | 644.1 | 900.2 |
| Debt | 0.0 | 0.0 |
| Net cash | 2,058.2 | 2,216.9 |
| Equity | 2,724.3 | 2,954.0 |
- Debt / EBITDA
- 0.00×
- Debt / equity
- 0.00×
- Leases (3/31/26)
- ¥7.5B
- Diluted shares
- 1,153M
- Book value / share
- ¥2,562.41
- Price / book
- 3.1×
- Net cash / share
- ¥1,922.97
- Market cap
- ¥9.05T
- Enterprise value
- ¥6.83T
Per-share record
Key indicators
| Indicator | Latest | Vs year ago | Last 8 quarters |
|---|---|---|---|
| Revenue growth | -9.5% | -141.6 pts | |
| Operating margin | 27.5% | +17.6 pts | |
| FCF margin | – | – | – |
| Capex / revenue | – | – | – |
| Annual playing users | 130.0M | 0% | |
| Switch 2 hardware units | 3.8M | -34% | |
| Switch 2 software units | 9.5M | +9% | |
| Switch software units | 33.8M | +39% | |
| Digital software sales | ¥132.7B | +90% |
Margins and growth from reported quarters; company KPIs as reported in results releases.
About 7974
Nintendo sells consoles and games built around protected franchises and a trusted family brand. Backward compatibility and broader third-party support are widening the Switch 2 ecosystem; annual playing users held at 130m.
- Ecosystem Complements
Nintendo runs an integrated hardware-software platform across Switch and Switch 2.
- Brand Trust
Nintendo's family-friendly positioning and characters cultivated across generations support trust and repeat demand.
- IP Choke Point
Nintendo controls Mario, Zelda and other protected franchises, giving its consoles games rivals cannot simply copy.
- Content Rights Currency
Nintendo earns from protected characters through licensing, merchandise, mobile content and films.
- Mar 31, 2026 · Legal charge −¥6.4B
The annual income statement reports a litigation loss. This is a legal charge outside platform operating profit; the disclosed amount covers the fiscal year.
- Jun 30, 2025 · Gain +¥32.3B
Sale of investment securities lifted pretax profit. It does not reflect demand for Nintendo hardware or games.
Ownership
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On this page
Financial record
| Fiscal year | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | TTM | Trend | Change 2017–26 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Per share (¥) | |||||||||||||
| Revenue | 407.14 | 879.02 | 999.71 | 1,098.45 | 1,476.55 | 1,436.19 | 1,374.58 | 1,436.02 | 1,000.58 | 1,988.27 | 1,959.10 | +19.3%/yr | |
| Cash flow | 15.90 | 126.74 | 142.00 | 291.93 | 513.84 | 245.38 | 277.07 | 396.91 | 10.37 | 249.10 | – | +35.8%/yr | |
| Earnings | 85.39 | 116.23 | 161.55 | 217.12 | 403.26 | 404.67 | 371.41 | 421.39 | 239.47 | 364.51 | 412.42 | +17.5%/yr | |
| Free cash flow | 7.19 | 118.74 | 133.06 | 283.66 | 507.96 | 238.96 | 258.02 | 383.06 | -5.96 | 225.75 | – | +46.7%/yr | |
| Capex | 8.71 | 8.00 | 8.94 | 8.26 | 5.89 | 6.43 | 19.04 | 13.85 | 16.33 | 23.35 | – | +11.6%/yr | |
| Dividends | 11.97 | 53.98 | 64.93 | 90.94 | 162.87 | 203.79 | 204.86 | 202.91 | 165.94 | 127.10 | – | +30.0%/yr | |
| Book value | 1,041.26 | 1,098.30 | 1,173.87 | 1,293.35 | 1,573.47 | 1,752.76 | 1,944.91 | 2,236.46 | 2,339.99 | 2,539.24 | 2,530.94 | +10.4%/yr | |
| Diluted shares (M) | 1,201 | 1,201 | 1,201 | 1,191 | 1,191 | 1,180 | 1,165 | 1,164 | 1,164 | 1,163 | 1,153 | -0.4%/yr | |
| Totals (¥B) | |||||||||||||
| Revenue | 489.1 | 1,055.7 | 1,200.6 | 1,308.5 | 1,758.9 | 1,695.3 | 1,601.7 | 1,671.9 | 1,164.9 | 2,313.1 | 2,258.5 | +18.8%/yr | |
| Operating income | 29.4 | 177.6 | 249.7 | 352.4 | 640.6 | 592.8 | 504.4 | 528.9 | 282.6 | 360.1 | 445.8 | +32.1%/yr | |
| Net income | 102.6 | 139.6 | 194.0 | 258.6 | 480.4 | 477.7 | 432.8 | 490.6 | 278.8 | 424.1 | 475.4 | +17.1%/yr | |
| Free cash flow | 8.6 | 142.6 | 159.8 | 337.9 | 605.1 | 282.1 | 300.7 | 446.0 | -6.9 | 262.6 | – | +46.1%/yr | |
| Buybacks | 0.0 | 0.1 | 31.0 | 0.0 | 0.1 | 95.4 | 50.7 | – | 0.0 | 99.9 | – | +139.9%/yr | |
| Dividends | 14.4 | 64.8 | 78.0 | 108.3 | 194.0 | 240.6 | 238.7 | 236.2 | 193.2 | 147.9 | – | +29.6%/yr | |
| Net cash | 946.1 | 988.0 | 1,083.0 | 1,216.8 | 1,742.4 | 1,710.9 | 1,879.2 | 2,252.7 | 2,058.2 | 2,216.9 | – | +¥1,270.8B | |
| Margins & returns (%) | |||||||||||||
| Gross margin | 40.7 | 38.2 | 41.7 | 49.0 | 55.2 | 55.8 | 55.3 | 57.1 | 61.0 | 39.3 | 44.5 | -1.4 pts | |
| Operating margin | 6.0 | 16.8 | 20.8 | 26.9 | 36.4 | 35.0 | 31.5 | 31.6 | 24.3 | 15.6 | 19.7 | +9.6 pts | |
| Net margin | 21.0 | 13.2 | 16.2 | 19.8 | 27.3 | 28.2 | 27.0 | 29.3 | 23.9 | 18.3 | 21.1 | -2.6 pts | |
| FCF margin | 1.8 | 13.5 | 13.3 | 25.8 | 34.4 | 16.6 | 18.8 | 26.7 | -0.6 | 11.4 | – | +9.6 pts | |
| ROIC | 7.1 | 39.3 | 55.9 | 79.6 | – | 121.1 | 95.4 | 110.3 | 31.0 | 35.8 | – | +28.7 pts | |
| Return on equity | 8.2 | 10.6 | 13.8 | 16.8 | 25.6 | 23.1 | 19.1 | 18.8 | 10.2 | 14.4 | 16.3 | +6.2 pts | |
| R&D % of revenue | 12.1 | 6.1 | 5.8 | 6.4 | 5.3 | 6.0 | 6.9 | 8.2 | 12.3 | 7.7 | 8.3 | -4.4 pts | |
| Capex % of revenue | 2.1 | 0.9 | 0.9 | 0.8 | 0.4 | 0.4 | 1.4 | 1.0 | 1.6 | 1.2 | – | -1.0 pts | |
Change uses 2017 and 2026 only: compound annual growth for amounts, points for margins and returns, and the change in amount for net cash. A dash means no 2017 base. Trend shows the fiscal years.
Moat
Moat scorecard
- Strength
- Confidence
- Structure
- Oligopoly
- Durability
- durable
- Trajectory
- widening
- Pricing power
- moderate
- Dedicated video game platforms93.3%3 claims
- IP-related income, etc.6.7%1 claim
Moat claims
- Applies to
- Dedicated video game platforms
- Confidence
- Durability
- durable
- Trajectory
- wideningas of Oct 4, 2026
Nintendo runs an integrated hardware-software platform across Switch and Switch 2. Backward compatibility preserved the older catalog, 130 million annual playing users sustained engagement, and the second-year third-party pipeline is broader than Switch had at the same stage.
Backward compatibility keeps the older library useful while Switch 2 gains a broader third-party lineup. Annual playing users held at 130m and both generations sold more software in Q1; announced releases must still reach paying players.
- Annual playing users130,000,0000%
- Switch 2 hardware units3,820,000-34%
- Switch 2 software units9,460,000+9%
- Switch software units33,810,000+39%
- Digital software sales¥132.7B+90%
- Digital share of software sales61.5%+2.2 pts
- Platform transition risk (new hardware cycle)
- Third-party content supply shifts to rival platforms
- Consumer time shifts to PC/mobile/cloud gaming
- Regulatory pressure on digital storefront practices
- SourceNintendo partners showcased in Nintendo Direct September 9, 2026Sep 10, 2026
- SourceNintendo FY2027 Q1 Financial Results Explanatory MaterialAug 6, 2026
- SourceNintendo FY2027 Q1 Earnings ReleaseAug 6, 2026
- Applies to
- Dedicated video game platforms
- Confidence
- Durability
- durable
- Trajectory
- stableas of Oct 4, 2026
Nintendo's family-friendly positioning and characters cultivated across generations support trust and repeat demand. Tomodachi Life exceeded eight million sell-through by August 5, and the Mario film drew a broad audience, but performance still depends on release quality and cadence.
Long-lived characters still attract families: Tomodachi Life exceeded 8m sell-through by August 5 and the Mario film drew viewers across ages. These show enduring appeal, without proving stronger loyalty or pricing power than before.
- Annual playing users130,000,0000%
- Switch 2 software units9,460,000+9%
- Switch software units33,810,000+39%
- First-party share of software sales82.6%+17.8 pts
- Brand dilution from over-release or lower-quality titles
- Reputation damage from hardware quality or online safety issues
- Demographic shifts away from Nintendo's core positioning
- SourceNintendo Annual Report 2026Jul 6, 2026
- SourceNintendo FY2027 Q1 Financial Results Explanatory MaterialAug 6, 2026
- Applies to
- Dedicated video game platforms
- Confidence
- Durability
- durable
- Trajectory
- stableas of Oct 4, 2026
Nintendo controls Mario, Zelda and other protected franchises, giving its consoles games rivals cannot simply copy. This depends on creative quality and legal enforcement. Pokémon is shared: Nintendo holds 32% of The Pokémon Company voting rights, so it does not own or consolidate all franchise economics.
Core franchise rights still differentiate the hardware and first-party games accounted for 82.6% of Q1 software sales. No material loss or expansion of those rights is disclosed; shared Pokémon ownership limits Nintendo’s control.
- Switch 2 software units9,460,000+9%
- Switch software units33,810,000+39%
- First-party share of software sales82.6%+17.8 pts
- Difficulty enforcing IP rights in all regions
- IP fatigue if franchises are overused
- Competitors' exclusive content reduces relative differentiation
- SourceNintendo Annual Report 2026Jul 6, 2026
- SourceNintendo FY2027 Q1 Financial Results Explanatory MaterialAug 6, 2026
- Applies to
- IP-related income, etc.
- Confidence
- Durability
- durable
- Trajectory
- stableas of Oct 4, 2026
Nintendo earns from protected characters through licensing, merchandise, mobile content and films. The Mario film lifted Q1 IP-related sales to JPY34,803m. Box office above USD1bn measures audience demand, not revenue retained by Nintendo; distribution partners share the proceeds.
The Mario film boosted IP income, demonstrating reach beyond console owners. Films and licensing receipts remain tied to release calendars and partner terms; a hit quarter does not show that recurring earnings power has widened.
- IP-related income¥34.8B+107%
- Partner dependence (film/theme park execution and revenue share terms)
- Overexposure / IP fatigue
- Regulatory or platform policy changes impacting mobile monetization
- SourceNintendo FY2027 Q1 Financial Results Explanatory MaterialAug 6, 2026
Profile change log
- Oct 4, 2026 · analyst revision
Added shared console and entertainment IP market profiles covering leaders, cycle, rates, currency, input costs, regulation and consumer demand. Software-spending and licensed-retail estimates are shown as narrower reference markets, without invented platform or IP-owner market shares.
- Oct 4, 2026 · analyst revision
Added ten years of annual figures, twelve quarters, six half-years and eight operating measures. Restated historical shares for the 2022 split, used the recast IP sales category and separated cash equivalents, borrowing principal and leases. Added the investment-sale gain, litigation loss, guidance, filing history and October 2 market value; kept undisclosed items missing.
- Oct 4, 2026 · business change
Added moat trajectories: the Switch 2 ecosystem is widening with backward compatibility and the September game lineup; brand, franchise rights and cross-media income remain stable. Added the investment debate and the November 5 results checkpoint.
- Oct 4, 2026 · analyst revision
Corrected Q1 sales-category shares using JPY483,009m and JPY34,803m over JPY517,813m, replacing ratios based on rounded billions. Linked the console and entertainment IP markets; kept Communication Services and Consumer electronics because consoles and their software remain the primary business.
- Oct 4, 2026 · analyst revision
Verified all four moat claims and kept their strength and confidence at 4. Added evidence and risks, including shared Pokémon ownership, tariff-refund effects and the difference between film box office and Nintendo income; clarified suppliers, sales-category boundaries, summary and management.
Industry & peers
Peer map
Hover a point for its values; click a peer to compare. Dashed lines: industry medians.
Global console gaming platforms
Dedicated game consoles and the associated software, digital stores, add-on content and online subscriptions sold worldwide. Includes Nintendo Switch, PlayStation and Xbox ecosystems; excludes PC and mobile games except as competing uses of player time and spending.
- Sony / PlayStation
- Microsoft / Xbox
- Nintendo / Switch
| Stocks | Moat | Gross m. | Op. m. | |
|---|---|---|---|---|
| 7974 | 86 | 44.5% | 19.7% | |
| Industry median | 3 | 86 | 44.5% | 19.7% |
| Sector median | 17 | 81 | 56.7% | 28.2% |
| All stocks median | 398 | 76 | 52.9% | 19.6% |
Moat medians cover every stock. Margin medians count only stocks with collected numbers and need at least three.
Drivers & risks
- New hardware and major exclusive games refresh the installed audience; backward compatibility can preserve spending on an older library.
- More third-party releases give console owners more reasons to stay and developers a larger audience; subscriptions and add-on content extend spending between full-game launches.
- Higher software and service prices can lift revenue even with slower player growth, if consumers continue buying.
- Currency has a strong effect on international earnings, but exposure differs by platform. Sony’s dollar sensitivity can benefit from cheaper components while yen appreciation against the euro reduces overseas profit; Nintendo’s mix is different.
- Rates have a low direct effect on game use and a medium indirect effect through consumer budgets and studio funding. Nintendo has no loans at its latest year-end; Sony carries borrowing costs and funds content and next-generation development.
- Console replacement is discretionary: inflation, high hardware prices and weaker household income can delay adoption, while PC and mobile compete for time and budgets.
- Memory and processor cost inflation, tariffs and supply shortages can compress hardware profit or force price increases that slow adoption.
- Large releases concentrate spending. A delayed or weak exclusive game can hurt hardware sales and developer support; rival blockbuster releases can capture the same holiday budget.
- Privacy, child-safety, digital-store competition and IP rules can change monetization. The UK store-pricing case awaits judgment; Sony’s move to digital-only new games can increase scrutiny of consumer choice and resale.
- Software development spending is committed ahead of uncertain demand; hardware inventories and supplier commitments can absorb cash before a launch.
- Reported account growth can coexist with weaker playing time. Higher subscription pricing needs sustained usage and content availability to retain payers.
Bulls & bears
Can Switch 2 turn Nintendo’s 130m playing accounts into sustained software spending and profit after launch comparisons and the tariff refund fade?
Arguments
What to watch
- 1Annual playing users, with the same trailing-year definition
- 2Switch 2 hardware sell-in and retail sell-through
- 3Switch and Switch 2 software units, with bundle treatment unchanged
- 4Digital software sales and first-party sales share
- 5IP-related income across a full release cycle
- 6Operating profit after disclosed tariff effects and component costs
- 7Inventory cash absorption and operating cash flow
Next check: November 5, 2026 first-half results, confirmed on Nintendo’s IR calendar.
Sources: company filings and dated sources collected for Find My Moat; market cap as of Oct 2, 2026. Not investment advice.
Free to reuse, commercially too, with a credit link. See the data license.
Moat Score 86/100 by <a href="https://www.findmymoat.com/stocks/XTKS:7974">Find My Moat</a> (as of September 2026)Request update
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