Konami Holdings Corp’s gaming and systems division reported revenue of JPY6.8 billion (US$65.5 million) for the second quarter of 2016, down by 0.8 percent in comparison with the prior-year period.
Profit for the segment was up 16.3 percent, to JPY740 million, Konami said in an announcement made available on its corporate website on Friday.
“For the three months ended June 30, 2016, although this [segment] was strong mainly in the North American market, sales decreased due to the effect of exchange rate changes [impacted] by the rising yen,” Konami said.
The firm added: “In the Asian and Oceanian market, we developed a richly diverse product line-up, including the new cabinet Concerto and the Podium series. The products enjoyed strong sales in the Asian market, especially in the Philippines.”
The firm stated Concerto and Podium also recorded “strong sales” in the North America and Australia markets during the period between April and June.
Konami also highlighted a positive performance in sales of casino management system Synkros during the second quarter, including new deployments in cruise ship casinos. The firm announced last month Synkros had been selected by international cruise operator Norwegian Cruise Line Holdings Ltd to equip the latter’s fleet, including a total of 18 vessels.
Konami additionally mentioned in its results announcement the positive feedback received by the firm regarding its new multi-station horse racing game “Fortune Cup” unveiled during May’s Global Gaming Expo Asia trade show in Macau. The product combines a traditional horse racing-themed mechanical game with digital betting stations.
In the gaming segment, Konami operates outside Japan via Konami Australia Pty Ltd and U.S.-based Konami Gaming Inc.
Group wide, Konami reported revenue of JPY49.4 billion for the second quarter of 2016, down by 3.5 percent in year-on-year terms. Profit jumped 35.8 percent year-on-year to JPY5.8 billion.
Besides casino slot gaming, the Japanese conglomerate is also involved in: the Japan-focused pachinko game segment; digital entertainment, including video games and mobile games; and health and fitness.
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