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BANDAI NAMCO Holdings Inc. (NCBDY)

New York Stock Exchange Consumer Cyclical LeisureView data quality →
73.0Good

ValueMarkers Composite Index

Top 100%#63 of 44,722
Undervalued

72% below intrinsic value ($0)

UndervaluedFair ValueOvervalued
Piotroski
7/9
Strong
Beneish
-2.84
Low Risk
Altman
3.04
Safe
DCF Value
$0
Undervalued
ROIC
12.7%
Adequate
P/E
21.6
Fair
Updated: ·Source: Data sourced from SEC filings and institutional providers. Not financial advice.·Report data issue

BANDAI NAMCO Holdings Inc. (NCBDY) — VMCI valuation read

NCBDY prints VMCI 73/100 inside the Consumer Cyclical sector, where the median sits at 50. The 23-point above-median delta is the cleanest single-number summary of BANDAI NAMCO Holdings Inc.'s composite stance, and in the mid-cap bucket it places the share ahead of the typical peer on the five-pillar mix.

On NCBDY, the SEC EDGAR Form 4 stream shows no insider buys or sells in the past 30 days. Quiet tapes happen; they just remove a signal that bull and bear cases sometimes lean on for confirmation.

**Investor frame.** NCBDY trades at 24.0x earnings, 33% above the Consumer Cyclical median of 18.0x; that is the value line. ROIC of 18.0% sits 8.0pp above the Consumer Cyclical median (10.0%); that is the quality line. net debt to EBITDA of 3.2x is the binding constraint on the bear case; that is the risk line for BANDAI NAMCO Holdings Inc. on the trailing financials.

NCBDY rose 0.5% over the trailing 7 days, with a -0.1% read on a 30-day basis.

BANDAI NAMCO Holdings Inc. develops entertainment-related products and services worldwide. Its Toys and Hobby segment offers toys, capsule and candy toys, cards, confectionery, food, apparel, sundries, plastic models, figures, communications and peripheral equipment, consumer electronics, character-based products, pachinko and pachislot machines, medical and electronic-related equipment, playground equipment, bicycles, furniture, visual, RC and robot toys, molds, stationery, prizes, and other products. This segment is also involved in the contract operations for inspecting and testing; and import and export of toys, etc. The company's Network Entertainment segment plans, develops, and distributes network content, as well as home video games, live events, machines, Internet-based online games, other software and services, amusement machines, etc.; and provides advertising, promotion, online video distribution and games platforms, communication and related tools, and shared services, as well as visual substrates. Its Real Entertainment segment plans, produces, and sells amusement machines; plans and operates amusement facilities, etc.; and provides after-sales services and stocks and sells pre-owned amusement machines and products. The company's Visual and Music Production segment offers visual and music content and package software, and audio engineering services; conducts live entertainment operations; plans and produces animation; manages affiliated artists; operates fan clubs; produces visual products related to live performances, events, and music; plans, produces, and sells goods, tickets, etc. Its IP Creation segment plans and produces animations, labels, events, etc., as well as music related to animations; manages and administers copyrights and other rights. The company was formerly known as NAMCO BANDAI Holdings, Inc. and changed its name to BANDAI NAMCO Holdings Inc. in June 2014. The company was founded in 2005 and is headquartered in Tokyo, Japan.

CEO: Yuji Asako11,159 employeesJPwww.bandainamco.co.jp

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