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Capcom Co., Ltd.
Company typePublic
TYO: 9697
IndustryVideo games
Entertainment
FoundedJune 11, 1983[1]
HeadquartersJapan:
Osaka, Tokyo, Iga

North America:
San Mateo, Los Angeles, Toronto

Europe:
London, Hamburg, Saint-Germain-en-Laye

East Asia:
Seoul, Hong Kong
Key people
Kenzo Tsujimoto[2]
(Chairman and CEO)

Haruhiro Tsujimoto[2]
(President and COO)

Hiroshi Tobisawa[3]
(Director in charge of Overseas Business)

Katsuhiko Ichii[4]
(Head of R&D Management Group)
ProductsMega Man series
Street Fighter series
Resident Evil series
Devil May Cry series
Monster Hunter series
(Complete list of games)
RevenueIncrease ¥66.8 billion / US$728.1 million (2010)[5][6]
Increase ¥2.2 billion / US$23.6 million (2010)[5][6]
Number of employees
1,930 (2010)[7]
WebsiteGlobal Capcom site

Capcom Co., Ltd. (株式会社カプコン, Kabushiki-gaisha Kapukon) is an Osaka-based Japanese developer and publisher of video games,[7] known for creating multi-million-selling franchises such as Resident Evil, Street Fighter, and Mega Man.[8] Originally established in 1983,[9] it has since become an international enterprise with branches and subsidiaries in North America, Europe, and East Asia.[10]

History

The original companies that spawned Capcom's Japanese branch were I.R.M Corporation founded on May 30, 1979,[1] as well as its subsidiary Japan Capsule Computer Co., Ltd., both of which were devoted to the manufacturing and distribution of electronic game machines.[9] The two companies underwent a name change to Sambi Co., Ltd. in September 1981,[9] while Capcom Co., Ltd. itself was first established on June 11, 1983,[1] for the purpose of taking over the internal sales department.[11]

In January 1989, the old affiliate company Capcom Co., Ltd. merged with Sambi Co., Ltd., resulting in the current Japanese branch.[9] The name Capcom is an abbreviation of "Capsule Computer", a term coined by the company to describe the arcade machines it solely manufactured in its early years, designed to set themselves apart from personal computers that were becoming widespread at that time.[12] The word capsule alludes to how Capcom likened its game software to "a capsule packed to the brim with gaming fun", as well as to the company's desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.[12]

While Capcom's first product was the coin-operated Little League from July 1983, its first real video game, the arcade title Vulgus, was released in May 1984.[9] Beginning with a Nintendo Entertainment System port of 1942 published in December 1985, the company started to venture into the market of home console video games,[9] which became its main business segment a few years later.[13] Since then, Capcom created 15 multi-million-selling game series, the most successful of which is Resident Evil.[8]

In addition to the development and publishing of home, online, mobile, arcade, pachinko, and pachislo games, the company publishes strategy guides,[9] maintains its own arcade centers, and licenses its franchise and character properties for use in tie-in products, movies, television series, and stage performances.[13] Suleputer, an in-house marketing and music label established in cooperation with Sony Music Entertainment Intermedia in 1998, publishes CDs, DVDs, and other media based on Capcom's games.[14] An annual private media summit called Captivate, renamed from Gamers Day in 2008, is traditionally used as a platform for new game and business announcements.[15]

Company structure

Development studios

In the first few years after its establishment, the Japanese branch of Capcom had three development groups referred to as "Planning Rooms", led by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Okamoto, respectively.[16][17] Later, games developed internally used to be created by several numbered "Production Studios", each assigned to different games.[18][19] Starting in 2002, the development process were reformed to better share technologies and expertise, and all of the individual studios were gradually restructured into bigger departments responsible for different tasks.[19] While there are self-contained departments for the creation of arcade, pachinko and pachislo, online, and mobile games, the Consumer Games R&D Division instead is an amalgamation of subsections in charge of various game development stages.[19][20][21] In addition to these internal teams, Capcom also commissions outside development studios to ensure a steady output of titles.[22][23] However, following bad sales of Dark Void and Bionic Commando, the company's management has decided to limit outsourcing to sequels and newer versions of installments in existing franchises, reserving the development of original titles for its in-house teams.[24] The production of games, budgets, and platforms supported are decided upon in development approval meetings, attended by the company management and the Marketing, Sales, and Quality Control Departments.[19]

Branches and subsidiaries

Apart from the head office and R&D building of Capcom Co., Ltd. located in Osaka, the Japanese parent company also has branch offices in Tokyo and Iga.[10] The international Capcom Group currently encompasses 15 subsidiaries in Japan, North America, Europe, and East Asia.[10][19] Affiliated companies include Koko Capcom Co., Ltd. in South Korea, Street Fighter Film, LLC in the United States, and Dellgamadas Co., Ltd.[19]

Subsidiary Established[9] Location[10] Details[10]
Capcom U.S.A., Inc. August 1985 San Mateo
  • wholly owned subsidiary of Capcom Co., Ltd.
  • holding company administering subsidiaries in the United States
Captron Co., Ltd. February 1991 Osaka
  • wholly owned subsidiary of Capcom Co., Ltd.[9]
  • renting, leasing, and operating real estate properties
  • originally an unrelated company known as Yunika Co., Ltd.[9]
Capcom Asia Co., Ltd. July 1993 Hong Kong
  • selling home video games
Capcom Entertainment, Inc. June 1995 San Mateo
  • wholly owned subsidiary of Capcom U.S.A., Inc.[9]
  • established to enhance and maximize management, distribution, and R&D in the United States[9]
CE Europe Ltd. November 2002 London
  • selling home video games
CEG Interactive Entertainment GmbH February 2003 Hamburg
  • selling home video games
Capcom Interactive Canada, Inc. May 2006[25] Toronto
  • wholly owned subsidiary of Capcom Interactive, Inc.[9]
  • developing and distributing mobile phone games
  • originally an unrelated developer known as Cosmic Infinity, Inc. before it was acquired by Capcom[9][25]
Capcom Interactive, Inc. June 2006 Los Angeles
  • wholly owned subsidiary of Capcom U.S.A., Inc.[26]
  • distributing mobile phone games and integrating the wireless, online and console sectors[26]
Daletto Co., Ltd. October 2006 Tokyo
  • co-founded by Capcom Co., Ltd. and Dwango Co., Ltd.[9]
  • managing a virtual theme park website, and operating and developing online games[9][19]
Capcom Entertainment Korea Co., Ltd. March 2007 Seoul
  • wholly owned subsidiary of Capcom Co., Ltd.[9]
  • selling home video games, and operating and developing online games[9]
Blue Harvest LLC FY 2007[27]
  • wholly owned subsidiary of Capcom Co., Ltd.[28]
  • developing video games[28]
K2 Co., Ltd. May 2008 Osaka
  • developing home video games
  • originally an unrelated developer before it became a wholly owned subsidiary of Capcom Co., Ltd. through a stock exchange[9]
Capcom Entertainment France, SAS July 2008 Saint-Germain-en-Laye
  • wholly owned subsidiary of CE Europe Ltd.[9]
  • selling home video games[9]
Enterrise Co., Ltd. July 2008 Tokyo
  • 90% of shares owned by Capcom Co., Ltd.[9]
  • developing, manufacturing and distributing arcade machines[9]

Former subsidiaries

Subsidiary Established[9] Closed/acquired Location[10] Details
A.C.A. Co., Ltd. Mito[14]
Status Co., Ltd. FY 2003[29] Osaka[29]
  • non-life insurance agency also responsible for financial activities[29]
  • closed for the purpose of achieving a sound financial structure[29]
Capcom Europe GmbH February 1992[14] FY 2002[30] Düsseldorf[14]
Capcom Mexico S.A. DE C.V. October 1993[14] FY 1997[14] Mexico City
Capcom Coin-Op, Inc. June 1995[14] March 2004[31] Sunnyvale[14]
  • wholly owned subsidiary of Capcom U.S.A., Inc.[14]
  • sold arcade game machines and operated amusement facilities[14]
  • closed[31]
Capcom Studio 8, Inc. June 1995 March 2007[19] Sunnyvale[32]
  • originally established as Capcom Digital Studios, Inc., a wholly owned subsidiary of Capcom U.S.A., Inc.[9]
  • also known as Production Studio 8[33]
  • developed video games[29]
  • acquired by Capcom Entertainment, Inc.[19]
Flagship Co., Ltd. April 1997 June 2007[9] Osaka[34]
Capcom Eurosoft, Ltd. July 1998[38] April 2007[39] London[38]
  • was the main base for the sale of home video games in Europe[38]
  • wholly owned subsidiary of Capcom Entertainment, Inc.[38]
  • closed with all operations transferred to CE Europe Ltd.[39]
Capcom Charbo Co., Ltd. September 2001[21] January 31, 2009[19] Osaka[21]
  • wholly owned subsidiary of Capcom Co., Ltd. before its closing[21]
  • offered support services for communication tools like mobile phones[21]
Clover Studio Co., Ltd. July 2004[29] March 2007[21] Osaka[21]

See also

References

  1. ^ a b c Ocampo, Jason (June 11, 2008). "Capcom Marks 25th Anniversary". IGN.com. IGN Entertainment, Inc. Retrieved July 21, 2010.
  2. ^ a b "Corporate Information: Management Profile". Capcom Co., Ltd. June 17, 2009. Retrieved July 22, 2010.
  3. ^ "Change in Corporate Directors". Capcom Co., Ltd. June 18, 2010. Retrieved July 22, 2010.
  4. ^ "Corporate Information: Auditors / Corporate Officers". Capcom Co., Ltd. November 1, 2010. Retrieved November 1, 2010.
  5. ^ a b Graft, Kris (May 7, 2010). "Capcom Posts 73 Percent Profit Drop Amid Major Delays, Weak Sales". Gamasutra. United Business Media LLC. Retrieved July 22, 2010.
  6. ^ a b "Sluggish Financial Results for ended March 31, 2010". Capcom Co., Ltd. May 7, 2010. Retrieved July 22, 2010.
  7. ^ a b "Corporate Information: Corporate Overview". Capcom Co., Ltd. March 31, 2010. Retrieved July 22, 2010.
  8. ^ a b "Business Strategies & IR Data: Total Sales Units Data". Capcom Co., Ltd. March 31, 2010. Retrieved July 21, 2010.
  9. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa "Corporate Information: History". Capcom Co., Ltd. September 30, 2009. Retrieved July 21, 2010.
  10. ^ a b c d e f "Corporate Information: Capcom Group". Capcom Co., Ltd. August 31, 2009. Retrieved July 21, 2010.
  11. ^ "会社情報 カプコンの歴史" (in Japanese). Capcom Co., Ltd. September 30, 2009. Retrieved July 21, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  12. ^ a b "会社情報 社名の由来" (in Japanese). Capcom Co., Ltd. Retrieved July 22, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  13. ^ a b "Corporate Information: Business Segments". Capcom Co., Ltd. September 30, 2009. Retrieved July 21, 2010.
  14. ^ a b c d e f g h i j k l m n "Annual Report 1998" (PDF). Capcom Co., Ltd. Retrieved July 23, 2010.
  15. ^ Kramer, Chris (March 28, 2008). ""Gamers Day" is dead, long live the CAPTIVATE08 Media Summit". Capcom Entertainment, Inc. Retrieved July 24, 2010.
  16. ^ "ゲーム業界を"爆発"させた"ストライダー"の父 「四井浩一」  ディスコグラフィー". Gameside (in Japanese) (16). Micro Magazine. February 2009.{{cite journal}}: CS1 maint: unrecognized language (link)
  17. ^ Capcom Co., Ltd (March 7, 1989). Strider Hiryū. Capcom Co., Ltd. Scene: staff credits.
  18. ^ Nix, Marc (March 23, 2007). "The Future of PSP – Capcom". IGN.com. IGN Entertainment, Inc. Retrieved May 11, 2011.
  19. ^ a b c d e f g h i j "Annual Report 2009" (PDF). Capcom Co., Ltd. September 17, 2009. Retrieved July 20, 2010.
  20. ^ "Developer Interview 2008". Capcom Co., Ltd. Retrieved July 24, 2010.
  21. ^ a b c d e f g h "Annual Report 2007" (PDF). Capcom Co., Ltd. Retrieved July 22, 2010.
  22. ^ "Developer Interview 2009: vol08.Keiji Inafune". Capcom Co., Ltd. Retrieved November 6, 2010.
  23. ^ "Developer Interview 2010: vol01.Jun Takeuchi". Capcom Co., Ltd. Retrieved November 6, 2010.
  24. ^ Orsini, Lauren (May 17, 2010). "Bionic Commando, Dark Void Last Straws For Capcom". Kotaku. Gawker Media. Retrieved November 6, 2010.
  25. ^ a b Dobson, Jason (May 25, 2006). "Capcom Acquires Cosmic Infinity To Expand Mobile Division". Gamasutra. United Business Media LLC. Retrieved July 22, 2010.
  26. ^ a b "Corporate Information". Capcom U.S.A., Inc. Retrieved July 22, 2010.
  27. ^ "2008年3月期中間決算短信" (PDF) (in Japanese). Capcom Co., Ltd. November 8, 2007. Retrieved July 22, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  28. ^ a b "第29期 招集通知" (PDF) (in Japanese). Capcom Co., Ltd. June 3, 2008. Retrieved July 22, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  29. ^ a b c d e f g h "Annual Report 2004" (PDF). Capcom Co., Ltd. Retrieved July 23, 2010.
  30. ^ a b "Financial Results in FY2002" (PDF). Capcom Co., Ltd. Retrieved July 23, 2010.
  31. ^ a b "第25期 招集通知" (PDF) (in Japanese). Capcom Co., Ltd. June 2, 2004. Retrieved July 23, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  32. ^ "Annual Report 2003" (PDF). Capcom Co., Ltd. Retrieved July 22, 2010.
  33. ^ Rogers, Mark (June 20, 2003). "魔界英雄記 マキシモ ~マシンモンスターの野望~ 第1回" (in Japanese). Capcom Co., Ltd. Retrieved May 7, 2011.{{cite web}}: CS1 maint: unrecognized language (link)
  34. ^ "Annual Report 2006" (PDF). Capcom Co., Ltd. Retrieved July 23, 2010.
  35. ^ a b Funatsu, Minoru (April 11, 2001). "カプコン、深作欣二監督を招き「クロックタワー3」を制作". Game Watch (in Japanese). Impress Watch Corporation. Retrieved July 8, 2010.{{cite web}}: CS1 maint: unrecognized language (link)
  36. ^ "Yoshiki Okamoto leaves Capcom to form new company". GameSpot. CBS Interactive Inc. July 1, 2003. Retrieved July 23, 2010.
  37. ^ "Onimusha writer Noboru Sugimura dies". GameSpot. CBS Interactive Inc. February 28, 2005. Retrieved July 23, 2010.
  38. ^ a b c d "Annual Report 1999" (PDF). Capcom Co., Ltd. Retrieved July 23, 2010.
  39. ^ a b Gibson, Ellie (March 9, 2006). "Capcom Eurosoft officially becomes CE Europe". GamesIndustry.biz. Eurogamer Network Ltd. Retrieved July 23, 2010.
  40. ^ "カプコンがゲームソフト開発部門の一部を分社化。クローバースタジオを新設". Dengeki Online (in Japanese). ASCII Media Works Inc. March 30, 2004. Retrieved May 7, 2011.{{cite web}}: CS1 maint: unrecognized language (link)
  41. ^ Jenkins, David (February 15, 2007). "Inaba, Kamiya, Mikami Announce Seeds Studio". Gamasutra. United Business Media LLC. Retrieved November 1, 2010.