Company profile • Index constituent

Sanrio

Sanrio builds entertainment businesses around characters such as Hello Kitty, using merchandise, licensing, theme parks and digital experiences.

How does Sanrio use its characters?

Sanrio's corporate introduction traces Hello Kitty to 1974 and describes a much broader portfolio of characters. Its business spans the sale of character merchandise, licensing and theme parks. These are different ways of reaching fans: a Sanrio-branded product, a partner's licensed product and a visit to a character-based attraction connect to the same intellectual property through different commercial arrangements. [1] [2]

What is the role of digital games?

In April 2026, Sanrio announced the Sanrio Games brand for self-published game titles. The company described games as an additional way for fans to encounter its characters, connected to existing merchandise and theme-park activities. That announcement explains a strategic direction rather than the commercial results of every planned game. The group should therefore be read as a character and entertainment business with several routes to audiences, rather than only as a gift retailer. [2]

In the Global Entertainment Index

Listed-market context

Year to date+36.7%
1 year-15.1%

USD total returns through , using the Index's adjusted price series. Not live quotes. Past performance does not predict future results.

1.22% target weight at rebalance. Weights drift between rebalances; this is not a live portfolio weight.

Compare Sanrio with the Index

Source: Index constituent data. Read the calculation and limits.

Sources & review

Company facts use the primary sources below. Market classification and performance come from the Index. Ownership is a parent-group summary, not a complete beneficial-ownership analysis.

  1. Sanrio — corporate introduction
  2. Sanrio — launch of the Sanrio Games brand
  3. Sanrio Games — company and head-office identification