Good day. This is Kenkichi Nomura, Capcom's CFO. Today, I will discuss our medium-term management objectives, as well as our plans and strategies for the fiscal year ending March 31st, 2022. We are currently working to stably build our revenues and have set a medium-term management objective to increase operating profit by 10% or more each fiscal year. For the year ended March 2021, we once again worked to grow our IP globally by pursuing stronger digital sales in our core consumer sub-segment. As a result, starting from the March 2014 fiscal year, we have achieved eight consecutive years of profit growth and four consecutive years of record-high profit levels. Looking ahead, we are aiming for continued growth and anticipate JPY 42 billion in operating income and JPY 30 billion in net income for the fiscal year ending March 2022.
Next, I will discuss our digital net sales, which is a driver of stable growth. Since the March 2015 fiscal year, digital sales began to increase in the global game market. As a result of making stronger digital sales a key focal point for management, our digital net sales have also grown since that year. In our guidance for this fiscal year, we anticipate digital net sales to exceed JPY 50 billion, reaching JPY 51.5 billion with a digital sales ratio of 70.3%. Now, I would like to go over unit sales volume in the consumer sub-segment, an important KPI. In the fiscal year ended March 2021, we achieved a record high 30.1 million units, representing 18% growth over the previous year. Looking to the March 2022 fiscal year, we anticipate a 6.3% increase to 32 million units.
We view this 32 million unit figure as a milestone on our way to expanding our sales volume even further in order to provide our games to players throughout the world. Next, I will discuss the factors for achieving stable sales for new titles. Looking at the sales trends for our titles in the years after release, each year since the March 2017 fiscal year, we have increased the number of titles that sell more than 1 million units annually, even in the fiscal years following their launch. The following six factors have allowed us to achieve these long-term sales. One, development capabilities that allow us to continuously release high-quality titles that stand the test of time. Two, in addition to carrying out promotions prior to release, such as providing demo versions, we maintain the freshness of titles with title updates following launch.
Three, we carry out optimally timed pricing strategies based on analysis of sales data. Four, we coordinate activities with our licensing business with the aim of brand penetration, expansion, and sustainment. Five, we are developing the global PC user market. Six, we regularly release titles in our AAA franchises. I'd like to look at the latest market forecast. The overall game market is expected to grow, including our core consumer sub-segment. The market grew to $206.2 billion in 2020, up $40.7 billion from the previous year, $165.5 billion in 2019, representing a 24.6% increase as well as growth in excess of typical years, while further exceeding the forecast from one year ago, $181.2 billion, by more than 10%. As part of this, the combined PC online and consumer markets grew 15.8% compared to 2019. $73.5 billion in 2019, $85.1 billion in 2020.
The market is expected to reach $287 billion by 2025, 1.4 x 2020's market size, an increase of 39.2%. Of that figure, the PC online and consumer markets are each expected to grow more than 30% to a combined $117.3 billion. While Capcom has achieved significant growth up to now, in light of the market environment, we interpret this data to show continued growth opportunities. Here is our forecast for the March 31st, 2022 fiscal year. This fiscal year, we once again aim to stably grow our core consumer business with major new title releases and strengthen digital sales, targeting five consecutive years of record-high profit at all levels. We look to achieve our ninth consecutive year of operating income growth.
Year-over-year, our forecast calls for net sales to increase by JPY 4.6 billion to JPY 100 billion and operating income to increase by JPY 7.4 billion to JPY 42 billion, with a 42.0% operating margin. Ordinary income is expected to increase by JPY 7.1 billion to JPY 42 billion, and net income attributable to owners of the parent is expected to increase by JPY 5 billion to JPY 30 billion. Year-over-year, net sales is expected to increase by 4.9%, operating income by 21.4%, and net income by 20.4%. We currently do not expect COVID-19 to have a significant impact on our consolidated earnings. We are prioritizing the safety of our customers, employees, and all other related parties in carrying out business operations while working to minimize any effects of the pandemic.
Our earnings per share forecast is JPY 140.52, and our dividend forecast calls for an interim dividend of JPY 18 and a year-end dividend of JPY 18, resulting in a JPY 36 dividend for the full fiscal year. However, we plan to review this based on our basic dividend policy of maintaining a 30% payout ratio once we have determined our earnings for the current fiscal year. Moving forward, I will go over our digital contents business. In our consumer sub-segment, we plan to maximize use of our major brands while proactively carrying out coordinated activities. Looking at the Resident Evil brand, on May 7th, we released Resident Evil Village, the latest entry in the series, and look to build its sales volume throughout the fiscal year.
At the same time, we aim to grow unit sales for past titles in the series, such as Resident Evil 3, Resident Evil 2, and Resident Evil 7, while carrying out timed sales promotions. With Monster Hunter, in addition to the release of Monster Hunter Stories 2: Wings of Ruin, a second quarter release scheduled for July 9th, we aim to retain players for Monster Hunter Rise, which was released in the previous fiscal year on March 26th, by keeping the title fresh through carrying out free updates. We will also work to maximize sales by carrying out price promotions at suitable times for past titles in the series. In mobile, we will continue preparations for new title launches while supporting ongoing titles and working to accumulate know-how. Here is a breakdown of our unit sales plan.
Of the total 32 million units in sales forecast for the year, we expect 26.4 million units from overseas, 26.5 million units to be digital, and 23.9 million units to be catalog title sales. We also expect the digital unit sales ratio to be 82.8%, a 5.9-point increase year-over-year. The ratio of catalog unit sales is expected to be 74.7%, a 6.6-point increase. In major titles, we've listed titles that we expect to contribute at least 1 million units in sales for the fiscal year. We feel that we have been getting results as the list of these million-plus-selling titles has steadily grown. This is the plan for our digital contents business. This year, we forecast net sales to increase by JPY 2.5 billion to JPY 77.8 billion, of which the consumer sub-segment will account for JPY 73.3 billion, and mobile contents will account for JPY 4.5 billion.
We anticipate operating income to increase by JPY 7.8 billion to JPY 44.8 billion, while the operating margin improves to 57.6%, an 8.5-point increase year-over-year. As with past fiscal years, we plan to grow revenue by increasing sales for both new and catalog titles. The year-over-year dip in revenue for mobile contents is due to a licensing deal booked in the previous fiscal year. Next, I will go over our arcade operations business. First is a look at the 2019 fiscal year market trends. While the market had maintained a recovery trend until this point, it is our view that in the 2020 fiscal year, the impact of COVID-19 has unavoidably shrank the market overall. In the March 2022 fiscal year, we plan to open three new stores and close one, bringing the total number of stores to 43.
The first new store planned is Plaza Capcom Mitten Fuchu, which is scheduled to open on May 28th. Year-over-year, our forecast calls for a JPY 3.2 billion increase to JPY 13 billion in net sales and a JPY 600 million increase to JPY 700 million in operating income with a 5.4% operating margin. Compared to the March 2020 fiscal year, prior to the effects of the COVID-19 pandemic, this represents an 8.3% increase in net sales. When carrying out the same comparison in terms of profit, this year's plan represents a decrease because costs are front-loaded when opening new stores. We expect the new stores to contribute in the next fiscal year and the year after that. I will discuss our amusement equipments business. Here, you see the pachinko and pachislot machines market trend.
The pachislot market continues to decline following the impact of changes to verification methods since 2014. We plan to continue releasing new models that primarily use popular IP. In the previous fiscal year, we released three models and altogether sold 27,000 units. This year, we plan to release four models and anticipate a total of 28,000 units in sales. Year-over-year, our forecast calls for a JPY 1.5 billion decrease to JPY 5.5 billion in net sales and a JPY 400 million decrease to JPY 2 billion in operating income with an expected operating margin of 36.4%. Our forecast calls for a decrease in both sales and profit. This is due to a decrease in the per unit price of machines stemming from the effective use of machine parts and improvements in cost structures, the expansion of sales channels, and the adoption of more diverse business models.
However, we have steadily improved the operating margin and anticipate this trend to be stable going forward. Lastly, I will go through our other businesses. As a specific measure for Single Content Multiple Usage, we are accelerating the strategy by coordinating activities with game releases. In our licensing and character contents businesses, we aim to continue expanding revenue through merchandising and collaborations, leveraging our popular IPs. With visual media, in order to contribute to expanding the Resident Evil brand, we plan to utilize both the all-new upcoming Resident Evil Hollywood film adaptation scheduled for a November 24th, 2021, release in North America, as well as the CG drama streaming on Netflix starting in July.
With the Monster Hunter series, the live-action film adaptation was released in Japan on March 26th, the same day as the game Monster Hunter Rise, and both digital and physical versions of the film are now available for purchase worldwide. We look to contribute to the sales growth of our content centered around initiatives such as these. In consideration of the COVID-19 pandemic, last year in esports, we carried out tournaments online. Leveraging this experience, this fiscal year, we plan to nearly double the scale of the Capcom Pro Tour compared to last year and hold 32 tournaments in 19 regions. Intel World Open is scheduled to begin in June, with finals to be held in July. Our business forecast for other businesses this year calls for an increase of JPY 700 million to JPY 3.7 billion in net sales, a 23.3% increase year-over-year.
For operating income, while we will continue upfront investment in esports, we expect a JPY 100 million increase to JPY 1 billion, an 11.1% increase year-over-year. While loss-making is a standalone business, the upfront investment in esports carries great meaning, and we plan to continue to develop this business over the medium to long term to facilitate content sales and brand growth for the Street Fighter series. This concludes my presentation. All of us at Capcom will once again work toward achieving this fiscal year's business plan. Thank you.