IR PRESENTATION
Transcription
IR PRESENTATION
NCSOFT IR PRESENTATION March 2015 NCSOFT Corporation 12 Daewangpangyo-ro 644beon-gil, Bundang-gu, Seongnam-si, Gyeonggi-do, Korea Tel: +82-2-2186-3300 Fax : +82-2-6201-7787 Copyright ⓒ NCSOFT Corporation. All Rights Reserved WWW.NCSOFT.COM Disclaimer Some of the information and data in the material have been prepared based on assumptions. There can be no assurance that the assumptions used by NCSOFT are correct and even if they are, that the effect of such assumptions on NCSOFT’s business and results of operations will be as projected. Therefore, NCSOFT will not be responsible for individual investment decisions based solely on this material. The financial results for FY2014 have been prepared on an un-audited basis, and may be subject to change during independent auditing process. ※ Consolidated subsidiaries (K-IFRS) : NC West Holdings(100%, US), NC Europe(100%, UK), NC Japan(60%, JP), NC Taiwan(85%, TW), NCSOFT Corporation(HQ, KR), NCSOFT Service(100%, KR), NC Dinos Baseball Club(100%, KR), Oraion Soft(100%, KR), Ntreev Soft(74%, KR) 1 Contents I. Overview 1. Industry Overview 2. Company Overview II. Financials 3. Financial Highlights 4. Sales Breakdown 5. Costs Breakdown III. Investment Points 6. Opportunities 7. Strengths Appendix 8. Summarized Financial Statements 9. Screenshots 2 1-1. Industry Overview : Global Market at a Glance (Unit : USD BN) Online is one of the fastest growing game platforms with CAGR 14% 2011~2016. China is the biggest online game market with CAGR 22% 2010~2015. Growth Projection by Platforms 160 140 120 100 113 114 7 7 28 26 117 7 125 7 24 50 45 40 20 11 14 7 24 44 18 47 21 49 22 31 140 7 23 30 26 23 25 21 24 80 60 132 Breakdown of Online by Regions 35 20 18 15 1 2 2 51 23 10 14 1 1 1 1 2 2 9 23 26 31 2011 2012 2013 2014E 2015E 2016E 2010 2011 2012E PC Package China Korea Europe Console Arcade 9 7 21 Mobile 2 7 18 5 3 8 5 5 3 8 35 Online 1 2 2 2 2 2 7 11 2013E 13 2014E N. America 15 2015E Others (Source : Game White Paper 2014, Ministry of Culture, Korea) 3 1-2. Industry Overview : Global Market at a Glance (Unit : USD BN) Mobile is growing faster than Online, but Online will maintain bigger market share through 2016. Market Share Trend Growth Projection 40 Online CAGR 14% (2011~2016) 30 25 31 6% 6% 5% 5% 24% 23% 21% 19% 18% 17% 37% 37% 36% 26 23 21 18 14 11 23 22 21 18 15 10 6% 35 35 20 6% Mobile CAGR 17% (2011~2016) 44% 9% 5 2011 2012 2013 Online 2014E 2015E Mobile 2016E 39% 12% 37% 16% 17% 17% 17% 16% 19% 20% 21% 23% 25% 2011 2012 2013 2014E 2015E 2016E PC Package Arcade Console Mobile Online 4 1-3. Industry Overview : China (Unit : USD BN) Online will remain as the most dominant game platform in China. MMORPG will be the most popular genre in China with 50%~60% market share of Online games. Growth Projection by Platforms 40 Breakdown of Online by Genre 16 14 35 14 11 30 8 25 4 15 10 5 2 1 1 7 1 2 8 5 4 9 8 6 3 3 11 14 16 9 10 7 6 20 11 12 18 8 6 5 4 7 3 3 4 2 4 5 6 6 2013E 2014E 7 - 2011 2012 2013 Online (Client Based) 2014E 2015E 2016E 2017E Online (Web Based) Mobile (Source : Game White Paper 2014, Ministry of Culture, Korea) 2011 2012 MMORPG 2015E Casual Games (Source : GPC and IDC 2013) 5 1-4. Industry Overview : Korea (Unit : USD BN) Online will serve as the most dominant game platform in Korea just like China. Online will make up roughly 70 % of Korean gaming market through 2016. Market Share Trend Growth Projection by Platforms 8.0 100% 90% 7.0 0.7 6.0 2.1 0.4 2.2 2.2 2.1 7% 6% 6% 11% 30% 31% 31% 29% 80% 70% 5.0 60% 0.3 50% 4.0 0.2 3.0 5.7 0.3 4.3 2.0 1.0 10% 40% 6.2 5.0 4.8 5.0 5.2 90% 93% 94% 94% 89% 70% 69% 69% 71% 30% 20% 3.4 2.4 10% 0% 2008 2009 2010 2011 2012 2013 2014E2015E2016E Online Mobile Online Mobile (Source : Game White Paper 2014, Ministry of Culture, Korea) 6 1-5. Industry Overview : US & EU (Unit : USD BN) Console is still the most dominant game platform in US & EU unlike China and Korea. 35 Growth Projection by Platforms (US) 45 40 30 25 1 2 2 2 2 2 25 19 15 16 - 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 3 3 2011 2012 2013 2014E 2015E 2016E Online Arcade 3 3 19 18 19 20 21 22 2 3 3 3 3 3 12 11 10 10 10 10 2 2 2 2 2 2 2011 2012 2013 2014E 2015E 2016E 20 15 1 2 19 18 17 10 5 35 4 4 4 30 20 15 Growth Projection by Platforms (EU) PC Console Mobile 10 5 - Online Arcade PC Console Mobile (Source : Game White Paper 2014, Ministry of Culture, Korea) 7 2-1. Company Overview : NCSOFT at a Glance A leading game company boasting the finest development capabilities and global publishing network. Products Snapshot □ Foundation : □ CEO : □ BOD : □ Employees** : □ Global network : □ Ownership** : Individual 22.5% National Pension 7.9% Domestic Institution 11.6% March 1997 Kim, Taek Jin Kim, Taek Jin(CEO) Lee, Hee Sang(CCO) Bae, Jae Hyun(CPO) Jeong, Jin Soo(COO) Park, Byoung Moo Oh, Myoung * Seo, Yun Seok* 3,100 Korea, North America, Europe, Japan, Taiwan Management 10% Treasury Stock 9% Nexon 15% MMORPG Casual Games Mobile Games Foreign Institution 23.8% * Outside Directors ** As of March 2015 8 2-2. Company Overview : Revenues Trend (Unit : KRW BN) Legacy products remain solid. With the case of Lineage, sales has been stronger than in the past. New online games and mobile games will drive growth further. WS(‘14) 900 GW2(‘12) Others Royalty 800 B&S(‘12) Casual & Mobile Games Wildstar 700 64 Guild Wars 2 25 Blade & Soul 600 49 AION 48 57 Guild Wars 500 City of Heroes/Villains AION(‘08) Lineage2 400 252 262 223 165 62 29 Lineage2(‘03) 9 100 7 0 1998 1999 22 15 28 21 111 119 119 131 20 10 147 123 69 141 57 35 200 Lineage(‘98) 22 32 96 Lineage 300 66 153 1 55 113 133 118 113 115 118 111 113 132 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 123 101 137 23 50 86 83 94 59 65 183 196 205 2010 2011 2012 288 263 2013 2014 9 2-3. Company Overview : EPS Trend EPS in 2014 grew 43% versus 2013 EPS growth will continue on the back of strong legacy games and new online & mobile games (Unit : KRW) (Unit : KRW MN) 900,000 800,000 Revenues Operating Profit Net Income EPS 12,000 838,718 756,656 753,520 10,342 10,000 700,000 608,878 600,000 8,000 7,213 6,985 500,000 6,000 400,000 5,349 278,188 300,000 205,235 200,000 135,722 117,676 4,000 227,519 158,696 151,252 153,667 2,000 100,000 - 2011 2012 2013 2014 10 2-4. Company Overview : Development & Publishing Network Top-talented developers in Korea and US Well-organized publishing arms in major markets such as Europe, US, Japan, and Taiwan Europe NC Europe (100%) Innova System (LineageII) Gameforge (AION) Shanda (AION) Tencent (B&S, Lineage, LineageII, Punch Monster ) KongZhong (Guild Wars 2) China Korea NCSOFT Corporation Japan North America NC Interactive (100%) Carbine Studio (100%) Arenanet (100%) NC Japan (60%, JV with SoftBank) Taiwan NC Taiwan (85%, JV with Gamania) Gamania (Lineage) Development Studio Publishing Entity First Party Studio License Partner 11 2-5. Company Overview : Never-Ending Innovations Online Games Lineage Eternal Wildstar Guild Wars 2 Epic scale combat Blade and Soul MMO + SNG AION MXM Dynamic quest system Lineage2 Differentiated actions Lineage HON Shooting + RPG PvP + RvR Tag play 3D MMO LE mobile MXM mobile Fashion street Large community Summoner Pangya H2 Lineage mobile Fashion themed mobile SNG AION mobile Board game + RPG B&S mobile Fantasy Golf Real time RvR RPG + TCG Clan system Strategy enriched shooting action Cloud based mobile MMO Synchronization of Online & Mobile Platform expansion Baseball simulation 3D Mogul engine Mid to hardcore Casual Mobile Games 12 3. Financial Highlights(Quarterly) 4Q sales recorded W235bn(YoY+12%) and operating profit W87bn (YoY+54%) Strong 4Q results were driven by L1, L2 and B&S -Excluding 4Q12 when GW2 was launched, 4Q14 achieved the highest revenues and OP of all time -L1 recorded W97bn(QoQ+41%), L2 W20bn(QoQ+31%) and B&S W25bn(QoQ+24%) 250,000 Operating Profit Sales 300,000 210,026 200,000 213,811 120,000 211,615 235,145 100,000 81,338 178,147 80,000 150,000 ↑ 11% QoQ ↑ 12% YoY 100,000 50,000 60,000 87,382 64,948 56,746 44,520 ↑ 7% QoQ ↑ 54% YoY 40,000 20,000 4Q 13 1Q 14 2Q 14 3Q 14 Pre-tax Income 100,000 4Q 14 93,653 86,568 0 4Q 13 1Q 14 2Q 14 3Q 14 4Q 14 Net Income 120,000 100,000 80,000 60,000 (Unit : KRW in MN) 64,353 61,248 44,436 ↑ 8% QoQ ↑ 53% YoY 40,000 60,000 20,000 0 0 1Q 14 2Q 14 3Q 14 4Q 14 62,337 52,938 45,850 40,000 20,000 4Q 13 75,706 80,000 36,539 ↓ 18% QoQ ↑ 36% YoY 4Q 13 1Q 14 2Q 14 3Q 14 4Q 14 13 3. Financial Highlights(Yearly) Full-year FY 2014 revenues and operating profit recorded a historical-high of W839bn(YoY+11%) and W278bn (YoY+36%) respectively (Unit : KRW in MN) - Stable performance from legacy games and an increase in overseas royalty led to improved profitability. - OPM in 2014 was 33% (YoY+6%). 900,000 800,000 838,718 756,656 700,000 600,000 500,000 2013 400,000 ↑ 11% YoY 2014 289,009 278,188 300,000 205,235 227,519 216,222 200,000 158,696 ↑ 36% YoY 100,000 ↑ 34% YoY ↑ 43% YoY Revenues Operating Income Pre-tax Income Net Income 14 4. Sales Breakdown(Quarterly) (Unit : KRW in MN) - Korea sales increased on the back of improved sales from legacy games Overseas royalty also increased due to B&S China - In 4Q14, L1 generated record-high quarterly revenue of W97bn - L2 continues sales growth driven by service upgrades (growth rate 3Q 9%→ 4Q 31%) - B&S grew 24% QoQ to W25bn due to the successful launch of B&S in Taiwan Sales by Region 235,145 250,000 200,000 210,026 211,615 32,319 22,260 2,130 10,062 2,699 13,555 150,000 250,000 Sales by Games (excluding royalty) 202,717 32,428 27,355 38,622 177,707 14,337 Royalty 150,000 36,471 189,355 200,000 6,519 12,031 33,555 Taiwan 17,887 Japan 100,000 124,983 138,541 156,812 100,000 21,622 15,560 US+EU 17,611 16,007 19,686 24,576 19,759 20,935 32,937 Korea 19,472 68,514 4Q 13 3Q 14 WS GW2 AION 96,711 74,746 Others B&S 14,841 50,000 50,000 16,261 5,491 19,272 L2 L1 - 4Q 13 3Q 14 4Q 14 L1 : Lineage 1 B&S : Blade and Soul 4Q 14 GW2 : Guild Wars 2 WS : Wildstar 15 4. Sales Breakdown(Yearly) (Unit : KRW in MN) -The contribution of Korea sales increased led by a rebound in legacy game earnings -L1 and B&S generated strong and stable performance, while growth potential of L2 and AION was confirmed Sales by Region 900,000 800,000 838,718 800,000 756,655 700,000 65,940 10,652 54,837 600,000 136,019 700,000 136,820 500,000 690,716 57,760 13,179 41,549 148,376 Sales by Games (excluding royalty) 123,317 Taiwan 500,000 400,000 68,847 300,000 57,131 300,000 489,207 498,795 US+EU 200,000 Korea 100,000 200,000 100,000 - 85,634 Others WS 82,701 GW2 95,773 400,000 Japan 66,965 49,547 600,000 Royalty 701,898 94,445 59,479 B&S AION L2 287,887 263,128 2013 2014 L1 2013 2014 L1 : Lineage 1 B&S : Blade and Soul GW2 : Guild Wars 2 WS : Wildstar 16 5. Costs Breakdown Full-year sales grew 11% YoY, but operating expenses increases were limited to +2% YoY -Annual labor cost declined 1% YoY to W309bn. -Marketing costs increased YoY, due to G-star, Wildstar’s release and B&S Taiwan launch (Unit : KRW in MN) In 4Q14, operating expenses rose 13% QoQ to W148bn -Year-end adjustments to labor cost and an increase in marketing activities, such as G-Star, are the main drivers * 4Q14 Others: Bandwidth costs(4,664), Rent(1,868), Wage for outsourced staff(6,937), Outsourced R&D(2,711) etc. 17 6-1. Opportunities : China (Unit : USD BN) MMO genre is the largest segment in Chinese online game market. Leading MMOs in China are reported to generate USD 500 MN ~ 600 MN revenues per year. Growth Projection by Platforms 40 Breakdown of Online by Genre 16 14 35 14 11 30 8 25 4 15 10 5 2 1 1 7 1 2 8 5 4 9 8 6 3 3 11 14 16 9 10 7 6 20 11 12 18 8 6 5 4 7 3 3 4 2 4 5 6 6 2013E 2014E 7 - 2011 2012 2013 Online (Client Based) 2014E 2015E 2016E 2017E Online (Web Based) Mobile (Source : Game White Paper 2014, Ministry of Culture, Korea) 2011 2012 MMORPG 2015E Casual Games (Source : GPC and IDC 2013) 18 6-2. Opportunities : Mobile Games Main directions for NCSOFT mobile games are to leverage our franchises, to focus on mid to hard-core RPG genre, and to develop multiplayer game elements such as competition and cooperation. 19 6-3. Opportunities : Artificial Intelligence AI is a catalyst for innovations in a variety of fields. NCSOFT will capitalize on the AI technology it has been building up. Cases of AI implementation Games equipped with AI Halo Dyson vacuums Apple Siri Google driverless car ANKI Drive Amazon Echo Netflix Cinematch IBM Watson Assassin’s Creed Forza Motorsport 20 7. Strengths To be launched Technology-backed innovations World-class development capabilities and a strong pipeline Global publishing network 17 years of operational know-hows and skills In service Lineage Eternal Wildstar ... Guild Wars 2 CBTs expected in 2015 Blade and Soul Hands-on demo at PAX and GamesCom in 2013 Launched in US and EU on June 3 2014 AION Launched in US/EU on August 28 2012 Launched in China via KongZhong on May 15 2014 Lineage2 MXM Launched in Korea on June 30 2012 PCU in Korea : 230K (PCU: Peak Concurrent Users) Launched in China via Tencent Aug 8 2014 Lineage Launch : Nov. 2008 Accumulated Sales: KRW 1.1 TN (launch~2014) Service Country: 7 countries (EU counted as one) Latest Quarterly Sales: KRW 21 BN Launch: Oct. 2003 Accumulated Sales: KRW 1.2 TN (launch~2014) Service Country: 9 countries (EU counted as one) Latest Quarterly Sales: KRW 19 BN Release expected in 2015 Launch: Sep. 1998 Accumulated Sales: KRW 2.3 TN (launch~2014) Service Country: 6 countries Latest Quarterly Sales: KRW 97 BN 21 8. Summarized B/S & P/L (Unit : KRW MN) B/S P/L 22 9-1. Screenshot(MXM) 23 9-2. Screenshot(Lineage Eternal) 24 9-3. Screenshot(Project Hon) 25 9-4. Screenshot(Lineage Mobile) 26 9-5. Screenshot(AION Mobile) 27 9-6. Screenshot(B&S Mobile) 28 9-7. Screenshot(H2) 29 9-8. Screenshot(Pangya) 30
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