Financial Results Presentation
Transcription
Financial Results Presentation
The 12th Term Third Quarter Financial Results Presentation CROOZ, Inc. JASDAQ Standard; Code 2138 The 12th Term Third Quarter Financial Results Presentation A g end a Starting off Strategy This quarter's good news What are the important fourth quarter policy points? What devices will we focus on? Business What regions will we focus on? What does CROOZ, Inc. do? What is our global strategy progress? What sort of games do we provide? What technologies are we improving? What are our major titles? What are the strengths of CROOZ? How is our global strategy playing out? How popular are we? Results What kinds of trends exist for sales? Shareholder return policy What is the policy on return to shareholders? What are the trends in regard to dividends and payout ratios? What kinds of trends exist for ordinary income? How was our performance this quarter? How was our performance compared to last fiscal year? What is our progress status? Lastly A special notice What is the mid-to-long-term vision (dream) at CROOZ? FAQ Reference: What are social games? This quarter’s good news An important message We have a very special announcement on the last page. Please look forward to it. Social game sales are 1.5 times better The two leading titles = RAGNABREAK and Avalon “ HUNTER x HUNTER Battle Collection ” is expected to outpace these two titles in the fourth quarter, contributing significantly to sales and profit, so there is a lot of potential here. * HUNTER x HUNTER belongs to our affiliate ForGroove, so we expect more of a contribution to profit than sales. The 12th Term Third Quarter Financial Results Presentation Th is q ua r t er ’ s g o o d new s Our sales for this quarter were 4.119 billion yen, significantly higher than our previous record, and a 1.394 billion yen increase ( +51% ) from last quarter’ s sales total of 2.725 billion yen. The number of users playing “ Supernatural Succession! RAGNABREAK, ” our main social game which started appearing nationally in TV commercials in October, has increased together with the increase in sales. But the good news doesn’ t stop there! Our new social game “ The Knights of Avalon ” released on October 10 has quickly grown even more popular than RAGNABREAK, significantly increasing the entire company’ s top line sales. Also, with “ HUNTER x HUNTER Battle Collection ” ‘s release on December 23 at the third quarter’ s end, it too is progressing well along with RAGNABREAK and Avalon, as yet another positive contributor to our fourth quarter results and beyond. Before getting into details regarding these favorable results, allow me to introduce CROOZ. ? What does CROOZ, Inc. do CROOZ provides Internet-based services worldwide. Tokyo CROOZ,Inc. Established May 24, 2001 ForGroove, Inc. Established January 23, 2012 Seoul NEW CROOZ Korea Corporation Established December 6, 2012 San Francisco Singapore CROOZ America, Inc. Established August 1, 2012 CROOZ Asia Pte.Ltd. Established July 26, 2012 Current services are centered on social games. ? What sort of games do we provide Users (10,000s) 455 181 201 2Q 3Q 256 523 609 1027 875 703 333 92 1Q 10th term 2010 2011 4/20 3/4 4Q 1Q 2Q 3Q 4Q 11th term 2Q 3Q 12th term (this term) 2012 4/18 1Q 8/1 5/2 ↑Released by our affiliate ForGroove 7/13 ↑ Global version of Mobage title 10/10 3/13 6/13 9/6 7/25 3/16 12/23 9/13 3/30 ↑Title for Yahoo! Mobage ↑Released by our affiliate ForGroove The 12th Term Third Quarter Financial Results Presentation W h a t so rt of g a m es d o w e p r o v i d e? Year 1 - 10th term As our first title, we released Nekketsu Kouha Kunio Battle for Mobage. It became a hit, and next we released another licensed title, Shounan Bakusou-Zoku, which also sold well, making us one of Mobage’ s top social application providers. Year 2 - 11th term We continued to release character-based hits one after another, such as Sengoku Battle! Kunio-Kun (Mobage award winner) and Team and Resistance! Gang King. In addition, we released an original title, Supernatural Succession! RAGNABREAK, our biggest hit to date. Year 3 - 12th term (current) Our No. 1 title, Supernatural Succession! RAGNABREAK continues to grow. We also released our first overseas title Deity Wars, and are beginning to develop globally. “The Knights of Avalon” and “Hunter x Hunter Battle Collection ” continue to maintain hit status as well, contributing to our rapid growth. *User numbers are for users of current CROOZ services only. Users for cancelled services or services planned for cancellation have been excluded. ? What are our major titles Card battle games using high-quality illustrations for appeal. The 12th Term Third Quarter Financial Results Presentation W h a t a r e o ur m a j o r t i t l es ? Supernatural Succession! RAGNABREAK is our main title. Known for its high-quality card illustrations outmatching other card battle games, it exceeded one million users in its first 6 months, and has currently exceeded 1.5 million users. It has also ranked in the Mobage Top 20 for 7 months in a row, was ranked number 1 overall by mixi game ranking, and the iOS version was ranked number 1 free game by the App Store the day after it was released. Because of this, its fan base continues to grow for various devices and platforms. ? What are our major titles A real-time guild battle game , taking place in a parallel world to RAGNABREAK. The 12th Term Third Quarter Financial Results Presentation W h a t a r e o ur m a j o r t i t l es ? “ The Knights of Avalon ” is our second main title. This is a real-time guild battle game, taking place in a parallel world to RAGNABREAK. It exceeded 500 thousand users in its second month since release. And it has ranked in the Mobage Top 20 for 3 months in a row. ? What are our major titles Title from our affiliate ForGroove A card battle game under copyright of the popular anime. The 12th Term Third Quarter Financial Results Presentation W h a t a r e o ur m a j o r t i t l es ? “ Hunter x Hunter Battle Collection” is our third main title. This is based on a copyrighted top-class anime, rising above dozens of competitors. It exceeded 500 thousand users in approximately 20 days from release. It also ranks in Mobage’ s Top 15 smartphone and feature phone games. ? How popular are we Mobage ranking for games released in 2012 or later: 2nd 3rd 4th CROOZ games make up 3 of the top 5 Mobage titles. The 12th Term Third Quarter Financial Results Presentation H o w p o p ul a r a r e w e? As of January 26, 2013, CROOZ games “Hunter x Hunter Battle Collection,” “Supernatural Succession! RAGNABREAK,” and “The Knights of Avalon” ranked 12th, 13th, and 14th respectively in Mobage’ s Top 20 smartphone game ranking. Excluding titles released in collaboration with DeNA Co., Ltd, CROOZ titles ranked 2nd, 3rd, and 4th on Mobage’ s Top 5 released in 2012 or later, establishing our name as a hit-producing company for Mobage. ? 4,119 83 What kind of trends exists Internet contents Internet commerce 839 Internet solutions (Millions of yen) 2,749 88 2,725 51 396 388 2,321 2,252 68 82 366 388 2,089 75 1,774 368 78 2,284 1,781 1,480 1,491 402 129 113 463 404 140 104 19 36 263 304 1Q 8th term 2Q 535 113 18 696 100 32 950 122 114 867 105 50 851 122 75 654 714 2Q 3Q 404 564 713 3Q 4Q 1Q 9th term 1,273 2,264 107 220 327 1,038 1,644 172 905 113 1,294 94 144 1,051 126 1,131 994 782 685 4Q 1Q 2Q 10th term 3Q 4Q 1Q 3,196 2Q 3Q 11th term (Last term) 1,887 4Q 1Q 2Q 3Q 12th term (This term) The 12th Term Third Quarter Financial Results Presentation W h a t k in ds of t r end s ex i s t f o r s a l es ? Our sales for the third quarter were 4.119 billion yen. This is a 51% increase (+1.394 billiion) from the second quarter sales total of 2.725 billion yen, and marks a new company record by a wide margin. This is due in part to the airing of a TV commercial for our main title “Supernatural Succession! RAGNABREAK,” increasing the number of users, which ultimately led to an increase in sales. Another contributor to our increase in sales is “The Knights of Avalon,” which was released in the third quarter and continues to grow popular at a faster pace than RAGNABREAK. We also credit active promotion of our online shopping site “SHOPLIST.com by CROOZ” as a significant contributor to increased sales. From the fourth quarter and beyond, “Hunter x Hunter Battle Collection” sales will be added to the robust trends of RAGNABREAK and Avalon after its release on December 23. * Sales generated from advertising services in the 9th term and earlier have been excluded. ? What kinds of trends exist for ordinary income Ordinary income (millions of yen) 1,955 290 (4Q) Ordinary income ratio (%) 1,665 196 6.1% 8th term 422 (3Q) 475 (2Q) 21.4% 21.8% 13.8% 355 (1Q) 12.1% 9th term (Full-year forecast) 1,253 ( 3Q Total ) 1,129 443 2,000 10th term 11th term (Previous term) 12th term (This term) The 12th Term Third Quarter Financial Results Presentation What kin ds of t re n ds e xist f o r o r d i na r y i nc o m e? Our ordinary income for the third quarter was 422 million yen. This is a decrease of 53 million yen from the previous quarter’ s ordinary income of 475 million yen. This decrease was due to a wide range of promotional activities in the third quarter for “Supernatural Succession! RAGNABREAK” and our online shopping site “SHOPLIST.com by CROOZ.” The profit-related contribution of these wide-scale promotional activities will go into full swing next term. Sales since last quarter are projected to jump more than 1.5 times (+1.394 billion yen) due to this active investment, for a large increase in base ordinary income. Also, the fact that “Hunter x Hunter Battle Collection” has been doing well since it’ s December 23 release in the late third quarter will contribute to an increase in base ordinary income. *Ordinary income for the 8th term includes ordinary income made through advertising services. ? How was our performance this quarter (Millions of yen) Previous quarter Sales 2,725 Jun. – Sep. This quarter Oct. - Dec. Compared to Previous quarter 4,119 +1,394 +93 418 (+51%) Personnel costs 325 Subcontracting costs 194 199 Advertising costs 160 749 +588 Operating profits 472 419 −52 302 257 −45 Term net profit (+28%) +5 (+2%) (+365%) (−11%) (−15%) Sales increased by 51% due to TV ads and other promotional activities. The 12th Term Third Quarter Financial Results Presentation How w a s o u r pe rf o r m a nc e t hi s q ua r t er ? Sales increased by 1.394 billion yen (+51%), and operating income decreased by 52 million yen (-11%). The increase in sales is due in part to TV commercials promoting our main social game “Supernatural Succession! RAGNABREAK,” and active promotion of our online shopping site “SHOPLIST.com by CROOZ,” which in turn led to an increase in users. Another contributing factor is “The Knights of Avalon,” which reached hit status in league with RAGNABREAK. The wide-scale promotion of “Supernatural Succession! RAGNABREAK” and “SHOPLIST.com by CROOZ” resulted in advertising costs of 749 million yen (588 million yen more than the previous quarter), for a temporary drop in operating income. However, this investment is projected to increase our base ordinary income by a wide margin. Also, the fact that “Hunter x Hunter Battle Collection ” has been doing as well as RAGNABREAK and Avalon, since it’ s December 23 release in the late third quarter, will contribute to an increase in base ordinary income. ? How was our performance compared to last fiscal year (Millions of yen) Sales Same Term Last Year (Total) This Term (Total) Apr. - Dec. 6,613 Apr. - Dec. Compared to Last year 9,097 +2,483 +553 1,020 (+37%) Personnel costs 467 Subcontracting costs 435 594 +159 Advertising costs 560 1,083 +522 1,663 1,243 −419 972 765 −207 Operating profits Term net profit (+118%) (+36%) (+93%) (−25%) (−21%) Sales increased by 37% , showing that growth is still strong. The 12th Term Third Quarter Financial Results Presentation How was our performance compared to last fiscal year? Sales increased by 37% (+2.483 billion yen). This increase in revenue is due to our business growth in the social gaming sector. However, operating income decreased by 25% (-419 million yen). This decrease is due to higher business costs as a result of growth. Costs in particular that rose include personnel costs, associated with highering engineers needed for social game operation and development (+553 million yen), and advertising costs, used to actively promote “Supernatural Succession! RAGNABREAK” and our online shopping site “SHOPLIST.com by CROOZ” (+522 million yen). However, the decrease in operating income is only temporary, as a way to increase top line sales, which will lead to a continuous increase in operating income in the near future. What is our progress status ? (Millions of yen) Total 3Q results Full-year performance estimate Sales 9,097 11,000 82% Operating profits 1,243 2,000 62% 765 1,200 63% Term net profit Progress rate An increase in fourth quarter sales is projected to wield a large increase in profits The 12th Term Third Quarter Financial Results Presentation W h a t is o ur p r o g r es s s t a t us ? Our full-year performance estimate includes a rate of progress at 82% for sales, 62% for operating income, and 63% for term net profit. Profit might appear a bit low, but we have recently achieved record sales, and we estimate that base profit will increase by a wide margin starting in the fourth quarter. As an additional note on performance, we have already recorded record single-month sales and profit numbers for January in the fourth quarter. Profit will decrease in February and March due to wide-scale promotional plans for those months, but we estimate record top line sales again from April of next term, as well as a profit recovery period. However, we currently don’ t have any wide-scale promotional plans for that period. ? What are the important fourth quarter policy points Other than card battle Under development Card battle We will focus limited assets on our 3 main titles and new titles. The 12th Term Third Quarter Financial Results Presentation W hat are the im port a n t f o u rt h qua r t er p o l i c y p o i nt s ? We will focus our limited assets of people, equipment, and money on our three main titles , “Supernatural Succession! RAGNABREAK,” “The Knights of Avalon,” and “Hunter x Hunter Battle Collection,” continue to revamp user interface, and strive to increase the number of users. We are also developing new original games as continuations of RAGNABREAK and Avalon. ? What devices will we focus on No. of monthly unique visitors (smartphone) Percentage of smartphones users 53.8% 50.0% 39.7% 31.6% 25.0% 3Q 10th Term 4.7% 11.7% 4Q 1Q 12.3% 11th term 2Q 3Q 4Q 1Q 2Q 3Q 12th Term (This term) We will focus energy on smartphones to increase the number of users. The 12th Term Third Quarter Financial Results Presentation W h a t de v ices w i l l w e f o c us o n? We are focusing on providing social games for smartphones. The result, the percentage of smartphone users visiting our main titles has increased steadily each quarter, and today 53% of all visitors use smartphones. *The number of monthly unique visitors and percentage of smartphone users were determined for our main social games only. *The feature phone image used in this presentation was extracted from NTT DOCOMO’ s website. The smartphone image was extracted from Apple Japan’ s website. ? What regions will we focus on East Asia (Japan, South Korea, China) North America (USA, Canada) Population: 1.52 billion people GDP: 14.29 trillion USD Population: 350 million people GDP: 16.83 trillion USD We will focus on the large markets of East Asia and North America . The 12th Term Third Quarter Financial Results Presentation What regions will we focus on? We will focus distributing games to the large markets of East Asia (Japan, South Korea, China) and North America (USA, Canada). We have currently localized and released “Supernatural Succession! RAGNABREAK” for North America as “Deity Wars,” and for China as “Shén Mó Chuánchéng.” ? How is our global strategy playing out CROOZ Planning/development Marketing NEW CROOZ America CROOZ Asia CROOZ Vietnam Marketing Marketing (Coming soon) Development Marketing NEW CROOZ Korea Planning/development Marketing We are currently organizating new local development teams in South Korea and Vietnam. The 12th Term Third Quarter Financial Results Presentation How is o u r globa l s t r a t eg y p l a y i ng o ut ? We are actively pursuing globalization of our social games to win over users throughout the world. As a matter of policy, we are actively establishing bases in regions with large markets, or markets with potential to expand. We are performing marketing activities in each of the countries we are based in, in order to meet local needs, and provide services considered acceptable by the local community. We are also organizing overseas development teams with the objective of strengthening technical capabilities and development speed. First we will start off with South Korea , where the social gaming market is growing rapidly, and Vietnam , where personnel cost is inexpensive . What is our global strategy progress CROOZ Korea CROOZ Vietnam CROOZ Development bases We will start developing new games targeting users on a worldwide scale. The 12th Term Third Quarter Financial Results Presentation W h a t is ou r global s t r a t eg y p r o g r es s ? CROOZ is now focusing on the East Asian market (Japan, South Korea, China) and North American market (USA, Canada). So far we have established marketing bases in five countries within those regions: Japan, Singapore, USA, South Korea, and Vietnam (planned). We are also organizing development teams outside of Japan in South Korea and Vietnam (planned). Phase 1 of our base establishment plan is now complete. For CROOZ to attain its next level of growth, we will transition from the planning phase, and begin developing new games for worldwide users . The success of these new games will ensure a portion of profit from overseas in addition to Japan, starting next term for CROOZ. ? What technologies are we improving Creative technology Development power Systemized through our Venus accelerated development framework Delivery technology G4 Four technologies Universal network technology Infrastructure power Systemized through our Zeus common infrastructure base Communicative technology Marketing power Systemized through our Compass marketing database Visual technology Design power Outlined in the four articles of our Blue Fire design guidelines The 12th Term Third Quarter Financial Results Presentation What technologies are we improving? We are mainly focused on improving four technologies. We believe these four technologies, called G4 , are vital to long-term survival in any sort of network-based business. Development power Infrastructure power Marketing power Design power Creative technology Delivery technology Communicative technology Visual technology *For details regarding the four articles of our Blue Fire design guidelines, please refer to our website. ? What are the strengths of CROOZ Compass Marketing database Analysis of areas to be tuned up S4 Four Systems Innovative technological infrastructure Venus Accelerated development framework Agile tuning operations through piecemeal development Zeus Common infrastructure base A network capable of handling heavy loads on demand Chronometer Accelerated business system Optimizing daily routine work The 12th Term Third Quarter Financial Results Presentation What are the strengths of CROOZ? CROOZ continually strives to be a technologically powerful company . In particular, we value systems that ensure high-quality, do not require special skills, and allow for effective and highly productive work. This philosophy helped to create one of our company’ s strengths, a technological infrastructure system made up of four major technologies. We call this system S4 and work each day to enhance it. Compass Venus Zeus Chronometer Marketing database Accelerated development framework Common infrastructure base Accelerated business system ※For further information regarding each system, please refer to our website. ? What is the policy on return to shareholders ① As a general rule, aim to distribute dividends every term ② Aim to achieve a payout ratio of 30% or higher ③ Recognition among all employees of the importance of dividends ④ Recognition among all employees of the importance of operating income ⑤ Aim to heighten mid-term stock prices by achieving our corporate vision ⑥ Consider various methods to improve liquidity of shares ⑦ Consider an investment unit price which will encourage more investors ⑧ Boost internal reserves and create a term where investment plays a bigger role than dividends The 12th Term Third Quarter Financial Results Presentation What is the policy on return to shareholders? Once per quarter, CROOZ officers and executives take a retreat together and review the return policy to shareholders based on stock prices and financial conditions. (1) As a general rule, we seek to ensure income that will allow us to pay dividends to shareholders each term. CROOZ has paid dividends since the term following listing. (2) We aim to achieve a payout ratio of 30% so we can make returns to as many investors as possible. (3) We are creating an environment where all employees, not just officers and managers, recognize the importance of dividends. As a concrete example of our policy, employee bonuses are calculated based on the source of dividends to shareholders. (4) We are creating an environment where all employees, not just officers and managers, recognize the importance of operating income. As a concrete example of our policy, officer remuneration and manager salaries are calculated based on the operating income of the previous term. (5) We do not aim for short-term increases in stock prices, but increases in the mid-term based on achieving our corporate vision. (6) We are considering various methods to improve the liquidity of our shares, aiming to secure 2,200 or more shareholders in the mid-term. (As of late September 2012, we have 4,890 shareholders.) (7) We are considering an investment unit price which will encourage a large number of investors. (8) We will boost internal reserves and create a term where investment which makes a good profit in the long term plays a bigger role than dividends ? What are the trends in regard to dividends and payout ratios term 12th term 8th term 9th term 10th term 11th (Last term) (This term) Dividend per share (JPY) Total dividends (millions of yen) Dividend payout ratio (%) 1,500 1,500 1,500 225 562 24 61 189 191 191 28.0 22.5 28.9 16.7 16.0 CROOZ has been paying dividends each term since the term after listing The 12th Term Third Quarter Financial Results Presentation What are the trends in regard to dividends and payout ratios? CROOZ has succeeded in paying dividends each term since the term after listing. As explained earlier, in this term we are working on creating high-quality original games and actively expanding globally, so our policy is to bolster our internal reserves. Because of this, we plan to pay the same total of dividends as the previous term, but will work to increase dividends and dividend ratios with our performance and business situation in mind. Stock splits were performed on October 1, 2010 and March 1, 2011. Figures calculated prior to these have been adjusted to reflect the splits. *The 7th term dividend includes the portion commemorating the first anniversary of the company’ s listing worth 225 JPY. *The dividend payout ratio for the 9th term is a theoretical figure that assumes deductions of irregular factors such as extraordinary losses. *Figures for the 12th term represent forecasts made by CROOZ as of the date of preparation of this material. That is all for the third quarter earnings announcement, However... To end our meeting today, We have a special announcement. RAGNABREAK and Avalon have bumped up our top line, and sales have been revised upward by 2.5 billion yen. Initial Sales Forecast Current Sales Announcement 11 billion yen 13.5 billion yen for a 22% increase *Since we will carry out a wide range of promotional activities in the fourth quarter, there will be no change in profit forecast. The 12th Term Third Quarter Financial Results Presentation A s p ec i a l no t i c e Due to positive business results, our full-year sales forecast for this term has been revised upward from our initial forecast of 11 billion yen, to 13.5 billion yen . That is an increase of 22% (+2.5 billion yen) from the previous announcement. We will continue carrying out the wide range of promotional activities from the third quarter into the fourth quarter, which will ultimately expand top line sales for this term and secure a number of users. Because of this, there will be no change of profit forecast at this time. One more thing... About that new game we released at the end of the third quarter on December 23... In only 20 days since release, it has brought in over 500 thousand users. Title from our affiliate ForGroove Hunter's contributions to profit will start in the fourth quarter. The 12th Term Third Quarter Financial Results Presentation Another special notice “Hunter x Hunter Battle Collection” was just released at the end of the third quarter on December 23, and brought in 500 thousand users in a mere 20 days on the market. This game is advancing at a faster pace than RAGNABREAK and Avalon. “Hunter x Hunter Battle Collection” ‘s contributions to profit will start in the fourth quarter. Lastly... A wide range of promotional activities in the fourth quarter, combined with our new “HUNTER x HUNTER” title, will further increase our top line sales and user count. This growth will really start contributing to profit numbers in April of next term. Something to look forward to. ? What is the mid-to-long-term vision (dream) at CROOZ To create Omoshirokakkoi Fun and Cool Example The Knights of Avalon A real-time guild battle game, and sequel to RAGNABREAK Tech Hills A technical study session held by CROOZ to pursue the possibilities of next-gen technologies. Launched in October of last year, and exceeded 100,000 users only 3 days after release. It has ranked in Mobage’ s Top 20 for more than 3 months, and is one of our most popular social games with over 500 thousand registered users to date. With a vision to be recognized as Japan’ s most important technical study session, various themes are researched, such as Japan’ s most prominent tech businesses, new technologies, new gadgets, and new platforms. More than 100 people have attended each session, with over 400 technicians in attendance at the 4th and most recent session, “The Impact of UI/UX: Project Secrets for Drawing in Users.” That wraps up our earnings announcement. But from this point we'd like to list FAQ and reference materials , so please feel free to continue looking. FAQ Plus Twitter-like comments from Obuchi The 12th Term Third Quarter Financial Results Presentation FAQ We have gathered commonly-asked questions into this FAQ. Q: How many employees work at CROOZ? A: 323 (as of late third quarter) Q: Why does the number of employees increase by more than 50 during the third quarter only? A: Most were mid-career employment as developers for social games. Investing in the future has given us development power to spare. Q: What is the ratio of genders at CROOZ? A: About 80 percent male, 20 percent female. Q: What is the average age at CROOZ? A: 30.(As of the end of last term) Q: What is the job distribution like at CROOZ? A: About 80% of the staff works in a technical or creative position. The remaining 20% works in marketing and the back office. This ratio is unlikely to change. We are a technological company, and most of our employees are technical workers. Q: How many new employees will CROOZ hire over the next year? A: If we find capable human resources, there is no limit to how many people we will hire, and then challenge in a number of different ways. We will accept lower profits compared to last year and greater personnel expenses if it means gathering talented individuals. Investing in the future is paramount. We strike while the iron is hot. Q: What is the average length of service for employees at CROOZ? A: 2 years. (As of late last term) We had over 100 new hires last term. Yet our average length of service remains the same, due to the positive workplace environment we offer. *Twitter images extracted from the Twitter website. The 12th Term Third Quarter Financial Results Presentation FAQ Q: What is the turnover rate? A: 9.5%. (As of the end of last term) This is reasonable at an IT company. That rate won’ t go up or down. Q: What is the average salary at CROOZ? A: 5.3 million yen. (As of the end of last term) With an average age of 30, this puts us among the top in the industry. And it’ ll go up a bit more, too. Q: How many employees are working on social game development? A: About 230. This number includes creators and designers, but excludes our infrastructure team. We’ ll keep adding more. Q: Do you believe the growth of social games will continue? A: Yes. Q: What are the strengths of CROOZ social games? A: In addition to killer content unavailable from competitors, we have created and systemized our core systems like development framework, marketing database, network infrastructure, etc. We also have the industry know-how required to release original games as hits. Q: Can you tell us the status of social games based on title? A: That information is not made public. Q: Can you tell us detailed KPI on social games? A: That information is not made public. Q: What are CROOZ’ s strengths as a company? A: Systemized core systems for our development framework, marketing database, network infrastructure, etc. The 12th Term Third Quarter Financial Results Presentation FAQ Q: Will you tell us the mid-term business plan at CROOZ? A: We can't do that. Just as the fact that no one predicted that Mobage would become a huge media entity five years ago taught, the changes in this industry come hard and fast, which means that quick, flexible reactions to the environment are more important than solid planning. In the IT business, speed is king. Thinking five years ahead is good, but looking right ahead is better. Rather than thinking of profits planned for five years from now, creating a system and corporate culture that can handle change seems wiser. Q: What are CROOZ’ s major projects in the near future? A: We plan to deepen our presence in the social games and actively expand into the global market over the next year or two. Q: What efforts is CROOZ making in the smartphone field? A: All new mobile services are being planned and developed with smartphones as a base, and released at a date no later than for feature phones. In addition to global operation, we are working to improve our smartphone services. Q: CROOZ donated 5 million yen in the wake of the earthquake and tsunami. How else does CROOZ plan to contribute to society? A: We try not to be a company that contributes only in the wake of the earthquake, but one that naturally contributes through everyday activity. CROOZ donates 100,000 yen to a guide dog fund with every new social game title released, taking profit generated by sighted users who enjoy our games, and trying to help those with visual impairments enjoy life more. The 12th Term Third Quarter Financial Results Presentation FAQ Q: What is your current business scheme? A: There is still plenty of room for growth in social games, using original titles as an axis. We aim to multiply the scope of our sales. In the near future we will actively work to obtain global sales. We believe we can be the top SAP. Q: What is your current target demographic? A:Male users in their 30s or older. This group is our biggest payer of user fees. Q: They say your officers are on average the second youngest of all listed companies. Tell us more about that. A: Every July, Toyo Keizai issues a report on officers for all listed companies and our company’ s officers ranked the second youngest out of 3,595. The total average for officers was 59.6 years old and our average was 36 years old. Q: CROOZ had the second highest rate of stock price increases in 2011. Tell us more about that. A: For the year-to-date (January 2011 to late August 2011) CROOZ is number two in the rate of stock price increases for major IT companies, even against famous names. Further, CROOZ is part of the major representatives of JASDAQ on the JASDAQ-TOP 20 two years in a row. Q: Real-money trading (RMT) is a problem cropping up in recent social games. What do you think of this issue? A: We believe it is a hindrance toward the healthy enjoyment of games. We will monitor the problem carefully and work together with platforms to implement policies and methods to deal with it. The 12th Term Third Quarter Financial Results Presentation FAQ Q: Did the cancellation of “complete gacha” services affect profits or KPI? A: There was almost no effect. Q: I saw something about the Asia Diva Audition in a press release. What sort of event is it? A: It is an audition held sponsored by us to discover the next generation of fashion artists. Its aim is to unearth Asia’ s female singing talent. By using CROOZblog, one of Japan’ s largest blog sites, we are able to choose from 7 million women who are then screened, tested for singing skills, then carefully chosen by popular vote by CROOZblog users. The 1st Asia Diva Audition’ s Grand Prix Artist is Momoyo Fukuda. Q: The press release called it an incredible first in the music industry. Could you give us more information? A: After wowing audiences by taking the Grand Prix in our Asia Diva Audition, Momoyo Fukuda’ s (affiliated with Label Line, Inc.) debut song, Dear Best Friend, was ranked #1 on RecoChoku’ s daily single ranking on July 11. She debuted after only 38 days and in a single day her song toppled those by established artists, making her tale a modern Cinderella story. Q: You’ re also holding other events, such as “Gotōchi! Zeppin! Umai Mon Kōshien” for agricultural high school students across the country. What is the profit forecast for this? A: We’ re really not sure. But profit is not the objective in this case. CROOZ is also involved in other activities, such as planning on-the-job training events, in cooperation with Tokyo Metropolitan Office of Education, for public junior high and high school students in the metropolitan area. Sometimes we organize special classes for local vocational students in Hokkaido and other regions as well. In conjunction with conducting business, we feel it is our important duty to offer these sorts of events to the younger generation, as an opportunity to fulfill their dreams, as they will be the backbone of Japan’ s economy into the future. The 12th Term Third Quarter Financial Results Presentation FAQ Q: Why did you establish affiliate companies in Singapore and San Francisco? A: Our affiliate company in Singapore will serve as a marketing base for Southeast Asia and China. Offshore development is also taking form there. Our affiliate company in San Francisco is to serve as a marketing base for North America, the market we will pursue most aggressively in the near future. We will actively work to obtain profits there. ? Reference: What are social games Packaged games Social games Wii PS3 Desktop game consoles Mobile phones, PC The 12th Term Third Quarter Financial Results Presentation W h a t a r e s o c i a l g a m es ? Packaged games Wii One-time sale model Continuous revenue generating model Basically played by 1 or 2 players with limited Basically played by multiple players; abundant communication communication and highly entertaining There is great risk in relation to the profitability Stable revenue generation as user inputs can of these games as they cannot be modified after be reflected instantly and improvements can they are put on the market. be made Game machine manufacturers: PS3 Social games Game software developers: Nintendo, Sony, etc. Game site operators: Capcom, Sega, etc. DeNA, GREE, etc. Game application providers: CROOZ ,Drecom, etc. Desktop game consoles Mobile phones, PC (Wii、PS3、Xbox360) (Cell phone and Smartphone, PC) Glossary “Social games” Games offered as social applications via SNS (social networking services). *Wii screens and game software pictures in this material have been extracted from the website of Nintendo. Playstation 3 screens have been extracted from the website of Sony Computer Entertainment Inc. Mobage screens have been extracted from the website of DeNA Co., Ltd. Facebook images have been extracted from the Facebook website. Images of notebook computers have been extracted from the Hewlett-Packard Japan website. ? What is our business model Approximately Approximately 59,870 thousand users 122,890 thousand Approximately users in total 34,670 thousand users Approximately Game Platforms mixi Yahoo!Mobage Mobage Google Play App Store 28,340 thousand users The 12th Term Third Quarter Financial Results Presentation W h a t is o ur b us i nes s m o d el ? We provide Nekketsu Kouha Kunio Battle and other social games through the Mobage game platform from DeNA Co., Ltd. Anyone who owns a mobile phone through NTT docomo, au, and softbank are potential customers . We earn revenue from fees paid by users who access game platforms including Mobage, Yahoo!Mobage, mixi, Google Play, and App Store via mobile phone networks. *Number of users: Extracted from the website of the Telecommunications Carriers Association *Logos images have been extracted from the websites of NTT DOCOMO, Inc., KDDI CORPORATION, SOFTBANK MOBILE Corp., DeNA Co., Ltd., mixi, Inc., Google, and Apple Japan respectively. ? How does CROOZ make profit ¥500 We sell incredibly powerful weapons for only 500 yen. The 12th Term Third Quarter Financial Results Presentation How does CROOZ make profit? In the case of Nekketsu Kouha Kunio-Kun (RENEGADE): An action game in which the player trains and strengthens the character to fight against enemies cooperatively with friends “I could have won if I had this weapon.” “I’ ll go to the item shop and buy this weapon.” “With this weapon, I have become more powerful. I can now play more effectively!” Fee income Revenue from selling items To start “I could have won with this weapon, but I am not sure I want to pay for it.” User loses against the opponent Point! “By introducing this game to a friend and having them register, I was rewarded with the item!” Increase in users Users solicit friends to join CROOZ earns revenue from selling weapons that strengthen the character, and the reduction in the required training time of character, as well as other features “With this weapon, I have become more powerful. I can now play more effectively!” How large is the game software market Nintendo Online games 3DS / DS 137.6 133.2 billion yen Mobile games 69.6 billion yen billion yen Social games Playstation3 465 billion yen billion yen 63.2 (as of 2012) 31.5 Wii/WiiU billion yen 40.7 billion yen PS VITA PSP The 12th Term Third Quarter Financial Results Presentation How large is the game software market? The social game market has grown to account for 465 billion yen in 2012. This means the market has grown far beyond that of Wii and PlayStation3 software seen in TV commercials. *Market sizes for the game software of each console are assumptions based on company calculations as of late January 2013. ? What is the future outlook on market size (100s of million yen) 5,750 4,650 Online games 1,376 Nintendo 3DS/DS 1,332 Mobile games 696 PlayStation3 632 PS VITA/PSP 519 Wii/WiiU 442 2,650 1,389 447 0 5 60 157 2005 2006 2007 2008 2009 2010 2012 2012 2013(Year) The 12th Term Third Quarter Financial Results Presentation What is the future outlook on market size? Social games play a leading role in the game software market. Social games pulled in 465 billion yen in 2012, making them the undeniable kings of the game software market. The social game market will continue to grow, expected to exceed 500 billion yen per year in the near future. *Market information is estimated via company calculations as of late January 2013, based on material provided by the Mobile Content Forum and Mitsubishi UFJ Morgan Stanley Securities. Are social games really profitable ∼ Brand Ranking: Number of times aired on TV commercials ∼ 1st place Mobage 2nd place GREE 3rd place Ameba 4th place SoftBank Mobile 5th place Aeon 6th place NTT docomo 7th place Uniqlo 8th place DeNA 9th place McDonald’ s 10th place Daihatsu 2,316 1,829 1,396 1,239 1,154 1,025 1,004 894 867 772 times times times times times times (Mobage excluded) times times (MOVE) times times The 12th Term Third Quarter Financial Results Presentation Are social games really profitable? In terms of the number of times TV commercials aired, Mobage ranks first and GREE ranks second. This indicates that in today’ s Japan, companies focusing on social games as a source of revenue, such as GREE and Mobage, are extremely active in respect to their presence on TV commercials. Today, social game providers are comparable to firms such as NTT DOCOMO and McDonald’ s, providing common services everywhere, which society cannot do without. *Kanto area data extracted from Video Research Comhouse Ltd. website, December 2012. The 12th Term Third Quarter Financial Results Presentation Points to note The material herein contains mid-to-long-term plans and forecasts made by CROOZ. The information contained in these pages is not intended to guarantee the future business results of the company and bears certain risks and uncertainties. As business forecasts are affected by various factors and prone to change, we ask the reader to refrain from relying solely on the information presented herein.