2008 Outlook
Transcription
2008 Outlook
Excitement is just Beginning Precautionary Statement This presentation was made as the dates shown and reflected management views as of these dates. All financial information regarding CJ Internet’s business results and forward looking statements are subject to known risks and uncertainties that may cause actual results to differ from those stated or implied. CJ Internet assumes no obligation or responsibility to update the information provided in the presentation in correspondence to their respective dates. Contents 1 Earnings Summary & Outlook 2 Publishing Business 3 Global Outlook & Initiation 4 Investment Highlights 5 Appendix: Company Overview & Summarized Financial Statements Earnings Summary & Outlook – 2007 Results □ Despite competitive environment, historical highs in terms of quarterly results and full year earnings - 4Q sales: 44.5 bil. won, ٨ 8.6% QoQ and ٨ 47.0% YoY - 4Q oper. profit: 12.9 bil. won, ٨18.7% QoQ and ٨ 107.8% YoY - 4Q net income: 5.9 bil. won, ٪ԹԻԶԸ% QoQ and ٨ 67.6% YoY □ 2007 Full Year Results - Sales: 159.8 bil. won, ↑51.9% YoY - Oper. Profit: 45.7 bil. won, ↑58.1% YoY - Net Inc.: 25.8 bil. won, ↑58.3% YoY 2007 Quarterly Results Full Year Results Unit: bil. won Unit: bil. won 44.5 40.9 38.1 36.3 159.8 105.2 11.6 10.2 8.8 10.9 10.2 6.8 6.9 6.1 1Q 2Q Sales Oper. Profit 12.9 9.8 3Q Ord. Inc. 45.7 8.5 6.0 25.2 4Q Net Inc. 37.3 28.9 25.8 16.3 2006 Sales 2007 Oper. Profit Ord. Inc. Net Inc. 1 Earnings Summary & Outlook – ARPU & Paying User Ratio □ Key Performance Indices also reach new highs - Paying user ratio reaches 6.4% as no. of paying users jumped ٨ 37% YoY from 348,000 to 477,000 from 4Q 2006 to 4Q 2007 - ARPU also increased ٨ 4 % YoY from 21,967 won to 22,835 won during the same time period ARPU Trend Paying User Ratio (Unit:1,000 persons) (Unit:1,000 persons) (Unit: won) 500 445 423 400 12.0% 8,511 8,147 7,553 8,000 348 7,617 7,484 30,000 22,134 21,967 10,000 40,000 403 300 200 477 21,772 8.0% 6,000 22,835 5.3% 20,000 20,350 4,000 4.3% 0 4.0% 0.0% 4Q 061Q 07 2Q 073Q 074Q 07 4Q 06 1Q 07 2Q 07 3Q 07 4Q 07 Mthly Avg. UV Mthly Avg. ARPU 4Q 06 5.0% 0 0 Mthly Avg. PU 1Q 07 2Q 07 3Q 07 Paying User ratio 4Q 07 Monthly Avg. UV 8,147 8,511 7,553 7,617 7,484 Monthly Avg. PU 348 423 403 445 477 21,967 21,772 20,350 22,134 22,835 4.3% 5.0% 5.3% 5.8% 6.4% Monthly Avg. ARPU Paying User ratio (Source: Korean Click, CJ Internet) 6.4% 2,000 10,000 100 5.8% 2 Earnings Summary & Outlook – Costs & Equity Method Details □ Operating Costs / Equity Method Details - Labor cost: expected to increase by 20% YoY due to focus on global business - Commissions: estimated to rise by 20% YoY due to strong publishing sales - Marketing: expected to grow 17% YoY due to new games (4.5% of total sales) - Net equity method loss: slight increase of 0.4 bil. won in ‘08 < Operating Costs > (Unit: mil. won) 2007 2008 (F) 20,993 25,250 20% Commissions 74,912 89,646 Marketing 7,299 Depreciation < Equity Method Details > 2007 2008 (F) Difference CJIG -4,801 -6,014 -1,213 20% CJI Japan -2,575 -864 1,711 8,562 17% CJIT2 0 -2,143 -2,143 7,715 10,000 30% CJI Inc. -98 -98 0 0 845 - Anipark 1,304 2,228 924 Other 3,178 3,496 10% Other -333 0 333 Total 114,097 137,799 21% Net Total -6,891 -389 Labor cost Bad debt YoY (Unit: mil. won) -6,502 3 Earnings Summary & Outlook – 2008 Outlook □ Publishing business will be main growth driver for 2008, increasing 18% YoY from 94 bil. won to 110 bil. won - Sales portion has increased from 37% in 2005 to 58% in 2007 □ □ 2008 Earnings Outlook 2008 Expected Sales Breakdown - Sales: 190 bil. won, ↑18.9% YoY - Web Board: 66.2 bil. won, ↑14.5% YoY - Oper. Profit: 52.2 bil. won,↑14.2% YoY - Publishing: 110.4 bil. won, ↑18.0% YoY` - Ord. Inc.: 45.2 bil. won, ↑21.2% YoY 2008 Sales Breakdown 2008 Outlook Your Text here (bil.won) 200.0 190.0 120.0 160.0 8.3 84.5 80.0 80.0 26.6 25.7 18.1 28.9 25.2 16.3 45.7 37.3 25.8 52.2 45.2 5.7 6.7% 31.2 36.9% 7.3 6.9% 42.2 40.1% 0.0 56.4% 7.0% 110.4 58.1% 58.6% 34.8% 40.0 47.6 93.6 13.3 5.2% 105.2 120.0 105.2 84.5 40.0 190.0 159.8 159.8 160.0 (bil.won) 200.0 55.7 53.0% 57.8 36.2% 66.2 0.0 2005 Sales 2006 Operating Profit 2007 Ordinary Inc. 2008(F) Net Inc. 2005 2006 Web Board 2007 Publishing 2008(F) Other 4 Contents 1 Earnings Summary & Outlook 2 Publishing Business 3 Global Outlook & Initiation 4 Investment Highlights 5 Appendix: Company Overview & Summarized Financial Statements Publishing Business – No. 1 Publisher in Korea □ After CJ Group acquisition, CJ Internet’s publishing sales has grown 73.2% CAGR from 2005 to 2007 □ “Sudden Attack” is first game to hold No. 1 market share in PC Café for 66 consecutive weeks □ Most successful publisher in Korea: Publishing 24 games with 17 making over 100 mil. won Publishing Track Record 93.6 41.1 31.2 25.5 15.4 3.9 2 2002 13 24 17 16 8 2003 2004 Publishing Sales 2005 2006 No. of Games 2007 5 Publishing Business – Solid Game Sourcing In-house Game Studios CJIG Anipark Your Text here Aramaru Your Text here • Acquired 53% stake in 2005, invested 7.1 bil. won • Acquired 23% stake in 2005, invested 1.5 bil. won • Capital: 22 bil. won • Developed baseball game “MaguMagu” • Developed “Nova 1492” and “Theos Online” • Developed MMORPG “Ys Online” “Koongya Adventure” • Developing 3 more games • Developing more games • Established in 2005 • 100% Subsidiary Outsourcing Partners Domestic Partners Overseas Your TextPartners here • GameHI : Sudden Attack • SEGA : Co-development of Super Monkey Ball • KOG : Grand Chase • KOEI : Uncharted Waters, Dynasty Warriors Online • Softmax : SD Gundam Capsule Fighter • Bandai & Namco : SD Gundam Publishing • Maiet : Gunz Online • Ndoors : Goonzu Online • Inix soft : Kal Online • Falcom : Co-developing of Ys Online • Beijing Perfect World: Perfect World 6 Publishing Business – Continuing the Momentum □ “Perfect World” selects CJ Internet to publish first Chinese in Korea (Oct. 2007) □ “Dynasty Warriors” and “Dragonball” will be the next foreign big title’s to be published (2H 2008) - “Dynasty Warriors” will be published as first game in China operations Big Titles 2H 2007 Perfect World 2H 2008 Dynasty Warriors Dragonball 7 Publishing Business – 2008 Game Line-up □ Game Line-up for 2008 - 1H 2008: 3 games to be commercialized (“Koongya”, “Oz Chronicles”, and “Here We Go") - 2H 2008: 5 games to be commercialized (“Prius”, “Kero King”, “Relic Online”, “Dynasty Warriors”, “Dragonball”) 1H 2008 2H 2008 Game Developer Genre Open Beta Commercialization Koongya Adventure CJIG Casual RPG 2007 4Q 2008.1.24 Oz Chronicles Anipark Action RPG 2008 1Q 2008.3.27 Here We Go CJIG Action / Adventure 2008 1H 2008 1H Kero King Bandai Korea Sports Casual 2008 1H 2008 1H Prius Online CJIG MMORPG 2008 1H 2008 2H Relic Online Freezm On Casual Action 2008 2H 2008 2H Dynasty Warriors Koei Action / Strategic 2008 1H 2008 2H Dragonball Online Bandai Korea Casual MMORPG 2008 2H 2008 2H 8 Contents 1 Earnings Summary & Outlook 2 Publishing Business 3 Global Outlook & Initiation 4 Investment Highlights 5 Appendix: Company Overview & Summarized Financial Statements Global Outlook & Initiation – Online Game Major Market □ Korea is within the Top 3 countries in the world in terms of online game market size (U$ 2.2 bil.) - Korea market expected to grow CAGR 17% during 2007~2009 period while global market forecast is 14% □ Global online game market to reach US$ 12 billion by 2010 - China and Korea will account for 45% or US$ 5.4 billion of total online game market in 2008 Global Market Trend Korea Market Trend (Unit: U$ 100 million) (Unit: bil. won) Your Text here 2,894 120.0 2,495 105.0 92.0 2,114 80.0 1,777 65.0 1,440 48.0 1,019 36.0 18.0 12.9 8.0 12.8 5.3 8.1 2004 2005 U.S. (Source: iresearch Inc., 2007) 2006 23.5 18.0 2007 China 26.7 20.6 2008(F) 28.5 24.0 2009(F) 30.6 754 28.0 452 2010(F) 2002 2003 2004 2005 2006 2007 2008(F) 2009(F) Global (Source: Korea Ministry of Culture and Tourism, 2007) 9 Global Outlook & Initiation – Moving Towards Online □ Reasons for Growth of Global Online Game Industry - Increased investment in casual games Publishers, retailers, aggregators and developers significantly increased their investments over the past few years. A large number of new entrants including console makers are driving the market forward. - Consumers spend more time online Continuing shift of consumers spending time online compared to other forms of entertainment (i.e. TV or listening to music) Increased broadband penetration enhances game experience and game content. □ New Entrants in Online Game Industry Activision AOL Blizzard Entertainment Disney Interactive Studios Dreamworks SKG Fox Entertainment Group Fox Interactive Microsoft MTV Networks/MTV Games NDS Group News Corporation Paramount Pictures Real Networks Sony Pictures Entertainment Time Warner Walt Disney Internet Group Warner Bros. Interactive Viacom, Inc Yahoo Opportunity “Consolization” & M&A, J/V’s 10 Global Outlook & Initiation – Major Publisher □ In 2006, CJ Internet was within Asia’s Top 10 publishers: generating more than US$ 2 billion and should exceed US$ 2.5 billion in 2008 □ Despite being one of top publishers in both Korea and Asia, there is a high discrepancy in foreign ownership 2005 2007 2006 (Unit: bil. won) CJ Internet Foreign Ownership (Apr.10) 2008(F) 190.0 159.8 105.2 84.5 26.6 28.9 25.7 18.2 25.2 16.3 Oper. Profit Sales 45.7 37.3 52.2 Ordinary Inc. 31.2 Net Inc. (Unit: bil. won) 160.0 128.1 102.2 Neowiz Games 5.6% 45.2 25.8 87.2 17.6 25.9 10.7 7.9 43.0 15.1 8.5 Oper. Profit Sales 21.7 22.3 16.1 Ordinary Inc. 227.5 24.9% 28.5 Net Inc. (Unit: bil. won) 232.8 39.5 248.4 222.6 34.3% NC Soft 72.0 Sales 81.6 66.7 51.8 47.3 Oper. Profit 38.1 46.9 58.3 Ordinary Inc. 45.1 54.9 76.3 Net Inc. 59.8 11 Global Outlook & Initiation – Current Operations □ Current overseas offices: Japan, China & U.S. - Reviewing several markets in S.E. Asia for 2008 □ Will focus on overseas business in 2008 - CJIG developed games to be actively exported (“Magu Magu” to Taiwan in Aug. 2007) - Pro-actively seek new partners either through J/V’s or M/A’s Key Success Factors: - Conglomerate commitment - Successful commercialization know-how - Stable game pipeline from in-house China JV (with T2CNT2CN-Major shareholder is GigaMedia, GigaMedia, Nasdaq listed) • Partner : Well experienced Game Publisher in China • Invest : US$ 5 mil. (CJ Internet) • Establish in April 2007 and begin operations in 1Q 08 development & strong network for outside sourcing U.S. (CJ Internet Inc.Inc.-100% subsidiary) • Invested US $2 million in May 2005 • Planning business, market research and seeking partnership Japan JV (CJ Internet Japan – CJ Internet 55%, SoftBank Group 45%) • Invested 2.6 bil. yen (CJ Internet 1.4 bil. yen, SoftBank Group 1.2 bil. yen) • Operation of Netmarble Japan since March 2005 • Offering 41 games in service (Including 10 Publishing games) • Peak concurrent users of 25,000 (As of Mar. 2007) 12 Investment Highlights Well-diversified Publishing portfolio & High Visibility Currently publish 25 games with 68% of games producing revenue of over 100 mil. won per month Successful track record despite competitive environment Publishing sales jump from 31.2 bil. won in 2005 to 93.6 in 2007 Why CJ Internet? Total sales leap from 84.5 bil to 159.8 bil. won during same time period Strong upside in raising number of paying users Avg. no of paying users increased 61% from 271,830 in 2005 to 437,259 in 2007 Global Initiation Exporting in-house games & starting China operations With $100 million will be pro-active in pursuing joint ventures/M&A’s 13 Thank You www.cjinternet.com Contents 1 Earnings Summary & Outlook 2 Publishing Business 3 Global Outlook & Initiation 4 Investment Highlights 5 Appendix: Company Overview & Summarized Financial Statements Company Overview – Snapshot & Share Price Info. Company Snapshot □ Acquired by CJ Group in 2004 □ Well –diversified publishing portfolio including web board games totaling over 50 games □ Revenue in 2007 reached 160 bil. won (U$ 170 mil.), 52% growth YoY □ Korea’s No. 1 Game: “Sudden Attack” has No. 1 M/S in PC Café market for 64 consecutive weeks (Jan. 2008) □ Registered no. of users: 24 million and unique visitors over 7.5 million per month □ Overseas business: Japan, China, & U.S. □ Total no. of employees: 359 (End of 2007) Share Price Info. & Shareholder Breakdown □ Shares outstanding: 22,787,444 shares □ Price (as of April 10): 16,700 won □ Market Cap: 381 bil. won / US$ 371 mil. □ Daily avg. Vol. (2007) : 441,359 shares □ 52 week High/Low : 25,200 won/15,200 won □ BVPS (2007) : 8,568 won □ ROE (2007) : 13.9% □ EPS (2007) : 1,132 won CJ Group, 27.3% Others, 61.4% J.H. Bang, (Netmarble Founder) 5.1% J.H. Lee, 1.3% (CJ Group, Chairman) Foreign, 5.9% (1Q 2008) 14 Company Overview – Business Model Web Board Game Business Model □ Monthly Subscription & Game Item Sales Monthly subscription fee (Premium Service), game items or entertainment content User Premium Service: Provide additional game money for casual games & make entertainment content available Avatar Contents: Character avatar to decorate small human animation figure or game avatar to provide game money Entertainment Contents: VOD service such as movies, dramas and comics for additional game money Publishing Business Model □ Monthly Subscription & Game Item Sales User Monthly Subscription Fee or Game Item Sales Service Revenue Sharing Game Developer Provide variety of game contents such as FPS, RPG etc. 15 Appendix: Summarized Balance Sheet (mil. won) 2007 2006 2005 2004 Current Assets 149,899 130,853 119,354 74,929 Fixed Assets 79,319 64,323 52,310 58,227 Total Assets 229,217 195,176 171,665 133,156 Current Liabilities 32,141 18,689 18,137 10,630 L/T Liabilities 1,993 2,277 1,498 301 Total Liabilities 34,134 20,966 19,637 10,931 Paid-in Capital 11,385 11,359 11,122 11,022 Capital Surplus 136,820 136,228 128,725 120,162 Retained Earnings 53,530 31,146 18,157 -1,468 Shareholders’ Equity 195,084 174,210 152,028 122,225 16 Appendix: Summarized Income Statement (mil. won) 2007 2006 2005 2004 Sales 159,777 105,207 84,543 141,386 Gross Profit 70,808 48,748 45,283 55,078 Oper. Inc. 45,680 28,897 26,571 33,607 Non-Oper. Inc. 6,910 5,587 6,523 1,852 Non-Oper. Exp. 15,268 9,307 7,354 44,856 Ordinary Inc. 37,322 25,178 25,741 -9,397 Net Inc. 25,791 16,300 18,156 -14,310 17