mobcast inc. (3664)
Transcription
mobcast inc. (3664)
SR Research Report 2013/11/8 mobcast inc. (3664) Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. mobcast inc. (3664) SR Research Report 2013/11/8 Contents Recent Updates .......................................................................................................4 Highlights ............................................................................................................4 Trends & Outlook .................................................................................................5 Business ............................................................................................................... 13 Business Description ........................................................................................... 13 Market and Value Chain ...................................................................................... 21 Strategy ............................................................................................................ 25 Historical Financial Statements................................................................................ 27 Income Statement.............................................................................................. 29 Balance Sheet .................................................................................................... 30 Other Information ................................................................................................. 31 History .............................................................................................................. 31 News & Topics ................................................................................................... 32 Major Shareholders ............................................................................................ 34 Top Management ............................................................................................... 34 By The Way .......................................................................................................... 34 Company Profile .................................................................................................... 35 http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 2/36 mobcast inc. (3664) SR Research Report 2013/11/8 Income Statement (Thousand Yen) Total Sales YoY Gross Profit YoY GPM Operating Profit YoY OPM Recurring Profit FY12/08 Par. 334,411 FY12/09 Par. 202,610 FY12/10 FY12/11 FY12/12 FY12/13 Par. Par. Par. Est. 402,067 2,022,313 4,932,004 5,000,000 16.9% -39.4% 98.4% 403.0% 143.9% 226,090 48,895 190,428 1,399,162 3,414,066 - 10.1% 67.6% -78.4% 24.1% 289.5% 47.4% 634.7% 69.2% 144.0% 69.2% 793 -151,612 36,376 521,097 1,127,205 -680,000 0.2% -74.8% 9.0% 1332.5% 25.8% 116.3% 22.9% - 1,633 -157,031 31,794 510,213 1,117,455 -640,000 -37.3% 0.5% -77.5% 7.9% 1504.7% 25.2% 119.0% 22.7% - Net Income 2,992 -346,094 16,832 484,234 648,114 -750,000 YoY Net Margin -89.5% 0.9% -170.8% 4.2% 2776.9% 23.9% 33.8% 13.1% - 7,682 -46,085 0 0 -3,888 10,682 1,777 0 0 17,028 10,882 45,117 0 0 65,808 6,474,000 106 102 0 288 YoY RPM Per Share Data Number of Shares 7,258 EPS 412 EPS (Fully Diluted) 0 Dividend Per Share 0 Book Value Per Share 40,649 Balance Sheet (Thousand Yen) Cash and Equivalents 119,183 Total Current Assets 360,548 Tangible Fixed Assets, net 1,839 Other Fixed Assets 36,209 Intangible Assets 103,121 Total Assets 501,718 Short-Term Debt 43,037 Total Current Liabilities 124,729 Long-Term Debt 81,959 Total Fixed Liabilities 81,959 Total Liabilities 206,688 Net Assets 295,030 Interest-Bearing Debt 124,996 Cash Flow Statement (Thousand Yen) Operating Cash Flow Investment Cash Flow Financing Cash Flow Financial Ratios ROA 0.6% ROE 1.0% Equity Ratio 58.8% 13,913 65,346 1,359 19,935 65,244 151,885 44,674 102,270 79,480 79,480 181,750 -29,864 124,154 -55 0 193,315 656,836 1,593,919 310,837 1,237,744 2,548,101 2,355 1,984 14,437 7,990 47,053 145,768 39,569 42,269 116,035 360,752 1,329,052 2,824,343 35,166 77,760 28,456 115,392 499,960 1,046,419 63,472 112,970 16,688 63,472 112,970 16,688 178,864 612,930 1,063,107 181,887 716,121 1,761,235 98,638 190,730 45,144 - 61,871 -50,890 168,419 424,165 -102,510 141,865 - 6.6% 22.1% 50.4% 57.3% 67.6% 53.9% 934,900 -227,717 229,900 31.2% 37.1% 61.9% Note: Consolidated data from FY12/13. Figures may differ from company materials due to differences in rounding methods. 1-to-500 stock split in March 2012 resulted in 6,322,500 outstanding shares as of June 30, 2012. Source: Company data, SR Inc. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 3/36 mobcast inc. (3664) SR Research Report 2013/11/8 Recent Updates Highlights On November 8, 2013, mobcast inc. released Q3 FY12/13 consolidated results: click here to go to the results section. On November 1, 2013, the company announced a downward revision to its full-year FY12/13 earnings forecast. For the full-year FY12/13, the company stated that the reasons for the downward revision to its consolidated earnings forecast is due to the following: 1) delays in introducing new games developed in-house, 2) delays in introducing new games developed by partners, 3) delays in its overseas business, 4) increase in advertising expense, 5) increase in personnel expense, and 6) impairment write-offs of software. The company revised full-year FY12/13 earnings forecast as follows: Sales: 5.0 billion yen (initial forecast of 8.0 billion yen) Operating Loss: -680 million yen (1.8 billion yen operating profit) Recurring Loss: -640 million yen (1.7 billion yen recurring profit) New Loss: -750 million yen (1.0 billion yen net profit) The first three problems mentioned above were caused by an overly optimistic schedule management. The company has already taken measures such as changing its organizational structure, as to avoid such delays in scheduling from ever happening again in the future. In addition, the company has implemented several measures such as a massive overhaul of its advertising organization, and focusing resources on future growth businesses. Furthermore, in an effort to accelerate its overseas expansion by its group companies, the company announced on the same day that it will merge with mobcast global inc. and become the surviving company. For corporate releases and developments more than three months old, please refer to the News & Topics section. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 4/36 mobcast inc. (3664) SR Research Report 2013/11/8 Trends & Outlook Monthly Membership Trends Customer count is on a steady rise, and as of the end of October 2013, the company had 4.5 million members. Membership increases tend to be highest in April and May each year, when the professional baseball season starts and the company conducts its most aggressive promotions. In Q3, the number of members increased 320,000 to 3.7 million in Japan, while the number of members increased 130,000 to exceeded 700,000 in Korea. Number of mobcast Members 130,000 members added in Q3 Number of members in Korea Number of members in Japan 290,000 members added in Q2 260,000 members added in Q1 320,000 members added in Q3 380,000 members added in Q2 250,000 members 200,000 members added in Q1 added in Q4 Source: Company data, SR Inc. Research http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 5/36 mobcast inc. (3664) SR Research Report 2013/11/8 Quarterly Trends & Results Quarterly Performance (million yen) Sales YoY Q1 1,082 FY12/12 (Parent) Q2 Q3 1,201 1,250 Q4 1,399 Q1 1,303 FY12/13 (Consolidated) Q2 Q3 1,297 1,308 - - - - - - 791 816 830 978 817 771 702 73.1% 67.9% 66.4% 69.9% 62.7% 59.5% -15.4% 53.7% 542 661 544 539 707 821 908 - - - - - - 66.7% SG&A / Sales 50.1% 249 55.1% 155 43.6% 286 38.5% 438 54.3% 110 63.3% -49 69.4% -206 YoY OPM 23.0% 12.9% 22.8% 31.3% 8.5% - - 248 147 284 438 110 -57 -164 22.9% 12.2% 22.8% 31.3% 8.5% - - 143 84 167 254 46 -44 -138 13.2% 7.0% 13.4% 18.1% 3.5% - - GP YoY GPM SG&A YoY OP RP YoY RPM NI YoY NPM Q4 FY12/13 (Consolidated) % of FY FY Est. 52.0% 5,000 4.6% - -680 - -640 - -750 Note: Consolidated data from FY012/13 Figures may differ from company materials due to differences in rounding methods Source: Company data, SR Inc. Q3 FY12/13 Results (announced on November 8, 2013; please refer to the table above) Cumulative Q3 sales were 3.9 billion yen (the company started reporting consolidated accounts from FY12/13, and therefore, does not disclose year-on-year comparisons), operating loss of 144 million yen, recurring loss of 110 million yen, and net loss of 135 million. In Q3 (July to September), sales increased 0.8% compared to Q2 (April to June), due to 1) delays in introducing new games developed in-house, 2) delays in introducing new games developed by partners, and 3) delays in its overseas business. Its games developed in-house, such as native application games “Dragon Spin”, “Gekito! Bokura no Puro Yakyu!” (Fierce Game! Our Pro Baseball!), as well as a browser game, “Mobile Grand Prix”, were delayed from Q3 to Q4. In addition, eight of the ten scheduled release of partner game titles in Q3 were delayed to Q4. Overseas business was effected by various delays such as a browser game titled “Yakyu no Tatsujin – Mobapro Korean version” (Master of Baseball – Mobapro Korean version) released in October, native app games delayed to Q4 from Q3, and the delay in opening of the company’s social gaming platform to other game providers in November (for release of “NBA2K Basketball Master”). Furthermore, increases in advertising and personnel expenses contributed to an operating loss of 144 million yen. Advertising expense as a percent of overall sales increased, mainly due to the company’s inability to control ad placements given that its advertisement media are organized on a long term basis. Personnel expense increased as a result of enhancing operations such as strengthening its open gaming platform, and embarked on new operations such as developing native games, providing an opening platform and developing native apps in Korea, as well as conducting media marketing. Furthermore, the company recorded extraordinary charges of 200 million yen related to loss on disposal of fixed assets, namely discarding of software, and 100 million yen in relocation expenses to a new office. The company expects that the various delays seen in the Q4 such as introducing in-house and partner developed new games, and developing its overseas business will likely be resolved in Q4, and http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 6/36 mobcast inc. (3664) SR Research Report 2013/11/8 consequently, it feels confident that it will be able to achieve its revised earnings forecasts. Earnings outlook for FY12/14 For FY12/14, the company forecast operating expenses to be reduced by approximately 1.3 to 1.4 billion yen over the previous term, mainly due to halting long-term advertising contracts, reducing depreciation of software due to the total write-off of impairment losses in the previous term (FY12/13), in addition to reducing outsourcing expenses (development of new projects to be completed within the year). SR Inc. believes that the company will likely record increased sales and profit (become profitable) during the term, supported by full contributions from new titles introduced during FY12/13, and new game releases (two browser games, two native application games, and 15 to 16 partner games are planned). Q2 (1H) FY12/13 Results (Announced on August 9, 2013; please refer to the table above) Consolidated sales were 2.6 billion yen (no YoY comparison due to first year of consolidated results) in 1H. Operating profit was 60 million yen, recurring profit was 50 million yen, and net income for 1H was 2 million yen. In Q2 (April–June), although sales were flat compared with Q1 (January–March), results for the quarter were affected by such factors as a temporary shortage of certain sales items and a delay in the opening of the company’s social gaming platform to other game providers. The shortage in sales items stemmed from a delay in the preparation of player cards during the changeover to the updated 2013 edition of “Mobapro,” which resulted in an opportunity loss. From June, sufficient player cards have been available and the number of paying members appears to be rising (please refer to the chart titled “Number of Paying mobcast Members and ARPPU”). Driven by aggressive advertising campaigns, in Q2 (April–June) the number of mobcast members grew at a rapid pace, with 380,000 members added (versus an increase of 250,000 members in Q1 FY12/13 (January–March)). Such strategies as enhancing sports media services and aggressively marketing to light users appear to have been successful. SG&A expenses in Q2 (April–June) rose to 820 million yen, reflecting aggressive advertising campaign expenditure in preparation for 2H. The SGA-to-sales ratio increased to 63.3% (55.1% in Q2 FY12/12) In 1H FY12/13, the company released five game titles developed in-house and nine game titles developed by third parties. In 2H FY12/13, the company plans to release a total of 41 titles: 11 developed in-house and 30 third-party titles. At the start of FY12/13, the company said it planned to release at least 20 third-party game titles during the fiscal year, hence under the current plan the number of third-party titles is likely to surpass the initial forecast by a large margin. Among in-house game titles scheduled for release in 2H, the first native-application game title, “Dragon Spin,” is due to be released in August, auto-racing game “MobaGrandPrix” is set for release in September, full-fledged 3D professional baseball simulation game “Everyone’s Pro Baseball” (native application) is scheduled for release in October, and “Mizuguchi Puzzle” (tentative name), a social puzzle game, is planned for release in December. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 7/36 mobcast inc. (3664) SR Research Report 2013/11/8 Tetsuya Mizuguchi is the company’s creative designer, and the games he has been involved in producing to date have sold a total of eight million units and the number of applications installed exceeds 16 million. In addition, to further accelerate development of the company’s overseas business, the release of “Mobapro Korea” is scheduled for autumn 2013. The company is also planning a major international rollout of its “MobaSoccer” professional soccer simulation card game in 2014 ahead of the staging of the FIFA World Cup. By summer 2014, the company is aiming to release the game in approximately 20 countries. Although 1H results were low versus the company’s full-year estimates, based on the aggressive level of activity planned for 2H, the company maintained its forecasts. Q1 FY12/13 Results (Announced on May 8, 2013) Sales were 1.3 billion yen (no YoY comparison due to first year of consolidated results) for the quarter. Although sales declined compared to the preceding quarter (Q4 FY12/12), taking into account the impact of the off-season, performance was generally in line with expectations. In Q4 FY12/12, ARPPU was high, at 6,733 yen, driven by such factors as year-end promotional campaigns (please refer to ARPPU chart). Membership topped three million people as of the end of March 2013, driven by aggressive advertising. Q1 FY12/13 saw rapid growth in membership, with 257,000 new members joining during the quarter (vs. 208,000 new members in Q4 FY12/12). Strategies such as enhancing sports media services and aggressively marketing to light users appear to have been successful. COGS was 486 million yen and GPM was 62.7% (FY123/12: 69.2%), reflecting rises in platform commissions and labor costs related to PC-related services. As a result, gross profit was 817 million yen. Within SG&A expenses, labor expense was 90 million yen (labor expense / sales: 7.0%; FY12/12 3.9%), higher on the back of the media services launch. Advertising and promotion expense was 370 million yen (advertising and promotion expense / sales: 28.7%; FY12/12 29.1%), reflecting efficient media buying at the start of the year and to coincide with the World Baseball Classic (WBC) and the start of the Japanese professional baseball season. As a result, Q1 FY12/13 operating profit was 110 million yen. Although up-front investment rose, this was mainly in line with expectations. Recurring profit was 110 million yen, and net income for the quarter was 45 million yen. The company revised up its full-year consolidated sales forecast by 1 billion yen to 8 billion yen based on favorable progress in the first quarter that was mostly in line with assumptions, and reflecting the expected impact on operating performance from Q2 onward due to the increase in the number of new members. In Q1 FY12/13, the company launched several strategic initiatives. As part of enhancements to media services, the company began mobcast Sports and “VivaSpo!” in partnership with TV Asahi Corporation. Further, to pave the way for overseas expansion, the company acquired mobcast ec inc. (former EnterCrews Co., Ltd.), and executed a third-party allotment of shares to Dentsu Inc. (Please refer to Strategy). On April 22, 2013, the company fully opened the beta versions of its “mbc connect” and “mbc wallet” services, which had been available to a handful of companies since October 2012, and officially opened its http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 8/36 mobcast inc. (3664) SR Research Report 2013/11/8 “mobcast development partners site,” hence marking the launch of the mobcast social-game platform. By opening its platform to other game providers, the company aims to distribute third-party content, thereby increasing the diversity of content and services available to users. In Q1 FY12/13, seven third-party game titles were launched on the platform, and the company forecasts more than 20 third-party game titles to be available through the mobcast platform by the end of FY12/13. The company announced a 1-to-2 stock split (record date: May 31, 2013) for the purpose of increasing share liquidity and further broadening its investor base. FY12/12 Results (announced on February 5, 2013) Sales were 4.9 billion yen (+143.9% YoY; +9.6% vs. forecast) for the year. Sales grew steadily on strong performance of existing mobile social game titles, such as “Mobapro” (professional baseball simulation card game) and “MobaDerby” (horse race simulation card game). New title “Mobasoccer” (professional soccer simulation card game) also contributed to robust results. In fact, the launch of “Mobasoccer” in late-July 2012 led to rapid membership growth. As of the end of FY12/12, Mobcast membership reached 2.8 million with paying members totaling 85,000 (79,000 as of the end of FY12/11). COGS (mainly royalties related to social game development and operation) was 1.5 billion yen, and gross profit was 3.4 billion yen. SG&A expenses were 2.3 billion yen. As a result, full-year operating profit was 1.1 billion yen (+116.3% YoY), largely in line with forecast (+0.2% YoY). The operating profit margin for the year was 22.9%. Full-year recurring profit was 1.1 billion yen (+119.0% YoY) after deduction of stock delivery expenses, and net income was 648 million yen (+33.8% YoY). Net income growth YoY was relatively small due to the effective tax rates leveling off. In the Q4 (October-December 2012) alone, operating profit grew 54% on the previous quarter, climbing the highest level ever. “Mobapro,” marking the second anniversary since launch, saw significant sales growth, while “MobaDerby,” one year since launch, enjoyed a steady user increase. The operating profit margin in the Q4 was 31.3%, much higher than the 22.8% in the previous quarter, mainly due to solid performance of “Mobapro” and “MobaDerby” and contributions from new “Mobasoccer” and year-end promotional campaigns. Despite an increase toward the year end, advertising costs were 290 million yen, down from the 330 million yen in the previous quarter. In mid-October 2012, Mobcast officially announced the beta-version platform opening to third parties. The company had plans to provide the beta-version platform (official name: “mbc connect”) to only several partners (as of December 2012), and intends to start official platform operation in March 2013. On the beta-version, Konami Digital Entertainment Co., Ltd. (a subsidiary of Konami Corporation; TSE1: 9766) launched “J.LEAGUE Dream Legends” (Konami) as the first game on the platform. The new title was seeing a steady user increase, according to the company. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 9/36 mobcast inc. (3664) SR Research Report 2013/11/8 Full-Year (FY12/13) Outlook FY12/13 Forecast (million yen) Sales FY12/12 Actual 1H 2H Full-Year 2,283 2,649 4,932 YoY CoGS Gross Profit YoY GPM - - Company Estimates 1H 2H Full-Year 2,600 2,400 5,000 143.9% - 677 1,607 841 1,808 1,518 3,414 1,012 1,588 70.4% 68.2% 144.0% 69.2% 61.1% SG&A 1,203 1,084 2,287 1,528 SG&A / Sales 52.7% 40.9% 46.4% 58.8% 403 724 1,127 61 17.7% 27.3% 116.3% 22.9% 2.3% - 394 723 1,117 53 17.3% 27.3% 119.0% 22.7% 2.1% - 227 421 Operating Profit YoY OPM Recurring Profit YoY RPM Net Income YoY - - 648 2 33.8% - - -741 - -693 - -752 - - -680 - -640 - -750 - Note: Consolidated data from FY12/13 Figures may differ from company materials due to differences in rounding methods Source: Company data, SR Inc. On November 1, 2013, the company revised consolidated earnings forecast for the full-year due to the following: 1) delays in introducing new games developed in-house, 2) delays in introducing new games developed by partners, 3) delays in its overseas business, 4) increase in advertising expense, 5) increase in personnel expense, and 6) impairment write-offs of software. The company revised full-year FY12/13 earnings forecast as follows: Sales: 5.0 billion yen (initial forecast of 8.0 billion yen) Operating Loss: -680 million yen (1.8 billion yen operating profit) Recurring Loss: -640 million yen (1.7 billion yen recurring profit) New Loss: -750 million yen (1.0 billion yen net profit) The first three problems mentioned above were caused by an overly optimistic schedule management. The company has already taken measures such as changing its organizational structure, as to avoid such delays in scheduling from ever happening again in the future. In addition, the company has implemented several measures such as a massive overhaul of its advertising organization, and focusing resources on future growth businesses. Furthermore, the company intends to write-off the full amount of impairment losses for its capitalized contents in development, namely “software development-in-progress", and contents already developed and depreciation has begun, namely “software”, in order to strengthen its management structure. As a result, it intends to take a 300 million yen extraordinary charge in the current term, and consequently, its depreciation burden is expected to be reduced from next term. The prospects for introducing its delayed in-house developed new games, new games developed by partners, and delays in overseas business looks brighter in Q4, and its revised earnings forecast is considered the minimum achievable level. Major titles to be release in Q4 are as follows: In-house developed games http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 10/36 mobcast inc. (3664) SR Research Report 2013/11/8 Browser games Mobile Grand Prix “Yakyu no Tatsujin – Mobapro Korean version” (Master of Baseball – Mobapro Korean version) Native application games Dragon Spin “Gekito! Bokura no Puro Yakyu!” (Fierce Game! Our Pro Baseball!) “Galaxy War S” (Korea version) “Dice Adventure” (Korea version) Partner games: eight titles Major game title releases planned for Q4 Browser games Mobile Grand Prix Master of Baseball (Yakyu no Tatsujin) Mobapro Korean version Source: Company data http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 11/36 mobcast inc. (3664) SR Research Report 2013/11/8 http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 12/36 mobcast inc. (3664) SR Research Report 2013/11/8 Business Business Description Business Model mobcast inc. (hereinafter “Mobcast” or “the company”) provides sports-focused social games using its own platform. Social Game Services Social games are available on social networking service (SNS) platforms, which enable users to play games while communicating with other users—often via smartphone. In 2007, Facebook, Inc. (NASDAQ: FB) released the Facebook Platform for application development, and since then many developers have launched games on the platform. In Japan, the mobage platform (run by DeNA Co., Ltd.; TSE1: 2432) had about 50 million users as of March 31, 2013. Mobcast’s focus is on sports games. Specifically, its titles include “Mobapro” (a professional baseball simulation card game for smartphone users), “Mobasoccer” (a soccer simulation card game for smartphone users), and “MobaDerby” (a horse race simulation card game for smartphone users). These games are free, but users must pay for some services available within the games. To win, users sometimes choose to use those paid services (see Social Games for details). Mobcast sets a monthly average revenue per paid use (ARPPU) target of 4,000-6,000 yen. The company set this target referencing the console video games which sell for a similar price (and buying a console game once a month is not unusual). Furthermore, Mobcast games prevent users from spending too much (i.e., curtailing an excessive ARPPU rise) by limiting the use of in-game “agents” (employing certain agents costs money) to scout in-game sports players (see Social Games for details). The company develops games using its proprietary “mobcast Social Game Engine” (MSGE). Using this engine, customers can enjoy a full season of a virtual sport in just a week and do not have to set their own season schedules (so called Fast-Rotation feature). The engine’s Auto-Promote feature automatically processes game progress (e.g., creating match-ups, determining player actions). This allows users to focus on the fun of organizing and directing their teams. Division-Ranking, another feature, ranks users against other users playing the same game. Mobcast games use the names and images of actual professional athletes. To make this possible, the company pays licensing fees to such rights holders as Nippon Professional Baseball Organization (NPB), Japan Football Association (JFA), Major League Baseball Players Association (MLBPA), and Fédération Internationale des Associations de Footballeurs Professionnels (FIFPro). NPB takes about 25% of related sales in licensing fees; FIFPro takes roughly 20%; and MLBPA takes around 20%. Because there are no holders of rights to racehorse names and photos, the company does not have to pay licensing fees related to “MobaDerby.” The company generally renews its licensing agreements once a year or three years. The company also pays commissions (about 10% of sales) to collections agencies (telecom carriers and payment-settlement agents). Customers pay for services in several ways, including bundling the charge with their other communication charges from their telecom carriers, buying prepaid cards prior to service use, and using credit cards. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 13/36 mobcast inc. (3664) SR Research Report 2013/11/8 The company’s primary activity is providing self-developed games on its own platform. Offering games on third-party platforms, such as GREE (run by GREE, Inc.; TSE1: 3632) and mobage (run by DeNA Co., Ltd.; TSE1: 2432), incurs platform-usage fees (about 30% of related sales), but this is obviously not the case for Mobcast. Game Development One of the company’s primary competitive advantages is its developer expertise. The company’s development activities began in March 2004, when Mobcast president Koki Yabu (then director at Bell-Park Co., Ltd.; JASDAQ: 9441) partnered with experienced game producer and creator Shinji Wachi (current Mobcast director) who produced hit titles at Square Enix Co., Ltd. (now part of Square Enix Holdings Co., Ltd.; TSE1: 9684). Together they launched a business to create and offer mobile entertainment content. Many game planners, designers, and programmers have joined Mobcast to learn from Shinji Wachi, an icon in the game industry, forming an exciting development team at the company. The team consists primarily of developers involved with the historical role-playing games “Nobunaga’s Ambition” and “Romance of the Three Kingdoms” at Koei. The company claims that games developed by full-fledged creators—like those at Mobcast—are more intriguing than those created by general Internet game developers. According to the company, its developers are industry gurus who created the algorithms in many renowned console games from the past. The company develops almost all of its games in-house. A development team has five to seven members, each acting as a director, planner, designer, or programmer. Once development is complete and the company launches a game, an operation team (four to six members), headed by a producer, forms. Development Costs According to the company, developing native applications (a group of applications, often mobile applications on smartphones, that are designed using codes that are processable and executable on http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 14/36 mobcast inc. (3664) SR Research Report 2013/11/8 terminals’ CPUs) for the App Store (the official online application distribution system of Apple Inc.; NASDAQ: AAPL) and Google Play (the official online Android application distribution system of Google Inc.; NASDAQ: GOOG) costs about as much as developing online PC games. In contrast, developing social browser games requires little more than licensing fees. As mentioned, Mobcast games use MSGE-based engines: a new game uses an existing game’s engine in the same genre, with some modifications. This makes newer games cheaper and faster to develop. For example, if “Mobapro” (themed on the Japanese professional baseball) cost 10 million yen to develop over the course of a year, “Majorpro” (themed on the Major League Baseball) would thus cost half as much money over 2-3 months. Open Platform The company opened its gaming platform to third parties in April 2013. Once it opens, third parties can begin providing social sports games, as well as various other sports-oriented content and services on Mobcast platform, attracting a larger user base. Mobcast estimates that opening the platform could expand its sales by roughly 30% via usage fees from partner developers (27% after paying 10% commission fee to collection agencies). Native application games The company started providing native application games in October 2013, in order to cater to the growing number of users searching for games on application stores such as App Store (iOS) and Google Play (Android), spurred by the greater diffusion of smartphones. Its games are free-to-play, with an items charging system (i.e., items purchased while playing the game), available on both iOS and Android systems. The company plans to launch in Japan first, and intends to launch in Korea, North America, and Europe. Native application games: games that require downloading or installing dedicated game software, mainly for iPhone and Android devices. Native application games, for example, a user can download the company’s game free-of-charge from the App Store, and can purchase items while playing the game. Native application games Coins used for native app games differ for each game. The purchased coins are recorded as debt (deposits) by the company, while items purchased are recorded as revenue at the time of sale. The company pays 30% of sales as a platform usage fee to the market (i.e., App Store, Google Play). Furthermore, the company is not burdened by settlement fees since these fess are usually credit card handling fees, which are paid for by App Store and Google Play. Fixed expenses are development costs, which tend to be higher than browser games. Social Media Services As of October 16, 2013, the company implemented a global strategy to focus its Media Department operations on “domestic and overseas marketing initiatives”, and decided restructure its organization by renaming its “Media Department” to “Marketing Department.” In social media services, the company until now had planned to http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 15/36 mobcast inc. (3664) SR Research Report 2013/11/8 become the media themselves, but has taken on the role of becoming an engine attracting customers through marketing initiatives of its game contents. Facebook and Twitter are the foundations of social media today. One post spreads throughout the Internet and can eventually create an online community. In particular, users can report real events on social media, which has made social media a standard communication tool of today. The company’s social media services include basic SNS features, such as e-mail, bulletin board system (BBS), and news distribution, as well as additional features (see Social Media Services for details). Though game development is a mainstay, strengthening its social media services is a core strategy at Mobcast, and the company plans to launch a sports news program for smartphones (see Strategy for details). The company’s social media platform is also an advertising medium, and accordingly the company sells online advertising through ad agencies, media reps (primary agencies for Internet advertising), and ad networks (companies that connect advertisers to websites). Mobcast’s platform takes several ad formats, such as banner ads (linked to advertisers’ websites), affiliate ads (which generate commissions for bringing customers to businesses), and tie-up ads (whereby Mobcast and advertisers place ads on social game displays for joint campaigns). Advertiser Sell Ad Spaces Pay Advertising Fees Sell Ad Spaces Pay Advertising Fees Ad Agency, Ad Network mobcast Game Increase Advertising Value Source: Company data processed by SR Inc. Main Businesses and Services Social Games “Mobapro” “Mobapro” is a mobile baseball simulation card game launched in December 2010. As of September 2012, the game had more than 1.9 million cumulative users. Users manage a virtual Japanese professional baseball team and try to lead the team to the championship. Along the way, they collect and use three types of cards (player cards, field-manager cards, and roster cards). The game incorporates current and past professional baseball players and field managers from all 12 teams. Users can have up to 20 player cards (13 fielder cards and seven pitcher cards). They acquire new players by hiring agents (“rookie,” “veteran,” or “ace” agents). To hire agents, users must either spend “gold” (the purchase of which is added to their service-usage fees) or points earned in the game (these are free). Hiring an agent provides access to better players, which incentivizes users to purchase “gold.” Users can use rookie agents as many times as they want, but veteran and ace agents only work for a specified number of times—a way to curtail an excessive rise in ARPPU. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 16/36 mobcast inc. (3664) SR Research Report 2013/11/8 Because actual pro players appear in “Mobapro” game cards, the game does not allow users to create, manipulate, or merge player characteristics, a feature often seen in competing fictional games. The company believes that such restrictions increase the importance of users’ skill and increase users’ enjoyment. Furthermore, the NPB appears to like the company’s approach, and the two parties maintain a sound relationship, according to the company. “MobaDerby” “MobaDerby” is a horseracing card game that launched in October 2011. Users create racehorse cards by combining stallion and mare cards. Users then register their racehorses and join a racing stable. They employ trainers, assistant trainers, and stable keepers to raise their horses, and their horses enter races to win cash awards. Stallion and mare cards include famous, real-world horses. To acquire stallion and mare cards, users either spend in-game currency “gold” (added to their service usage fees) or use points they earn in the game (these are free). Users can purchase “mid-rank,” “first-rank,” and “thoroughbred” cards. They also need “gold” or points to hire “rookie,” “veteran,” or “ace” trainers, etc. As mentioned, the stallion and mare card combinations determine the abilities of the racehorses and are based on actual racehorse breeding theory. Therefore, users need to identify optimal stallion-mare combinations. Also, the combination of a trainer, assistant trainer, and stable keeper influences horses’ development. So, to win, users must know how to manage their horse and staff cards. Unlike “Mobapro,” “MobaDerby” allows users to create, manipulate, or merge horse characteristics. SR Inc. believes that this is possible because in this game users mainly compete against opponents run by computer programs. “Mobasoccer” “Mobasoccer” is a mobile soccer simulation card game that launched in July 2012. Because the company has licensing agreements with JFA and FIFPro, the real names and images of more than 1,800 professional soccer players in Japan, Spain, England, Italy, and other nations appear in the game. As of September 2012, “Mobasoccer” had more than 150,000 users. As the virtual owner of a team, the user tries to lead his or her team to the Japanese championship, sometimes by acquiring star players and coaches. A user can have up to 18 player cards (11 as a starting lineup and 7 substitutes). Like “Mobapro,” users acquire new players by spending “gold” or points. Hiring agents requires “gold.” There are three key positions on every team, and putting the right players in key positions according to their technique, speed, and power makes a team function better. Also, each player has a preferred position, just as the actual players do. Users earn points as they complete league matches. Like “Mobapro,” “Mobasoccer” does not have a card-modification feature. Team supporters—a feature not seen in other soccer-themed games—affect the game’s progress. Specifically, they enable stadium refurbishments. This and other features increase the enjoyment and skill involved in realistic team management. “Mobasoccer” is relatively new. However, SR Inc. believes that the company has extensive knowledge about the soccer genre; it operated the social game “Web Soccer” (launched in February 2010; service ended in September 2012), which did not use the names and photos of actual players. “Mobasoccer” user counts appear to be growing steadily, possibly due to its use of actual names and photos. “Majorpro” http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 17/36 mobcast inc. (3664) SR Research Report 2013/11/8 “Majorpro” is a mobile baseball simulation card game that debuted in September 2012. Largely similar to “Mobapro,” users act as virtual team owners and scout Major League Baseball players for a World Series Championship team. “Mobapro Scout” “Mobapro Scout,” released in March 2013, is an online game in which the user recruits virtual baseball players and trains them for the Major Leagues. The user trains the ballplayers to get them into various leagues with the goal of eventually making it to the highest leagues. The user creates virtual ballplayers of his or her choice, such as a powerful home-run hitter or fastball slugger. The user can also transfer these ballplayers to a bigger platform—online card game “Mobapro.” Mobapro MobaDerby Majorpro Source: Company data processed by SR Inc. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 18/36 mobcast inc. (3664) SR Research Report 2013/11/8 Social Media Services Through its SNS platform, Mobcast provides various sports-related contents. On top of basic SNS features (e.g., news distribution), the platform has a “Sports Forecasts” section (an online community space), where users can predict the outcome of a baseball match, etc. In “Jikkyo Live!” (real-time sports-related information feeds), users can send messages to favorite players and teams during a match. The “Dictionary” section allows users to search sports-related terms. "Jikkyo Live!" Images Source: Company data Profitability Snapshot, Financial Ratios Profit Margins FY12/08 FY12/09 FY12/10 FY12/11 (Thousand Yen) Par. Par. Par. Par. Gross Profit 226,090 48,895 190,428 1,399,162 Gross Profit Margin 67.6% 24.1% 47.4% 69.2% Operating Profit 793 -151,612 36,376 521,097 OP Margin 0.2% 9.0% 25.8% EBITDA 36,376 521,097 EBITDA Margin 9.0% 25.8% Net Profit Margin 0.9% 4.2% 23.9% Financial Ratios ROA 0.6% 6.6% 57.3% ROE 1.0% 22.1% 67.6% Total Asset Turnover 0.72 0.62 1.57 2.39 Working Capital 87,094 26,350 83,563 572,737 Current Ratio 289.1% 63.9% 269.4% 247.6% Quick Ratio 200.2% 49.7% 267.1% 247.1% OCF / Current Liabilities 0.57 1.38 Net Debt / Equity 2.0% -369.1% -52.1% -65.1% OCF / Total Liabilities 0.3 0.7 Changes in Working Capital -26,001 -60,744 57,213 489,174 Source: Company data processed by SR Inc. Figures may differ from company materials due to differences in rounding methods. http://www.sharedresearch.jp/ FY12/12 Par. 3,414,066 69.2% 1,127,205 22.9% 1,127,205 22.9% 13.1% 31.2% 37.1% 2.37 704,066 243.5% 241.6% 1.21 -87.9% 0.9 131,329 Copyright (C) 2013 Shared Research Inc. All Rights Reserved 19/36 mobcast inc. (3664) SR Research Report 2013/11/8 Cost Structure COGS accounts for roughly 30% of Mobcast’s sales. 25% (or 83% of the COGS) is for royalties; the remainder is for development, distribution costs, etc. The company expected its soccer games to gain new paying members from FY12/13 and because FIFPro (holder of rights to professional soccer players’ names and images) royalties are lower than in other sports that would lead to a lower royalties-to-COGS ratio. Collection agency commissions account for about 10% of sales; advertising costs are around 20% to 25%; and other costs are 5%. Naturally, the company has complete control over its spending on advertising. Under such a cost structure, the company intends to maintain an operating profit margin of more than 25%. FY12/12 Results Outlook After FY12/14 Royalties: 20-25% CoGS: 1.5 Billion Yen 30.8% Development & Distribution: Approx. 5% Sales: Labor: 0.2 Billion Yen, 3.9% Advertising: Others: Up to 5% Labor: Up to 5% Advertising (controllable): 4.9 1.4 Billion Yen, 29.1% 20%-30% Collection Agency Commissions (variable): 0.43 Billion Yen, 8.7% Others: 0.22 Billion Yen, 4.5% Collection Agency Commissions (variable): Approx. 10% Others: Approx. 5% Operating Profit: 1.13 Billion Yen, 22.9% Operating Profit: 20%-25% Sales CoGS SG&A Billion Yen Source: Company data, SR Inc. Strengths, Weaknesses Strengths: Strong leadership at the top: SR Inc. believes one of the key strengths of Mobcast is the leadership from its founder and president Yabu, supported by his skilled and experienced management team. Development team brings depth of experience in console game creation: As discussed elsewhere in this report, the team delivers realistic games that target mainstream sports enthusiasts and are not reliant on the gambling element of the gameplay. Independent platform: Allows Mobcast to “save” 30% of its revenues by not paying it to large platform providers. This contributes to its ability to generate 25% OPMs and also allows it to attempt creating its own open sports-specialist gaming and media platform. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 20/36 mobcast inc. (3664) SR Research Report 2013/11/8 Weaknesses: Short track record and small size: The continuous operations at Mobcast under the current business model only date back to the launch of “Mobapro” in December 2010. Despite impressive achievements to date and the considerable collective experience of the team both with and before Mobcast, it may simply too early to tell how much staying power the company has. Add to this the small size compared to other listed social game platform operators, and the potential uncertainty gets bigger. SR Inc.’s concern is whether changes in the environment could at some point make deep pockets and overall clout more important than flexibility and wit. Building the open independent platform with wide participation, as well as securing its place as an independent sports media outlet, would allow Mobcast the staying power it now may be lacking. Business model depends on access to rights (athlete personalities) outside of its control: The main cost component for Mobcast is its royalty payments to professional athletes and organizations representing them. As the social gaming scene grow more mature and lucrative, such organizations as well as agents representing individual athletes may find it attractive to sign exclusive agreements with game providers other than Mobcast or demand higher fees. Indeed, exclusive agreements are typical for the console game industry. The company believes this scenario is highly unlikely in the social gaming world, at least for the foreseeable future, adding that its efforts to become an ESPN of the social media would lower the probability of it ever suffering such a fate. Uncertain level of mass appeal: The user base of 2.5 million people suggests Mobcast has successfully penetrated the early adopter layer. It remains to be seen, however, whether it can go further and lure the majority users. In SR Inc.’s view, this represents a tentative weakness that Mobcast needs to overcome in its drive to become the mass media and gaming platform specializing on sports. Market and Value Chain Market Overview According to the Japan Online Game Association (JOGA), the year 2008 saw the debut of the first social games in Japan and overseas. These games became popular around 2010, and by 2011 the social gaming market was 279.4 billion yen—2.7 times larger than in 2010—and roughly equivalent to the annual sales of console-game software (excluding used software sales; source: gameage R&I Co., Ltd.). Yano Research Institute Ltd. estimated that the market would worth about 342.9 billion yen in 2012. Users play social games mainly to kill time, and most are infrequent users. The user base is larger than that of online PC gamers. According to a Mobcast survey, in Japan, professional baseball and soccer each have about 20 million fans. Of each group, about 6 million people appear to be interested in playing sports-related video and social games. The company intends to convert these gaming enthusiasts into users of its games. In the long run, this translates to 6 million members each for its baseball and soccer game offerings. The success of the Japanese social gaming industry can be attributed to “gacha,” a special element found in almost every social game in this country. The term “gacha” was derived from “Gachapon,” a brand trademark owned by Bandai Co., Ltd. (a subsidiary of Namco Bandai Holdings Inc.; TSE1: 7832). Similar to the coin-operated toy vending machines seen outside of grocery stores and other retailers in other countries, “Gachapon” machines are widely used throughout the world for their capsule toys. “Gachapon” is Japanese onomatopoeia, made up of two sounds: “gacha” for the turning of a crank on a toy vending machine, and “pon” for the sound of the toy capsule dropping into the receptacle. The term is used to http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 21/36 mobcast inc. (3664) SR Research Report 2013/11/8 describe both the machines themselves, and any toy obtained from them. A while ago, Japanese social game providers started turning those capsule toy vending machines found in real life into a social game mechanic, and today, virtual “gacha” is an integral part of nearly every social game title on various platforms. In the social game sphere, “gacha” is a monetization method where players pay for unknown virtual items. “Complete gacha” takes this a step further and promises rare items in exchange for completing certain pre-determined sets of items. On May 18, 2012, Japan’s Consumer Affairs Agency officially declared that the “complete gacha” method of monetization in social games violates the Act against Unjustifiable Premiums and Misleading Representations due to the method’s strong gambling nature. With this, it banned the “complete gacha” method in the social gaming industry in July. This monetization method contributed significantly to the industry’s average revenue per paid use (ARPPU). However, the regulatory attack did not affect Mobcast’s ARPPU because it has never used the “complete gacha” method. This was partly due to the company’s licensing relationship with the Nippon Professional Baseball Organization (NPB). When it was planning to launch “Mobapro,” Mobcast was careful not to damage the social image (e.g., genuine professionalism, contributions to youth development) of the Japanese professional baseball. Number of Paying mobcast Members and ARPPU Billing Limits To become Mobcast gaming customers, users must provide their age and other information at sign-up. Users under 18 years old can use only up to 10,500 yen in services per month (tax included). Similar services offered by GREE, Inc. (GREE platform operator; TSE1: 3632) and DeNA Co., Ltd. (mobage platform operator; TSE1: 2432) have similar billing limits. The company has also set up the billable limits per type of game to prevent minors from waging more than 3,150 yen per month. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 22/36 mobcast inc. (3664) SR Research Report 2013/11/8 Customers As of September 30, 2013, 82% of the company’s customers were males. Of these male members, 37% were teenagers and another 47% were in their 20s. Compared with competitors, Mobcast appears to have more male users thanks to its sports-centered content. As of September 30, 2013 Source: Company data mobage Members (as of September 30, 2013) Female, 39% Male, 61% GREE Members (as of March 31, 2013) Female, 46% mixi Members (as of September 30, 2013) Male, 46.5% Male, 54% Female, 53.5% Source: Company data By age group, the company has more members in their teens and 20s than competitors. This is one of the reasons why the company’s ARPPU is relatively low. Among Mobcast’s paying members, the majority are in their 20s (39%) and 30s (38%). The company hopes to increase the conversion of its younger users into paying members as they get older. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 23/36 mobcast inc. (3664) SR Research Report 2013/11/8 As of September 30, 2013 Source: Company data mobage Members (as of September 30, 2013) GREE Members (as of March 31, 2013) mixi Members (as of September 30, 2013) over 40's, 13% 10's, 17% over 30's, 45% 10's, 15% over 40's, 10's, 22% 21% 30's, 24% 20's, 37% 30's, 24% 20's, 33% 20's, 49% Source: Company data The company has splits paying members into four categories: A (those paying 30,000 yen or more per month); B (10,000-29,999 yen); C (5,000-9,999 yen); and D (less than 5,000 yen). The A level has the fewest customers; most paying members are D-level customers. Mobcast’s strategy is to keep the ARPPU at a certain level while expanding sales by increasing paying members. Barriers to Entry SR Inc. believes that the barriers to entry in the online social gaming industry are low. A half-dozen people can develop a decent game (as is the case at Mobcast) and, as a result, there are innumerable sports-themed games in the market. In this environment, attracting and maintaining the user base above http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 24/36 mobcast inc. (3664) SR Research Report 2013/11/8 the critical mass is extremely important. Mobcast, with its team of experienced developers, seems to have so far succeeded. However the company appears aware of the constant competitive threat. This is at least partially why it is so keen on transforming itself into an open sports gaming platform and a media power. Competition The company was the first to launch a professional baseball-themed social game using actual player names and images licensed by NPB. Konami Digital Entertainment Co., Ltd. (a subsidiary of Konami Corporation; TSE1: 9766) and gloops, Inc. (unlisted) followed with “Professional Baseball Dream Nine” and “Japan Pro Baseball Card Battle,” respectively. Mobcast and those competitors are Japan’s three major providers of baseball-themed social games. The competitors’ games run on the GREE and mobage platforms. As a platform operator, the company competes with DeNA, GREE, and mixi, Inc. (mixi platform operator; TSE1: 2121), among others. As a developer and individual game service provider, Mobcast’s competition includes Konami Digital Entertainment; gloops; Tecmo Koei Games Co., Ltd. (a subsidiary of Tecmo Koei Holdings Co., Ltd.; TSE1: 3635); Cygames, Inc. (a subsidiary of CyberAgent, Inc.; TSE Mothers: 4751); and Sega Corporation (a subsidiary of Sega Sammy Holdings Inc.; TSE1: 6460). Soccer Card Game Mobasoccer Sakatsuku S World Stars World Soccer Collection Baseball Card Game Mobapro Professional Baseball Dream Nine Japan Pro Baseball Card Battle Derby Card Game MobaDerby Hyakuman nin no Winning Post Dream Stallion Operator mobcast Sega Corporation, Cygames Inc. Konami Digital Entertainment Co., Ltd. Operator mobcast Konami Digital Entertainment Co., Ltd. gloops, Inc. Operator mobcast Tecmo Koei Games Co., Ltd. Konami Digital Entertainment Co., Ltd. Platform mobcast: July 2012 mobage: June 2012 mobage: June 2012; GREE: June 2012 Platform mobcast: December 2010 GREE: April 2011; mobage: October 2011; mixi: March 2012; Tsutaya: March 2012 mobage: August 2011; mixi: January 2012; Yahoo! Mobage: March 2012; Ameba: June 2012 Platform mobcast: October 2011 GREE: October 2011 mobage: November 2011 Source: Company data processed by SR Inc. At least some of these competing developers may become suppliers when the company opens its gaming platform to third parties. In addition, game providers of native application games include GungHo Online Entertainment, Inc. (JASDAQ: 3765), COLOPL, Inc. (Mothers: 3668), and Klab Inc. (TSE1: 3656). Strategy Mobcast’s business strategy has four key elements: (1) offer open platform services, (2) launch new game titles, and (3) expand overseas. Offer Open Platform Services The company opened its gaming platform to third parties in April 2013. Once it opens, third parties can begin providing social sports games, as well as various other sports-oriented content and services on Mobcast platform. As part of this strategy, Mobcast indicated that it wanted to partner with leading games developers. By opening up its platform, Mobcast wants to compete more directly with GREE, Inc. (GREE platform operator; TSE1: 3632) and DeNA Co., Ltd. (mobage platform operator; TSE1: 2432). http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 25/36 mobcast inc. (3664) SR Research Report 2013/11/8 mobcast Mobapro mobcast MobaDerby News Social Game Services Jikkyo Live! EC (Tickets & etc.) Social Media Services Competors Games Competitor Contents Platform Services Platform mobcast Source: Company data Mobcast estimates that opening the platform could expand its sales by roughly 30% via usage fees from partner developers (27% after a paying a 10% commission fee to collection agencies). This would improve profits substantially. Opening the platform could attract a wider range of users and keep users on the platform longer, which, in turn, will likely turn them into social gamers and raise the value of the platform as an advertising medium. Launch New Game Titles For the games developed in-house, the company intends to focus on four sports: baseball, soccer, horseracing, and auto-racing (expected to be launched in Q3 FY12/13), a new field for the company. For games centered on each of these sports, the company could develop in four genres: team management simulation, action, trainer, and adventure. Four genres for four sports imply 16 games. In March 2013, the company released “Moba Pro Scout” in which the user is a trainer for baseball players. Despite its focus on sports-themed games, multiple game genres at Mobcast mean less chance of competing face-to-face against other companies’ games. In addition, the company started providing native application games in October 2013, in order to cater to the growing number of users searching for games on application stores such as App Store (iOS) and Google Play (Android), spurred by the greater diffusion of smartphones, by aggressively pursuing a hybrid strategy of offering browser games and native application games. The company has captured the number one position in browser games with its sports platform, while it has begun to gain existing mobcast users, as well as acquiring new users for its native app games. Expand Overseas Mobcast’s overseas expansion has progressed as scheduled in FY12/13. Mobcast released a soccer game, “Mobasoccer” in South Korea in March 2013, and as a result, total mobcast members increased to 700,000 as of the end of October 2013. In addition, the company entered into a basic agreement on a business alliance with "BoosterMedia BV. (hereinafter “BoosterMedia"), an overseas pioneer of HTML5 mobile game distributor. BoosterMedia has over 100 game channels in 25 countries, mainly in Europe and Brazil, with a monthly http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 26/36 mobcast inc. (3664) SR Research Report 2013/11/8 average base of over 5 million active users. Mobcast expects accelerate its globalization through the launch of its full-scale soccer game, “Mobasoccer” in 25 countries including Europe and Brazil through its partnership with BoosterMedia. Furthermore, the company believes that is it crucial to strengthen marketing activities in overseas markets to raise the awareness of social games and attract a larger share of users. Consequently, it executed a third-party allotment of shares to Dentsu Inc. (TSE1: 4324) on March 2013. It expects to derive synergies from its social game development and operation capabilities, together with Dentsu’s global business network and sports marketing expertise. The company has started aggressively advertising and marketing in South Korea since March 2013 through its cooperation with Dentsu. It intends to increase its presence in the mobile social games market by effectively using television and the internet. Furthermore, the company intends to accelerate its social game business to other Asian countries, after confirming success in South Korea. It plans to implement a similar advertising and marketing strategy as in South Korea, and offer an overseas version of “mobcast” and sports related social games to other Asian markets. Future Vision Although it does not disclose detailed medium- and long-term estimates, Mobcast has disclosed a rough vision for FY12/17. The vision ambitiously calls for launching social sports games targeting the global mobile market. The company estimates that, thanks to worldwide IT infrastructure development, by FY12/17 the smartphones will have a global penetration rate of 50% and those international calls will be free. If these things occur, the company plans to offer world-championship gaming events every four years, as discussed above. Historical Financial Statements Q3 FY12/12 Results (announced on November 6, 2012) Cumulative Q3 sales were 3.5 billion yen (previous year data not available). Sales grew steadily on strong performance of existing mobile social game titles, such as “Mobapro” (professional baseball simulation card game) and “MobaDerby” (horse race simulation card game). New title “Mobasoccer” (professional soccer simulation card game) also contributed to robust results. In fact, the launch of “Mobasoccer” in late-July 2012 led to rapid membership growth. As of October 30, 2012, Mobcast membership reached 2.7 million with paying members totaling 91,000 (64,000 as of October 30, 2011). COGS (mainly royalties related to social game development and operation) was 1.1 billion yen, and gross profit was 2.4 billion yen. SG&A expenses were 1.8 billion yen. As a result, cumulative Q3 operating profit was 688 million yen (previous year data not available). The operating profit margin in Q3 (July-September 2012) alone was 22.8%, a significant rise from 12.9% in Q2 (April-June). The OPM rise was thanks to Q3 advertising costs leveling out at 327 million yen (Q2 advertising costs were 468 million yen due to aggressive spending in connection with the opening of the professional baseball season). Operating profit in Q3 alone rose 85.0% compared to Q2 FY12/12 and was the highest quarterly figure ever. Cumulative Q3 recurring profit was 679 million yen (previous year data not available) after deduction of stock delivery expenses, and net income was 394 million yen (previous year data not available). http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 27/36 mobcast inc. (3664) SR Research Report 2013/11/8 Mobcast maintained its full-year forecasts. New titles “Mobasoccer” (launched in July 2012) and “Majorpro” (mobile Major League Baseball simulation card game; launched in September 2012) will likely contribute to Q4 results, though it takes about one to two months for non-paying users to become paying members. Also, if Mobcast opens its gaming platform to third parties in Q4 as planned, it would highly likely benefit from platform usage fees (see Full-Year Outlook). In mid-October 2012, Mobcast officially announced the beta-version platform opening to third parties. The company had plans to provide the beta-version platform (official name: “mbc connect”) to only several partners (as of November 2012), and intends to start official platform operation in March 2013. On the beta-version, Konami Digital Entertainment Co., Ltd. (a subsidiary of Konami Corporation; TSE1: 9766) and Tecmo Koei Games Co., Ltd. (a subsidiary of Tecmo Koei Holdings Co., Ltd.; TSE1: 3635) are expected to be partner game providers (as of November 2012). Plans include such game offerings as “J.LEAGUE Dream Legends” (Konami), “Hyakuman nin no Winning Post for mobcast” (Tecmo Koei), and “Cho World Soccer for mobcast” (tentative name; Tecmo Koei). Upon the Q3 results announcement, Mobcast announced that it signed a basic agreement with South Korea-based NeoWiz Games Corporation to discuss a business tie-up. In line with the agreement, Mobcast plans to license its game engine to NeoWiz, and NeoWiz plans to distribute a South Korean version of “Mobapro” baseball game for smartphones. In addition, as of November 2012, the company was conducting market research in Vietnam, Indonesia, Thailand, and the Philippines with the aim of establishing a proprietary soccer-game business model in these countries. Initially, Mobcast was planning to strengthen its social media services in January 2013 as part of its strategy. However, in anticipation of various media getting busy with covering the dissolution of the Lower House and subsequent general election, Mobcast appeared to have pushed back the schedule. 1H FY12/12 Results Sales and Gross Profit Sales in this 1H were 2.3 billion yen (1H FY12/11 figure not disclosed; same applies hereafter in this section). User numbers appeared to be growing steadily for proprietary mobile social game titles “Mobapro” (professional baseball simulation card game) and “MobaDerby” (horse race simulation card game). COGS were 676 million yen, and gross profit was 1.6 billion yen. SG&A Expenses SG&A expenses in this 1H were 1.2 billion yen, of which 825 million yen (36.1% of sales) were for advertising. Mobcast spent aggressively on advertising as planned in connection with the opening of the professional baseball season. Operating Profit and Operating Profit Margin Operating profit in this 1H was 403 million yen, and operating profit margin was 17.7%. Recurring Profit Recurring profit in this 1H was 394 million yen after about 7 million yen of stock delivery expenses. Net Income Net income in this 1H was 227 million yen for a net profit margin of 10.0%. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 28/36 mobcast inc. (3664) SR Research Report 2013/11/8 Income Statement Income Statement (Thousand Yen) Total Sales FY12/08 Par. 334,411 YoY CoGS Gross Profit FY12/09 Par. 202,610 FY12/10 Par. 402,067 FY12/11 Par. 2,022,313 FY12/12 Par. 4,932,004 FY12/13 Est. 5,000,000 . 16.9% -39.4% 98.4% 403.0% 143.9% 108,321 226,090 153,715 48,895 211,638 190,428 623,151 1,399,162 1,517,937 3,414,066 10.1% 67.6% -78.4% 24.1% 289.5% 47.4% 634.7% 69.2% 144.0% 69.2% 225,296 200,507 154,051 878,065 2,286,861 67.4% 99.0% 38.3% 43.4% 46.4% 793 -151,612 36,376 521,097 1,127,205 -680,000 0.2% - 9.0% 1332.5% 25.8% 116.3% 22.9% - 2,177 1,337 1,633 1,732 7,151 -157,031 87 4,669 31,794 2 10,887 510,213 955 10,705 1,117,455 -640,000 -37.3% 0.5% -77.5% 7.9% 1504.7% 25.2% 119.0% 22.7% - 1,649 658 189,429 291 0 29,324 -14,362 57,468 -31,488 9,395 459,945 YoY GPM SG&A SG&A / Sales Operating Profit YoY OPM Non-Operating Income Non-Operating Expenses Recurring Profit YoY RPM Extraordinary Gains Extraordinary Losses Tax Charges Implied Tax Rate Net Income YoY Net Margin 290 8.8% - - - 41.5% 2,992 -346,094 16,832 484,234 648,114 -750,000 -89.5% 0.9% - 4.2% 2776.9% 23.9% 33.8% 13.1% - Note: Consolidated data from FY12/13 Figures may differ from company materials due to differences in rounding methods Source: Company data, SR Inc. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 29/36 mobcast inc. (3664) SR Research Report 2013/11/8 Balance Sheet Balance Sheet (Thousand Yen) ASSETS Cash and Equivalents Accounts Receivable Prepaid Expenses Deferred Tax Assets Other Accounts Receivable Other Current Assets Allowance for Doubtful Total Current Assets Buildings Equipment Total Tangible Fixed Assets Investment Securities Claims Provable in Bankruptcy, Rehabilitation, etc. Long-Term Prepaid Expenses Deferred Tax Assets Trust Beneficiary Rights Other Allowance for Doubtful Total Investments and Other Assets Patent Rights Trademark Rights Software Software in Progress Other Total Intangible Fixed Assets Total Fixed Assets Total Assets FY12/08 Par. FY12/09 Par. FY12/10 Par. FY12/11 Par. FY12/12 Par. 119,183 121,536 2,194 8,175 110,782 -1,322 360,548 949 889 1,839 4,410 674 22,275 8,850 36,209 182 51,763 50,370 806 103,121 141,170 501,718 13,913 27,426 1,092 9,096 14,483 -664 65,346 761 598 1,359 12,960 2,100 374 3,000 3,601 -2,100 19,935 156 50,354 14,170 564 65,244 86,540 151,885 193,315 83,563 5,218 14,652 13,135 2,619 -1,667 310,837 1,023 1,332 2,355 4,960 2,100 10 1,000 2,019 -2,100 7,990 131 30,971 7,807 658 39,569 49,915 360,752 656,836 572,737 7,416 1,450 2,153 -2,851 1,237,744 852 1,131 1,984 8,400 464 46,007 581 -8,400 47,053 993 486 37,837 2,147 805 42,269 91,307 1,329,052 1,593,919 704,066 174,942 56,945 20,015 -1,788 2,548,101 89 14,347 14,437 50 8,400 37,800 28,720 35,166 55,121 469 515 7,059 14,398 2,663 115,392 63,472 63,472 98,638 178,864 77,760 381,784 815 4,522 29,889 5,188 499,960 112,970 112,970 190,730 612,930 28,456 403,050 3,859 504,534 51,715 9,151 45,653 1,046,419 16,688 16,688 45,144 1,063,107 154,995 26,892 181,887 181,887 83,563 98,638 -94,677 179,995 25,000 511,126 716,121 716,121 572,737 190,730 -466,106 377,372 211,702 1,159,240 1,748,315 1,761,235 704,066 45,144 -1,548,775 LIABILITIES Accounts Payable 34,442 1,076 Short-Term Debt 43,037 44,674 Other Accounts Payable 26,116 35,738 Accrued Expenses 353 55 Income Taxes Payable 845 572 Accrued Consumption Taxes Deposits Received 17,753 13,959 Other Current Liabilities 2,183 6,196 Total Current Liabilities 124,729 102,270 Long-Term Debt 81,959 79,480 Total Long-Term Liabilities 81,959 79,480 Total Interest-Bearing Debt 124,996 124,154 Total Liabilities 206,688 181,750 NET ASSETS Issued Capital 356,875 367,475 Reserves 42,000 52,600 Retained Earnings Brought Forward -103,845 -449,939 Total Shareholder Equity 295,030 -29,864 Total Net Assets 295,030 -29,864 Working Capital 87,094 26,350 Interest-Bearing Debt 124,996 124,154 Net Debt 5,813 110,241 Source: Company data processed by SR Inc. Figures may differ from company materials due to differences in rounding methods. 79,198 -8,400 145,768 881 842 50,773 62,457 1,080 116,035 276,241 2,824,343 Outstanding Shares and Issued Capital From 2007 to its IPO in 2012, the company’s outstanding shares and issued capital fluctuated as shown in the table below. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 30/36 mobcast inc. (3664) SR Research Report 2013/11/8 Shares Outstanding (Shares) February 2007 7,048 April 2007 7,148 December 2007 7,258 May 2009 7,682 February 2010 8,782 May 2010 9,818 June 2010 10,038 October 2010 10,682 December 2010 10,682 September 2011 10,882 March 2012 11,945 March 2012 5,972,500 June 2012 6,322,500 Source: Company data processed by SR Inc. Issued Capital (Thousand Yen) Background 340,375 340,375 Exercise of Stock Compensation Type Common Stock Warrant 356,875 Third-Party Allotment 367,475 Shareholders Allotment 394,975 Third-Party Allotment 423,465 Third-Party Allotment 429,515 Third-Party Allotment 464,935 Third-Party Allotment 154,995 Deficit Disposition 179,995 Third-Party Allotment 214,525 Exercise of Common Stock Warrant 214,525 1-to-500 Stock Split 343,325 Public Offering As of the end of Q2 FY12/12 (post IPO), the equity ratio was 60.7% (53.9% as of the end of FY12/11). Shareholder Returns The company plans to pay no dividends through to FY12/13, opting instead to reinvest excess cash. The company has not disclosed its dividend plans for FY12/14 onward. Other Information History As Content Business March 2004 Established Mobile Broadcasting K.K. to plan and develop mobile content Dec 2004 Changed company name to mobcast inc. Launched “100 Yen Tengoku (Heaven),” a mobile gaming site on the EZ Appli platform operated by KDDI Corporation (TSE1: 9433) May 2005 Began providing video content for PCs June 2005 Launched “mobGame exclusively for mobile phones,” a mobile gaming site for the i-appli services provided by NTT DOCOMO Inc. (TSE1: 9437) July 2005 Launched “mobGame exclusively for mobile phones,” a mobile gaming site for the V-appli services provided by Vodafone K.K. As Developer Dec 2009 Feb 2010 Dec 2010 April 2011 Oct 2011 Dec 2011 June 2012 July 2012 Sept 2012 Mar 2013 Apr 2013 October 2013 Withdrew from the video content business and began focusing on game planning and development Launched mobile entertainment platform service “gemuppa” Launched “Websoccer” Launched “Mobapro” Began offering smartphone-compatible games (iPhone, Android) Launched “MobaDerby” Changed platform name from “gemuppa” to “mobcast” Listed stock on the Tokyo Stock Exchange’s Mothers market Launched “Mobasoccer” Launched “Majorpro” Launched social game “Mobapro Scout” Began offering open platform service Began offering native application games http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 31/36 mobcast inc. (3664) SR Research Report 2013/11/8 News & Topics August 2013 On August 13, 2013, the company announced that it formed a business partnership with BoosterMedia BV., a distributor of mobile games in the Netherlands. The company’s mobcast global inc. unit has formed a business partnership with Amsterdam-based BoosterMedia BV., a pioneer in HTML5 mobile game distribution. Purpose of Partnership BoosterMedia operates more than 100 game channels in about 25 countries – mostly European nations and Brazil – and has more than 5 million active users on a monthly basis. mobcast, by forming a partnership with Boostermedia, plans to expand its online soccer game Mobasoccer in those countries as part of an effort to globalize operations. Mobcast stated that it was assessing the financial impact of the plan on the company’s earnings for FY12/13, FY12/14, and thereafter. July 2013 On July 17, 2013, the company announced a change in its organizational structure, as well as a name change and capital reduction of its subsidiary. The company, which officially opened its “mobcast” gaming platform to third parties in April 2013, plans to distribute games developed in-house (first-party content), games jointly developed with other companies (second-party content) and games developed by other companies (third-party content). The company expects to distribute the first title using its native game application, which is under development, in August. As for third-party titles, the number of games to be released this year may significantly exceed the company’s initial plan given that its new platform has been attracting many developers. To further strengthen its organizational structure, the company will establish four genre-based genre departments under a new games business headquarters division, effective August 1, 2013. The company also announced that its subsidiary, mobcast ec inc. has changed its name to mobcast global inc. effective July 17, 2013, and initiated a capital reduction in attempt to improve its capital structure. May 2013 On May 21, 2013, the company announced that it will develop three games using a native application (“native app”). Given the rapid diffusion of smart phones and game players on such devices, the company will offer its first native app games (downloadable directly onto the device) at App Store (iOS), and Google Play (Android) online stores. The company’s creative designer, Tetsuya Mizuguchi, will be in charge of developing three game titles. The first title will be a social game featuring role playing scheduled to be released in the first half of August 2013. The second title will be a social puzzle game, a forte of Mr. Mizuguchi, scheduled to be released within the year. A third title is expected to be a new type of casual social game, also scheduled to be released within the year. All three titles will be basically free of charge (a fee is charged only for using added features of the game), and will be available on iOS and Android operating systems. The company intends to release the games in Korea, North America, and Europe, after launching in Japan. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 32/36 mobcast inc. (3664) SR Research Report 2013/11/8 April 2013 On April 22, 2013, the company said it opened its social-game platform to other game providers. The company made the beta versions of its “mbc connect” and “mbc wallet” accessible to the public. The move will allow other game providers to distribute their products using the mobcast platform, which have been available to a handful of companies since October 2012. The mbc wallet allows game users to make payments to game providers on the mobcast platform. The company also made its “mobcast development partners site” available to all. February 2013 On February 20, 2013, the company announced that it would issue new shares through a third-party allotment to Dentsu Inc. The capital tie-up will bring together the company’s social game development and operation capabilities and Dentsu’s global business network and advertising and marketing expertise. The tie-up will enable Mobcast to accelerate its social game business overseas and corporate growth. Proceeds from Share Issue Total amount: 20 million yen Stock issue cost: 0.5 million yen Net proceeds: 19.5 million yen The company intends to use the proceeds of 19.5 million yen for advertisement and marketing to promote social game services in South Korea. The issue price of 2,226 yen is the average closing price of the last 30 stock exchange trading days. Through the third-party allotment, the company will issue 9,000 common shares, and the dilution is 0.13% of the total outstanding shares (6,760,904 shares). January 2013 On January 7, 2013, the company announced the acquisition of EnterCrews Co., Ltd. through a stock swap. The company intends to accelerate growth through the acquisition of EnterCrews, which excels in game development and has development bases in South Korea and Indonesia. EnterCrews was scheduled to become a wholly owned subsidiary of Mobcast on February 1, 2013. Mobcast planned to allocate its 11.88 common stock to one common stock of EnterCrews while allocating its 41.72 common stock to one Class-A preferred stock of EnterCrews. In connection with this stock swap, Mobcast planned to issue new 279,404 shares (potential dilution of 4.2%). EnterCrews had operating profit of 11 million yen in FY08/12. http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 33/36 mobcast inc. (3664) SR Research Report 2013/11/8 Major Shareholders As of December 31, 2012 Top Shareholders Koki Yabu Bit-isle Inc. Takao Kiyota HAKUBA Photo Industry Co., Ltd The Master Trust Bank of Japan, Ltd. (Trust account) Makoto Yorisada Tomohito Ebine Takashi Sato Koichi Takamori Japan Trustee Services Bank, Ltd. (Trust account) Source: Company data processed by SR Inc. Amount Held 42.50% 3.47% 3.08% 3.08% 2.93% 2.62% 2.56% 1.66% 1.61% 1.40% Top Management The company’s President & CEO is Koki Yabu (born 1970). At age 20, Yabu made a plan for his life, assuming he would live only 50 more years. He felt he would be good as selling things, so he became a salesperson at T&C K.K. and several other companies to reach his life’s goals. When he was 25, he saw potential in mobile phones and became a co-founder and chief salesman at Bell-Park, a Softbank phone distributor. At age 29, Yabu profited from Bell-Park’s IPO and felt he needed to prioritize “what he feels passionate about” over “what he gets in return for what he does.” He founded Mobile Broadcasting K.K. (mobcast’s predecessor) in March 2004, as an internal venture at Bell-Park. In December 2004, Yabu bought all of Bell-Park’s position in Mobile Broadcasting via a management buyout and went independent. He recently “upwardly revised” his life plan to 80 years of age target. CFO, Chief Director of Administration, and Director Takao Kiyota (born 1969) joined mobcast inc. in 2010 after working for Chuo Audit Corporation. He has served as a director at more than 30 companies, including Bit-isle Inc. (JASDAQ: 3811). By The Way http://www.sharedresearch.jp/ Copyright (C) 2013 Shared Research Inc. All Rights Reserved 34/36 mobcast inc. (3664) SR Research Report 2013/11/8 Company Profile Company Name mobcast inc. Head Office 6-8-10 Roppongi Minato-ku Tokyo, Japan 106-0032 Listed On Phone +81-3-5414-6830 Established March 26, 2004 Website http://mobcast.co.jp/ IR Contact Mothers (TSE) Exchange Listing June 26, 2012 Fiscal Year-End December IR Web http://mobcast.co.jp/ir/ IR Phone IR Mail Main Consolidated Segments (% of total sales) Social Game Services 94.41 Social Media Services 5.59 % % (as of December 2012) Directors Shares Outstanding (including treasury shares) 6,474,000 shares (as of December 2012) Shareholders Capital 377 million yen (as of December 2012) Main Subsidiaries mobcast global inc. mobcast Korea inc. Koki Yabu, President & CEO Makoto Yorisada, Managing Director Takao Kiyota, Director Takashi Sato, Director Shinji Wachi, Director Tomohito Ebine, Director Akira Takase, Auditor Masahiro Mimura, Auditor Masayuki Maekawa, Auditor Koichi Takamori, Auditor (as of March 2013) Employees (consol.) Employees (parent) Average age (parent) Average salary (parent) 77 33.3 years 4,732 thousand yen (as of December 2012) http://www.sharedresearch.jp/ Main Banks The Bank of Tokyo-Mitsubishi UFJ, Ltd. Japan Finance Corporation Auditors A&A Partners Copyright (C) 2013 Shared Research Inc. All Rights Reserved 35/36 mobcast inc. (3664) SR Research Report 2013/11/8 About Shared Research Inc. Shared Research provides an internet-based research and information-sharing platform that aggregates reports on Japanese companies. companies. We offer corporate clients comprehensive report coverage, a service that allows them to better inform investors and other stakeholders by presenting a continuously updated third-party view of business fundamentals, independent of investment biases. Shared Shared Research can be found on the web at http://www.sharedresearch.jp. Current Client Coverage of Shared Research Inc.: Accretive Co., Ltd. GCA Savvian Corporation Paris Miki Holdings Inc. AEON DELIGHT Co. 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