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PowerPoint 프레젠테이션
NCSOFT PRESENTATION May 2013 NCSOFT Corporation 157-37 Samsung-dong, Kangnam-gu, Seoul 135-090, KOREA Tel: +82-2-2186-3300 Fax : +82-2-2186-3550 Copyright ⓒ NCSOFT Corporation. All Rights Reserved WWW.NCSOFT.COM Global Online Game Publisher NCsoft Disclaimer Some of the information and data in the material have been prepared based on assumptions. There can be no assurance that the assumptions used by NCSOFT are correct and even if they are, that the effect of such assumptions on NCSOFT’s business and results of operations will be as projected. Therefore, NCSOFT will not be responsible for individual investment decisions based solely on this material. The financial results for 1Q FY 2013 have been prepared on an un-audited basis, and may be subject to change during independent auditing process. ※ Consolidated subsidiaries (K-IFRS based) : NC West Holdings(100%, US), NC Europe(100%, UK), NC Japan(60%, JP), NC Taiwan(85%, TW), NCSOFT Corporation(HQ, KR), Next Play(80%, KR), NCSOFT Service(100%, KR), NC Dinos Baseball Club(100%, KR), Hotdog Studio(58%, KR), Oraion Soft(100%, KR), Ntreev Soft(76%, KR) 2 Global Online Game Publisher NCsoft Contents I. Overview 1. Industry Overview 2. Company Overview II. 1Q FY2013 Earnings 3. Financial Highlights 4. Sales Breakdown 5. Costs Breakdown III. Investment Points 6. Opportunities 7. Catalysts 8. Strengths Appendix 9. Summarized Financial Statements 10. Screenshots 3 Global Online Game Publisher NCsoft 1-1. Industry Overview(Characteristics & Categories) General Characteristics of Online Game Industry Fast-growing industry High margin business Low cultural barriers Multi-year cycle business Categories of Online Games MMOG (Massively Multiplayer Online Games) MOG (Multiplayer Online Games) Web Board Games Thousands of players play in an evolving virtual persistent world simultaneously over the internet Online games with limited number of players in a single game world at a time Hardcore users Male, young adults Mid-core & light users Male & female, from teens to 40’s Product Life Cycle Relatively long (5-10 years) Generally shorter than MMOGs Business Model Mainly subscription fees, box sales in some regions In-game items sales, optional fees for premium contents High development cost over long development period (4~5 years) Relatively low development cost, shorter development period Definition Main User Base Development cost Easy to play browser games such as chess, poker, etc. 4 Global Online Game Publisher NCsoft 1-2. Industry Overview(Global Market at a Glance) Online is the fastest growing game platform with CAGR 21% 2009~2014. China is the biggest online game market with CAGR 23% 2009~2014. Breakdown of Online by Regions Growth Projection by Platforms (Unit : USD BN) (Unit : USD BN) 120 108 101 100 3 102 3 80 3 3 118 25 21 48 20 9 13 16 2009 2010 Online 12 11 21 28 25 14 32 1 1 3 16 47 48 10 7 1 2 1 2 4 1 1 4 4 3 4 25 48 50 28 30 23 25 60 20 32 22 48 40 35 3 21 3 26 28 109 114 15 13 10 0 1 2 2 5 3 1 1 2 3 11 9 3 7 3 6 4 7 4 5 2009 2010 8 10 11 2012E 2013E 2014E Japan Others - Mobile 2011 Console 2012E 2013E Arcade 2014E PC Package China Korea 2011 Europe N. America (Source: DFC 2012, iResearch 2012, PWC 2012, Jamma 2007~2012, informa 2005~2007, Enterbrain 2012, Playmeter 2012, JOGA 2012)) 5 Global Online Game Publisher NCsoft 1-3. Industry Overview(Global Market, Online platform) Online is the fastest growing game platform. China and MMORPG genre are one of the biggest growth drivers for Online games. Growth Projection Market Share Trend (Unit : USD BN) 35 3% 3% 3% 3% 3% 2% 21% 18% 28% 24% 19% 25% 32 Online CAGR 21% (2009~2014) 30 25 28 25 21 20 Mobile CAGR 14% (2009~2014) 16 15 13 10 7 10 9 11 43% 47% 2011 Online 2012E 12 2013E Mobile 45% 49% 5 2010 41% 14 7% 2009 42% 2014E 8% 9% 10% 11% 12% 23% 25% 12% 19% 27% 16% 2009 2010 2011 2012E 2013E 2014E PC Package Arcade Console Mobile Online (Source: DFC 2012, iResearch 2012, PWC 2012, Jamma 2007~2012, informa 2005~2007, Enterbrain 2012, Playmeter 2012, JOGA 2012)) 6 Global Online Game Publisher NCsoft 1-4. Industry Overview(China Market) Online will remain as the most dominant game platform in China. MMORPG will be the most popular genre in China with 50% ~ 60% market share. Breakdown of Online by Genre Growth Projection by Platforms 16 (Unit : USD BN) 16 (Unit : USD BN) - 14 - 1.2 13 14 12 1.0 12 0.8 - 0.7 10 8 8 8 0.3 6 4 7 8 10 10 0.4 12 11 10 13 6 2 11 12 - 7 1 2 2 1 4 4 1 4 3 2 2 4 2 2 4 5 5 6 2012E 2013E 2014E 6 7 2015E 2016E - 2011 2012E Online 2013E 2014E Mobile 2015E Others 2016E 2011 MMORPG Casual Games Web-based Games (Source : GPC and IDC 2012) 7 Global Online Game Publisher NCsoft 1-5. Industry Overview(Korea Market) In Korea, as in China, Online will serve as the most dominant game platform. Online will make up 88% ~ 89% of Korean gaming market through 2014. Market Share Trend Growth Projection by Platforms (Unit : USD BN) 12 100% 90% 10 1.0 7% 8% 9% 85% 89% 89% 89% 88% 2010 2011 2012E 2013E 2014E 6% 70% 0.7 8 80% 6% 6% 60% 0.5 6 50% 0.3 4 9 8 0.2 2 3 81% 30% 6 0.2 40% 5 20% 4 10% - 0% 2009 2010 Online 2011 2012E Mobile 2013E 2014E Others 2009 Online Mobile Others (Source : Game White Paper 2012, Ministry of Culture, Korea) 8 Global Online Game Publisher NCsoft 1-6. Industry Overview(US & EU Market) While Console is shrinking, Online is expected to grow faster than Mobile(CAGR 17% vs CAGR 10%). MMORPG is expected to expand continuously in EU on the back of strong user base in Germany. Market Share Trend in EU Growth Projection by Platforms (Unit : USD BN) 80 100% 90% 70 3 3 60 17 50 14 3 15 3 3 3 12 12 11 80% 49 50 51 2007 2008 44 43 41 56 57 59 2009 2010 2011 70% 60% 40 50% 30 40 38 38 37 37 37 40% 30% 20 20% 5 4 4 5 4 4 5 6 6 7 8 2009 2010 2011 2012E 2013E 2014E 10 3 0 50 Online Mobile Console Arcade PC Package 10% 0% MMORPG Casual (Source :DFC 2011, PWC 2011, IDC 2011, Informa 2007, Screendigest 2011)) 9 Global Online Game Publisher NCsoft 2-1. Company Overview(NCSOFT at a Glance) A leading game company boasting the finest development capabilities and global publishing network. Services Snapshot MMORPG □ Foundation : March, 1997 □ CEO : Kim, Taek Jin □ BOD : Kim, Taek Jin(CEO) Lee, Hee Sang(COO) Bae, Jae Hyun(CPO) Jeong, Jin Soo(CLO) Park, Byoung Moo Oh, Myoung * Seo, Yun Seok* □ Employees** : 3,000 Casual Games □ Global network : Korea, North America, Europe, Japan, Taiwan □ Ownership** : Individual 29.5% Management 10% Treasury Stock 9% Mobile Games Nexon 15% * Outside Directors ** As of May 2013 Domestic Institution 19.1% Foreign Institution 17.5% Game Portal Game Portal 10 Global Online Game Publisher NCsoft 2-2. Company Overview(Annual Revenues Trend) Legacy products remain solid. With the case of Lineage, sales actually increased. B&S and GW2 will drive growth further via China launch in 2013. (Unit : KRW BN) 900 B&S and GW2 in China(’13~) Royalty Casual & Mobile Games 800 700 600 500 GW2(‘12) Guild Wars 2 B&S(‘12) Blade & Soul AION 39 Guild Wars 12 City of Heroes/Villains 13 Lineage2 Lineage AION(‘08) 252 262 165 62 223 400 141 300 Lineage2(‘03) 123 200 111 100 7 0 1998 1999 2000 119 131 147 21 Lineage(‘98) 55 119 101 65 153 113 133 118 113 115 118 111 113 132 2001 2002 2003 2004 2005 2006 2007 2008 2009 183 196 205 2010 2012 2013(E) 2011 11 Global Online Game Publisher NCsoft 2-3. Company Overview(Growth stages) Lineage pioneered online games and still remains solid on the back of social network effect Lineage2 and AION expanded NCSOFT’s domestic presence via product diversification B&S and GW2 will accelerate global expansion thanks to differentiated quality and target marketing (Unit : KRW BN) 900 Stage 3 : Global Expansion GW2(‘12) 800 B&S(‘12) 700 600 165 Stage 2 : Dominance in Korea 500 AION(‘08) 252 262 223 400 62 141 10 300 Lineage2(‘03) 200 100 123 Stage 1 : Pioneer 111 0 7 1998 1999 2000 119 131 147 21 Lineage(‘98) 55 119 101 153 113 133 118 113 115 118 111 113 132 2001 2002 2003 2004 2005 2006 2007 2008 2009 65 183 196 205 2010 2012 2013(E) 2011 12 Global Online Game Publisher NCsoft 2-4. Company Overview(Hybrid Biz Model) Lineage, one of the legacy games, is now stronger than ever thanks to hybrid business model. Hybrid biz model(subscription + in-game item sales) will be expanded to other existing titles. Quarterly Revenue of Lineage Annual Revenue of Lineage (Unit : KRW MN) (Unit : KRW MN) 70,000 300,000 66,038 64,861 66,287 58,449 60,000 250,000 50,000 200,000 In-game item sales 50,951 In-game item sales 51,618 50,050 40,000 43,646 39,952 42,459 38,306 47,955 40,915 38,512 150,000 30,000 205,261 100,000 195,702 132,847 50,000 0 132,033 118,050 112,602 117,641 115,012 113,265 112,800 111,401 54,605 6,640 200 20,000 29,351 28,88727,481 28,088 25,151 26,605 29,023 10,000 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 08 08 08 08 09 09 09 09 10 10 10 10 11 11 11 11 12 12 12 12 13 13 Global Online Game Publisher NCsoft 2-5. Company Overview(Development & Publishing Network) Top talented developers in Korea and U.S. Well-organized publishing arms in major markets such as Japan, Taiwan, Europe, U.S. Europe NCSOFT Europe (100%) Innova System (LineageII) Gameforge (AION) China Shanda (AION) Tencent (B&S, Lineage, LineageII, Punch Monster ) KongZhong (Guild Wars 2) Japan NC Japan (60%, JV with Soft Bank) Korea NCsoft Corporation (Headquarters) North America NC Interactive (100%) Carbine Studio (100%) Arenanet (100%) Taiwan NC Taiwan (85%, JV with Gamania) Gamania (Lineage) Development Studio Publishing Entity First Party Studio License Partner 14 Global Online Game Publisher NCsoft 2-6. Company Overview(Never-Ending Innovation) To be launched Lineage Eternal In service ... Wildstar Guild Wars 2 Epic scale combats Blade and Soul Drag skill MMO + SNG AION Proprietary graphic engine Lineage2 Differentiated action Lineage Flying characters Wide range of customization Seamless instant dungeons Never seen before adventures Smart view Interactive object Personalized story line Dynamic quest system Smart UI The first 3D MMO in Korea Seamless world Users get to create their own contents Large scale PvP called ‘Gong Sung Jeon’ 15 Global Online Game Publisher NCsoft 3. Financial Highlights 1Q sales was solid on the back of strong L1, GW2, and AION that turned around significantly in 1Q. OP was also strong thanks to strong sales and decreased costs in payroll, marketing, and baseball team Operating Profit Sales 100,000 250,000 184,875 182,189 200,000 150,000 141,170 146,808 ↓35% QoQ ↑31% YoY 55,512 36,787 40,000 20,000 50,000 1Q 12 2Q 12 3Q 12 4Q 12 1Q 13 (20,000) ↓51% QoQ ↑348% YoY 12,380 (11,108) - - 1Q 12 2Q 12 3Q 12 4Q 12 1Q 13 Net Income Pre-tax Income 120,000 113,591 101,933 110,000 100,000 90,000 80,000 65,272 70,000 54,204 60,000 40,000 ↓43% QoQ ↑256% YoY 18,346 (3,233) (20,000) 80,000 60,000 100,000 20,000 (Unit : KRW in MN) 113,194 120,000 283,353 300,000 1Q 12 2Q 12 50,000 30,000 4Q 12 1Q 13 (10,000) ↓49% QoQ ↑322% YoY 12,403 10,000 3Q 12 52,330 47,152 (7,820) 1Q 12 2Q 12 3Q 12 4Q 12 1Q 13 16 Global Online Game Publisher NCsoft 4. Sales Breakdown US/EU contribution decreased reflecting the reduction in GW2 package sales. L1 was robust with healthy subscriber base plus in-game item promotions. Sales by Region 300,000 300,000 283,353 16,823 (6%) 2,133 (1%) 20,708 (7%) 250,000 Sales by Games (excluding royalty) (Unit : KRW in MN) 266,530 14,239 (5%) 250,000 51,290 (18%) 200,000 150,000 100,000 50,000 141,170 15,230 (11%) 3,695 (3%) 14,889 (11%) (2%) 3,306 6,907 (5%) 97,144 (69%) 200,000 184,875 10,741(6%) 2,530 13,012(1%) (7%) Royalty 70,870 (25%) 14,679 (8%) Taiwan 150,000 24,721 (13%) Japan Europe 100,000 N. America 119,013 (45%) 12,708 (7%) 50,000 10,934 (9%) - 26,904 52,947 (42%) 25,057 18,413 (15%) 43,646 1Q 12 4Q 12 1Q 13 (35%) Others 36,382 (21%) GW2 125,940 16,456 121,530 (43%) 119,192(64%) Korea 174,134 (10%) (9%) (6%) 16,504 (9%) 28,284 (16%) 14,218 (8%) (24%) 64,861 66,038 4Q 12 1Q 13 B&S AION L2 L1 (38%) 1Q 12 L1 : Lineage 1 B&S : Blade and Soul L2 : Lineage 2 GW2 : Guild Wars 2 17 Global Online Game Publisher NCsoft 5. Costs Breakdown Labor cost went down 10% QoQ due to one-off year-end bonuses in 4Q. Variable expense declined 31% QoQ mainly because of decrease in GW2 package sales. Marketing expense dipped by 74% QoQ as there were no meaningful marketing campaigns. Others shrank 39% QoQ reflecting the high base in 4Q which was caused by new player sign-up cost for the baseball team. (Unit : KRW in MN) 1Q 12 2Q 12 3Q 12 4Q 12 1Q 13 QoQ YoY Labor Cost 72,940 92,578 73,551 85,484 76,543 -10% 5% Variable expense 12,081 13,386 18,225 18,528 12,758 -31% 6% - Payment processing fee 5,762 6,437 8,093 8,130 6,584 -19% 14% - Royalty expense 3,201 4,307 3,695 4,030 3,462 -14% 8% 468 1,479 5,011 2,437 580 -76% 24% 2,650 1,163 1,426 3,931 2,132 -46% -20% Marketing expense 3,225 6,829 10,819 15,463 4,006 -74% 24% D&A 8,992 11,524 11,944 5,611 8,458 51% -6% 31,552 33,600 30,863 45,073 27,598 -39% -13% 128,790 157,917 145,402 170,159 129,363 -24% 0% - Box production fee - Other variable Others(*) Sub Total * 1Q13 Others: Bandwidth costs(4,821), Rent(2,332), Wage for outsourced staff(3,008), Outsourced R&D(1,368), etc 18 Global Online Game Publisher NCsoft 6. Opportunity Online is the fastest growing game platform (CAGR 21%). Great potential for growth is ahead, but there are only a handful of players in the market. Annual Revenue Trend of Blizzard Game Markets by Platform 60 1,800 (Unit : USD in BN) 1,646 (Unit : USD in MN) 1,600 50 50 48 48 CAGR -1% 48 47 48 40 30 1,196 1,200 1,243 1,082 CAGR 21% 28 CAGR -6% 25 25 23 22 1,000 800 21 696 600 458 16 13 32 28 26 21 20 10 1,420 1,346 1,400 CAGR 14% 12 11 14 7 9 10 3 3 3 3 3 3 2009 2010 2011 2012E 2013E 2014E 400 200 160 - Online Mobile Console Arcade PC Package CY2004 CY2005 CY2006 CY2007 CY2008 CY2009 CY2010 CY2011 CY2012 (Source: Hudson Square Research) (Source: Game White Paper 2012, Ministry of Culture, Korea) 19 Global Online Game Publisher NCsoft 7-1. Catalysts (China) MMO genre is the largest segment in Chinese online game market and successful MMOs in China are reported to generate USD 400 MN ~ 500 MN revenues per year. B&S and GW2, the most anticipated games in China, are expected to launch in 2H 2013. Breakdown of Chinese Market by Genre 16 (Unit : USD BN) (Unit : USD MN) 600 13 14 12 10 10 8 8 7 6 1 500 2 11 12 2 400 2 1 4 4 1 4 300 3 2 2 200 4 2 Annual revenues(FY11) of leading MMOs in China 4 5 5 6 6 2012E 2013E 2014E 2015E 7 100 2011 MMORPG Casual Games 2016E Web-based Games (Source : GPC and IDC 2012) 0 FWJ Netease Mir2 TLBB WoW Zhuxian Shanda Changyou Netease Perfect World (Source : duowan.com, companies) 20 Global Online Game Publisher NCsoft 7-2. Catalysts (Platform expansion) Not only existing games but also new titles will be ported to various platforms. For instance, Lineage mobile will be serviced in Japan via GREE in 1H 2013. ..... ..... 21 Global Online Game Publisher NCsoft 8. Strengths World-class development capabilities and a strong pipeline Global publishing network To be launched 15 years of operational know-hows and skills Lineage Eternal In service ... Wildstar Guild Wars 2 Blade and Soul AION Lineage2 Lineage Launch: Sep. 1998 Accumulated Sales: KRW 2 TN (launch~2012) Launch: Oct. 2003 Accumulated Sales: KRW 1.5 TN (launch~2012) Launch : Nov. 2008 Accumulated Sales: KRW 1 TN (launch~2012) Internal tests expected in 2013 Hands-on demo at PAX and GamesCom in 2011 To be launched in US/EU in 2H 2013 Launched in US/EU on August 28 2012 To be launched in China via KongZhong in 2H 2013 Launched in Korea on June 30 2012 PCU in Korea : 230K (PCU: Peak Concurrent Users) To be launched in China via Tencent in 2H 2013 Service Country: 7 countries (EU counted as one) Latest Quarterly Sales: KRW 25 BN Service Country: 9 countries (EU counted as one) Latest Quarterly Sales: KRW 15 BN Service Country: 6 countries Latest Quarterly Sales: KRW 65 BN 22 Global Online Game Publisher NCsoft Appendix 9. Summarized Financial Statements 10. Screenshots 23 Global Online Game Publisher NCsoft 9-1. Summarized B/S Parent Consolidated (Unit : KRW in MN) 2012 Current Assets (Unit : KRW in MN) 2012 1Q 2013 Current Assets 674,304 705,844 Cash & cash equivalents 123,041 132,197 Cash & cash equivalents Short-term financial instruments 313,035 348,191 Short-term financial instruments Account receivables 76,702 73,647 161,525 151,809 642,522 649,096 45,522 42,913 Tangible assets 425,828 436,415 Intangible assets 133,317 131,807 37,855 37,961 1,316,826 1,354,940 Others Non-current Assets Investment assets Others Total Assets Current Liabilities 235,652 233,189 Borrowings 12,176 10,565 Payables 25,473 36,622 5,317 14,386 8 8 192,679 171,608 60,610 63,891 35,284 41,465 4,550 4,771 Current tax liabilities Other provisions Others Non-current Liabilities Defined benefit obligations Long-term employee benefits Others Total Liabilities Capital Stock Other Paid-up Capital Other Components of Equity Retained Earnings 20,776 17,655 296,262 297,080 10,949 10,954 117,910 118,530 991 698 870,734 908,156 Account receivables 1Q 2013 534,191 561,627 26,372 21,295 301,000 337,000 48,209 52,053 158,611 151,278 666,323 679,112 Investment assets 226,207 227,120 Tangible assets 399,739 410,984 29,692 29,022 Others Non-current Assets Intangible assets Others Total Assets Current Liabilities Payables Current tax liabilities Others 10,685 11,986 1,200,514 1,240,739 127,559 140,590 12,201 26,863 5,068 13,783 108,290 99,944 Other Provisions 2,000 - Non-current Liabilities 34,132 39,854 29,576 35,127 4,205 4,402 351 325 Defined benefit obligations Long-term employee benefits Derivatives Liabilities Other Account Payble Total Liabilities Capital Stock Other Paid-up Capital Other Components of Equity Retained Earnings - - 161,691 180,444 10,949 10,954 127,935 128,556 2,533 2,678 Non-Controlling Interests 19,979 19,521 897,406 918,107 Total Stockholders Equity 1,020,564 1,057,860 Total Stockholders Equity 1,038,823 1,060,295 Total Liabilities and Stockholders Equity 1,316,826 1,354,940 Total Liabilities and Stockholders Equity 1,200,514 1,240,739 24 Global Online Game Publisher NCsoft 9-2. Summarized P/L Parent Consolidated (Unit : KRW in MN) 2012 (Unit : KRW in MN) 2012 1Q 2013 1Q 2013 Sales 475,302 124,773 54,965 Cost of Sales 123,441 36,397 527,344 129,910 Gross Profit 351,861 88,376 Selling & Administrative Expense 376,092 74,398 Selling & Administrative Expense 250,852 51,237 Operating Income 151,252 55,512 Operating Income 101,009 37,140 Other Income 50,229 11,456 Other Income 42,079 10,363 Other Expense 18,574 1,696 Other Expense 52,067 1,779 182,907 65,272 Income before Income Tax Expense 91,021 45,724 29,240 12,942 Income Tax Expenses 22,272 10,448 153,667 52,330 Net Income 68,749 35,276 Sales 753,520 184,875 Cost of Sales 226,176 Gross Profit Income before Income Tax Expense Income Tax Expenses Net income Non-Controlling Interests (2,136) 249 Equity Attributable to the owners of the Parent 155,802 Company52,081 25 Global Online Game Publisher NCsoft 10-1. Screenshot(Blade & Soul) 26 Global Online Game Publisher NCsoft 10-2. Screenshot(Guild Wars 2) 27 Global Online Game Publisher NCsoft 10-3. Screenshot(Wildstar) 28 Global Online Game Publisher NCsoft 10-4. Screenshot(Lineage Eternal) 29 Global Online Game Publisher NCsoft Thank you 30
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