Asiasoft Corporation PLC. (AS)
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1 Asiasoft Corporation PLC. (AS) Asiasoft Talk th March 2013
2 Disclaimer Agenda The information contained in this presentation is for information purposes only and does not constitute an offer or invitation to sell or the solicitation of an offer or invitation to purchase or subscribe for shares of Asiasoft Corporation Pcl. ( Asiasoft ) in any jurisdiction nor should it or any part of it form the basis of, or be relied upon in any connection with, any contract or commitment whatsoever. This presentation may include information which is forward-looking in nature. Forward-looking information involve known and unknown risks, uncertainties and other factors which may impact on the actual outcomes, including economic conditions in the markets in which Asiasoft operates and general achievement of Asiasoft business forecasts, which will cause the actual results, performance or achievements of Asiasoft to differ, perhaps materially, from the results, performance or achievements expressed or implied in this presentation This presentation has been prepared by Asiasoft. The information in this presentation has not been independently verified. No representation, warranty, express or implied, is made as to, and no reliance should be placed on, the fairness, accuracy, completeness or correctness of the information and opinions in this presentation. None of Asiasoft or any of its agents or advisers, or any of their respective affiliates, advisers or representatives, shall have any liability (in negligence or otherwise) for any loss howsoever arising from any use of this presentation or its contents or otherwise arising in connection with this presentation This presentation is made, furnished and distributed for information purposes only. No part of this presentation shall be relied upon directly or indirectly for any investment decision-making or for any other purposes This presentation and all other information, materials or documents provided in connection therewith, shall not, either in whole or in part, be reproduced, redistributed or made available to any other person, save in strict compliance with all applicable laws Page 2
3 Overview Asiasoft in 2012
4 Agenda Historical Performance Item Y2010 Y2011 Y2012 Total Revenue 1, , , Revenue 1, , , <By Region> Domestic 1, , , Oversea <By Business Type> (Unit:Million Baht) Online 1, , , Distribution Advertising and Other COGS , Gross Profit %GP 47.5% 45.0% 43.0% SG&A %SG&A 24.6% 24.9% 24.8% TAX Net Profit %NP 17.2% 17.6% 15.1% %Growth Y2011 Y % 19.7% 8.3% 20.4% 1.3% 4.6% 24.5% 50.2% 11.6% 9.6% -27.6% 201.9% 11.7% 8.5% 13.5% 24.8% 2.6% 15.0% 10.6% 19.4% -30.7% 15.1% 12.1% 2.5% Source : Company s financial statement Page 4
5 Domestic Agenda Revenue by region and business % to Revenue 69.9% 65.4% 30.0% 34.6% 56.8% 43.2% Oversea Online Distribution Advertising and Other 89.8% 92.6% 84.3% 8.4% 14.1% 5.6% 1.8% 1.8% 1.6% Source : Company s financial statement Page 5
6 Agenda What happened in 2012 Established our position firmly in Malaysia with the acquisition of CIB and became no.1 in the market and should contribute good growth for future group revenue. Well-diversified of our income portfolio Increased distribution income to 14% of total from previous year of 7%. Well established our position in other game segments, especially in Thailand, became no. 1 in web game in Thailand, apart from historical strength in only MMORPG and Casual and expand gamer base in FPS which increased from 4% of total in 2011 to 8% of total in Due to the acquisition of CIB and improvement of our overseas operation, our income from overseas increased from 34% of total in 2011 to 43% in Page 6
7 Agenda What happened in 2012 PT Asiasoft still operated at loss after the launch of 3 products but not successful to serve the audience. Asiasoft reviewed the portfolio of license purchased and decided to write off products which did not suit to the current market. The aggressive in no. of new games launched, but not successful in Page 7
8 Strategy 2013
9 Strategy Agenda 2013 Repositioning of Asiasoft Territory Expansion Provide Global Regional Content New Business : Mobile Platform Page 9
10 Repositioning Asiasoft
11 Asiasoft as top publisher Agenda in SEA countries Page 11
12 Asiasoft as SEA Gaming Agenda Service Provider AS is consolidating our regional resource and strength to repositioning as a Regional Publisher that offer gamers a world class service and localized support. Gamer to see Asiasoft as a sizable regional publisher rather than a big local publisher Consolidated service support structure to provide the best service level to all gamer regardless of countries and nationality. Page 12
13 Agenda Asiasoft Games for SEA One Community Platform and support across the region Page 13
14 Agenda Asiasoft Platform for SEA Excellent ICT Infrastructure Lower cost of ICT Strong Financial Services Hub Good Regulatory and Tax incentives Good Internet connectivity to regional countries Page 14
15 Agenda Asiasoft Platform for SEA Community Management Operating System Computerbased information system Human Resource Programing Languages Content Management System Page 15
16 Business Units Group Functional Approach Mobile Service (Mobile Platform & Business Development) Game Marketing & Community Management (Marketing, Community and Portal Management) Packaged Products Game Distribution & Monetization (Channel Management, Game Licensing & Operation (Product Management, GM, CS) Game Infrastructure Services (IDC / MIS / Gaming Cloud Service/ ISP) Digital Distribution Page 16
17 Territory Expansion
18 Agenda Gross Domestic Product - ASEAN GDP Ranking Country GDP ( $ Mil.) Population GDP / Capita 16 Indonesia 846, ,645,008 $ 3, Thailand 369,709 67,091,089 $ 5, Malaysia 287,934 29,179,952 $ 10, Singapore 259,850 5,353,194 $ 49, Philippine 224, ,775,002 $ 2, Vietnam 123,600 91,519,289 $ 1, Myanmar 55,320 54,584,650 $ Cambodia 12,830 14,952,665 $ 853 Total (8) ASEAN 2,205, ,096,201 Source: Pop : GDP : GDP per capital : Page 18
19 Indochina Expansion in 2013 Page 19
20 Agenda Investment Opportunity in Indochina Latest Population Estimate : 91,519,289 population for 2012 Latest GDP Estimate : GDP per capita was 1,374 for 2012 Internet Usage and Population Statistics : Year Internet Users (Mil) Population (Mil) (est.) 92.4(est.) 93.8 (est.) Broadband Pen. (%) 32.87% 37.59% 42.96% 47.79% Online Gamer (Mil) Online Game Rev. (Mil US$) Asiasoft target for New Games in MMO, 2 Casual 1 Web, 1 MOBA Market 95% Asiasoft VN 5% Source: IDC 2012 Page 20
21 Market Share-A snapshot of the VN market orther 6% MMO Moba 5% Category RTS 11% Esport 16% RPG 78% Sports 0% Casual SNS 12% MMO 52% orther 3% SNS Racing 3% Dance 14% Casual 20% Action Fighting 83% 400K CCU Not include mobile games gamble 97% Source: Company Information Page 21
22 Vietnam Market Analysis 2012 Overview About 150 games and game portals published by 35 publishers Most new publishers launched web or SNS games since it is less controlled by government, but that s only if u not successful. Only 4 MMO client game launched in 2012 and 1 game close. All publisher focus on web game and SNS games. Decline of Client game both the results of market changed helped by natural growth from others types of games / platform as well madness. New Client game most likely to fail as it is impossible to market the products to users properly as it is very limited to game media and all form of offline activities is banned. Source: Company Information Page 22
23 Online Gaming Market in Vietnam Online Game Revenue in Vietnam Unit: Million Baht 6,762 6,096 5,508 4,986 4,530 4,119 3, est est est. Vietnam The largest size in SEAs in term of Revenue, accounted 45% of total market size for SEAS and combining with Thailand and Malaysia, market size equal to 85% of total SEAs market CAGR = 10.5% Revenue Model is mainly from free to play which accounted of 97% of total in 2010 There were approximately 34,000 Internet Café in Vietnam as of mid 2010 (Source :Niko Research) Source: Company Information Page 23
24 Investment Opportunity in Indochina Latest Population Estimate : 14,952,665 population for 2012 Latest GDP Estimate : GDP per capita was $853 for 2012 Internet Usage and Population Statistics : Year Internet Users (Mil) Population (Mil) (est.) 15.3(est.) 15.6 (est.) Broadband Pen. (%) 11.88% 20.13% 26.49% 29.41% 32.05% Online Gamer (Mil) Online Game Rev. (Mil US$) Asiasoft target for New Games in 2013 (1 MMO ) Market 91% Asiasoft CAM 9% Source: Company Information Page 24
25 Cambodia Market Analysis VTC, 7.00% 2012 Market Share by CCU Metlaor, 3.00% Sabay, 90.00% Overview 2,000 cyber café and mostly in 3 Main cities; Phnom Penh, Battambang, Siem Reap Cost of internet café USD 0.5 per hour Most popular online game JX2 and MAT, with LAN game being DOTA No government entity managing online gaming industry, however there are restrictions on Cybercafe Sabay is a Cambodian company which is a market leader holding market share of 90% Source: Company Information Page 25
26 Investment Opportunity in Indochina Latest Population Estimate : 54,584,650 population for 2012 Latest GDP Estimate : GDP per capita was $824 for 2012 Internet Usage and Population Statistics : Year Internet Users (Mil) Population (Mil) (est.) 61.9(est.) 62.9 (est.) Broadband Pen. (%) 1.13% 3.67% 8.20% 12.90% 15.90% Online Gamer (Mil) Online Game Rev. (Mil US$) Asiasoft target for New Games in 2013 (2 MMO ) Source: Company Information Page 26
27 Myanmar Market Analysis Overview 2,000 cyber café Mostly in 5 Main cities; Yangon, Mandalay, Naypyidaw, Mawlamyaing and Bago Cost of internet café USD 0.5 per hour Dota is the most played game in cyber café only 2 private game Dota and World of Warcraft which pay on subscription base of USD 3 per month No government entity managing online gaming industry Internet Café in Myanmar Source: Company Information Page 27
28 Agenda Regional Content 2013 will be a year for part II of the top 5 games generating revenue i.e. Ragnarok, Cabal and Audition. Page 28
29 Agenda Ragnarok II RO2, the second version of over 10 years top game in Thailand. To capture more adult compared to RO with more income to pay. Currently launched in Korea and SEAs with over 100,000 gamers per day. Page 29
30 Agenda CABAL II In 2007, CABAL make phenomenon trend in online game market by its new style of MMORPG. When CABAL II announced to service in Korea, it become talk of the town over night and stand position in the top ranking Korean game until now. Page 30
31 Agenda Audition 2 Audition one is top casual game for a period of over 10 years in Thailand Currently, Audition 2 is serviced in 6 countries, Korea, Taiwan, Vietnam, China, Russia and Japan. Page 31
32 New Business : Mobile Platform
33 Agenda 1. Overview 2. Market Size and Potential 3. Value Chain of Mobile Gaming 4. The Mobile Landscape 5. Our Approach 6. Revenue Projection 7. Question & Answer Page 33
34 Overview Page 34
35 Agenda Overview More than 360 Millions gamers playing mobile games as of Asia mobile gamers accounted for 39%. In 2011, mobile gaming revenue contributed to 9% of total gaming revenue, amounting USD5.8bn Mobile Gaming Revenue projected to contribute more than 50% (or USD54bn) of overall Online Gaming Revenue by More than 600M Mobile Subscriber in SEA. Our 51M gamer user base are contributing to this growing market. Page 35
36 Market Size and Potential Page 36
37 Agenda Mobile Users Surpassing PC Users Page 37
38 Agenda Mobile Subscriptions > 600M Subscribers in SEA Page 38
39 Agenda Market Size Total 360M Total USD5.8bn 9% of Total Gaming Revenue for 2011 (USD65bn) Page 39
40 Agenda Market Potential Market Potential of Mobile Gaming Revenue Unit: USD billion Mobile Gaming Revenue to contribute more than 50% of total gaming revenue by Total Gaming Revenue expected to reach USD 82bn by 2017 Source: Page 40
41 Agenda Market Potential Source: distimo Page 41
42 Value Chain in Mobile Gaming Where can we play in the Value Chain? Page 42
43 Agenda Value Chain in Mobile Gaming Value Chain of Online Game Publishing on PC Value Chain of Mobile Game Publishing Content Originators Value Add: -IP -Licensed titles -Brand loyalty Game Platforms Value Add: -Community -Brand loyalty Distribution & Payment Value Add: -Content Delivery -Monetising -Commoditising?? Handset Manufacturer Value Add: -Technology -OS -Some brand loyalty Telco Value Add: -Commodity Page 43
44 The Mobile Landscape Navigating the mobile technologies Page 44
45 Agenda Native Apps Versus Browser Based Page 45
46 Agenda Smartphones Market Shares (Shift) Microsoft 12% Palm 3% Other 5% Microsoft 8% Linux 6% Palm 1% Other 2% Meego 4% Linux 2% Microsoft 6% Other 2% Linux 12% Symbian 62% RIM 15% Symbian 45% RIM 13% Symbian 32% RIM 6% Apple 12% Android 11% Apple 14% Android 27% Page 46
47 Agenda Content is King or Customer is King? CONTENT or COMMUNITY?? Page 47
48 Apps is Agenda the new bubble Over one million apps can t be wrong, can they? App developers struggle with app discovery App stores have become a battleground for user attention The average paid app needs about 40,000 downloads per day to reach the top 50 in the Apple App Store or the Google Play market Oversupply de-values apps Very difficult to make money out of apps Apps need to move from product innovation to marketing innovation Just like FMCGs, apps are in a mature market now Game Publishing (Marketing) is in demand!! Page 48
49 Our Approach Page 49
50 Agenda How are we positioning ourselves? Hybrid Web & Apps Based Community & Meta Platform Value Add with platform for community management & marketing with distribution and monetizing Mobile Gaming / SNS Platform + Page 50
51 The Agenda Approach 1. Enhance existing PlayPark+ Mobile SNS & Gaming Platform. 2. Extend new mobile service offering to existing PlayPark Userbase (same ID, same profile). 3. Roll out community activities to promote mobile SNS platform (e.g. chat rooms for Guilds, Game guides, walk through; Scheduler for dungeon raids etc). 4. Introduce Mobile Apps extension from existing online games (e.g. authenticator / item auction module / character management module etc) 5. Launch mobile SNS games / services (Dating games / Penny Auctions) 6. Publish mobile Apps Games & Channel 3 rd party Apps Games Page 51
52 Agenda Interesting Website / Page 52
53 Prospect for 2013
54 Agenda Prospect for 2013 Expected revenue growth for AS group of 30% Increase overseas contribution to 50% of total revenue Expected revenue for Indochina and Newly Establish at 13% Recognize revenue from mobile expected in 2013 Page 54
55
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