Agenda. Company Overview. 2015Q1 Financial Results. Business Review and Prospects

Similar documents
Interim Results. IGG Inc August 2018

2018 1Q IR PRESENTATION

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014

Sony IR Day Game & Network Services Segment. November 25, Andrew House

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016

Results Presentation 2017 Second Quarter and Interim Results. 30 Aug, 2017

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017

2 nd Quarter Earnings Conference Call

LONG TERM VALUE CREATION BLAKE JORGENSEN, CFO

First Quarter 2013 Results May 8, 2013

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2013

April, 2014 GameAccount Network

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2015

KKR & Co. Inc. Goldman Sachs U.S. Financial Services Conference December 4, 2018

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016

CAPITAL MARKETS DAY. March 2019

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2013

Second Quarter 2013 Results August 1, 2013

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, rd Quarter Report Fiscal year ending March 31, 2010

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2018

Aristocrat Leisure Limited Acquisition of Plarium Global Limited Supporting information. August 2017

Textron Reports Second Quarter 2014 Income from Continuing Operations of $0.51 per Share, up 27.5%; Revenues up 23.5%

Q Results July 27, 2006

Capcom Co., Ltd. (Tokyo and Osaka Exchanges, First Section, 9697) 1st Quarter Report Fiscal year ending March 31, 2013

Textron Reports Third Quarter 2014 Income from Continuing Operations of $0.57 per Share, up 62.9%; Revenues up 18.1%

4 th Quarter Earnings Conference Call

January September Summary

4 th Quarter Earnings Conference Call

Investor Presentation. November 2018

GAMEVIL s 4 th Quarter of 2014 Financial Results & Strategic Plans for February 10, 2015

Explanation on FY2018 Q3

Third Quarter CY 2012 Results

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Agenda. Overview Introduction. Group Structure. Market Overview. Financial Highlight FY2015. How & Why to Restructure?

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals

4 th Quarter Earnings Conference Call

Third Quarter 2014 Results

Southeast Asia Games Market. The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015

January September Summary

KKR & Co. L.P. Morgan Stanley Financials Conference: June 13, 2018

First Quarter 2014 Results

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2014

First Quarter CY 2012 Results. May 9, 2012

IR Presentation. March 2014

KKR Credit Advisors (Ireland) Unlimited Company PILLAR 3 DISCLOSURES

4Q February 2012

1Q 2016 Results. Mermaid Maritime Plc. May 23, 2016

Textron Reports First Quarter 2016 Income from Continuing Operations of $0.55 per Share, up 19.6%; Reaffirms 2016 Financial Outlook

KKR & Co. L.P. Morgan Stanley Financials Conference June 2014

JOINT ANNOUNCEMENT CONNECTED TRANSACTION

Second Quarter 2015 Results

Confirms 2013 Financial Guidance

January June Summary

Third Quarter CY 2010 Results. November 04, 2010

Rovio Entertainment Corporation Annual General Meeting April 9, 2019 CEO REVIEW Kati Levoranta

HY2015. Disciplined performance management. Redefining the future for people and places 1. Attractive growth fundamentals & opportunities

Cherry AB. Investing in a broad gaming portfolio. CEO Anders Holmgren GP Bullhound 6 December 2017

Investor Presentation Q1 2014

First Quarter 2017 Results. May 4, 2017

KKR & Co. L.P. Announces Second Quarter 2014 Results

Kasen International Holdings Limited. (Stock Code: 496)

ACTIVISION BLIZZARD ANNOUNCES THIRD-QUARTER 2018 FINANCIAL RESULTS. Better-Than-Expected Q3 Results

2Q 2017 Results. 11 Aug 2017 MERMAID MARITIME PUBLIC COMPANY LIMITED

Fourth Quarter 2015 Results. February 11, 2016

Second Quarter CY 2012 Results. August 2, 2012

4Q February 2011

Fourth Quarter 2013 Results. February 6, 2014

Investor Conference, 2017

Q November 12th 2008

CAYENNETECH. Investor Conference 2018/10/30

Disclaimer forward looking statements

Third Quarter 2017 Results. November 2, 2017

Chartboost Power-Up Report

Take-Two Interactive Software, Inc.

For personal use only

G5 Entertainment. Investor Presentation

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019

2014 Annual Results Presentation 26 March, 2015

Report on Operations 1999

FY rd Quarter Financial Results

The resulting net sales were 87,170 million yen (up 13.2% from the previous fiscal year).

Textron Reports Third Quarter 2018 Results; Narrows Full-Year EPS and Cash Guidance

G5 Entertainment. Investor Presentation

The game market is expanding worldwide and Capcom continues to grow due to mobile and download sales

Revolutionizing Casino Gaming

RAZER INC. CORPORATE PRESENTATION

Forgame Holdings Limited

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Photo Merchandise- Opportunities Beyond Prints

Annual Press Conference Bilfinger Berger SE, Mannheim March 21, 2012 Roland Koch, Chairman of the Executive Board

PROJECT CIRCLE WHITEPAPER

KKR and FS Investments Form Strategic BDC Partnership Creates the Leading $18BN Alternative Lending Platform. December 2017

Table of Contents. 1. 4Q13 Earnings Summary - Financial Highlights. 2. Service & Business Strategy. 3. Mobile 4. PC. 5. Appendix

Activision Blizzard Announces Better-Than-Expected Second Quarter 2012 Financial Results

G5 ENTERTAINMENT AB. Investor Presentation

ble of Contents This is a licensed product of Ken Research and should not be copied

THE STARS GROUP 2017 ANNUAL AND SPECIAL MEETING MANAGEMENT PRESENTATION MAY 10, 2018, TORONTO, 11:30 (ET)

Transcription:

Disclaimer This presentation and the accompanying slides (the Presentation ) which have been prepared by IGG INC (the Company ) do not constitute any offer or invitation to purchase or subscribe for any securities, and shall not form the basis for or be relied on in connection with any contract or binding commitment whatsoever. This Presentation has been prepared by the Company based on information and data which the Company considers reliable, but the Company makes no representation or warranty, express or implied, whatsoever, on the truth, accuracy, completeness, fairness and reasonableness of the contents of this Presentation. This Presentation may not be all-inclusive and may not contain all of the information that you may consider material. Any liability in respect of the contents of or any omission from this Presentation is expressly excluded. Certain matters discussed in this presentation may contain statements regarding the Company s market opportunity and business prospects that are individually and collectively forward-looking statements. Such forward-looking statements are not guarantees of future performance and are subject to known and unknown risks, uncertainties and assumptions that are difficult to predict. The Company s actual results, levels of activity, performance or achievements could differ materially and adversely from results expressed in or implied by this Presentation, including, amongst others: whether the Company can successfully penetrate new markets and the degree to which the Company gains traction in these new markets; the sustainability of recent growth rates; the anticipation of the growth of certain market segments; the positioning of the Company s products and services in those segments; the competitive environment; and general market conditions. The Company is not responsible for any forward-looking statements and projections made by third parties included in this Presentation. 1

Agenda Company Overview 2015Q1 Financial Results Business Review and Prospects 2

Company Profile IGG Group, a leading global mobile gaming developer and operator 15Q1 To date, the Group has regional offices in 9 countries and regions; Revenue from mobile games accounted for 93% of the total revenue in Q1; The user community of the Group consisted of over 240m user accounts from more than 200 countries and regions, including a total MAU of over 20m; 2014 2013 10-12 06-08 Annual revenue surpassed US$200 million; Acquired American game developer Nerd Kingdom at the year end. Hit Title Castle Clash was launched; IGG went public on 18 Oct., 2013. Stock code: 8002.HK. Completed two successful transitions from client-based game to browser game and from browser game to mobile game. The group was founded and received VC funding from IDG, Vertex and Hearst 3

Global Branches Well-organized corporate structure and explicit functional division enables the Group to carrying out its global strategy from a macro perspective. Singapore Group headquarters; Self-owned ad. platform; Localized R&D and operation USA Marketing and operation China R&D; Management New Canada Localized R&D New Japan Localized R&D and operation New Thailand Localized operation New Korea Localized R&D and operation Philippines Customer service center 4

Major Self-developed and Licensed Games The Group has diversified mobile game genres, including strategy, card, RPG, casino etc., most of which are mid-core. 1.8 Hard-core 1.6 1.4 1.2 1 Mid-core 0.8 0.6 0.4 0.2 Casual 0 0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 Dec. 2011 June 2013 Dec. 2013 June 2014 Dec. 2014 5

Agenda Company Overview 2015Q1 Financial Results Business Review and Prospects 6

15Q1 Financial Highlights 14Q1 15Q1 Change 14Q4 15Q1 Change Revenue USD million 44.1 53.6 21.5% 60.5 53.6-11.4% Gross profit USD million 32.2 36.9 14.6% 42.3 36.9-12.8% Gross profit margin % 73% 69% -4ppt 70% 69% -1ppt Adjusted net income* USD million 13.8 14.8 7.2% 15.9 14.8-6.9% Adjusted net income margin* Profit attributed to owners of the parent Profit Margin for the period Weighted average number of ordinary shares Basic earnings per share for the year % 31% 28% -3ppt 26% 28% +2ppt USD million 13.6 13.9 2.2% 15.3 13.9-9.2% % 31% 26% -5ppt 25% 26% +1ppt Shares million 1359 1369-1364 1369 - USD cents 1.00 1.02-1.12 1.02 - * Adjusted net income represented profit excluding share-based compensation. 7

Revenue of 15Q1 vs. 14Q1 (USD million) 44.1 14Q1 21.5% 53.6 15Q1 The revenue increase of 15Q1 vs. 14Q1 was primarily due to: An increase in revenue generated from the mobile game series Clash of Lords, gross billing from this game series (I & II) was over US$10 million in 15Q1; The gross billing of Deck Heroes launched in 14H2 surpassed US$3 million in 15Q1; Revenue of major game Castle Clash increased 9%. 8

Revenue of 15Q1 vs. 14Q4 (USD million) The revenue decrease of 15Q1 vs. 14Q4 was primarily due to: 60.5-11.4% 53.6 From 1 January 2015, the European Union implemented changes to its tax system, as a result of which the Group s revenue from European Union countries are now subject to value added tax, so while turnover from the region remained stable, revenue that can be recognized was reduced; The depreciation of the Russian rouble led to a decline in revenue from Russia due to foreign exchange losses; 14Q4 15Q1 Most of the Group s new games are scheduled for launch begin from June this year, hence there was less contribution from new games in the first quarter. 9

15Q1 Revenue Breakdown by Segment In light of the rich R&D resources and operating experiences the Group has, self-operating business will go on to contribute significantly to the Group s revenue while collaborating and co-operating with certain superior third-party platforms is a good supplementary. Others* 0.2% Joint operation 2.4% Self-operated games: refers to the games, both in-house developed and licensed from third parties, solely operated by the Group; the revenue recognized from this segment is approximately equal to the game players payment. Self-operated games 97.4% * Others refers to the revenue from the Group s Advertising and Marketing center. Joint operation: refers to the games we jointly operated with thirdparty operators (such as Tencent); we are responsible for providing technical support, game update etc. and has been given access to the joint operators platform to monitor sales activities; the revenue is recognized on a net basis, namely the portion we are entitled of according to the revenuesharing agreement. 10

15Q1 Revenue Breakdown by Game The Group s R&D resources has been allocated to mobile games and mobile related software; Strategically, the original browser and client-based game business will be maintained without expansion. Client-based Games 2% Browser Games 12% 14FY Others* 1% Client-based Games 1% Browser Games 6% 15Q1 Others* 0.2% Mobile Games 85% Mobile Games 93% * Others refers to the revenue from the Group s Advertising and Marketing center. 11

15Q1 Revenue Breakdown by Game Title 14FY 15Q1 Game title % of total revenue Game title % of total revenue Castle Clash* 62% Castle Clash* 57% Clash of Lords(I&II) 12% Clash of Lords(I&II) 18% Texas Poker Deluxe* 5% Deck Heroes 5% Galaxy Online II* 5% Texas Poker Deluxe* 4% Wings of Destiny 4% Brave Trials (licensed) 3% Major game Castle Clash maintained steady revenue; Clash of Lords series achieved sustained growth; 14H2 new game Deck Heroes contributed 5% of total revenue. Slot Machine* 3% Slot Machine* 2% Total 91% Total 89% *Including the revenue from its mobile and browser versions. 12

15Q1 Revenue Breakdown by Region The Group s revenue comes from over 200 countries and regions, which dilutes the impact from the revenue and exchange rate fluctuation of certain regions. by country % of total revenue by country % of total revenue Germany 10% Russia 8% France 5% Great Britain 4% Europe 29% Australia 2% Other 6% Asia 25% by country/region % of total revenue Korea 3% Taiwan 2% China 2% by country % of total revenue U.S. 34% North America 40% Canada 3% 13

15Q1 Expenses Breakdown 14FY 14Q4 15Q1 Gross profit margin 71% 70% 69% Channel cost is the major constituent of cost of sales, the channel cost of our mobile game business is approximately 30%, which is higher than that of browser and client-based games; The revenue percentage of mobile games increased to 93% in 15Q1 from 85% in 2014. Selling & distribution exp./ Revenue 21% 23% 20% Administrative exp./ Revenue 8% 9% 10% R&D costs/revenue Adjusted net income margin * 8% 9% 10% 34% 26% 28% * Adjusted net income represented profit excluding share-based compensation. Impacted by launching of new games and other related reasons, selling & distribution exp. is subject to fluctuation in the short run; Most of the Group s new games are scheduled for launch in the second half of the year, The slightly increase in both R&D cost and admin. expense percentages of revenue was mainly due to: Increased salary and bonus for employees; Increased expensed related to share-based compensation; Increase of R&D outsourcing in Asia; one-off expenses and professional service fee in relation to the Transfer of Listing. 14

Tax Rate IGG Singapore 17% The prevailing corporate tax rate The Preferential corporate tax rate 5% More than 99% of our total revenue was recognized through IGG Singapore in 2014, and this percentage is expected to be stable in the foreseeable future; From 2010-2016, IGG Singapore is entitled to a preferential tax rate of 5%, subject to meeting certain conditions. 15

Agenda Company Overview 15Q1 Financial Results Business Review and Prospects 16

Human Resource As at March 31 2015, the Group had 780 employees, in addition, the Group hired an exclusive outsourcing R&D team in Taiwan of over 100 team members. by function by location Operation & Customer service 31% Management 3% Finance & admin. 8% Canada 4% Singapore 8% Philippines 9% US 4% R&D 49% China 75% IT support 9% 17

Operational Data Excerpts of Major Games CC (Castle Clash) COL II (Clash of Lords II) Launched in July 2013 Dec. 2013 Numbers of language versions (as at the end of March 2015) Registered users (as at the end of March 2015) Monthly active users (March 2015) Revenue split on Android, ios, Amazon platform (March 2015) Listed in the top ten grossing list of how many countries (March 31, 2015, Google Play) 15 9 96.0 million 32.0 million 10.0 million 3.9 million 74%-23%-3% 77%-18%-5% 46 4 18

M&A Project The group acquired an American game developer Nerd Kingdom at the end of 2014 Nerd Kingdom was established in 2010 by a team comprising a data scientist, an economist, a nuclear engineer and computer scientist, a gaming industry veteran and other professionals. The company brings an interdisciplinary perspective to games and technology, and has created the Eternus engine, a game engine on which its flagship game, TUG, is being built. "TUG" is a sandbox game, similar to the well-known game "Minecraft", that encourages social collaboration, learning, and competition within a real time virtual space. The game is currently in alpha stage. TUG and the underlying Eternus Engine, will function at current gen specifications, within the browser and seamlessly be accessed across all devices. 19

New Title-Game of Kings Game of Kings (GOK) is a major action-fantasy strategy title game, in which the avatars can fight automatically, but players will need to control their avatars skills and time their attacks to win; Players also need to manage their resources, build their home base, collect and train avatars, and strike a balance between attack and defence in the game. 20

New Title-Others Western Fantasy turn-based RPG game "Brave Quest" Semi-realtime RPG card game "Final Fable" War-strategy RPG game "Age of Kingdoms" 21

Macroeconomic Change and Its Impact The development and reforming of global mobile game market The number of mobile game players surpassed 1.5b in 2014, among whom 32% are paying users; revenue of global mobile games was about $25b in 2014, representing 29% of total revenue of the gaming industry, and this percentage is (1) expected to increase to 37% in 2017; The transaction value of global games M&A achieved record $15B in 2014 as mobile dominates; (2) With the fast development and maturity of the mobile gaming market, game developers and publishers were inevitably confronted with market restructure; as a result, a number of small or weak players have been flushed out due to the increasingly fierce competition. The growing potential of Asian gaming market Asian game market maintained the highest growth rate in 2014, accounting for 45% of global gaming revenue; (1) Due to the burgeoning economy and the prevalence of internet and Smartphone, the growth market (represented by Asian market) is expected to achieve $59b in 2017, representing 57% of total gaming market. (1) In early 2015, the Group set up regional offices in Japan, Korea and Thailand and recruited game development and operation talents from the local markets, in order to penetrate the market segments and grasp the growing opportunity. (1)Data derived from Newzoo report;(2)data derived from Digi-Capital report. 22

Prospect R&D To further enhance the mobile game development ability through recruiting local talents in each regional offices and strengthening the internal competition; Encouraging face-to-face communication among staffs from each branches; To supplement the Group's existing R&D force by outsourcing certain mobile game products, in order to inspire creativity and bring in fresh design concepts; About 30 new mobile games are planed to be launched in 2015. Looking for opportunities of setting up new offices in other market segments to fully exploit the Group's global operating ability and to improve the gaming experience of players; To improve Link's functionalities in interest group creating, information sharing and private chatting to strengthen the connections among users; To allocate more resources to the Group's self-owned advertising platform to facilitate its monetization ability. Operation M&A The Group has made several equity investments in North American and Asian market in 2014, and is expecting to benefit from the synergy coming from industry chain integration and R&D ability enhancement; The Group will keep an eye on potential M&A opportunities around the world in the future. 23

Thank you! IR Contact yolanda.gao@igg.com 24