GAMEVIL’s 4th Quarter of 2017 Financial · 2018-06-11 · GAMEVIL’s 4th Quarter of 2017...
Transcript of GAMEVIL’s 4th Quarter of 2017 Financial · 2018-06-11 · GAMEVIL’s 4th Quarter of 2017...
GAMEVIL’s 4th Quarter of 2017 Financial
Results & Strategic Plans for 2018
Feb 8, 2018
Some content may reflect forward-looking statements and have been prepared based on
the expectations according to the dates on which these statements were made. There can
be no assurance that the forward-looking statements used by GAMEVIL are correct as
results can differ from expectations. Therefore GAMEVIL will not be responsible for
individual investment decisions based solely on this material. GAMEVIL disclaims any duty
to update the information in this material to reflect future events or circumstances.
Disclaimer
1. Performance Overview
2. Sales Breakdown
3. Cost Breakdown
4. Business Strategy for 2018
Contents
38,438
25,39522,234
-2,667 -3,751 -8,5592,808 2,514
-2,310
'16 4Q '17 3Q '17 4Q
2016 2017 YoY
Sales 161,483 106,372 -34.1%
Operating profit 4,279 -19,589Deficit
OPM 2.6% -18.4%
Net profit 29,273 9,060-69.0%
NP% 18.1% 8.5%
4Q
FY17 4Q Sales 22.2B KRW, 4Q Operating loss 8.6B KRW
[Sales] Sales has decreased due to declining sales of live games, but stabilizing
[Profit] Operating profit has decreased q-q due to increase in marketing cost
FY17 Sales 106.4B KRW Annual operating loss 19.6B KRW Annual net loss 9.1B KRW
[Sales] Decrease of existing releases, schedule of new releases affected annual sales
[Profit] Net profit and Operating profit has decreased due to decrease in sales
YTD 161,483
106,372
4,279-19,589
29,2739,060
2016 2017
Sales
Operating margin
Net profit
2016 4Q 2017 3Q 2017 4Q QoQ YoY
Sales 38,438 25,395 22,234 -12.4% -42.2%
Operating profit -2,667 -3,751 -8,559-128.2% -220.9%
OPM -6.9% -14.8% -38.5%
Net profit 2,808 2,514 -2,310Deficit Deficit
NP% 7.3% 9.9% -10.4%
1. Performance Overview
4
(Unit: M KRW) (Unit: M KRW)
46% 45% 48%
54% 55% 52%
2016 4Q 2017 3Q 2017 4Q
Domesting International
[Domestic] FY17 4Q 10,7B KRW, FY17 45.4B KRW
[Int’l] FY17 4Q 11.5B KRW, FY17 61.0B KRW
- 4Q & annual domestic and international sales has decreased, proportion of international sales maintained
2016 2017 Y-Y
Domestic 70,608 45,407 -35.7%
International 90,875 60,965 -32.9%
Asia Pacific(*) 50,927 31,990 -37.2%
N. America,Europe & Others
39,948 28,975 -27.5%
Domestic (%) 44% 43%
International (%) 56% 57%
Asia Pacific (%) 56% 52%
N. America,Europe & Others (%)
44% 48%
[YTD]
’16.4Q ’17.3Q ’17.4Q Q-Q Y-Y
Domestic 17,675 11,350 10,687 -5.8% -39.5%
International 20,763 14,045 11,546 -17.8% -44.4%
Asia Pacific(*) 11,661 6,873 5,869 -14.6% -49.7%
N. America,Europe & Others
9,102 7,172 5,678 -20.8% -37.6%
Domestic (%) 46% 45% 48%
International (%) 54% 55% 52%
Asia Pacific (%) 56% 49% 51%
N. America,Europe & Others (%)
44% 51% 49%
[4Q]
* Exclude Korea
44% 43%
56% 57%
2016 2017
Domesting International
2. Sales Breakdown
5
26,640 32,617
12,68411,411
60,46235,632
38,072
25,163
19,347
21,137
2016 2017
[Cost] 2017 total operating costs decreased to 126B KRW Y-Y by 19.9%
- Commission: Commission payments decreased in q-q and y-y due to fewer sales
- Marketing: Increased dude to releases of new titles, annual costs decreased due to effective marketing operations
- Salary: increased due to investment in R&D and human resources
7,896 7,888 8,227
4,3781,190
4,299
14,011
8,419
7,315
9,701
6,3455,768
5,119
5,3045,184
'16.4Q '17.3Q '17.4Q
Salary Marketing Commission Royalty Others
Cost Breakdown & Proportion
3. Cost Breakdown
6
* ( ) : Costs Proportion of Total Rev
12.5%(13.3%)
23.6%(25.2%)
34.1%(36.5%)
10.7%(11.4%)
19.2%(20.5%)
18.2%(20.9%)
21.8%(25.0%)
28.9%(33.2%)
4.1%(4.7%)
27.1%(31.1%)
16.8%(23.3%)
18.7%(25.9%)
23.8%(32.9%)
14.0%(19.3%)
26.7%(37.0%)
12.3%(12.0%)
24.2%(23.6%)
38.5%(37.4%)
8.1%(7.9%)
16.9%(16.5%)
16.8%(19.9%)
20.0%(23.7%)
28.3%(33.5%)
9.1%(10.7%)
25.9%(30.7%)
41,105
29,14630,794
157,204
125,960
4Q YTD
(Unit: M KRW) (Unit: M KRW)
Growth by releasing various genre games
Successful global launching
Enhance profitability by
improving business
effectiveness
▪ 10 titles to be globally launched
▪ Balanced line-up
(In-house:3rd party = 4:6)
▪ Strategically dispersed launching
plan
Timely and Successful
Game Launch
Successful Overseas Market
Penetration
ProfitableBusiness
▪ MMORPG : maximizes preemption
effect by leading the market
▪ S-RPG : lead global market with
differentiated games
▪ Sports: enhance game portfolio
and expanse M/S
with well known IP
2018, global growth and enhancement of profitability
through releasing new titles and improving effectiveness
(Qualitative & Quantitative Growth)
4. Business Strategy for 2018 - OVERVIEW
7
▪ Improve effectiveness by strategic
investment
▪ Enhance profitability with in-house
titles
▪ Create synergies with integration
of foreign subsidiaries
■ RPG, Sports, core genre mainstream games to be globally launched
Next-generation Strategy RPG
[In-house]
▪ Turn-base strategy RPG ‘Elune’
[3rd Party]
▪Hero Fostering ‘Giants War’▪Combination of strategy and action
‘Heir of Light’
Simulation RPG & Casual
[3rd Party]
▪SLG+RPG ‘Gardius Empire’
▪Real-time Strategic puzzle game
‘Cosmo Duel’
Sports Line-up[In-house]▪Reboot of Gamevil’s No.1
baseball game
▪Unreal Engine 4, ‘Fishing Master2’
[3rd Party]
▪Officially licensed NBA
basketball game
▪Officially licensed MLB
baseball game (2018 update)
MMORPG
[In-house]
▪ Global targeting MMO ‘Royal Blood’
[3rd Party]
▪ PC-Class MMO ‘Talion’
50B
* Source: GAMEVIL
2017 Global market size
58BGlobal mobile game market: 16%↑ y-y
2018 Global market size
4. Business Strategy for 2018 – Global game portfolio
8
RPG
Others
Strategy, Casual
Sports
RPG
Others
Strategy, Casual
Sports
- Focus on global market with balanced line-up (In-house and 3rd party)
■ 10 titles to be launched (MMORPG, S-RPG, Sports)
- 6 titles(mainly RPG) in 1H,, 4 titles(mainly sports) in 2H
(18.1Q)
‘Heir of Light’
(18.1Q)
‘Giants War’
(18.2Q)
‘Talion’
(18.2Q)
‘Elune’
(18.2Q)
‘Gardius Empire’
(18.2Q)
‘Cosmo Duel’ ‘Gamevil baseball’
(18.3Q) (18.3Q)
‘NBA basketball’
(18.3Q)
‘Fishing Master2’
(18.4Q)
First half Second half
‘Royal Blood’ Global
4. Business Strategy for 2018 – Launching plans
9
4. Business Strategy for 2018 – Focus on MMORPG market
■ MMORPG 2 titles to be launched to lead the global market, starting in KOR
- Lead the growing regions by releasing 2 MMORPG titles in 1H 18
Global MMO ‘Royal Blood’
PC class MMO ‘Talion’<Global optimization>
* Source: GAMEVIL 추정
10
✓ ‘Deterministic fostering’
✓ ‘100 vs. 100 RVR’
✓ ‘Manual operation
Advantage’
✓ ‘Strategic RVR battle’
✓ ‘New concept raid
✓ ‘Character
customization’1% 3%
26%
46%
'16 4Q '17 4Q '16 4Q '17 4Q
Portion of MMO revenue
West(USA, GBR, DEU)
동구권(KOR, TWN)
Preoccupancy of
western MMO-
market
4. Business Strategy for 2018 – Focus on S-RPG market
■ Next-Generation Strategy RPG, 3titles to be launched with new content adds to
existing RPG success factor.
- Proved content of titles by CBT in fast growing region, north America
24%
Portion of S-RPG in Global market (end of ’17)
31%
Growth rate of S-RPG in N. America (’17 4Q)
* Source: GAMEVI
‘Heir of Light’ 1Q! ‘Giants War’ 2Q!
Explores various contents in randomized card forma
Global user targeted graphic
11
PC raid like immersive action
Various classed applied strategy
‘Elune’ 2Q!
Attractive high quality characters
Combination of various characters
■ Focus on baseball / basketball / fishing mobile game in 2H 18
- major global sporting licenses and Gamevil’s established IP to stronger sports lineup
FY16.4Q FY17.4Q
$319 M
$418 M
* Source: GAMEVIL
Global mobile sports game market
4. Business Strategy for 2018 – Focus on global sport games
12
Official sequel of 27M downloads fishing game, ‘Fishing Master’’
Reboot of Gamevil’s 66M downloads baseball game
The world’s first vertical NBA
basketball game
Combining ‘SLG’ and RPG: Hybrid Strategic
Simulation Game, ‘Gardius Empire'
- On second global CBT
- High user satisfaction in PVP battle gameplay
Real-time Strategic Puzzle Game
‘Cosmo Duel’
- Strategically combine avatars and item decks High use
- Real-time PVP game using matching and skill
4. Business Strategy for 2018 – Simulation RPG & Casual
13
■ Enhance profitability by improving business effectiveness
4. Business Strategy for 2018 – improvement of biz effectiveness
14
2016 2017 2018E
Number of newly released titles
2
10
4
2016 2017 2018E
Number of in-house games
0
4
0
❖ Combination of marketing know- how
❖ Enhancement of global business
‘New titles↑, Sales↑’‘In-house gaems↑,
profitability ↑’
‘Create synergies by integration of foreign subsidiaries’
Improvement
of
business effectiveness
‘Cost effective marketing operation’
❖Maintained 10%, costs proportion of
total revenue
15
Thank you