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    FY 2011 Q2Operating Results

    DeNA Co., Ltd.

    Q2: Three months ended September 30, 2011

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    FY 2011 Q2 Highlights

    There was steady growth in Moba-coin consumption (Mobage's virtual currency) onthe Mobage platform.

    For Android, we released a beta version of Mobage Global in English-speakingterritories and Mobage China in China. We began to introduce social games usingthe ngCore game engine.

    Progress continues in porting Mobage games for feature phones to smartphonebrowser version.

    We also released an iOS Mobage app.

    1

    We strengthened our smartphone development capabilities through ourestablishment of a game development studio in Sweden and acquisition of PunchEntertainment in Vietnam.

    A new net sales record was set for the eighth consecutive quarters.

    - Net sales: JPY 34,689 million (+28% YoY)

    - Operating income: JPY 15,407 million (+13% YoY)

    We set up a subsidiary in Singapore and began cultivating new local developers.

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    Item Q2 FY2011 Q2 FY2010Y on Y

    change

    Q1 FY2011Q on Q

    change

    Net sales 34,689 27,085 +28% 34,649 +0%

    Operating

    income 15,407 13,624 +13% 15,809 -3%

    Ordinaryincome

    14,725 13,410 +10% 15,757 -7%

    Net income 8,190 7,638 +7% 9,456 -13%

    Overview of Financial Results

    Unit: Millions of yen

    2

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    Net Sales by Segment

    3

    4,9377,711

    14,883

    20,37523,203

    25,41128,203

    31,067 30,971

    3,175

    3,529

    3,495

    3,396

    3,391

    3,666

    3,133

    3,130 3,163

    452

    414

    695

    421

    490

    417

    619

    451 554

    0

    10,000

    20,000

    30,000

    40,000

    2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q

    Others

    E-commerce

    Social media

    34 ,689

    FY 2009 FY 2010

    (Millions of yen)

    8,565

    11,655

    19,073

    29,494

    24,193

    27,085

    31,955

    FY 2011

    34,649

    Note :Above segment sales numbers are after consolidation and eliminations.

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    ItemQ2

    FY2011

    Q2

    FY2010

    Y on Ychange

    Q1

    FY2011

    Q on Q

    change

    Cost of sales 6,290 3,314 +90% 5,959 +6%

    Labor costs 676 175 +286% 608 +11%Expanding game development capabilities

    at overseas subsidiaries

    Depreciation andamortization

    650 409 +59% 543 +20%Increasing server numbers, etc. as part ofdisaster recovery measures

    Advertising mediaexpenses

    312 643 -51% 387 -19% Linked to Pocket Affiliates sales

    Outsourcing expenses 924 553 +67% 787 +17%Expanding game development capabilitiesat overseas subsidiaries

    Commission fees 3,293 907 +263% 3,220 +2% Increase in game revenue share

    Others 432 625 -31% 412 +5%

    Selling, general, andadministrative expenses

    12,991 10,146 +28% 12,880 +1%

    Personnel expenses 2,253 1,522 +48% 2,075 +9%

    Number of consolidated employees at the

    end of September: 1,604(1,282 at the end of June)

    Sales promotion &advertising expenses

    4,684 5,077 -8% 5,043 -7%Decrease in sales promotion expensessuch as TV commercials

    Outsourcing expenses

    Commissions fees3,848 2,614 +47% 3,547 +8%

    Increase commission fees for agencysettlement of items billings with Moba-coins

    Others 2,205 931 +137% 2,215 -0% Amortization of goodwill for foreign subs

    Breakdown of Expenses

    4

    Unit: Millions of yen

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    (%)

    (Operating income:Millions of yen)

    FY2010FY2009

    Operating Income

    5

    FY2011

    3,083

    5,224

    9,819

    11,989

    13,624

    14,745 15,736 15,809 15,407

    36.0

    44.8

    51.5 49.6 50.3

    50.0 49.4

    45.6 44.4

    0

    10

    20

    30

    40

    50

    60

    0

    2,000

    4,000

    6,000

    8,000

    10,000

    12,000

    14,000

    16,000

    18,000

    2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q

    Operating income

    % of Net Sales

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    Item Q2 FY2011 Q2 FY2010 Y on Ychange

    Q1 FY2011 Q on Qchange

    Cash flow fromoperating activities

    18,018 14,292 +3,726 -4,295 +22,313

    Cash flow from

    investing activities -1,643 -4,095 +2,452 -2,498 +854

    Cash flow fromfinancing activities

    -137 -1 -135 -4,913 +4,775

    Cash and cashequivalents at the

    end of quarter

    66,455 46,472 +19,982 50,861 +15,594

    Cash Flows

    6

    (Millions of yen)

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    Note :The above figures are prior to consolidation eliminations.:Starting in the current fiscal year, overseas net sales were transferred from Others to Game-related.Figures have been revised retroactively to the second quarter of 2010.

    Banner ads, tie-up ads, adsmatched to content/search,affiliate advertising (othercompanies media), etc.

    Everystar, etc.

    Item billing, in-game ads(CPA/CPC), developeradvertising, mixi mobileapplications (ad/paymentprograms), affiliate programs(users gain Moba-coins forbuying goods, etc.), overseasbusiness, etc.

    Social Media Business

    Advertising

    Others

    Avatar-related

    Game-related18,737

    20,856

    24,149

    27,448 27,800

    2,669

    2,615

    2,015

    1,819 1,385

    1,696

    1,779

    1,774

    1,527 1,374

    223

    261

    368

    367 503

    2Q 3Q 4Q 1Q 2Q

    (Millions of yen)

    FY 2010

    Net sales

    23,325

    25,511

    28,306

    FY 2011

    31,161 31,062

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    0

    10,000

    20,000

    30,000

    40,000

    1Q 2Q 3Q 4Q 1Q 2Q

    First-party games and collaboration gamesThird-party

    Mobage Platform Expansion

    16,721

    20,28823,357

    28,178

    Trends in Moba-coin consumption*(Millions of yen)

    FY 2010

    33,437

    FY 2011

    37,034

    Continued steady growth in Moba-coin consumption, driven by third-party games

    - In contrast, there has been decrease in Moba-coin consumption in first-party games, due to (1) delayon releasing major IP titles and (2) our lack of timely response in addressing the popular card-battlecategory.

    - Third-party card battle games have been driving Moba-coin consumption.

    - Moba-coin consumption for first-party games and third-party games becameapproximately same level.

    * Includes consumption of Moba-coins, monthly membership service fees for social games and ticket sales. 8

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    Growth of Mobage Japan

    Although Mobage has 32 million users (an increase of 11 million users YoY) as of the end of

    September 2011, there is still high growth potential with regard to users in their 30s and older, agroup with a high ARPU, meaning that there remains good opportunity for further expansion ofARPU.

    Breakdown by active userage group %

    ARPU*by user age group

    Active users of Mobage Japan:penetration by age

    above

    30

    20-29

    10-19

    Sep

    2009

    Sep

    2010

    Sep

    2011

    3124 20

    4341

    37

    2635

    43

    * ARPU: Average revenue per user (computed as coin consumption/MAU**). The figures are as of September 2011.** MAU: Number of users who have used the site at least once a month.

    The index below have been adjustedso that the number of users in the

    10-19 age group equals 100.

    0

    10,000

    20,000

    30,000

    40,000

    50,000

    60,000

    Mobageusers

    (Unit: 1,000 people)

    10-19 20-29 30-59

    9

    100

    360

    648

    0

    200

    400

    600

    800

    10-19 20-29 above 30

    Total populationin age group

    Further potentialfor expansion

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    Status of Mobage for Smartphones

    Moba-coin consumption on Mobage for Smartphones (SP) also is steadily growing

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    Steady expansion of smartphone content lineup

    - A steady stream of new game releases,including third-party titles

    Trends in Moba-coin consumption

    - Although SP ARPU is also steadilyexpanding, the majority of it is driven by

    browser-based games.

    FY 2009 FY 2010 FY 2011

    3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q

    FP 97 153 357 577 774 879 904 991

    SP 20 49 163

    Trends in number of game titles

    Trends in Mobage FP*/SP ARPU**

    3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q

    FY 2011FY 2010FY 2009

    SP

    FP

    - Number of titles as of end of Sep 2011Browser-based games: 145 titlesApplication-based games: 18 titles

    * FP: Feature phones** ARPU: Average revenue per user (computed as coin consumption/MAU**). The figures are as of September 2011.*** MAU: Number of users who have used the site at least once a month.

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    1,222 1,399 1,236 1,268

    1,0331,070

    1,091 1,041

    709

    835897 985

    147

    166146 153469

    400

    1,262

    1,026

    1,098

    143

    2Q 3Q 4Q 1Q 2Q

    (Millions of yen)

    FY 2010

    Net sales

    Scale of payment processing continues

    to steadily grow

    At the end of Nov. 2010, all shares inMobacolle Co., Ltd, were transferred toSENSHUKAI Co., Ltd.(Sales up to Nov. 2010 are consolidated)

    Paying members: 1.19 million(as of end of Sep 2011)

    Transactions handled: 10,011 million yen(+7.7% YoY)

    Shops 4,033 (as of end of Sep 2011)

    3,580

    E-commerce Business

    3,870

    3,370

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    FY 2011

    3,5293,447

    Note :The above figures are prior to consolidation eliminations.

    bidders

    PAYGENT

    Others

    MOBAOKU

    Mobacolle

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    Key Focus Areas for 3Q Onward

    (1) Expansion of game lineup

    Mobage Japan (FP/SP browser-based games)

    - Strengthening of lineup of first party and collaborative developmenttitles

    Mobage Global (SP application-based games):

    - Strengthen the lineup of first-party games and popular iOS titles

    (2) Strengthening of social game development capabilities

    (3) Quick full-scale rollout of Mobage Global

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    Title

    (1)-1 Expansion of Game Lineup (Mobage Japan)

    Plan: Successive releases of games developed by the first party and collaborative development

    teams for FP/SP browsers based on major IPs and card-battle games

    3QFY

    2011

    4QFY

    2011

    FY2012

    GenrePlanned

    release date

    Gundam Card Collection(Bandai Namco Games)

    Professor Layton Royale

    Chronicles of Horse Racing

    Final Fantasy New Social Game

    Card battle

    Puzzle RPG

    Card battle

    RPG

    Mid Oct

    Late Oct

    Early Nov

    This winter

    Successive releases ofgames featuring major IPs and card-battle games

    We plan to raise thepercentage of card-battle titles at least up to50% of all new releases.

    Identify new trends early and create new game design patterns based on new trends

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    (1)-2 Expansion of Game Lineup (Mobage Global)

    Strengthen the SP app lineup with first-party titles and popular iOS titles

    Turn flagship first-party titles into major hits Secure a wide-range of key & popular titles

    * : As these are new titles, there is no past ranking information that could be used as reference.** : Top Free Ranking,Top Grossing Ranking columns respectively indicate the highest position reached in the Top Free and Top Sales rankings on the US App

    Store. Pocket God and Fragger are Paid applications. As such, we used the Top Paid and Top Sales rankings.Source : appannie.com, topappcharts.com, AppStore 14

    Title Developer Type Release dateTop FreeRanking**

    Top GrossingRanking**

    Ninja Royale * DeNA 1st party Released

    We rule ngmoco 1st party Released 1 1

    Haypi Kingdom Haypi Inc. 3rd party Released 5 4Pocket Frogs NimbleBit 3rd party Released 3 12

    Paper Toss Backflip Studios 3rd party Released 1

    Paradise Island Series Game Insight 3rd party Released 12

    Zombie Farm The Playforge 3rd party Released 4 2

    Dragon Craft * ngmoco 1st party December

    Skyfall RPG * ngmoco 1st party November

    Icee Maker Sunstorm 3rd party November 1 13Pocket God Bolt Creative 3rd party November 3 10

    Texas Poker KAMAGAMES 3rd party November 2 1

    Tiny Tower NimbleBit 3rd party November 5 3

    Tiny Chef Tiny Co 3rd party November 2 4

    Monster Rancher for Everyone Tecmo Koei Games 3rd party November

    MapleStory NEXON 3rd party December

    Tap Fish series Gameview Studios 1st party Jan.Mar. 2012 1 1Tap Ranch 2 Gameview Studios 1st party Jan.Mar. 2012 4 11

    Fragger Harold Brenes 3rd party Jan.Mar. 2012 1 3

    Mystery Dungeon:Shiren the Wanderer

    CHUNSOFT 3rd party Jan.Mar. 2012

    No More Heroes for Mobage(Tentative name)

    Grasshopper Manufacture 3rd party TBA

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    (2) Strengthening of Social Game Development Capabilities

    The steady expansion of development capabilities to support strategy 1,

    Expansion of Game LineupIn addition to M&A strategy, we are actively engaged in joint ventures and capital

    tie-ups to rapidly build a 1000-people game development organization.

    15

    Development of app-based

    smartphone games, mainly forcasual and light gamers

    Development of the above games andmass-creation of excellent games underexisting game design patterns

    Recruitment and training ofengineers with low costs

    Development of high-quality app-basedsmartphone games Creation of new game design

    patterns Recruitment of high spec talents

    and foster excellent creativityJoint ventures andbusiness/capital tie-ups

    High-qualitydevelopment site

    Development subs

    Core development base

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    (3) Quick Full-scale Rollout of Mobage Global

    Roadmap

    Initial & current status

    Tune-up focus: sign-up and game launching process, start-up time and stability

    After making necessary tunings, the rating and ranking* for our key titles have beenincreased rapidly.

    - Rating: Zombie Farm/We Rule/Pocket frogs 4.6/5.0

    - Ranking: Zombie Farm 9th Place / We Rule 40th Place

    Future objectives

    Rapidly acquire users through continue improvements in software, aggressivemarketing program and the continued release of new titles.

    Focusing on reaching $100 million Moba-coin consumption per quarter, with$50 million in Moba-coin consumption during the Jan-Mar 2012 quarter as an initial

    target.

    16* Rating and Ranking as of Oct. 31st on US Android Market

    Jul Aug Oct Nov ~ Dec

    Global service

    beta in English-speaking

    territories

    Global service beta with

    language localization(non-English-speaking

    territories)

    The migration from the

    beta version to the fullrelease and started to

    acquire users

    Release of an

    iOS version

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    Consolidated Performance Forecast for Q3 FY 2011

    ItemQ3 FY 2011

    (Forecast)

    Q3 FY 2010

    (Actual)

    Y o Y

    Change

    Net sales 105,000 80,772 +30%

    Operatingincome

    46,000 40,359 +14%

    Ordinaryincome 44,400 40,147 +11%

    Net income 24,500 22,328 +10%

    Policy for Announcement of Performance ForecastsForecasting the speed of growth in the social gaming market (where the Companys principal businessresides) is difficult as the market is very new and there is an increasing diversity of devices being used inplaying games. Furthermore, profitability in the market is greatly affected by many uncertain factors, suchas users preferences and whether new titles become hits or not. In addition, it is difficult for reasonssimilar to those mentioned above to forecast the profitability of our global business, which commenced

    during current fiscal year. Accordingly, we only announce our performance forecast for next quarterduring announcement of each quarters operating results.

    17

    (Millions of yen)

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    Entry to Japanese

    Professional BaseballBusiness

    18

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    Main Objectives

    Corporate Branding & Visibility

    Contribution to the local community

    Contribution to the development of Japanese

    Professional Baseball League

    19

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    20

    Business Synergy

    Baseball x Mobage will provide new entertainment potential

    - Collaboration with Professional Baseball Business will promote mid to long termgrowth of our business Maximize the business synergy by fully utilizing Mobage community functions

    Combining Professional Baseball, a Japanese national sports, and our socialgaming capabilities will create tremendous entertainment opportunities

    We can attract lots of new users over 30s to Mobage

    Favorite Sports by Japanese

    Baseball

    Soccer

    Golf

    Sumo

    Boxing010

    20

    30

    40

    50

    60

    04 05 06 07 08 09 10

    Data source Favorite Sports Research by Chuo Research Company in Japan

    010

    20

    30

    40

    5060

    70

    80

    20-29 30-39 40-49 50-59 60-

    Male

    Female

    Professional Baseball Popularity by Age & Sex *

    * From Favorite Professional Sports (Professional Baseball) by Age & Sex ( Favorite Sports Research in 2007)

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    DeNA Co., Ltd.

    The forecast data contained within this presentation and thesepresentation materials have been determined based on informationavailable to date, but may contain an element of uncertainty.Please be aware that the actual performance data and similarinformation are subject to influence from diverse factors, and may

    differ from the forecasts presented herein.