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NEXON Co., Ltd. Nexon Investor Presentation Q3 2012

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NEXON Co., Ltd.

Nexon Investor Presentation

Q3 2012

2

Q3 2012 Results

3

Highlights

Quarterly revenue of ¥24.2 bn and operating income of ¥10.0 bn – Revenues flat YoY, up 3% on constant currency basis, slightly below (-2.8%) management outlook

– Operating income down 8% YoY, above (+8.5%) management outlook; operating margins of 41%

– China continues to grow, with revenues of ¥11.4 bn (+31% YoY, +36% on constant currency basis)

– High level of competition in Korea in Q3 relative to Nexon’s release and update schedule

Transformative acquisition of gloops, Inc. – Establishes Nexon as the #1 independent mobile game developer1 by revenue

– Immediately accretive to Nexon

– Strong growth opportunities in Japan and internationally

– Diversifies revenue base significantly

Entering 2013 with strongest pipeline to date – Dota 2 reinforces our competitive position in Korea and Japan; expected launch mid-2013

– FIFA Online 3: positive feedback/engagement metrics collected from first closed beta

– Q4 pipeline also includes Counter-Strike Online 2, Warface, Epic of the Three Kingdoms

Revising Q4 outlook to reflect competitive environment, gloops acquisition and pipeline

1 Based on publicly available information

4

Summary of results1 and key operational metrics

1 Prepared in accordance with Japanese GAAP, which is rounded down to the nearest million yen.

2 Adjusted net income is a non-GAAP measure that excludes non-cash amortization of goodwill related to our acquisitions and negative goodwill in the

case of acquisitions occurring before April 1, 2010, which is required under Japanese GAAP. We provide this information to investors for the purpose of

comparing our net income with that of companies that do not amortize goodwill or negative goodwill associated with acquisitions in their financial results,

including those reporting in accordance with U.S. GAAP.

3 Adjusted to reflect the 1:100 stock split that occurred on July 21, 2011.

(in ¥ millions, except per share data and metrics)

Prev. vs.

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012 Outlook QoQ YoY Outlook

Revenues ¥24,156 ¥22,190 ¥30,377 ¥22,876 ¥24,256 ¥24,943 6.0% 0.4% -2.8%

Operating income 10,948 9,354 17,384 10,678 10,032 9,249 -6.0% -8.4% 8.5%

Ordinary income 10,170 8,627 17,677 9,368 9,057 9,191 -3.3% -10.9% 1.5%

Net income 7,232 5,815 12,377 6,768 6,348 6,598 -6.2% -12.2% -3.8%

Adjusted net income2 7,582 6,153 12,738 7,148 6,791 7,007 -5.0% -10.4% -3.1%

Earnings per share3

Basic EPS 20.39 15.59 28.82 15.63 14.63 15.30

Adjusted EPS 21.37 16.49 29.66 16.51 15.65 16.24

Customer metrics

MAU (millions) 87.3 80.0 82.8 77.4 78.8

Pay Rate 9.3% 9.9% 10.9% 10.3% 9.6%

ARPPU ¥1,486 ¥1,350 ¥1,761 ¥1,521 ¥1,729

5

Quarterly revenues and operating income

24,156

22,190

30,377

22,876

24,256

0

5,000

10,000

15,000

20,000

25,000

30,000

35,000

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

Revenues

10,948

9,354

17,384

10,678 10,032

0

5,000

10,000

15,000

20,000

25,000

30,000

35,000

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

Operating income (Unit: ¥ millions)

Q3 2012 Regional Highlights

6

7

Revenue by region1

Q3 2012 revenue by region

Japan 13%

Korea 27% China

47%

North America

6%

Others 7%

1 Based on the region in which revenues originate.

Not a presentation of our revenues according to Nexon entities. 2 Others: United Kingdom, other Asian countries, and South American countries. 3 YoY Constant currency is the growth rate had the currency rate not changed from Q3 2011.

Rates used: 1,344 Korean won/100 Japanese yen, 12.39 Japanese yen/Chinese yuan, and 80.66 Japanese yen/U.S. dollar.

(in ¥ millions)

YoY YoY

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012 As-reported Constant currency 3

China ¥8,684 ¥8,281 ¥15,175 ¥10,737 ¥11,404 31% 36%

Korea 8,521 7,224 8,856 6,251 6,578 -23% -20%

Japan 3,459 3,687 3,096 2,826 3,231 -7% -7%

North America 1,700 1,407 1,397 1,515 1,340 -21% -22%

Europe and others 2 1,791 1,590 1,850 1,545 1,701 -5% 1%

Total 24,156 22,190 30,377 22,876 24,256 0% 3%

Continued strength; largest portion of revenue

Growth driven primarily by top 2 titles –

Dungeon&Fighter and Counter-Strike Online – both

launching successful updates for summer and national

holidays

Upcoming pipeline: Cyphers

– Award winning action MMO gaining traction in Korea

– Alpha test: Q4 2012

– Commercial launch: 2013

8

China – Highlights

8,684 8,281

15,175

10,737

11,404

0

2,000

4,000

6,000

8,000

10,000

12,000

14,000

16,000

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

YoY% change

As-reported: +31%

Constant currency: +36%

(Unit: ¥ millions)

9

Korea – Highlights

As anticipated at last quarter’s update, a competitive

quarter in the region’s peak season for games

– Several blockbuster releases by global competitors

impacted the hardcore market

– Our key titles – MapleStory, Dungeon&Fighter, Sudden

Attack – maintained top positions

– No major Nexon releases or updates

Nexon updates for the quarter prioritized user retention

rather than monetization

– Strengthened gameplay elements to keep players engaged

and extend game lifetimes

– Short-term impact on revenue as a result

Solid slate of new games for Q4 and 2013

– Dota 2, FIFA Online 3, Counter-Strike Online 2, Warface,

Epic of the Three Kingdoms, and others

– Mabinogi 2: first collaborative project with NCsoft

8,521

7,224

8,856

6,251 6,578

0

1,000

2,000

3,000

4,000

5,000

6,000

7,000

8,000

9,000

10,000

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012Epic of the

Three Kingdoms

YoY% change

As-reported: -23%

Constant currency: -20%

(Unit: ¥ millions)

10

Japan – Highlights

Continue to be a market leader in PC online

Dota 2 expected to grow existing PC business

Transformative acquisition of gloops, Inc.

– Japan now 33% of worldwide revenue1

– Growth opportunities:

1) Leverage Nexon’s IP on mobile

2) Leverage Nexon’s live development expertise to extend

gloops’ games user lifetimes

3) Leverage Nexon’s international footprint to expand

gloops’ globally

Positioned to return to double digit growth

3,459

3,687

3,096

2,826

3,231

0

500

1,000

1,500

2,000

2,500

3,000

3,500

4,000

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

Note: Q3 2011 results include contribution from inBlue Inc. 1 Based on illustrative Q3 2012 pro forma

YoY% change

As-reported: -7%

Constant currency: -7%

(Unit: ¥ millions)

11

North America/Europe and others – Highlights

Europe and others

Europe up 12% YoY on a constant currency basis

Continue to build out team in our new Luxembourg office

Focused on establishing the infrastructure needed to support

larger games in the market

1,700

1,407 1,397 1,515

1,340

0

200

400

600

800

1,000

1,200

1,400

1,600

1,800

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

1,791 1,590

1,850

1,545 1,701

0

500

1,000

1,500

2,000

2,500

Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q3 2012

North America

Hacking and server issues under control

Focusing on customer acquisition and retention to rebuild our

userbase

Made changes to management team and added key live

operations personnel from Korea

YoY% change

As-reported: -21%

Constant currency: -22%

YoY% change

As-reported: -5%

Constant currency: +1%

(Unit: ¥ millions)

(Unit: ¥ millions)

Q4 2012 and Full Year Business Outlook

12

13

Summary of business outlook

1 Adjusted net income is a non-GAAP measure that excludes non-cash amortization of goodwill related to our acquisitions and negative goodwill in the case of acquisitions occurring

before April 1, 2010(, which is required under Japanese GAAP. We provide this information to investors for the purpose of comparing our net income with that of companies that do not

amortize goodwill or negative goodwill associated with acquisitions in their financial results, including those reporting in accordance with U.S. GAAP.

2 Adjusted to reflect the 1:100 stock split that occurred on July 21, 2011.

3 Business outlook includes amortization impacts resulting from consolidation

“Tier 2” content updates focused on supporting game community rather than bolstering near-term revenue

Lowered guidance reflects reduced expectations in North America and Europe regions for the upcoming holiday season

and focus on engagement over near-term monetization for Korea and China

Japan expected to return to double digit growth in Q4 with gloops

(in ¥ millions)

Prev. Outlook Revised Outlook

Nexon Group (excluding gloops) gloops (standalone) Nexon Group (including gloops)3

Full year 2012 Q4 2012 Full year 2012 Q4 2012 Full year 2012 Q4 2012 Full year 2012

Revenues 104,334 21,263 ~ 24,000 98,773 ~ 101,510 6,200 ~ 6,700 6,200 ~ 6,700 27,463 ~ 30,700 104,973 ~ 108,210

Operating income 47,082 5,580 ~ 8,102 43,676 ~ 46,198 1,500 ~ 1,800 1,500 ~ 1,800 6,335 ~ 9,157 44,431 ~ 47,253

Ordinary income 46,043 5,770 ~ 8,292 41,873 ~ 44,395 1,500 ~ 1,800 1,500 ~ 1,800 6,525 ~ 9,347 42,628 ~ 45,450

Net income 32,737 3,188 ~ 5,099 28,684 ~ 30,594 900 ~ 1,080 900 ~ 1,080 3,381 ~ 5,471 28,876 ~ 30,966

Adjusted net income1 34,294 3,597 ~ 5,507 30,275 ~ 32,185 900 ~ 1,080 900 ~ 1,080 4,441 ~ 6,531 31,119 ~ 33,210

Earnings per share2

Basic EPS 75.88 7.34 ~ 11.74 66.31 ~ 70.72 7.78 ~ 12.59 66.75 ~ 71.59

Adjusted EPS 79.49 8.28 ~ 12.68 69.99 ~ 74.40 10.22 ~ 15.03 71.94 ~ 76.77

Acquisition of gloops

14

15

Overview

Immediate and significant opportunities

in the Japanese mobile games market – Mobile is now the largest market by revenue in Japan

– Mobile games market estimated to be ¥425 billion1 in 2012

Overview of gloops, Inc. – Founded: 2005

– Located: Tokyo, Japan

– Financials for 12 months ended June 30, 20122

• Revenue: ¥23.7 billion

• Operating income: ¥5.8 billion

– Robust IP portfolio

Transaction details – Transaction amount: JPY 36.5 billion

– Financed from cash on hand

– Transaction closed October 1, 2012

425

281

80

-

100

200

300

400

500

Mobile Console PC online

(Unit: ¥ billions)

2012 Japanese game markets size estimates1

Guardians of the Royale Three Kingdoms Guild Battle

Warriors of Odin Japan Pro Baseball Card Battle

1 Sources: Nomura Equity Research (Mobile), Enterbrain, Inc. (Console).

Console revenue excludes hardware sales. 2 Unaudited.

16

Transformative deal driving Nexon’s mobile expansion

Strong financial contribution – ¥36.5 billion purchase price: 5.5x EV/EBITDA1

– Immediately accretive to Nexon

Substantial opportunities for growth 1) Combine Nexon’s popular IP with gloops’ world-class mobile development

2) Leverage Nexon’s live game development expertise to extend user lifetimes of gloops’ games

3) Leverage Nexon’s substantial international footprint to expand gloops’ business globally

Transform Nexon’s base of business – #1 independent mobile developer 2

– 20-25% of revenues now from mobile

– Japan now contributes 33% to revenues 3

1 Based on gloops’ balance sheet and financials for most recent fiscal year ended June 30, 2012 2 Based on publicly available information 3 Based on illustrative Q3 2012 pro forma

17

Illustrative pro forma: Q3 2012

Nexon Group Q3 2012 Pro Forma1

1 For illustrative purposes only.

Based on Nexon’s Q3 2012 revenue and gloops’ unaudited quarterly revenue

for the 3 months ended September 30, 2012.

Financial impact

(Units: ¥ billion)

Regional diversity

Platform expansion

24.2 31.1

10.0 11.5

gloops

Nexon group

Revenue

Operating income

13%

27% 47%

6%

7%

33%

21%

37%

4% 5%

China Korea

North

America

Others

Japan

China

Korea

North

America Others

Japan

3%

97%

24%

76% PC Online

Mobile

Mobile

PC Online

18

Key Titles

XXX Three Kingdoms Guild Battle

Warriors of Odin

Japan Pro Baseball Card Battle

Guardians of the Royale

Online real-time synchronous battles among player guilds.

Features characters from Three Kingdoms lore.

Online real-time synchronous battles among player guilds.

Set in a fantasy world, players fight alongside Odin to defeat

the dark forces of Ragnarok.

Card battle game based on Japan’s official professional baseball

league. Over 1,200 cards available based on real life players.

Evolutionary step in synchronous gameplay, with battles

between guilds taking place on interactive maps adding

freedom of movement to gameplay

19

New and upcoming launches

Upcoming releases

Several titles for Mobage (Japan) currently in development for launch in Q1 2013

Planning to launch 10 titles in 2013

Titles targeting overseas markets currently in development

New title launches

MLB Winning Streak

– Released: October 2012

– Regions: Global

– Platforms: iOS, Android

– Trading card battle game based on the MLB franchise

Warriors of Odin (Global Launch)

– Released: October 2012

– Regions: Global

– Platforms: iOS, Android

– Global version of highly popular game in Japan which

pioneered real-time battle game featuring synchronous

PvP combat between guilds

20

Upcoming Pipeline

21

Key upcoming titles: Dota 2 and FIFA Online 3

Regions: Korea

Launch schedule

– 2nd CBT: November 27

– OBT: December

– Commercial launch: 2013

Extremely positive feedback and high retention rates

from 1st CBT held in September

Regions: Korea, Japan

Expected launch: mid-2013

Sequel to the pioneer of “multiplayer online battle

arena” games which inspired League of Legends

172,000 MCCU1 generated in North America’s OBT

1 Maximum Concurrent Users

Mabinogi 2: ARENA Regions: Global

Expected launch (Korea): 2013

First collaborative project with NCsoft

Large scale fantasy MMORPG

22

Strong pipeline

Counter-Strike Online 2 Regions: Global

Expected launch (Korea): Q1 2013 (2nd CBT in November, OBT in December)

Co-developed with Valve

Sequel to one of Nexon’s top global FPS titles

Warface Regions: Korea

Expected launch: Q1 2013 (2nd CBT in November, OBT in January)

Triple AAA military MMOFPS

Partnered with Crytek, developer of the critically acclaimed Crysis

series

Epic of the Three Kingdoms Regions: Global

Launched October 25, 2012 (OBT)

High quality cross platform game targeting tablet, mobile, and PC

23

Introduction to Nexon’s Business

24

Nexon overview

Note: 2001 to 2007 revenues from audit reports of NXC, Nexon’s parent company. 2008 revenues from Nexon’s unaudited Consolidated Financial Statements.

Revenue breakdown by region is available from 2009.

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011

Other

North America

Japan

Korea

China

1.3 billion+ cumulative player registrations

60 titles+ in games portfolio

100 countries+ serviced

10 years+ of revenue growth

25

Pioneers of the Free-to-play (F2P) business model

Counter-Strike Online In-Game Item Shop

MapleStory In-Game Item Shop

Counter-Strike Online Gameplay

MapleStory Gameplay

Free-to-play (F2P): Users play games for free and use virtual currency

to purchase in-game items to enhance their playing experience

26

F2P: Revenue model

MASSIVE AUDIENCE (MAU1)

Pay rate

ARPPU2

Retention

FY2011 Consolidated Revenue: ¥87.6 billion

As of Q3 2012:

- MAU: 78.8 million

- Pay rate: 9.6%

- ARPPU: ¥1,729

1 Monthly Active Users

2 Average Revenue per Paying User

27

F2P: Revenues and development costs

Time

Initial

Costs Continuous Development Initial Costs

Revenue

Generating

Period

1 – 2 years

Product

Development

Period

2 – 5 years

Time

Develo

pm

ent C

ost

Revenue

Generating

Period

Over 10 years

Product

Development

Period

1 – 3 years

Time

Develo

pm

ent C

ost

F2P Online Packaged Goods

F2P Online

Packaged Goods

Revenues

Development costs

Revenues

28

Key franchises

Title Year of Launch Cumulative Gross Revenue 1

2005 $2,000,000,000+

2003 $1,500,000,000+

2004 $500,000,000+

2008 $400,000,000+

2004 $300,000,000+

2006 $300,000,000+

2008 $100,000,000+

1 Cumulative gross revenue over the life of each game as of March 31, 2012 includes revenue received from local publishing partners in areas where Nexon doesn’t publish

directly (e.g. China), and those generated prior to acquisition by Nexon (MapleStory in 2004, Dungeon&Fighter in 2008, Sudden Attack in 2010, and Atlantica in 2010). 2 Shared franchise jointly developed by Nexon and Valve.

2

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Growth drivers

Expansion to new geographies

Growth of existing titles

Expansion onto new platforms

Introduction of new IP

Epic of the Three Kingdoms

30

Growth drivers: Growth of existing titles

2004 2005 2006 2007 2008 2009 2010 2011

Korea (2004)

China (2005)

Taiwan (2005)

North America (2008)

Europe (2010)

Japan (2005)

( ) indicates year of launch

“Mabinogi”: Revenue by Geographic Market

31

Growth drivers: Introduction of new IP

Epic of the Three Kingdoms

32

Growth drivers: Expansion to new geographies

1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010

(Kingdom of the Winds)

2011

Q3 2012 revenue breakdown by region

Japan 13%

Korea 27% China

47%

North America

6%

Others 7%

33

Growth drivers: Expansion onto new platforms

34

Worldwide leader in immersive F2P games

Offline Online

Single Player Multiplayer

Pay-to-play Free-to-play

This presentation is prepared to offer reference information about NEXON group to the investors. NEXON Co., Ltd. (“Nexon”) has not verified and would assume no responsibility for the accuracy, appropriation, or completeness thereof. This presentation does not contain all relevant information relating to Nexon or the sale of its shares, including, without limitation, the information that would be stated under the captions “Risk Factors”, “Management’s Discussion and Analysis of Financial Condition and Results of Operations” and “Business” in an annual report. Any investment decision with respect to any shares of Nexon should be made solely upon the basis of the information contained in the disclosure documents and is qualified in its entirety by reference to the detailed information appearing in the disclosure documents.

This presentation includes forward-looking statements. In some cases, you can identify forward-looking statements by terms such as “anticipate”, “assume”, “believe”, “estimate”, “expect”, “forecast”, “may”, “plan”, “potential”, “predict”, “seek”, “should”, or “will”, or by other similar terminology. These statements discuss expectations, identify strategies, contain projections of Nexon’s financial condition or results of operations or state other forward-looking information. The forward-looking statements in this presentation are subject to various risks, uncertainties and assumptions about Nexon’s business and results of operations. The expectations expressed in these forward-looking statements may not be achieved, and actual results could differ materially from and be worse than expectations. Potential risks and uncertainties that could cause actual results to differ materially from expectations include, without limitation:

Continued growth and popularity of Nexon’s key titles;

Nexon’s ability to maintain favorable relationships with key licensing partners;

Nexon’s continued ability to offer games in China, through local partners or otherwise;

Nexon’s ability to compete effectively in the online games industry;

Nexon’s ability to address hacking, viruses, security breaches and other technical challenges;

Fluctuations in currency exchange rates;

Nexon’s ability to maintain and further develop its brand name;

Effective acquisition of new companies, businesses, technologies and games from third parties and the possibility of recognizing impairment losses;

Continued growth of the online games market, including the underlying infrastructure, and free-to-play/item-based revenue generation model;

Nexon’s ability to adapt to new technologies;

Nexon’s ability to enter into licensing arrangements for third-party titles on terms favorable to it;

Effective defense of Nexon’s intellectual property; and

Legislative, regulatory, accounting and taxation changes in the countries in which Nexon operates.

Nexon does not intend, and disclaims any duty, to update or revise any forward-looking statements contained in this presentation to reflect new

information, future events or otherwise. We caution you not to place undue reliance on the forward-looking statements contained in this presentation.

35

Disclaimer