1 st Quarter of 2019 Financial Results May 10, 2019 Disclaimer - - PowerPoint PPT Presentation
1 st Quarter of 2019 Financial Results May 10, 2019 Disclaimer - - PowerPoint PPT Presentation
GAMEVILs 1 st Quarter of 2019 Financial Results May 10, 2019 Disclaimer 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
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
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23,609 41,326 28,730
'18.1Q '18.4Q '19.1Q
매출액
- 5,817
- 896
- 4,122
3,152 7,094 5,168 3,692
- 5,896
4,265
'18 1Q '18 4Q '19 1Q
- 1. Performance Overview
2018.1Q 2018.4Q 2019.1Q QoQ YoY Sales
23,609 41,326 28,730
- 30%
22%
Operating Profit
- 5,817
- 896
- 4,122
- 360%
29%
OP(%)
- 25%
- 2%
- 14%
Earning before tax
3,152 7,094 5,168
- 27%
64%
Net profit
3,692
- 5,896
4,265 Turn around 16%
NP(%) 16%
- 14%
15%
[Sales] FY19 1Q sales 28.7B KRW (Q-Q 30%▼, Y-Y 22% ▲)
- Growth of over 20% y-y due to operation of major games
[Profit] FY19 1Q operating loss 4.1B KRW (Q-Q 360% ▼, Y-Y 29%▲), Net profit 4.3B KRW (Q-Q Turnaround, Y-Y 16%▲)
- y-y operating profit deficit reduced
[Unit : M KRW ]
[Unit : M KRW ]
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45% 33% 38% 55% 67% 62% ’18.1Q ’18.4Q ’19.1Q
국내 비중 해외 비중
- 2. Sales breakdown
[Unit : M KRW ]
’18.1Q ’18.4Q ’19.1Q Q-Q Y-Y Sales
23,609 41,326 28,730
- 30%
22%
Domestic
10,674 13,704 11,036
- 19%
3%
International
12,935 27,622 17,694
- 36%
37%
Domestic(%)
45% 33% 38%
Iternational(%)
55% 67% 62%
[Sales breakdown by region] FY19 1Q Domestic sales 11.0B KRW (Q-Q 19%▼, Y-Y 3%▲) FY19 1Q International sales 17.7B KRW (Q-Q 36%▼, Y-Y 37%▲)
- Both domestic and international sales have increased due to strong performance of major games.
Proportion of Domestic and International sales
[Unit : %]
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- 3. Cost Breakdown
Cost Breakdown & Proportion by sales
'18. 1Q '18. 4Q '19. 1Q QoQ YoY Sales
23,609 41,326 28,730
- 30%
22%
Expense
29,426 42,222 32,852
- 22%
12%
Salary
8,723 9,992 9,710
- 3%
11%
Marketing
4,643 3,615 2,334
- 35%
- 50%
Commission
6,432 12,549 8,214
- 34%
28%
Royalty
4,528 9,500 6,089
- 36%
34%
Others
5,100 6,565 6,505
- 2%
28%
[Cost] Total Operating Cost for 2019 1Q has been reduced YoY by 22% to 32.9 B KRW
- Commissions & Royalties : Decreased q-q in conjunction with sales
- Marketing : Effective global marketing strategies reduced costs q-q
- Salary : while maintaining workforce, cost declined q-q
8,723 9,992 9,710 4,643 3,615 2,334 6,432 12,549 8,214 4,528 9,500 6,089 5,100 6,565 6,505 '18.1Q '18.4Q '19.1Q 인건비 마케팅비 지급수수료 로열티 기타 22% 19% 27% 20% 37% 16% 23% 30% 9% 24% 23% 21% 29% 8% 34%
29,426 42,222 32,852
[Unit : M KRW , % ] [Unit : M KRW ]
- 4. 2019 Business Strategy – Overview
■ Continuous expansion of portfolio by releasing various anticipated titles will lead to 2019 Turnaround
FY19 Turnaround
EXISTING TITLES NEW TITLES
Sequential release by region (regional expansion) ➔ Hit-ratio↑
Global operations and marketing ➔ Sales growth
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2Q19
- 4. 2019 Business Strategy – Mobile MMORPG
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■ Blockbuster MMORPG ‘TALION’: NA & EU in MAY ➔ Korea in JUNE
New maps & more
Enhanced Content Improved Battle mode
Cross-server RvR Guild system & communication
Additional New content Additional Growth content
Transcendental equipment New characters & costumes
Enhanced BM
Ultraman Collaboration
Greater Brand power
Coming soon Released Major updates
2Q19 2Q19 2Q19 1Q19 4Q18 4Q18
- 4. 2019 Business Strategy – S-RPG
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■ High Freedom-of-strategy, Hardcore RPG ‘ELUNE‘: Korea in JULY
Strengthened
- perational capacity
Released (19Y JAN.) Coming soon (19Y JUL.) Coming soon (19Y 3Q)
Improved gameplay Strategic sequential launch
Accumulated operational experience from Taiwan launch
Balanced modification
- Heroes
difficulty level changed (Upgraded system)
Contents improving
- New hero
- World boss
- League
- UI upgrade
Enhanced BM & Retention
TAIWAN KOREA GLOBAL
- 4. 2019 Business Strategy – S-RPG
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■ Expansion of maniac fans from accumulated operating know-how: Continuous increase of sales
1Q18 2Q18 3Q18 4Q18 1Q19 2Q19E
Improving play-retention Update Additional New content
36%↓ 167%↑
Open
(MAR. 2018)
‘HEIR OF LIGHT’ sales trend (Open~1Q19)
Build up to a long term hit
Real-time PVP update Season 3.0 Update
Rank rebounds after 1st season update
■ Newest version in 6 years of Korea’s favorite game: Soft launch in JULY ➔ Official Korean launch in SEPT
- 4. 2019 Business Strategy – Sports
Succession to legitimacy
- Elements inherited from previous versions:
‘My Own League’, ‘Magic Players’, etc.
- Create your own player, customization
- Over 100 Magic Player coaches,
Unique skills
Differentiated gameplay
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‘GAMEVIL Baseball Superstars’ 70 Million global downloads
Creating a new baseball game market
Existing Baseball Game
▪ Live-action with license ▪ Management with license
Successful KR Launching
17 Million download In Korea
Casual fantasy Baseball (Non-licensed)
- Since 2002 12 versions have been launched
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- 4. 2019 Business Strategy – Sports
■ Officially licensed game ‘NBA NOW’ : Global in 3Q
Simple one-touch interface
Track real data Manage team Play games Collect players
Content updates Successful market penetration
✓ Improved tutorial ✓ Added PvP content ✓ Enhanced realism by AI improvement ✓ Enhanced marketability by BM improvement
Global launching In 3Q19
International TV viewers
1 Billion
& social media followers
Global ‘NBA’ sports license
Increased User convenience & immersion
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