Disclaimer - IGG Inc.img1.igg.com/9900/common_article/2017/10/19/901108893.pdf · 19/10/2017  ·...

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Transcript of Disclaimer - IGG Inc.img1.igg.com/9900/common_article/2017/10/19/901108893.pdf · 19/10/2017  ·...

Page 1: Disclaimer - IGG Inc.img1.igg.com/9900/common_article/2017/10/19/901108893.pdf · 19/10/2017  · card, RPG, casino etc., most of which are mid-core. 6 ... outsourcing in Asia, (3)
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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 notform the basis for or be relied on in connection with any contract or binding commitment whatsoever. ThisPresentation has been prepared by the Company based on information and data which the Company considersreliable, 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 maynot be all-inclusive and may not contain all of the information that you may consider material. Any liability inrespect 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 marketopportunity and business prospects that are individually and collectively forward-looking statements. Suchforward-looking statements are not guarantees of future performance and are subject to known and unknownrisks, 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 thisPresentation, including, amongst others: whether the Company can successfully penetrate new markets and thedegree to which the Company gains traction in these new markets; the sustainability of recent growth rates; theanticipation of the growth of certain market segments; the positioning of the Company’s products and servicesin those segments; the competitive environment; and general market conditions. The Company is notresponsible for any forward-looking statements and projections made by third parties included in thisPresentation.

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• Company Overview

• 2014 Annual Financial Results

• Business Review and Prospects

Agenda

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Company Profile

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IGG Group, global leading mobile gaming developer and operator

• As of year-end, the Group has been operating about 20 games, 75% of which

were developed in-house;

• Revenue from mobile games accounted for 90% of the total revenue in Q4;

• The user community of the Group consisted of over 210m user accounts from

more than 200 countries and regions, including a total MAU of over 20m;

• 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.

• Received VC funding from IDG, Vertex and Hearst

• The group was founded

2008

10-12

2006

2013

2014

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Global Branches

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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

USAMarketing and

operation

ChinaR&D;

ManagementCanada Localized R&D

Japan Localized R&D and operation

ThailandLocalized operation

Korea Localized R&D and operation

PhilippinesCustomer service

center

New

New

New

New

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48個國家排名前10

As a game developer as well as a publisher, IGG is able to combine game features with market characteristics and therefore to successfully grab market shares in different regions around the world.

Ranked top 3 in 17 countries and regions

Ranked top 5 in 34 countries and regions

Ranked top 10 in 48 countries and regions

• IGG ranked nine among global publishers, and was among the top three in 17 countries and regions including the United States and Russia, in terms of 14Q4 gross billing;

•Data from Distimo.com, via Google Play.

Global Ranking

5

No. 9

No. 17

14Q3 14Q4

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0

0.2

0.4

0.6

0.8

1

1.2

1.4

1.6

1.8

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 10Dec. 2011··· June 2013 Dec. 2013 June 2014 Dec. 2014

Hard-core

Mid-core

Casual

The Group has diversified mobile game genres, including strategy, card, RPG, casino etc., most of which are mid-core.

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Major Self-developed and Licensed Games

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Agenda

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• Company Overview

• 2014 Annual Financial Results

• Business Review and Prospects

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* Adjusted net income represented profit excluding share-based compensation, and the fair value loss of the redeemable convertible Preferred Shares.

2014 Financial Highlights

2013 2014 Change 13Q4 14Q4 Change

Revenue USD million 88.0 204.6 133% 36.7 60.5 65%

Gross profit USD million 65.7 145.8 122% 27.0 42.3 57%

Gross profit margin%

75% 71% -4ppt 74% 70% -4ppt

Adjusted net income* USD million 22.1 68.6 210% 9.7 15.9 64%

Adjusted net incomemargin*

% 25% 34% +9ppt 26% 26% -

Profit attributed to owners of the parent

USD million 7.0 66.4 849% 9.6 15.3 59%

Profit Margin for the period

% 8% 32% +24ppt 26% 25% -1ppt

Weighted average number of ordinary shares

Shares million 896 1360 - 1332 1364 -

Basic earnings per share for the year

USD cents 0.78 4.88 - 0.72 1.12 -

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88.0

204.6

2013 2014

133%The increase was primarily due to:

•The continued steady growth of our hit

title “Castle Clash” launched in July

2013; the 14Q4 gross billing of CC was

about USD36 million worldwide;

•An increase in revenue generated from

the mobile game series “Clash of

Lords”, gross billing from this game

series (I & II) was over US$10.0 million in

14Q4.

2014 Revenue Growth

9

(USD million)

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0

10

20

30

40

50

60

70

14 Q1 14 Q2 14 Q3 14 Q4

$ 52.2

(USD million)

$ 44.1$ 47.8

from 14Q1 to 14Q4

The compound growth rate of total revenue achieved

11.1%

$ 60.5

14Q4 vs. 14Q3

Quarterly revenue growth

16.0%

2014 Quarterly Revenue Growth

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Self-operated games 95%

Joint operation

4%

2014 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.

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Others* 1%

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.

Joint operation:• refers to the games we jointly operated with third-

party 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 revenue-sharing agreement.

* Others refers to the revenue from the Group’s Advertising and Marketing center.

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Browser

Games

12%

Others*

1%

Mobile Games 85%

Browser

Games

7%

Others*

1%

Mobile Games 90%

14FY 14Q4

Client-based Games 2%

Client-based Games 2%

2014 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.

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* Others refers to the revenue from the Group’s Advertising and Marketing center.

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2014 Revenue Breakdown by Game Title

*Including the revenue from its mobile and browser versions.

Game title % of total revenue

Game title % of total revenue

Castle Clash* 62% Castle Clash* 58%

Clash of Lords(I&II) 12% Clash of Lords(I&II) 17%

Texas Poker Deluxe* 5% Texas Poker Deluxe* 4%

Galaxy Online II* 5% Brave Trials (licensed) 3%

Wings of Destiny 4% Wings of Destiny 2%

Slot Machine* 3% Galaxy Online II* 2%

Total 91% Total 86%

14FY 14Q4

The revenue percentage of the top 6 games declines while the total revenue is growing, which implies a more diversified revenue stream of the Group

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by country% of

total revenue

Australia 3%

by country% of

total revenue

Germany 8%

Russia 7%

France 5%

Great Britain 4%

by country/region

% of total revenue

Taiwan 3%

Singapore 2%

Koera 2%

Asia29%Europe

28%

Other5%

2014 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

U.S. 33%

Canada 4%

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North America 38%

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13FY 14FY

Gross profit margin 75% 71%

Selling & distribution exp./ Revenue 26% 21%

Administrativeexp./ Revenue 12% 8%

R&D costs/Revenue 11% 8%

Adjusted net income margin *

25% 34%

2014 Expenses Breakdown-14FY vs 13FY

* Adjusted net income represented profit excluding share-based compensation, and the fair value loss of the redeemable convertible Preferred Shares.

✓ Impacted by launching of new games and other related reasons, selling & distribution exp. is subject to fluctuation in the short run;

✓ In the mid-to-long run, the selling & distribution exp. percentage of revenue is expected to be less than 25%.

✓ With the total revenue doubled YoY, the

admin. and R&D exp. percentage of revenue

both declined significantly.

✓ Channel cost is the major constituent of cost of sales, the channel cost of our mobile game business (i.e. on Google Play and Apple Store) is approximately 30%, which is higher than that of browser and client-based games;

✓ The revenue percentage of mobile games increased to 85% in 2014 from 50% in 2013.

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* Adjusted net income represented profit excluding share-based compensation, and the fair value loss of the redeemable convertible Preferred Shares.

14H1 14H2

Gross profit margin 72% 70%

Selling & distribution exp./ Revenue

21% 21%

Administrativeexp./ Revenue

7% 9%

R&D costs/Revenue7% 9%

Adjusted net income margin *

37% 31%

2014 Expenses Breakdown-14H2 vs 14H1

✓ The slightly increase in both R&D cost and admin. expense

percentages of revenue was mainly due to (1) staff

expansion in North America; (2) increase of R&D

outsourcing in Asia, (3) increased bonus for employees.

✓ There exists about one month time-lag between the paying

of players (in local currencies) and the revenue recognition

of the Group with the platform (in USD). The substantial

depreciation of Rouble in 14Q4 negatively impacted the

Group’s revenue generated from Russian area;

✓ Despite that the resulting currency exchange lose is not

recognized in the income statement, the decrease of total

revenue adversely impacted the Group’s profit margin

when cost remain unchanged.

✓ Other than channel cost, server related exp. and labor cost

of direct operating staff are also recognized in cost of sales;

✓ The revenue percentage of mobile game further increased

in 14H2 and reached 90% in 14Q4;

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Cash & cash equivalents 127

Time deposit over three months 54

- Short-term borrowings 0

Net cashUSD181 m

CapexUSD3.80 m

PP&E such as servers and computer equipment

2.33

+ Intangible assets such as software and trademark

1.47

Healthy cash position and low capex business nature set the stage for potential M&As over the next few years

USD million

USD million

Net Cash and Capex

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Tax Rate

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•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.

17%5%

The Preferential corporate tax rate

The prevailingcorporate tax rate

IGG Singapore

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Dividend

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Dividend Type Payment Date

Totalamount

Sharenumbers*

Dividendper share

(USD million) (million) (HK cents)

2014interim dividend

(the second)April 15, 2015 10.0 1370 5.7

2014special dividend

April 15, 2015 20.0 1370 11.3

•The outstanding ordinary share numbers as at the end of the corresponding report period.

✓ The total amount of 2014 interim dividend (the second) accounted for about 30% of the Group’s 14H2 net profit;

✓ Given the past excellent results and affluent cash reserve, the management is highly confident about the future profitability of the Group. In return for the support of the shareholders, in addition to the interim dividend (the second), the Board declared a special dividend of US$20 million, accounted for about 60% of the Group’s 14H2 net profit;

✓ The future dividend payout ratio will be formulated in consideration of the Group’s profitability, funding need for M&A and the industry benchmark.

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Agenda

• Company Overview

• 2014 Financial Results

• Business Review and Prospects

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Canada 3%Philippines9%

Singapore7%

US 4%

China 77%

Human Resource

•As at Dec. 31 2014, the Group had 796 employees, with 145 newly recruited over the past year;

•The number of R&D employees increased by 85 to 405; in addition, as at the

end of Feb. 2015, the Group hired an exclusive outsourcing R&D team of

about 100 team members.

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R&D51%

by function by location

Operation &Customer service30%

IT support8%

Management 3% Finance &

admin. 8%

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Mobile Game Business

79%

83%

0% 50% 100%

14Q1

14Q2

14Q3

14Q4

87%

90%

Mobile

20

30

40

50

60

14 Q1 14 Q2 14 Q3 14 Q4

$ 45.4

$ 39.9

$ 34.9

$ 54.4

(US million) Client-based and browser

•Mobile game business revenue achieved 16% quarterly compound

growth rate in 2014, 14Q4 revenue increased 20% from 14Q3;

•The revenue percentage of mobile games increased to 90% in Q4 from

79% in Q1.

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Operational Data Excerpts of Major Games

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CC (Castle Clash)

COL II(Clash of Lords II)

Launched in July 2013 Dec. 2013

Numbers of language versions(as at the end of Dec. 2014)

13 7

Registered users(as at the end of Dec. 2014)

81.0 million 26.0 million

Monthly active users(Dec. 2014)

9.3 million 3.1 million

Revenue from Android platform(Dec. 2014)

75% 78%

Listed in the top ten grossing list of how many countries(Dec. 31 2014, Google Play)

33 2

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•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 expected to increase to 37% in 2017;

•The transaction value of global games M&A achieved record $15B in 2014 as mobile dominates;

•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.

• Asian game market maintained the highest growth rate in 2014, accounting for 45% of global gaming revenue;

• 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.

• 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.

Macroeconomic Change and Its Impact

(1)Data derived from Newzoo report;(2)Data derived from Digi-Capital report.

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The development and reforming of global mobile game market

The growing potential of Asian gaming market

(1)

(2)

(1)

(1)

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Prospect

✓ 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.

✓ 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;

✓ More than 30 new mobile games are planed to be launched in 2015.

✓ 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.

R&D

Operation

M&A

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Thank you!

IR Contact

[email protected]

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