TIGER KRX Game K-New Deal ETF to Increase 24% in 2020 and 17% in 2021

Total Page:16

File Type:pdf, Size:1020Kb

TIGER KRX Game K-New Deal ETF to Increase 24% in 2020 and 17% in 2021 [Korea] October 8, 2020 TIGER KRX Game K -New Deal ETF (364990 KS) Three positives in 2021 : N ext -generation consoles, new title releases, and contactless trend Mirae Asset Daewoo Co., Ltd. Chang-kwean Kim [email protected] HeeSeok Lim [email protected] 20 21 to mark an inflection point Gaming is at the heart of the entertainment industry ’s future for the gaming industry In 2021, the era of gaming anytime, anywhere will begin in earnest. Despite COVID-19 and the uncertain economic outlook for 2021, we expect the gaming industry to perform strongly, as: 1) the industry is inherently resilient to economic downturns; 2) gaming is rising in popularity among older adults; and 3) IT technologies are continuing to advance. In terms of investment strategy, we recommend focusing on new platforms and/or new title momentum. Key events in 2021 include: 1) the release of next-generation consoles; 2) the full- fledged deployment of cloud gaming; and 3) new title releases by major companies. New growth opportunities amid Key drivers of the domestic and global gaming markets: N ext -generation consoles, e- the pandemic sports, and mobile games We expect Korea’s console gaming and e-sports markets to expand at CAGRs of 12% and 9% through 2024, respectively. We estimate the global console gaming and e-sports markets will expand at CAGRs of 7% and 14% through 2024, respectively. In Nov. 2020, Sony and Microsoft are due to release next-generation game consoles for the first time in eight years. Tech giants (e.g., Microsoft, Google, Amazon, and Apple) are launching cloud gaming services in 2020. We expect competition for game content to intensify in 2021 as 5G networks take hold. Good entry point Opportune time to invest in TIGER KRX Game K -New Deal ETF; combined OP of its 10 constituents to increase 58% in 2020 and 38% in 2021 We forecast the combined revenue of the 10 companies held by the TIGER KRX Game K-New Deal ETF to increase 24% in 2020 and 17% in 2021. New title expectations are the biggest source of momentum for gaming stocks, with valuations typically soaring in the run-up to a new title release. Currently, the stocks held by the TIGER KRX Game K-New Deal ETF are trading at levels that do not reflect future title releases, making now a good entry point. TIGER KRX Game K-New Deal ETF constituents (%) 30 28.5 \ 24.7 25 22.1 20 15 10 6.1 4.6 4.5 4.2 5 2.2 2.0 1.2 0 Netmarble Pearl Abyss NCsoft Com2uS Webzen NHN DoubleU Neowiz WeMade Golfzon Games Quantiwise: Mirae Asset Daewoo Research Analysts who prepared this report are registered as research analysts in Korea but not in any other jurisdiction, including t he US. PLEASE SEE ANALYST CERTIFICATIONS AND IMPORTANT DISCLOSURES AND DISCLAIMERS IN APPENDIX 1 AT THE END OF REPORT. October 8, 2020 TIGER KRX Game K-New Deal ETF C O N T E N T S I. Investment summary 3 1. 2021 to mark an inflection point for the gaming industry 3 2. Gaming sector to perform strongly despite uncertainties 3 2. Investment strategy 7 II. 2021 gaming industry outlook 9 1. COVID-19 presents new growth opportunities 9 2. Launch of next-generation consoles 15 3. Cloud gaming to enter the mainstream 16 III. ETF investment points 18 1. Operating profit to soar 58% YoY in 2020, and 38% in 2021 18 2. High P/E should not be a deterrent 20 Mirae Asset Daewoo Research 2 October 8, 2020 TIGER KRX Game K-New Deal ETF I. Investment summary 1. 2021 to mark an inflection point for the gaming industry Smartphones have reshaped the mobile gaming market, allowing game developers to take back control from telecom companies. Similarly, we expect the proliferation of cloud computing to simultaneously revolutionize the online and console gaming markets. The gaming industry combines the characteristics of entertainment and technology. In the long term, IT platforms will take center stage; personal devices like smartphones, tablet PCs, and smart TVs will offer the same content and functionality, only with different display sizes. Just as 4G mobile technology fundamentally changed the video content market (e.g., YouTube and Netflix), we expect 5G to revolutionize mobile communication and content services, especially gaming. Microsoft’s game subscription service Xbox Game Pass has more than 15mn subscribers as of Sep. 2020, and the full catalog of Xbox games is now playable via PC and smartphone. Tech giants like Google and Amazon have also joined the race for cloud gaming services. In 2021, the era of gaming anytime, anywhere should begin in earnest. While such changes in the market environment should initially be centered on tech giants (e.g., Microsoft, Google, Amazon, and Sony), we believe game developers, as key content providers, stand to gain the upper hand in the long term (similar to the dynamics of the OTT market). 2. Gaming sector to perform strongly despite uncertainties 1) Gaming industry is inherently resilient to economic downturns Korea’s online gaming industry formed against the backdrop of the 1997-98 Asian financial crisis. The launch of StarCraft in 1997 led to the rapid penetration of PC cafés and the emergence of professional gaming as a new occupation. It was also around this time that gaming became a form of escapism for many people; Lineage 1, which began service in 1998, created a virtual universe separate from the offline world. (An extreme version of such escapism is depicted in the film Ready Player One , where characters spend their lives in a virtual simulation to escape the bleakness of the real world.) In the gaming industry, economic indicators are largely irrelevant to earnings. 1) The sector is in a growth phase, with evolving platforms serving as growth engines. 2) Gaming is one of the most affordable means of entertainment. Even for paid games, monthly ARPU can be as little as a couple of dollars (ranging up to W30,000). 3) In the gaming sector (like other entertainment sectors), the performance of individual titles matters more to earnings than the broader economy. Mirae Asset Daewoo Research 3 October 8, 2020 TIGER KRX Game K-New Deal ETF Figure 1. Korea: Combined EPS of major gaming companies & Figure 2. US: Combined EPS of major gaming companies & consumer confidence index consumer confidence index (W) (US$) EPS of Korean game companies (L) Korea CCI (R) EPS of US game companies (L) US CCI (R) 5,000 110 2.4 180 4,000 106 1.8 140 3,000 102 1.2 100 2,000 98 0.6 60 1,000 94 0 90 0.0 20 4/00 12/01 8/03 4/05 12/06 8/08 11/95 12/97 1/00 2/02 3/04 4/06 5/08 Source: Thomson Reuters, Mirae Asset Daewoo Research Source: Thomson Reuters, Mirae Asset Daewoo Research Figure 3. China: Combined EPS of major gaming companies & Figure 4. Japan: Combined EPS of major gaming companies & consumer confidence index consumer confidence index (US$) (JPY) EPS of Chinese game companies (L) China CCI (R) EPS of Japanese game companies (L) Japan CCI (R) 5 98 2,000 60 4 97 1,500 50 3 96 1,000 40 2 95 500 30 1 94 0 93 0 20 12/04 8/05 4/06 12/06 8/07 4/08 11/95 5/98 11/00 5/03 11/05 5/08 Source: Thomson Reuters, Mirae Asset Daewoo Research Source: Thomson Reuters, Mirae Asset Daewoo Research Mirae Asset Daewoo Research 4 October 8, 2020 TIGER KRX Game K-New Deal ETF 2) Gaming is rising in popularity among older adults Figure 5. Lineage ’s monthly unique users by age group Figure 6. Lineage M ’s monthly unique users by age group Other 2% 50+ 0-29 4% 4% 40-49 33% 30-39 65% 30-49 92% Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Figure 7. Lineage 2M ’ s monthly unique users by age group Figure 8. Anipang 2 ’s s monthly unique users by age group 0-29 0-29 0% 0% 50+ 24% 30-49 30% 50+ 30-49 70% 76% Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Figure 10. Hangame Matgo ’s monthly unique users by age Figure 9. Pmang Poker ’s monthly unique users by age group group 0-29 13% 0-29 27% 50+ 41% 30-49 50+ 26% 61% 30-49 32% Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Source: Nielsen KoreanClick, Mirae Asset Daewoo Research Mirae Asset Daewoo Research 5 October 8, 2020 TIGER KRX Game K-New Deal ETF 3) IT technologies are continuing to advance One of the biggest changes in IT technologies expected in 2021 is the rapid deployment of 5G networks. While 4G technologies led to the rise of OTT platforms such as YouTube and Netflix, 5G technologies should drive: 1) the take-off of cloud (streaming) gaming; and 2) the development of virtual reality (VR) and augmented reality (AR) gaming. The AR/VR gaming markets are still in the very early stages of development. As such, there are a lot of uncertainties surrounding the pace of technology development, the pricing of hardware, the quality of game content, and consumer perceptions. Digi-Capital projects AR/VR gaming revenue to reach US$1bn by 2022, with AR games expected to outgrow VR games in terms of revenue. Although revenues are small, AR/VR gaming has strong potential to create new markets, opening up opportunities for start-ups and small/medium-sized game developers.
Recommended publications
  • Semi-Annual Report
    SEMI-ANNU A L REPOR T MARCH 31, 2021 KEY FUND STATISTICS 2 MARKET ENVIRONMENT 5 MARSICO FOCUS FUND Investment Review 7 Fund Overview 10 Schedule of Investments 11 MARSICO GROWTH FUND Investment Review 12 Fund Overview 14 DEAR SHAREHOLDER: Schedule of Investments 15 Enclosed is your semi-annual report for each portfolio of The Marsico Investment Fund (the “Marsico MARSICO 21ST CENTURY FUND OF CONTENTS TABLE Funds”), encompassing the six-month fiscal period from October 1, 2020 to March 31, 2021. Investment Review 16 Fund Overview 18 The purpose of this report is to provide a review of the Marsico Funds’ six-month investment results Schedule of Investments 19 by discussing what we believe were the main areas that impacted performance – including the macroeconomic environment, sector and industry positioning, and individual stock selection – as MARSICO INTERNATIONAL OPPORTUNITIES FUND compared to the Funds’ performance benchmark indices. Investment Review 21 Fund Overview 23 For updated information regarding the market environment and each Fund’s overall investment Schedule of Investments 24 positioning and performance, please refer to the Funds’ most recent monthly fact sheets and quarterly investment updates, which are available in the Investor Resources section of the Funds’ MARSICO GLOBAL FUND Investment Review 27 website at marsicofunds.com.(1) Fund Overview 29 Schedule of Investments 30 Note: Effective December 21, 2020, James D. Marsico became co-manager of the Marsico Growth APRIL 2021 Fund with Thomas F. Marsico, Brandon A. Geisler, and Peter C. Marsico. FINANCIAL STATEMENTS 32 NOTES TO FINANCIAL STATEMENTS 42 EXPENSE EXAMPLE 47 CONSIDERATION OF INVESTMENT ADVISORY AGREEMENTS 48 OTHER INFORMATION 51 (1) The references to the Marsico Funds website (marsicofunds.com) included throughout this semi-annual report do not incorporate the website’s contents into this report.
    [Show full text]
  • The Economics of Exclusivity
    Decision Support Systems 50 (2010) 79–92 Contents lists available at ScienceDirect Decision Support Systems journal homepage: www.elsevier.com/locate/dss Platform-based information goods: The economics of exclusivity Ravindra Mantena a, Ramesh Sankaranarayanan b,⁎, Siva Viswanathan c a Simon Graduate School of Business, CS-3-318 Carol Simon Hall, University of Rochester, Rochester, NY 14627, United States b School of Business, U-1041, 2100 Hillside Road, University of Connecticut, Storrs, CT 06269, United States c Robert H. Smith School of Business, 4313, Van Munching Hall, University of Maryland, College Park, MD 20185, United States article info abstract Article history: This paper explores the role of exclusive contracting between vendors of platforms (such as video game Received 1 December 2008 consoles) and vendors of complements (such as video games). The main questions of interest are: When do Received in revised form 2 July 2010 we observe complement exclusivity, and what is the impact of exclusive contracting on prices, profits and Accepted 14 July 2010 efficiency? We answer these questions by developing a model of competition between platforms in an Available online 19 July 2010 industry with indirect network effects, and deriving some insightful analytical and numerical results. While complement vendors have natural incentives to be available on all platforms, we establish conditions under Keywords: Exclusivity which they can be contracted for exclusive supply on a single platform. Exclusivity eases competition in the Platform competition platform market and can significantly help increase a platform's adoption. However, exclusivity choice Complements presents a key trade-off for the complement vendor—a larger platform offers access to a larger market, but Indirect network effects also more competition, as compared to a smaller platform.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Lineage 2M Pre-Registration Faring Well
    NCSOFT (036570.KS) Lineage 2M pre-registration faring well Company Comment │ Sep 9, 2019 Pre-registration for NCSOFT’s Lineage 2M chalked up over 2mn subscribers within the first 18 hours. Large-scale marketing events for the title are scheduled for Oct 15, with an official launch expected in November. In light of strong expectations for Lineage 2M, we anticipate considerable earnings Buy (maintain) growth in 2020. TP W750,000 (maintain) CP (’19/09/09) W552,000 Sector Game Lineage 2M set to make domestic mobile game history Kospi/Kosdaq 2,009.13 / 631.15 Market cap (common) US$10,150.43mn We maintain a Buy rating on NCSOFT, our top pick in the game sector, with a Outstanding shares (common) 22.0mn TP of W750,000. Following a showcase for Lineage 2M and the initiation of 52W high (’19/09/06) W552,000 low (’18/09/06) W399,500 pre-registration for the title on Sep 5, preparations for the game’s official launch Average trading value (60D) US$27.89mn are now in the final stages. Large-scale marketing events are slated for Oct 15, Dividend yield (2019E) 1.10% with an official launch expected in November. With the success of Lineage 2M Foreign ownership 50.8% becoming more and more certain, expectations towards NCSOFT’s earnings Major shareholders should rise, in turn pumping the company’s share price. NPS 12.6% TJ Kim & 8 others 12.0% Pre-registration for Lineage 2M drew over 2mn subscribers in just the first 18 Share perf 3M 6M 12M hours, an incredible figure.
    [Show full text]
  • Desarrollo De Un Prototipo De Videojuego
    UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo.
    [Show full text]
  • Ncsoft Reported 1Q18 Operating Profit That Topped the Consensus and an OP Margin May 11, 2018 of Over 40%
    NC soft (036570 KS ) New title releases pushed back , but existing IP remains popular Game 1Q18 review: OP tops consensus on strong royalties Results Comment NCsoft reported 1Q18 operating profit that topped the consensus and an OP margin May 11, 2018 of over 40%. Positives: Margin expansion was driven by strong royalties, which grew 33% YoY and 41% QoQ to a record W84.2bn thanks to Lineage M revenue in Taiwan (launched on December 11, 2017). Six months into its release, Lineage M remains the top-grossing (Maintain) Buy game on both Android and iOS in Taiwan, where Lineage intellectual property (IP) enjoys huge popularity. Target Price (12M, W) ▼ 500,000 Among PC titles, Aion was a standout performer, boosted by in creased usage following the conversion of the title’s business model from subscription-based to Share Price (05/10/18, W) 347,000 microtransaction-based on January 17 th . Despite the launch of a major rival title, marketing spend actually fell QoQ and YoY. Expected Return 44% Negatives: Revenue from Lineage M (the company’s flagship mobile title) declined QoQ. We estimate daily average revenue slipped from W3.6bn in 4Q17 to W2.9bn in OP (18F, Wbn) 696 1Q18. In addition, revenue fell more than expected for PC titles Lineage , Lineage II , Consensus OP (18F, Wbn) 786 and Guild Wars 2 . EPS Growth (18F, %) 14.5 Major new releases pushed back to 2019; Performance of current games will Market EPS Growth (18F, %) 16.2 be key near-term variable P/E (18F, x) 15.1 New release schedule pushed back: NCsoft said it had pushed back the release of its Market P/E (18F, x) 9.4 highly anticipated new title Blade & Soul II (B&S II ) from 2018 to 2019.
    [Show full text]
  • Ncsoft(036570.Ks)
    NCSOFT (036570.KS) Earnings to enter recovery phase from November With the launch of B&S2 having been pushed back to 1Q21 (vs the previous Company Note │ Oct 19, 2020 expectation of an end-2020 release), NCSOFT’s share price has been adjusting as of late. However, noting both that the specifics of the B&S2 Refer to page 2 for ESG index/event tables launch are to be announced in November and that subsidiaries are slated to roll out new titles by the end of this year, we expect to see an accompanying resurgence in NCSOFT’s earnings momentum. Buy (maintain) TP W1,220,000 (lower) CP (’20/10/16) W767,000 Set to release B&S2; subsidiaries rolling out new offerings as well Sector Game Kospi/Kosdaq 2,341.53 / 833.84 We reiterate a Buy rating on NCSOFT, continuing to suggest it as our sector top Market cap (common) US$14,732.02mn pick. The company’s share price has recently been undergoing adjustment due Outstanding shares (common) 22.0mn 52W high (’20/07/06) W995,000 to both concerns over the delayed release of Blade & Soul 2 (B&S2) and low (’19/12/03) W485,000 slowing sales of Lineage 2M. However, we point out that the pushing back of Average trading value (60D) US$90.03mn the B&S2 launch stems from merely a scheduling issue, not a development Dividend yield (2020E) 0.79% issue. The new title appears safely on track to be released in 1Q21, with specific Foreign ownership 48.8% information regarding the launch to be released next month.
    [Show full text]
  • Esg Playbook
    ESG PLAYBOOK . . NCSOFT ESG PLAYBOOK 2020 . * NCSOFT ESG PLAYBOOK 2020 . Contents NC Overview PLAY for Sustainability CEO 04 44 Who We Are 06 46 What We Create 07 48 Highlight ‘PUSH, PLAY’ 08 54 10 55 56 ESG Appendix ESG 14 60 , 16 ESG 61 28 GRI Standards Index 63 34SASB Index 75 383 76 NC Overview 2 01 Blade & Soul 2 NC Overview CEO 04 Who We Are 06 07 08 10 NC Overview PLAY for Sustainability CEO 4 CEO NC Overview CEO 5 “ .” . . . . 1997 . . . NC Overview Who We Are 6 Who We Are NC . ) 1997 3 11 NC West Holdings 2012.12 418 Publishing/DeVeLopment , NC Japan KK 2001.09 151 Publishing/DeVeLopment NC Taiwan Co., Ltd. 2003.08 83 Publishing/DeVeLopment 4,231 ) NC Vietnam Visual Studio Co., Ltd. 2020.01 103 Art Outsourcing NC Europe, Ltd. 2004.07 10 Core Value 1996.10 90 , NEVER ENDING INTEGRITY PASSION CHALLENGE 2009.04 151 2011.04 69 6 12 12 _ ) 2 NC Overview What We create 7 1998 & What We Create IP . PC · · 2 2 M 2M Lineage Lineage 2 GuiLd Wars 2 Lineage M Lineage2M UNIVERSE & H3 AION Blade & Soul FUSER Pro BasebalL H3 PURPLE BUFFTOON NC Overview Highlight ‘PUSH, PLAY’ 8 PUSH, Highlight NC . . NC NC . PC , PURPLE & Yeti AI AI , ‘VocGAN’
    [Show full text]
  • Esg Playbook
    ESG PLAYBOOK NCSOFT SUSTAINABILITY REPORT NCSOFT’s First Sustainability Report NCSOFT aspires to create a future where everyone is connected by joy. Contents Overview of NC PLAY for Sustainability 04 Governance 44 Who We Are 06 46 What We Create Care for Employees 48 08 Communication with Customers 54 10 Local Community 55 56 ESG Appendix 14 Materiality Test 60 A Healthy Corporate Culture, Unbiased Joy 16 61 28 01 Blade & Soul 2 Overview of NC CEO Message 04 Who We Are 06 What We Create Highlights ‘PUSH, PLAY’ 08 Value and Future of the Games Industry 10 Overview of NC PLAY for Sustainability ESG Appendix 4 CEO Message Overview of NC PLAY for Sustainability ESG Appendix 5 “ NCSOFT ceaselessly pusHes aHead, continuing on its Journey of growth.” Dear Stakeholders, improving shareholder value and protecting shareholder rights and interests, and creating As the CEO of NCSOFT, it is my great pleasure social value along the way. Going forward, we will advance sustainability management in the best sustainability report. possible way to our fullest capacity, and remain focused on giving back to society in a genuine way Since our inception back in 1997, all of us at while elevating our corporate value. NCSOFT have weathered a myriad of storms and have continued to rise up to new challenges to progress this far. Throughout it all, we have and encouragement in our journey ahead. transparent and responsible governance, Best regards, CEO Overview of NC PLAY for Sustainability ESG Appendix Who We Are 6 Ushering in a brand new future where all are connected by joy, Who We Are NC aspires to assist in the creation of a new frontier where truly impressive experiences await.
    [Show full text]
  • Videogames & the Animation Industry
    VIDEOGAMES & THE ANIMATION INDUSTRY How the animation industry can enrich their IP with an interactive experience. [email protected] A publication of: Happy Volcano www.happyvolcano.com © Happy Volcano BVBA, 2017. All rights reserved. The information in this document is subject to change without notice. No part of this document may be reproduced, stored or transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express written permission of Happy Volcano BVBA. Happy Volcano BVBA assumes no liability for any damages incurred, directly or indirectly, from any errors or omissions of the information contained in this document. EXECUTIVE SUMMARY THE PROBLEM Video games have never been more popular. In recent years, the total revenue of the games industry has eclipsed the combined income of the film and music industry. Despite the financial growth and diversification of the medium, culturally video games remain the odd one out. The process of video game creation is largely unknown and few people outside of the industry really understand what video games are all about. Even to the animation industry, where similar technology is used on a daily basis, the games industry is a perfect stranger. THE SOLUTION This whitepaper aims to shed light in the darkness. Starting out with a brief look at the history of licensed video games, we point out the costs and benefits of enriching your animated property with a video game. We highlight the differences between the two industries, as well as the similarities and argue that the world of animation and video game creation exist closer to each other than you might think.
    [Show full text]
  • Ncsoft (036570)
    NCsoft (036570) New Title Launches to Resume with Trickster M Danny Lee Yonghyun Choi Internet & Games / Media Research Associate May 10, 2021 +822-6114-2960 [email protected] +822-2-6114-2915 [email protected] Maintain BUY; Revise down TP to We maintain BUY and revise down our TP by 4.5% to KRW1,100,000 for NCsoft. We have KRW1,100,000 revised down 2021E revenue and OP by 8.8% and 15.8%, respectively, to reflect sluggish results for mobile games in 1Q21, as well as delays in the rollouts of key game titles (e.g., Blade & Soul 2, Aion 2). We have also revised our valuation method from P/E to DCF model in order to better reflect the company’s long-term growth potential. Our revised TP implies 12m fwd P/E of 24.1x. Earnings shock attributable to NCsoft reported 1Q21 revenue of KRW512.5bn (-8.7% QoQ, -29.9% YoY) and OP of sluggish mobile game revenue and KRW56.7bn (-63.8% QoQ, -76.5% YoY), with OP missing the market consensus increase in labor expenses (KRW125.8bn) by 54.9%. We attribute the QoQ decline in revenue to lower revenues for Lineage M and Lineage 2M (-18.4% and -8.7% QoQ, respectively). The shock to OP came on the back of: (1) an increase in labor expenses upon wage hikes and one-off incentive payments (+25.8% QoQ to KRW232.5bn); and (2) higher marketing expenses due to new game rollouts (+22.6% QoQ to KRW55.0bn). Delays in new title launches New game rollouts will begin, starting with the release of Trickster M on May 20, but disappointing, but revenue forecast schedules for other key titles have been pushed back.
    [Show full text]
  • The Free-To-Play Game in Its Connective Commodity Form
    SMSXXX10.1177/2056305115621932Social Media + SocietyNieborg 621932research-article2015 SI: Social Media Public Space Social Media + Society July-December 2015: 1 –12 Crushing Candy: The Free-to-Play Game © The Author(s) 2015 DOI: 10.1177/2056305115621932 in Its Connective Commodity Form sms.sagepub.com David B. Nieborg Abstract The goal of this article is to add a complementary perspective to the study of social network sites by surveying how the political economy of social media platforms relates to the structure of free-to-play games in their commodity form. Drawing on the theory of multisided markets and critical political economy, this article surveys the political economy of game apps and investigates how it is symbiotically related to the technological and economic logic underlying connective platforms operated by Google, Apple, Facebook, and Amazon. These social media platforms operate app stores that sustain the transformation of games as fixed, physically distributed products that follow a transaction logic, into digitally distributed, freely accessible, or “free-to-play” apps. Through a case study of the popular casual game Candy Crush Saga it is contended that the connective properties of social media platforms affect the form and format of game apps as cultural commodities. Candy Crush Saga developer King Digital Entertainment has been able to attract hundreds of millions of players and build a business model that combines the commodification of virtual items, connectivity, user attention, user data, and play. It is argued that the free-to-play commodity form comprises three commodity types: the product commodity, the “prosumer commodity,” and the player commodity. Furthermore, Candy Crush Saga’s commodity form is structured by a platformed modality of cultural production and circulation and therefore embedded in the political economy of its host platform.
    [Show full text]