Presentation to Institutional Investors on Gamania Digital Entertainment
Total Page:16
File Type:pdf, Size:1020Kb
Contents Company Overview Industry Introduction Earnings Review Investment Highlights 2 Company Overview 3 High-quality Online Game Operator Snapshot Online game operator and developer Headquarter established in Taipei in 1995 Branch in Tokyo, HK, Beijing, Shanghai, & Seoul Listed in 2002 (6180.TT) Capital about NT$1,588m (US$47m) Employees around 1,100 Beijing Seoul Main Game Titles Shanghai Tokyo Operate 17 MMOGs, “Lineage” & “Maple Story” HK Taipei are flagship titles Operates 16 Casuals, of which “Kart Rider”, “BnB”, and “Getamped” are for all ages Launched 13 titles in 2008 and plan to launch over 15 new titles in 2009 4 Milestones Headquarter was established in Taipei in 1995 19951995 ~ 2000 Launched first self-developed PC-game “Convenience Store” Established Gamania corporate logo “Convenience Store” was granted “The Best Game” by Taipei Computer Association Launched first Massively Multi-player online game (MMOG) “Lineage” “Lineage” was granted the “The Best Online Game” by Taipei Computer Association 20011995 ~ 2005 Gamania Logo was granted “The Golden Award” in the Top10 Design” in Taiwan Gamania logo was granted “The Golden Award” and revealed in China CIS Year Book “Hero 108” was granted “Digital Content Prototype Design Award: Animation” Launched “Maple Story” and successfully attract the young users “Zodiac” was granted the “Digital Content Prototype Design Award: Online Game” 20061995 ~ Now Launched casual game “Kart Rider” Launched first self-developed MMOG “Bright Shadow” Launched Self-developed MMOG “Zodiac” & “XianMoDao” “ gamania.com ” was ranked Top 4 in online entertainment and Top 35 in Taiwan Web100, granted by Business Next Gamania was granted “Taiwan Superior Brands” by Bureau of Foreign Trade, Ministry of Economic Affairs. 5 Business Model Source Operation Platform Delivery Developer : Operator : Content: Game Portal or Package End Networking System: Other Game Users Developers IT Service License ash PIN : Fee Product Mgt. Team G Product : CVS Customer Service MMOG 3C Retailers Casual Games Gash Payment System Internet Café Cash Monthly / Time fees Virtual Item fees 6 Industry Introduction 7 Global Market 25,000 50% East Asia North America Europe Japan 43.3% 20,000 40% 34.8% 35.6% 15,000 30% 20.1% 21.1% 10,000 17.7% 20% 16.3% 15.2% 9.9% 5,000 10% 0 0% 2004 2005 2006 2007 2008(E) 2009(E) 2010(E) 2011(E) 2012(E) 2013(E) Source: DFC Intelligence (2008) 8 Earnings Review 9 Consolidated Results of Gamania Group Unit:NTD$ m Sales Revenue(LHC) Net Income(RHC) 4,000 500 3,500 400 3,000 300 2,500 200 2,000 100 1,500 0 1,000 (100) 500 (200) 0 (300) 2005 2006 2007 2008Q1~Q3 10 Operating Results of Gamania Taiwan Unit:NTD$ m Sales Revenue(LHC) Net Income(RHC) 3,500 600 3,000 500 2,500 400 2,000 300 1,500 200 1,000 500 100 0 0 2005 2006 2007 2008Q1~Q3 11 Operating Results of Gamania Japan Unit:JPY$ m Sales Revenue(LHC) Net Income(RHC) 800 50 600 0 400 (50) 200 (100) 0 (150) 2005 2006 2007 2008Q1~Q3 12 Operating Results of Gamania HK Unit:HKD$ m Sales Revenue(LHC) Net Income(RHC) 60 14 50 12 10 40 8 30 6 20 4 10 2 0 0 2005 2006 2007 2008Q1~Q3 13 Investment Highlights 14 Corporate Strategy 1995Horizontal Diversify game titles to attract more users 1995Vertical Enhance R&D to design quality titles Penetratio 1995 n Superior results in Japan, target China next Diversifica- 1995 tion Create new application of digital entertainment 15 Q & A Time 16 17.