Presentation to Institutional Investors on Gamania Digital Entertainment

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Presentation to Institutional Investors on Gamania Digital Entertainment PresentationPresentation toto InstitutionalInstitutional InvestorsInvestors on Gamania Digital Entertainment Co., Ltd. Group CFO Office Mar. 2007 DisclaimerDisclaimer ¾ This presentation material contains forward-looking statements and information. Forward-looking statements are statements that are not historical facts, including statements about our beliefs and expectations. Any statement in this presentation material that states our beliefs, expectations, predictions or intentions is a forward- looking statement. These statements are based on plans, estimates and projections as they are currently available to the management of Gamania Digital Entertainment. Forward-looking statements therefore speak only as of the date they are made, and we undertake no obligation to update publicly any of them in light of new information or future events, or otherwise. Forward-looking statements involve inherent risks and uncertainties. A number of important factors could therefore cause actual results to differ materially from those contained in any forward-looking statement. 2 TableTable ofof ContentContent IndustryIndustry OverviewOverview CompanyCompany ProfileProfile FinancialFinancial ReviewReview SummarySummary 3 IndustryIndustry OverviewOverview CompanyCompany ProfileProfile FinancialFinancial ReviewReview SummarySummary 4 GlobalGlobal OnlineOnline GameGame MarketMarket USD Million Asia-Pacific Europe & Mid-East North America 10,000 CAGR of 2005~2010 is 24% 9,000 8,000 2,396 7,000 2,136 6,000 1,874 2,621 5,000 1,591 2,201 4,000 1,800 1,304 3,000 1,380 1,007 937 4,378 2,000 638 3,754 3,117 2,440 1,000 1,558 2,015 0 2005 2006 2007 2008 2009 2010 Source: PwC, MIC, 2006/6 5 AsiaAsia--PacificPacific OnlineOnline GameGame MarketMarket Source: IDC, 2006 6 OnlineOnline GameGame MarketMarket -- TaiwanTaiwan USD Million CAGR of 2005~2010 is 8.6% 350 322.59 14% 11.90% 301.29 300 281 12% 260.75 239.42 250 10% 213.98 200 8% 8.90% Market Size Gamania Group 7.80% 150 6% Growth Rate achieved about 7.20% 7.10% 40% market share 100 4% 50 2% 0 0% 2005 2006 2007 2008 2009 2010 Source: IDC Greater China Online Gaming 2006-2010 Forecast and Analysis, May 2006 7 OnlineOnline GameGame MarketMarket -- JapanJapan JPY Million (1 JPY= 0.00853 USD) CAGR of 2004~2010 is 21.327% 200,000 185,000 50% Market Size 180,000 170,000 45% Growth Rate 155,000 160,000 40% 32.80% 42.90%140,000 140,000 35% 120,000 110,000 30% 100,000 25% 77,000 27.30% PC & 80,000 20% Mobile Consoles 58,000 60,000 15% 41.4% 2010 35.4% 40,000 8.80%10% 10.70% 20,000 9.70% 5% Portable 0 0% 23.2% 2004 2005 2006 2007 2008 2009 2010 Source: Fuji Chimera Research Institute, Inc. MIC, 2006/6 8 OnlineOnline GameGame MarketMarket -- KoreaKorea Kwon Bn (1 Kwon = 0.0011 USD) CAGR of 2004~2008 is 25.972% 3,000 45% 41.20% 40% 2,500 35% 2,000 30% 25.99% 25% Market Size 1,500 21.00% 20% Growth Rate 16.99% 1,000 15% 10% 500 5% 0 0% 2004 2005 2006 2007 2008 Source: 2006 Korean White Paper of Games 9 OnlineOnline GameGame MarketMarket -- ChinaChina USD Million CAGR of 2006~2010 is 35.5% 2,500 60% 51.43% 50% 2,000 45.71% 43.57% 38.57% 40% 1,500 Market Size 30.71% 30% 1,000 Growth Rate 18.57%20% 500 10% 0 0% 2005 2006 2007 2008 2009 2010 Source: IDC, Feb 2006, China Gaming 2006-2010 Forecast and Analysis 10 IndustryIndustry OverviewOverview CompanyCompany ProfileProfile FinancialFinancial ReviewReview SummarySummary 11 CorporationCorporation BriefBrief CEO Albert Liu Incorporation June 1995 Affiliate China, Hong Kong, Japan, Korea IPO May 2002 Price 52W High: NT$39.5, 52W Low: NT$14.3 Employee 800+ Worldwide (600+ in Taiwan) Gamania Beijing Data Center Game Server: 1,600 Gamania Korea Router: Cisco 12,000x2, 6,500x7 Gamania Japan Gamania Taiwan Bandwidth 6Gb Gamania Hong Kong (3.2Gb in Taiwan, ranked top 10) Licenses ISP (Taiwan), ICP (China) 12 MajorMajor InvestmentsInvestments Location Main Operating Activities Percentage GKR Korea Online Game Service 100% GJP Japan Online Game Service 100% GHK Hong Kong Online Game Service 93% Online Game Service & GBJ China 93% Research and Development TIC Taiwan Online Game Service 69% PLAYCOO Taiwan Online Game R&D 30% ALIBANGBANG Taiwan Online Game R&D 97% 13 GamaniaGamania’’ss BusinessBusiness ModelModel Gamania公司业务架构 Strategic Vision Platforms Products & Services Game Portal GASH Payment Platform Game Distribution Channel Services Platform Media Platform Customer Service Gamania Game MMOG Games Digital Entertainment Products Services Platform Platform Casual Games Animation 14 OnlineOnline GameGame TitlesTitles MMOG Casual Lineage (NCSoft) 2000 2D Monopoly (Gamania) 2006 CoCoCan (Gamania) 2003 Laghaim (Nako) 2002 Grand Chase (KOG) 2006 Heat Project (Doobic) 2004 Great Merchant (Joyon) 2003 Crazy Arcade BnB (Nexon) 2006 O2Jam (O2 Media) 2004 N-age (Cedar)2003 Gate of D&T (Moliyo ) 2007 Panya (NTREEV) 2005 Seal (Grigon) 2004 Dancing (9you ) 2007 Getamped (CyberStep ) 2005 Mabinogi (Nexon) 2005 Kart Rider (Nexon) 2007 Maple Story (Nexon) 2005 15 OnlineOnline GameGame OperatingOperating DataData Peak Concurrent Users Title 2007/2 (Unit:1,000) Lineage 187 Maple Story 92 Kart Rider 60 Others about 100 Total about 439 16 NewNew GamesGames PipelinePipeline 1Q07’ 2Q07’ 3Q07’ 4Q07’ Bright Shadow TW JP Self- SianMoDao TW CN Developed Stars TW Art of War KR CN JP Kart Rider TW, HK Dancing TW RO2 TW, HK 17 LineageLineage Type MMORPG Style Fantasy Special Features The pioneer of MMORPG in Taiwan market Target Player Male aged from 16~25 Lineage has the longest life span in Taiwan’s online game market as well as outstanding performance for more than 7 years! 18 MapleMaple StoryStory Type MMORPG/Casual Style Cute Special Features 1. Features fairy tales and adventure on fun & interesting maps 2. Players are able to change beautiful clothes and gorgeous accessories Target Player Students aged 15 and under Maple Story dominates the market segment of age 15 and under! 19 KartKart RiderRider Type Casual Style Cute / Racing Special Features Features fascinating items, and players could be interfered with item attack. Target Player General Public During the Chinese New Year vacation, the daily unique log- in users reached 500,000, which exceeds the peak record of Maple Story. 20 BrightBright ShadowShadow Type MMORPG Style Cute Special Features 1. World’s Famous Ghosts & Monsters 2. Spirit Collection Target Player High school, Female During summer vacation in 2006, Bright Shadow was the most highly anticipated game for 6 weeks in a row on “gamer.com”, the number one game portal in Taiwan. 21 RO2RO2 Type MMORPG Style Fantasy / Cute Special Features 1. Features 3D, more elaborate expression, items, costumes, and scenes 2. Items will be upgraded while accumulating experiences Target Player Cute style fans “RO” once made a record of the highest concurrent users in Taiwan! 22 SianSian MoMo DaoDao Type MMORPG Style Oriental Fantasy / Martial Art Special Features With a special emphasis on good and evil Target Player Martial Art fans, Male aged from 15~25 “SianMoDao” received a remarkable number of inquiries from the visitors at the Tokyo Game Show in 2006, suggesting the possibility of future interest in licensing our game! 23 IndustryIndustry OverviewOverview CompanyCompany ProfileProfile FinancialFinancial ReviewReview SummarySummary 24 ConsolidatedConsolidated OperatingOperating ResultResult Unit: NT$1,000 Sales Gross Profit Operating Income Net Income 1,200,000 1,000,000 800,000 600,000 400,000 200,000 0 -200,000 -400,000 1Q05 2Q05 3Q05 4Q05 1Q06 2Q06 3Q06 25 ConsolidatedConsolidated SalesSales TrendTrend Unit: NT$1,000 400,000 350,000 300,000 250,000 200,000 150,000 100,000 50,000 0 Aug- Sep- Oct- Nov- Dec- Jan- Feb- Mar- Apr- May- Jun- Jul- Aug- Sep- Oct- Nov- Dec- Jan- Feb- 05 05 05 05 05 06 06 06 06 06 06 06 06 06 06 06 06 07 07 26 100, 150, 200, 250, 300, 350, 50, Unit: NT$1,000 000 000 000 000 000 000 000 L1 0 '05/1 Sales Mixby GameTitle Sales Mixby GameTitle '05/2 L2 '05/3 '05/4 Ma '05/5 p l '05/6 e '05/7 '05/8 Ma '05/9 b '05/10 i '05/11 '05/12 S eal '06/1 '06/2 '06/3 Bn '06/4 B '06/5 '06/6 Kart '06/7 '06/8 Ri d '06/9 e r '06/10 '06/11 Ot '06/12 h e '07/1 r s '07/2 27 MajorMajor EquityEquity InvestmentInvestment Gain/LossGain/Loss Unit: NT$1,000 50,000 (227,288) (61,778) (32,068) (13,984) 0 4Q05 1Q06 2Q06 3Q06 NCT -50,000 TIC GHK -100,000 GBJ GJP GKR -150,000 Others -200,000 -250,000 28 IndustryIndustry OverviewOverview CompanyCompany ProfileProfile FinancialFinancial ReviewReview SummarySummary 29 StrengthsStrengths ¾ Pioneer in the field of game operation & promotion. ¾ Popular game titles ¾ Good relationship with major online game developers, such as NCsoft, Nexon, and Gravity. ¾ Leading position in the market segment of age 15 and under. 30 WeaknessesWeaknesses ¾ Mediocre performance in China and Korea markets. ¾ Yet to develop a successful in-house products. 31 OpportunitiesOpportunities ¾ In-house products have higher versatility and could contribute twice as much as licensed products, in terms of gross margin. ¾ Animation of Hero 108 is expected to generate synergy. ¾ Currently with main operations focused on major East Asian countries, Gamania plans to expand its presence in the SE Asia market. ¾ The usage by the tremendous size of Gash member base. 32 ThreatsThreats ¾ New successful operating model is easy to duplicate. ¾ Newcomers may become real competitors if they introduce “killer titles” at the right time. ¾ Newcomers have mushroomed all over the world, and bid lots of money to get licensed titles regardless of their quality, which in turn, distort the market standard.
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