Netmarble Corporation (A251270) Earnings Call Transcript & Summary

August 11, 2021

Korea Exchange KR Communication Services Entertainment earnings 38 min

Earnings Call Speaker Segments

Operator

operator
#1

[Interpreted] Good morning, and good evening. First of all, thank you all for joining this conference call. And now we'll begin the conference of the fiscal year 2021 second quarter earnings results by Netmarble. [Operator Instructions] Now we shall commence the presentation on the fiscal year 2021 second quarter earnings results by Netmarble.

Nicky Kim

executive
#2

[Interpreted] Good afternoon, this is Nicky Kim from Netmarble's IR team. I sincerely thank investors and analysts for attending the Q2 earnings session despite your busy schedules. Today with us are: CEOs, Young-Sig Kwon and Seungwon Lee; CBO, Young-Hoon Paek; and CFO, Gi-Wook Do. Today, we will take your questions after the results presentation. Please note that the contents presented today have yet to undergo an independent auditor's review and could be subject to changes upon such review. Now CFO, Gi-Wook Do, will give his presentation.

Gi-Wook Do

executive
#3

[Interpreted] Good afternoon. I will give you the second quarter results. Please refer to Page 3. The revenue in Q2 partly reflected the launch effect of Ni no Kuni: Cross Worlds that was released in June and decreased 15.8% Y-o-Y and increased 1.2% Q-o-Q at KRW 577.2 billion. With marketing cost and labor cost increases, EBITDA decreased 61.8% Y-o-Y and 47.9% Q-o-Q at KRW 41.8 billion. EBITDA margin was at 7.2%. Next page is on operating and net profit. OP in the second quarter decreased 80.2% Y-o-Y and 70.1% Q-o-Q at KRW 16.2 billion. Net profit recorded KRW 48.2 billion and controlling shareholders' profit, KRW 45.7 billion. Non-operating number changed due to a related company highest capital increase and the consequent one-off equity method gain. Next page is on overseas revenue contribution. Overseas revenue was at KRW 424.6 billion in the second quarter. Overseas revenue contribution is at 74%, which is a 3 percentage point increase over the previous quarter. The regional breakdown is as follows: North America, 36%; Korea, 26%; Southeast Asia, 12%; Europe, 11%; Japan, 10%; and others at 5%. Ni no Kuni was released in Taiwan, Hong Kong and Macau in the second quarter, pushing up Southeast Asia's revenue contribution by 3 percentage points. Next page is on different genres' contribution to sales. In the second quarter, RPG accounts for 32%; MMORPG, 32%; casual, 25%; and others, 11%. The portfolio remains diversified. With the launch of Ni no Kuni in June, MMORPG's share grew 2 percentage points over the previous quarter. Next page is on game portfolio. As of end of Q2, Marvel Contest of Champions accounted for 13% of revenue; Seven Deadly Sins, 13%; Ni no Kuni, 12%; Lineage 2: Revolution, 6%; Seven Knights 2, 5%; Blade & Soul Revolution, 5%; and Harry Potter at 5%. The portfolio remains diversified. Next page is on our cost structure. Operating costs in Q2 decreased by 7.1% Y-o-Y and increased 8.7% Q-o-Q at KRW 561.0 billion. Fees paid, at KRW 243.4 billion, saw a 15.4% decrease Y-o-Y and 3.9% increase Q-o-Q. With more revenue contribution from Ni no Kuni, fees proportion increased compared to the previous quarter. Labor cost was at KRW 154.6 billion. The salary increase of staff and management is reflected in full for the quarter. And with that, the number increased 17.8% Y-o-Y and 7.8% Q-o-Q. Marketing cost recorded KRW 100.4 billion. With earlier execution of marketing for Ni no Kuni launch, marketing cost decreased 19.6% Y-o-Y and increased 29.4% Q-o-Q. Other cost was at KRW 62.6 billion. This amount includes KRW 25.6 billion of depreciation and other fees of KRW 37.0 billion. Now on our new titles lineup. Preregistration for MARVEL Future Revolution began on June 29. It will be launched on a global basis on August 25, excluding China and Vietnam. The company is ready for a global launch ex Korea, China and Vietnam of Seven Knights 2 in the second half. Seven Knights Revolution will be simultaneously launched in Korea and Japan in the second half as well. BTS Dream: TinyTAN House and Merge Kuya Island is scheduled for a global launch ex China in the second half, too. Lastly, in the first quarter next year, Ni no Kuni will be introduced to the remaining global audience, excluding China. This completes the company's presentation. If you have any questions, we will be glad to entertain them now.

Operator

operator
#4

[Interpreted] [Operator Instructions] The first question will be presented by Dong-hee Kim from Meritz Securities.

Dong-hee Kim

analyst
#5

[Interpreted] Yes, I will give you the translation of the two questions first. I would like to know the revenue trend of your new title, Ni no Kuni. Could you please give us the breakdown for each different geography for different countries? And do you think you will be able to meet the announced schedule of rest of the world launch? And my second question is related to your operating profit. It has seen a decrease. Could you please give us the details to why the number has seen a big decrease? And could you please give us some forward-looking statement on your marketing and labor costs in the second half of this year?

Young-Sig Kwon

executive
#6

[Interpreted] Yes, this is CEO, Kwon, addressing your question. As to your first question on Ni no Kuni launch and the revenue trend, well, we've enjoyed the initial launch. And after that, the title is stabilizing. And if I may give you a countrywide breakdown, well, Korea has contributed 50% to the revenue from this title. And Taiwan and Japan share are pretty much the same at roughly about 25%. And as for our launch on a global basis next year, well, we are scheduling early first quarter -- first quarter next year. And I don't foresee any glitches down the road.

Gi-Wook Do

executive
#7

[Interpreted] Yes, this is CFO, Do, addressing your second question related to operating profit. While the operating profit number has mostly been influenced by marketing costs and also increase in our labor cost, as was mentioned during the presentation, that the earlier execution of marketing costs related to the launch of our new title, Ni no Kuni, and labor cost, well, the rise in labor cost was reflected full for the second quarter. So these titles influenced our OP numbers. And as to our second half expectation for these items, well, as for marketing, compared to the second quarter, it will see a slight decrease. However, the development studios would have to continue recruiting talent. So the labor cost will remain more or less the same. However, having said that, we do believe that the OP numbers will see much improvement in the third quarter over the second quarter because Ni no Kuni, the title's influence, would be reflected in full in the third quarter.

Operator

operator
#8

[Interpreted] The next question will be presented by Jinsung Choi from Cape Investments & Securities.

Jin Sung Choi

analyst
#9

[Interpreted] Yes, I have a question related to your recent acquisition of SpinX. Well, you've invested KRW 2.5 trillion to this company. Is it because you failed to acquire Playtika in the past that you became more interested in this field and decided to go for this major acquisition? And why did you take up interest in the social casino genre? Do you expect to see much synergy by this acquisition? And some believe that the social casino market is rather stalled. So what is your take on this view? And what do you expect from this company? What will be the results from this company in the future years? And when will the numbers be consolidated into your numbers?

Seungwon Lee

executive
#10

[Interpreted] Yes, this is the CEO, Lee Seungwon, addressing your question. Netmarble has always been interested in the global casual genre and the market. That is why we decided to acquire Jam City back in 2015. And we are quite interested in the growth potential of the social casino genre. And we decided to go ahead with the acquisition of SpinX Games. And it was in the same light or in the same vein that we've looked into the possibility of acquiring Playtika because we saw the vision when it comes to this social genre, which we participated back then in the bid war. But due to the lack of capital back then, we were not able to acquire the company. And SpinX is the fastest-growing company in that specific sector. We took up interest in this company, and we've decided to go ahead with the deal. And as for the synergy setup, we hope to gain or we have enjoyed as well the social casino sector, along with the popular match 3 sector, is one of the most representative of the casual game genres in the global market. And by acquiring this company, I think we could add to the lineup of our casual genre in a meaningful way. And with that, we will be able to gain competitiveness in the casual genre as well. And it's a platform, the nature of this gaming company is more or less a tack-on company. And because of this given nature, I believe that the acquisition will greatly add to our portfolio. And as to the second part of your question, we believe the social casino genre is a continuously growing one. And if I may give you more color on the revenue of SpinX, in 2021, we believe the number will stand somewhere around KRW 700 billion to KRW 750 billion. And as for the timing of our number to be consolidated, by the fourth quarter, I believe that the numbers will be reflected full in our book.

Operator

operator
#11

[Interpreted] The next question will be presented by Sang-Hyun Lee from IBK Securities.

Sang-Hyun Lee

analyst
#12

[Interpreted] Yes. I've got two questions. First is on your lineup. In your presentation, you told us that for the new lineup, centering around the domestic developers, but half of the new lineups of your overseas development companies, including Kabam and Jam City. This would be my first question. And my second question goes -- is for your Netmarble HYBE. I believe that this business is in cooperation with Coway. So could you give us more color on this business as well?

Seungwon Lee

executive
#13

[Interpreted] Yes. This is CEO, Lee, speaking once again. As for Kabam, it's currently working on Disney Mirrorverse, which it uses Disney's IP. It's an action RPG game. And currently, better service has been tested now and it would be aiming for a global launch this year. And in the first half of next year, that is year 2022, the growth -- there will be an action builder jungle game launch using our own IP. And as for Jam City's development, there are currently works ongoing. But due to agreement with our IP partner, I'm not at liberty to disclose any further information here today.

Young-Hoon Paek

executive
#14

[Interpreted] Yes, your HYBE-related question will be addressed by CBO, Paek. Since acquiring Coway, we've tried hard to create much synergy between Coway's products and our new -- and their product development capabilities and our digital progress. And we have established or founded HYBE in that light. And Coway, it's had its own beauty-related cosmetics business in-house. And we will first start with the cosmetic business. And on top of that, we will be adding on individual health-related data to expand our business going into the future. So we will be starting with beauty, but we will be adding on health and other supplementary businesses. And that will lead to a total tailor for beauty and health services.

Operator

operator
#15

[Interpreted] The next question will be presented by Jingu Kim from KTB Investment & Securities.

Jingu Kim

analyst
#16

[Interpreted] Yes. My question first is on SpinX. Could you, if possible, give us guidance on year '21 and '22, the yearly revenue, OP numbers and NP, net profit numbers for SpinX? And my second question is on the game play of social casino game by SpinX. What sets their game apart from other social casino games? What's the game play like? And my next question is related to MARVEL Future Revolution. Once again, it's related to game play. What differentiates the MARVEL Future Revolution from other titles? And what is the expectation for revenue from this sector? Is it comparable to the most recent launches, including MROC?

Seungwon Lee

executive
#17

[Interpreted] Yes. This is CEO, Lee, addressing your question on SpinX. Well, I told you about the revenue number expected for year 2021 in my previous answer. And as for profitability, we've given you a disclosure on the Q1 numbers. And I hope that you take this number into reference. And as for our expectation or guidance for year '22, well, we still have much time left for the year '22. Well, what I can say at this given point in time is that we do expect to see a much faster pace of growth than the market average. And as for SpinX, aside from the competitors, well, even among all the social casino players, the SpinX introduces or is geared towards a more casual user basis. So it's more casual user-bound titles released by this company. And in terms of operation, well even compared to the forerunners, it introduces much more variety to the game. It has much more colorful events and promotional activities. And the update is quite quick. And this, I believe, is what sets SpinX aside from the competitors. And we believe with this given set of business, the growth potential would be able -- we will be able to sustain that growth potential going into the future.

Young-Sig Kwon

executive
#18

[Interpreted] Yes. This is CEO, Kwon, addressing your MARVEL Future Revolution-related question. About the differentiating point, we've illustrated them on various occasions through our showcase. And compared the existing Marvel titles, MARVEL Future Revolution is an MMORPG title, therefore, it has a huge scale open world and the universe is on a much more grandeur scale as is the story and while users will be able to freely change the costumes. And since it's an MMORPG title, large-scale user-to-user combat and wars are possible in the open world. And a simple comparison in terms of revenue growth in MROC and Ni no Kuni is rather not very meaningful because it's a global new build, which will be simultaneously launched across the global stage. So a simple apple-to-apple comparison here is rather difficult. But having said that, this is the second title by Netmarble of using Marvel IP. And we do have good expectations for this title.

Operator

operator
#19

[Interpreted] The next question will be presented by Jun Hyuk Oh from CS Securities.

Jun Hyuk Oh

analyst
#20

[Interpreted] Yes. The next question is also related to SpinX. Do you, in the future, have plans to develop your own slot machine to tackle the more hardcore users? Or will you keep it more casual?

Seungwon Lee

executive
#21

[Interpreted] Yes. This is CEO, Lee, addressing your question on SpinX. As was mentioned in my previous answer, while there are casual users, it's extremely casual user-based. And I believe that this is the differentiating point of SpinX. And it's an effective point, too. So this is the forte which we will be keeping going into the future.

Operator

operator
#22

[Interpreted] Currently, there are no participants with questions. [Operator Instructions]

Nicky Kim

executive
#23

[Interpreted] Since there are no further questions, we will be concluding the second quarter 2021 earnings release session of Netmarble. Should you have any follow-up questions, please don't hesitate to contact our IR Team. Thank you very much for your attendance. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]

Read the full transcript via the API

You're viewing the first half of this call. Get the complete Netmarble Corporation transcript — plus 251,000+ transcripts from 12,000+ companies, speaker segments, AI summaries and full-text search — through the EarningsCalls.dev API.

Get the API View API docs →

This call discussed

For developers and AI pipelines

Programmatic access to Netmarble Corporation earnings transcripts and 251,000+ others is available through the EarningsCalls.dev REST API. Plans from $24.99/month — full transcripts, speaker segments, full-text search, and the recently-added /api/v1/transcripts/recent polling endpoint for ETL pipelines.