Inside NetEase
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Transcript of Inside NetEase
INSIDE
INSIDE
NETEASE
iChinaStock.com profiles Chinese firms that are publicly-listed or may list soon in overseas markets
REPORT BY
ONLINE-GAMES AND WEB PORTAL
© July 2011 iChinaStock
NASDAQ: NTES
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SUMMARY NetEase.com, Inc was founded by Mr. William Lei Ding in 1997 and went public on the Nasdaq in 1999. As of July 8, 2011, its market cap was $6.1 billion. NetEase has 3 revenue sources: online-game services (87.4% of revenues), advertising services (11.2%), and value-added services (1.5%), Westward Journey II came into operation in 2002, and PCU (Peak Concurrent Users) reached a record 1.19 million in May, 2010. NetEase gained exclusive licenses to operate the popular games World of Warcraft and Starcraft II in China from the US-based firm Activision Blizzard, Inc. in 2008.
NetEase operates an Internet portal www.163.com, that ranked first in view rates by iResearch in 2009.
NetEase owns eight email server centers, with userbase totaling over 360 million, as of April, 2011.
NetEase also operates self-developed search engine, Youdao, a micro-blog and WAP mobile services.
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NetEase
Online games (revenues via virtual goods
and premium services)
Games developed in-house
Games licensed from Blizzard
Portal (revenues via ads)
Content
Community Communicate
Search Engine Micro-blog
Mail (revenues via VAS and
ads)
WVA (revenues via ads)
BUSINESS STRUCTURE
Disclaimer: This is not the firm’s official structure, but rather iChinaStock’s representation of the firm’s key properties Source: NetEase Inc. F-1 SEC Filling
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GAMING INDUSTRY OVERVIEW
Source: CGIGC, China Online-game Industry Report
29.0%
15.3% 13.9%
7.3% 6.8% 4.0%
23.7%
Market Share 2010
Tencent
NTES
GAME
PWRD
CYOU
GA
Others
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
30.0%
2006 2007 2008 2009 2010
NTES Market Share
Introduc6on Gaming is the most developed industry on the Chinese Internet. Web games and MMORPGs operate predominantly on a freemium model whereby games are free to play, but virtual goods cost real money. Many of China’s listed tech companies are gaming companies.
A hit-‐driven and top-‐heavy industry In 2009, 321 new online-‐games were produced in China. But less than 5 games reached over 600,000 average concurrent users. The 6 players held 76% of market share in 2010. Netease was in second place with 15.3% of the market.
Challenges Games face increasing R&D costs in a compeYYve industry where hits are difficult to come by. Growth has leveled off in recent years..
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ADVERTISING INDUSTRY OVERVIEW
Source: iMeigu
0
10000
20000
30000
40000
Sina Sohu NetEase Tencent iFeng
190 150 130 260 73
7,900 6,500 6,400
36,000
5,900
UV PV
Sina, 57% Baidu, 13%
Tencent, 21%
Sohu, 6% NetEase, 3%
Sina Baidu Tencent Sohu NetEase
Microblog Market
Portal Market
Micro-‐blog Sina and Tencent together occupy 78% of market share. NetEase recently invited 200 presYgious local economists to its Micro-‐blog.
Top Portals NetEase is among China’s top 5 Internet portals, though it has fallen behind and now holds only 3% market share in adverYsing.
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REVENUES
Source: NetEase Inc. F-1 SEC Filling
0 50 100 150 200 250 300
0 1,000 2,000 3,000 4,000 5,000 6,000
2003 2004 2005 2006 2007 2008 2009 2010
Total Revenues Online game services
AdverYsing services Wireless value-‐added services
70.0%
80.0%
90.0%
100.0%
2008 2009 2010
84.0% 88.1% 87.4%
13.6% 10.0% 11.2% 2.4% 1.9% 1.5%
Online game services AdverYsing services
Wireless value-‐added services
Growth Rate 7-‐year CAGR of Total Revenues, Online Game Services, AdverYsing Services, and Wireless Value-‐added Services is 38.8%, 57.8%, 33.0%, and (16.1%) respecYvely.
Netease Segmenta6on The Online Game Services Department is the cash cow of NetEase, contribuYng 87.4% of total revenues in 2010. Netease has not been able to reduce its dependence upon gaming revenues in recent years.
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PROFITABILITY
Source: NetEase Inc. F-1 SEC Filling
80.2% 75.1% 78.9% 80.4% 78.0%
84.8%
73.4% 65.5%
56.7%
46.1% 55.0% 56.1% 54.8% 53.6%
48.4% 39.5%
0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0% 70.0% 80.0% 90.0%
2003 2004 2005 2006 2007 2008 2009 2010
Gross Profit Margin Net Income Margin
In Millions of RMB
Online game revenues 2008-‐2010 14,009
Warcraa Total Expenses 2,200
NegaYve Impact to Gross Margin (aprx.) 15.7%
Profit Margins Gross Margin saw a 15% decrease from around 80% to 65% during the past 7 years. Net Income Margin also saw the same trend as Gross Margin. Looking forward, management expects the margin will remain at the same level as in 2010.
Primary Factor As Netease signed a 3-‐year contract to operate Warcraa with Blizzard , the cost associated with royalYes, amorYzaYon of license fees and technical consultancy service fees amounted RMB 2,200 million, bringing down gross margin by roughly 15%.
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BALANCE SHEET
Disclaimer: This is not the firm’s official structure, but rather iChinaStock’s representation of the firm’s key properties Source: NetEase Inc. F-1 SEC Filling
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
10,000
2003 2004 2005 2006 2007 2008 2009 2010
1,688 2,289
3,378 3,938 4,159
5,613
7,141
9,620
828 839 818 792
10 0 0 35
Cash Debt
Leverage NetEase sits on huge amounts of cash and keeps very low financial leverage. Cash / share In 2010, the company has RMB 9.6 billion in cash and deposits, $11.1/share.
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BUSINESS ANALYSIS
Source: NetEase Inc. F-1 SEC Filling
9.6%
11.1%
10.5%
9.4%
8.5%
9.0%
9.5%
10.0%
10.5%
11.0%
11.5%
0
100
200
300
400
500
600
700
800
2006 2007 2008 2009 2010
Internet User Paying Online Game Player
ARPU as a % of Internet User
28.4%
18.3%
13.6% 13.1% 15.3%
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
30.0%
0
5,000
10,000
15,000
20,000
25,000
30,000
35,000
2006 2007 2008 2009 2010
Revenue of Online Game Industry
Online-‐game Revenue of NetEase
Market Share of NetEase
NetEase Market Share As compeYYon increased over Yme, NetEase lost market share during 2006 and 2009. However, market share will remain stable as NetEase has very strong pipeline underway.
Online-‐game Market Growth 1) Paying Online Game Player Growth The Internet User base grew by 28.6% annually during 2006 and 2010, the Paying Online Game Player expanded by 20.4% correspondingly. 2) ARPU (Average Revenue Per User) Growth 5-‐year CAGR of ARPU during 2006 and 2010 was 14.4%.
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BUSINESS ANALYSIS
Source: NetEase Inc. F-1 SEC Filling
MMORPG (Self R&D) Revenue Model Game Status Westward Journey Online II Time-‐Based Launched 2002.8 Fantasy Westward Journey Time-‐Based Launched 2004.12 Datang Time-‐Based Launched 2006.7 Westward Journey Online III Time-‐Based Launched 2007.9 Tianxia II Item-‐Based Launched 2008.6 Legend of Westward Journey Item-‐Based Launched 2008.9 New Fly for Fun Item-‐Based Launched 2008.11 Westward Journey Genesis Time-‐Based Close-‐beta TesYng 2011.3 Ghost Unknown Close-‐beta TesYng 2011.4 Legend of Fairy Unknown Close-‐beta TesYng 2011.5
0
0.5
1
1.5
2
2.5
3
3.5
0
5
10
15
20
25
30
35
40
2003 2004 2005 2006 2007 2008 2009 2010
Average Annual Stock Price New Game
R&D Expenses NetEase is a R&D driven company. Developing new games incurs considerable R&D expenses.
Pipeline NetEase’s Westward Journey series has had an outstanding track record. NetEase has had a gap of new games 2009-‐2010, but plans to release 3 new games in 2011.
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MANAGEMENT
Current CEO Mr. William Lei Ding founded NetEase in 1997, and holds a 45% stake in the company. Mr. Ding holds a Bachelor of Science degree in Communication Technology from the University of Electronic Science and Technology of China.
Mr. Ding maintains very tight control over NetEase. NetEase has closed only one M&A deal in its history, when it spent RMB 10
million to acquire GuangZhou TianXia Technology in 2001.
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VALUATION
Source: Yahoo Finance
NetEase’s P/E and EV / EBITDA relative to other Chinese gaming firms
June 18, 2011 Trailing P/E Tencent (HK) 37.7 NTES 14.1 GAME 8.6 PWRD 7.4 CYOU 5.2 GA 12.3
ATVI 24.6 ERTS (Forward) 22.0
June 18, 2011 EV/EBITDA Tencent N/A NTES 8.6 GAME 5.1 PWRD 4 CYOU 6.6 GA N/A
ATVI 8.7 ERTS 483.7
EV / EBITDA As of June 18, 2010, EV / EBITDA of NetEase was 8.6.
P/E As of June 18, 2011, P/E of NetEase was 14.1.
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RISKS
Though NetEase has a broad range of portfolio projects, over 86% of revenue comes from online games. Increasing competition in the online-game market might negatively impact NetEase.
COO Zhonghui left NetEase in May, 2011. His departure might negatively impact the Online-games Service Department.
Regulations are still subject to change in China’s online gaming industry. GAPP
(General Administration of Press and Publication of the People's Republic of China) and MCPRC (Ministry of Culture of the People's Republic of China) both overlook the industry.
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WEB PORTAL Email Login �
Micro-blog�
Online-payments�
Games�
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WESTWARD JOURNEY II���(WESTWARD JOURNEY IS NETEASE’S LONG-RUNNING FRANCHISE)
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GHOST ���(GHOST IS A NEW MMORPG UNDER DEVELOPMENT)
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WORLD OF WARCRAFT ���(NETEASE IS THE OFFICIAL OPERATOR OF WOW IN CHINA)
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ABOUT ICHINASTOCK
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© March 2011 iChinaStock, report by Richard Chen