q1 fy2016 operating results - ir webcasting · • with effective user acquisition and improved...
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Copyright © DeNA Co., Ltd. All Rights Reserved.
DeNA Co., Ltd.
Q1 FY2016 Operating Results August 10, 2016
Copyright © DeNA Co., Ltd. All Rights Reserved.
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1. Financial Results 2. Strategy and Initiatives 3. Guidance 4. Reference
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Financial Results Summary
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Showed solid progress towards achieving profit growth in FY2016
*For full reconciliation of GAAP to Non-GAAP metrics, please see the reference section
(bil l ion yen)
FY2016
Q1 Q2 Q3 Q4 Q1
Revenue (IFRS) 37.7 37.1 33.8 35.0 38.3QoQ 4% -2% -9% 3% 9%
YoY 5% 3% -2% -3% 1%
Revenue from Sports 3.7 4.0 0.7 1.5 5.5QoQ 411% 7% -83% 123% 268%
YoY 33% 10% 13% 103% 46%
Revenue excl. Sports 34.0 33.1 33.2 33.5 32.8QoQ -4% -2% 0% 1% -2%
YoY 3% 2% -2% -5% -3%
Operating profit (IFRS) 4.0 7.4 3.3 5.1 7.4QoQ -13% 84% -55% 55% 43%
YoY -43% -8% -36% 11% 83%
Non-GAAP operating profit 6.8 6.1 3.4 3.9 7.8QoQ 41% -10% -45% 15% 101%
YoY -7% -21% -34% -20% 14%
Operating profit from Sports 0.9 1.0 -1.8 -1.1 1.8QoQ - 20% - - -
YoY 254% 25% - - 109%
Operating profit excl. Sports 5.9 5.1 5.2 4.9 6.0QoQ 4% -14% 1% -5% 21%
YoY -16% -27% -22% -13% 0%
ItemFY2015
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Consolidated Financial Results (IFRS)
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*Includes non-extraordinary gains and losses under Japanese GAAP. (e.g. Loss on sales / retirement of tangible / intangible assets)
Q1 Q2 Q3 Q4 Q1 YoYChange
QoQChange
Revenue 37.7 37.1 33.8 35.0 38.3 1% 9%
Game 28.3 27.5 27.3 26.6 26.1 -8% -2%
E-commerce 5.0 4.9 4.8 5.2 4.6 -7% -11%
Sports 3.7 4.0 0.7 1.5 5.5 46% 268%
New Businesses and Others 1.1 1.2 1.4 2.0 2.3 104% 17%
Adjustments -0.4 -0.4 -0.3 -0.2 -0.3 - -
Operating profit 4.0 7.4 3.3 5.1 7.4 83% 43%
11% 20% 10% 15% 19% - -
Segment profit / loss 6.8 6.8 3.5 4.9 7.2 7% 48%
Game 6.8 6.4 6.0 6.6 6.7 -2% 0%
E-commerce 0.6 0.6 0.7 0.7 0.4 -34% -48%
Sports 0.9 1.0 -1.8 -1.1 1.8 109% -
New Businesses and Others -1.1 -1.3 -1.3 -1.0 -1.3 - -
Adjustments -0.3 0.0 -0.1 -0.4 -0.3 - -
Other income * 0.1 1.3 0.1 2.3 0.1 20% -94%
Other expenses* 2.9 0.8 0.3 2.1 0.0 -99% -99%
(billion yen)
Item
Operating profit margin
FY2015 FY2016
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Cost and Expense Breakdown (IFRS)
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*Includes non-extraordinary gains and losses under Japanese GAAP. (e.g. Loss on sales / retirement of tangible / intangible assets)
Q1 Q2 Q3 Q4 Q1 YoYChange
QoQChange
Cost of Sales 16.1 15.2 14.0 14.3 14.9 -8% 4%Personnel Expenses 1.7 1.5 1.5 1.4 1.3 -27% -9%Depreciation and amortization 2.6 2.3 2.2 2.2 2.2 -16% -2%Outsourcing expenses 2.4 2.5 2.2 2.1 2.5 3% 21%Commission fees 6.9 6.4 6.2 6.2 6.1 -12% -2%Others 2.4 2.5 1.9 2.4 2.8 18% 17%
Selling, general, andadministrative expenses
14.8 15.1 16.3 15.8 16.2 9% 2%
Personnel Expenses 3.5 3.3 3.3 3.4 3.7 5% 9%Sales promotion & Advertisingexpenses 2.5 3.1 4.1 3.1 3.2 24% 3%Outsourcing expenses& Commission fees 6.9 6.9 7.0 7.0 7.3 6% 5%
Others 1.9 1.9 1.9 2.4 2.0 5% -18%
Other income* 0.1 1.3 0.1 2.3 0.1 20% -94%Other expenses* 2.9 0.8 0.3 2.1 0.0 -99% -99%Consolidated employeeheadcount
2,411 2,444 2,410 2,435 2,497 4% 3%
FY2015(billion yen)
ItemFY2016
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Key Metrics: Game Business
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Coin Consumption in Japan by Business* Native App Coin Consumption by Region
Exchange rates at the end of each quarter: *Note: For more detail on the accounting relationship between Japan Game business revenue and Japan coin consumption, see page 22
Native app coin consumption grew in Japan and China due to new titles launched during the quarter
FY2016Q1 Q2 Q3 Q4 Q1
1 USD 122 120 120 112 1031 RMB 20 19 19 17 15
(Unit:Yen)FY2015
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Revenue**
Key Metrics: E-commerce Business
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Shopping Gross Transaction Value*
Travel Gross Transaction Value
Accelerated growth in gross travel transaction value through enhanced competitiveness in online airline ticket market
*DeNA BtoB market is not included in Shopping Gross Transaction Value
**DeNA BtoB market figures are excluded beginning Q2 FY2015
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1. Financial Results 2. Strategy and Initiatives 3. Guidance 4. Reference
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Corporate Value Creation
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Prof
it
FY2015 FY2016 FY2017
(i) Stable contribution from existing businesses in Japan (games, e-commerce, etc.)
(ii) Contribution from overseas gaming business
(iii) Growth potential from strategic alliances such as Nintendo alliance
(iv) New business pillars
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Coin Consumption in Japan by Business
(i) Japan Game Business: Overview
9 **Figures are based on management accounting
Operating Profit from Japan Game Business**
Coin consumption and operating profit were both in line with the previous quarters While ONE PIECE: Thousand Storm* has not become a consistent top 10 grossing title, we intend to
sustain meaningful long term contribution from it *Game provided by: BANDAI NAMCO Entertainment Inc.
Further strengthening in-game operations in core 1st- and 2nd-party native apps to generate continuing stable operating profit
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(i) Japan Game Business: 1st- and 2nd-Party Native App Games Starting to see steady results from strengthening in-game operations of existing key titles Aiming to solidify earnings base by continually developing and implementing major updates to key titles
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1st- and 2nd-Party Native App Coin Consumption
• With effective user acquisition and improved retention rates through superior in-game operations, achieved an acceleration in coin consumption growth one year after launch
Example 1: FINAL FANTASY Record Keeper
Example 2: Kinniku-man Muscle Shot
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Strengthening Operations
Post-launch Quarter
Quarter One Year After Launch
FY2013 FY2015 FY2014 FY2016
• Steady long term performance over two years since launch
• Long term-oriented in-game operations already underway
• New multi-play functionality allowing users to battle cooperatively
Expanded content and in-game operations
Established play cycle
Multi-faceted marketing campaign incl. TV
commercials
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(ii) International Game Business Making solid progress towards improving the FY2016 bottom line by more than one billion yen YoY QoQ top-line growth was driven by China, which saw contribution from new titles launched in Q1
International Coin Consumption International Operating Loss*
*Figures are based on management accounting
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(iii) Nintendo Partnership Update Continuing preparations for new title launches in FY2016 Aiming to achieve sustained medium to long-term growth and profit contribution
Alliance Initiative 1: Joint development and operation of Nintendo-IP game apps
Developing game app lineup with enjoyment tailored for smart devices
Alliance Initiative 2: Joint development of My Nintendo service operation platform
Build user base with strong loyalty and engagement
Connects all Nintendo experiences across devices Miitomo (Launched in March 2016)
IP, combined with social aspects, that appeals to broad audiences across different age/gender groups, countries and regions
First milestone: 100 million global users
↗Continuous improvement of value-added
services ↗Connectivity with game apps
Animal Crossing (Launch planned in fall 2016) Popular series among consumers, especially female and young people, with over 10 million units sold for both DS and 3DS
Fire Emblem (Launch planned in fall 2016) Simulation RPG with character customization and tactical elements, globally loved by fans since the first launch in 1990
Future titles are based on familiar IP that fans around the world have been enjoying
× 12
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(iv) New Businesses Pillars (Curation Platform Business) Total monthly users* have exceeded 100 million and revenue is growing steadily, showing promising
signs to become a growth driver Steady progress towards goal of achieving profitability by the end of 2H FY2016 and generating
quarterly operating profit of one billion yen by the end of FY2017
Total Monthly Users *
*Source: Google Analytics. Refers to the total number of monthly users for each service. Figures include users who access the same service across multiple devices, including smartphones and PC
Revenue
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(iv) New Businesses Pillars (Curation Platform Business) MERY’s sponsored articles are performing well, particularly with advertisers for cosmetics, fashion,
and daily consumables, capitalizing on its strengths in branded content as a category-specific medium Revenues from network ads for the other curation media are growing in accordance with their user base
Growth Potential for Brand Advertising
Case study: Shiseido MAQuillAGE Our Branded Content Category specific media have clearly
defined user interests
Our curation media can deliver brand messages to highly relevant target audiences
Native ads are another source of potential growth in addition to performance-based network ads
Sponsored Article Original Videos
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Government, telecommunications carriers, road system operators, etc.
(Announced July 2016) (Announced July 2016)
ZMP
EasyMile
Automotive Businesses Framework
Aim to become the leading player in Japan by pursuing various initiatives to add value to the service layer in the self-driving field
(iv) New Businesses Pillars (Long term area of interest)
Ligier
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Entertainment
Games
Commerce
Automotive
Curation Media
Healthcare
Internet + AI
Corporate Value Creation: Long Term Strategy DeNA has leveraged the internet to co-create new markets with various industries since its founding AI (artificial intelligence) has the potential to bring about massive change across many industries Formed a joint venture in July 2016 with Preferred Networks, a front-runner in the AI field
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1. Financial Results 2. Strategy and Initiatives 3. Guidance 4. Reference
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Consolidated Financial Guidance for Q2 FY2016 Expect non-GAAP operating profit excluding Sports to be flat QoQ
(bill ion yen)
Q1 Q2 Q3 Q4 Q1 Q2e YoY QoQ
Revenue
Revenue (IFRS) 37.7 37.1 33.8 35.0 38.3 38.5 4% 1%
Revenue from Sports 3.7 4.0 0.7 1.5 5.5 5.9 47% 8%
Revenue excl. Sports 34.0 33.1 33.2 33.5 32.8 32.6 -2% -1%
(bil l ion yen)
Q1 Q2 Q3 Q4 Q1 Q2e YoY QoQ
Reconciliation of operating profit to non-GAAP operating profit
Operating profit (IFRS) 4.0 7.4 3.3 5.1 7.4 7.6 4% 4%
Accounting adjustments related to seasonality, net +0.3 -0.2 -0.2 +0.1 +0.1 Acquisition and restructuring related expenses +2.5 +0.2 +0.2 +0.6 +0.3 Sales and disposition related gains - -1.2 - -2.0 -0.0
Non-GAAP operating profit 6.8 6.1 3.4 3.9 7.8 7.6 24% -2%
Profit (loss) from seasonal sports business -0.9 -1.0 +1.8 +1.1 -1.8 -1.7 - -
Non-GAAP operating profit excl. Sports 5.9 5.1 5.2 4.9 6.0 6.0 17% 0%
FY2016 FY2016
FY2015 FY2016
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1. Financial Results 2. Strategy and Initiatives 3. Guidance 4. Reference
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20
*Please consult the Q4 FY2015 Operating Results for more information regarding our introduction of Non-GAAP disclosure
IFRS to Non-GAAP Reconciliation
(bil l ion yen)
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1
Reconciliation of Operating profit to Non-GAAP operating profitOperating profit(IFRS) 7.0 8.0 5.2 4.6 4.0 7.4 3.3 5.1 7.4Accounting adjustments related to seasonality, net +0.3 -0.2 -0.2 +0.1 +0.3 -0.2 -0.2 +0.1 +0.1Acquisition and restructuring related, net - +0.0 +0.1 +0.1 +2.5 +0.2 +0.2 +0.6 +0.3Sales and disposition related gain (loss) - - - - - -1.2 - -2.0 -0.0
Non-GAAP operating profit 7.3 7.8 5.1 4.8 6.8 6.1 3.4 3.9 7.8Profit (loss) from seasonal sports business -0.2 -0.8 +1.6 +0.9 -0.9 -1.0 +1.8 +1.1 -1.8
Non-GAAP operating profit excluding Sports 7.1 6.9 6.7 5.7 5.9 5.1 5.2 4.9 6.0
(bil l ion yen)
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1
Reconciliation of Operating profit to Non-GAAP EBITDAOperating profit(IFRS) 7.0 8.0 5.2 4.6 4.0 7.4 3.3 5.1 7.4Accounting adjustments related to seasonality, net +0.3 -0.2 -0.2 +0.1 +0.3 -0.2 -0.2 +0.1 +0.1Acquisition and restructuring related expenses - +0.0 +0.1 +0.1 +2.5 +0.2 +0.2 +0.6 +0.3Sales and disposition related gains - - - - - -1.2 - -2.0 -0.0Depreciation and amortization +2.5 +2.6 +2.8 +2.9 +3.2 +2.8 +2.7 +2.6 +2.7Retirement of fixed assets (excl. one-time factors) +1.0 +0.3 +0.3 +0.6 +0.4 +0.7 +0.2 +1.3 +0.0
Non-GAAP EBITDA 10.8 10.7 8.2 8.3 10.4 9.7 6.3 7.8 10.5
FY 2014 FY 2015
FY 2014 FY 2015
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Consolidated Cash Flow Overview
21
*Impact from the business and capital alliance with Nintendo is reflected to investing cash flow and disposition of treasury stock in financing cash flow by approximately 22 billion yen respectively in FY2015. Acquisition of Nintendo’s treasury shares and disposition of our treasury stock were both effective April 2, 2015.
(billion yen)
FY2015FY2015Apr-Jun
FY2016Apr-Jun
Operating cash flow (A) 26.7 7.3 5.8
Profit before tax 20.9 4.5 7.0
Depreciation and amortization 11.3 3.2 2.7
Income tax paid -7.8 -2.4 -3.9
Others 2.3 2.1 -0.0
Investing cash flow (B)* -40.0 -23.9 -2.2
Financing cash flow 20.1 19.5 -4.8
Cash dividends paid -2.6 -2.5 -2.8
Disposition of Treasury stock* 22.2 22.1 0.1
Others 0.6 -0.2 -2.1
FCF ((A)+(B)) -13.3 -16.6 3.6
Cash and cash equivalents (Consolidated) 75.2 71.8 73.7
(Non-consolidated basis) 48.6 46.8 47.0
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Game Business Revenue Recognition by Financial Accounting Rules
22
Coin Consumption in Japan by Business Japan Game Business Revenue
Revenue recognition by game business segments in financial accounting • 1st- and 2nd-party browser titles: total coin consumption is recognized as revenue (i.e. gross revenue recognition) • 1st- and 2nd-party native app titles: revenue is recognized in one of two ways: gross revenue recognition, and net revenue recognition in
which the partners’ revenue is deducted from the gross revenue before being recognized. Net revenue recognition is expected to increase mainly among IP titles, but neither gross or net revenue recognition impacts profitability of the business.
• 3rd-party browser titles: net revenue recognition • 3rd-party native app titles: net revenue recognition
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Summary of Partnership with Nintendo Following Miitomo, titles based on the Fire Emblem and Animal Crossing franchises
are planned to be launched in fall 2016 Game details and launch dates will be announced with consumer-oriented
communications as the top priority Planning to launch approximately five carefully selected titles by the end of fiscal
year ending March 2017
Future Plans
The main objective is to produce multiple hit titles and make the collaborated business profitable on its own
Meaningful contribution from this alliance is expected to start in FY2016 • Miitomo is free to download with optional paid items. Monetization methods
are carefully decided based on user expectation and gameplay • The same approach will be applied to other jointly developed titles
The goal is to achieve sustained, medium-to-long-term profits based on stronger user engagement
Monetization
Role Division/ Revenue Share
Primary roles • Nintendo: Front-end (ex. IP, art, user interface, etc.), marketing • DeNA: Back-end (ex. server-side development, infrastructure building,
analytics, quality assurance, etc.) Revenue will be shared based on each party’s role and responsibility
• Apps will be published by Nintendo and revenue from apps will be recognized on a net basis by DeNA
• Marketing expenses will primarily be covered by Nintendo
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Segment Breakdown
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Segments Businesses
Game Business Japan and international game businesses
E-Commerce Business
Sub-segment names (Major service names in parenthesis) • Travel (DeNA Travel, Shumee-to Club) • Shopping (DeNA Shopping, au Shopping Mall, SEIYU.com) • Auction (Mobaoku) • Processing Settlement (Paygent)
Sports Business Baseball, Running Club, etc.
New Businesses and Others
Sub-segment names (major service names in parenthesis) • IP-generating platform (Manga Box, Everystar, MyAnimeList) • Curation platform (MERY, iemo, Find Travel) • Automotive • Healthcare (MYCODE, KenCom) • Mobile social incubation (SHOWROOM, Mirrativ)
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DeNA Co., Ltd.
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The information and data contained within this presentation and these presentation materials have been determined based on information available as of August 10, 2016. The company disclaims any obligation to update or revise such information and data, whether as a result of new information, future events or otherwise. In addition, any forward-looking statements contained in this presentation or these presentation materials are based on our opinions and information available as of August 10, 2016, and involve uncertainty. Please be aware that the actual performance data and similar information are subject to influence from diverse factors and may differ from the forecasts presented herein.