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Earning Release 2Q 2004 Neowiz Corp.

Earning Release 2Q 2004 Neowiz Corp. July 2004. The financial results for Q2 2004 have been prepared on un-audited basis, and may be subject to change during independent auditing process.

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Earning Release 2Q 2004 Neowiz Corp.

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  1. Earning Release 2Q 2004 Neowiz Corp. July 2004

  2. The financial results for Q2 2004 have been prepared on un-audited basis, and may be subject to change during independent auditing process. Some of the information and data in the material have been prepared based on assumption. There can be no assurance that the assumptions used by Neowiz are correct and even if they are that the effect of such assumption on Neowiz’s business and results of operation will be as projected. Therefore, Neowiz will not be responsible for individual investment decision based on solely on this material.

  3. Content • I. 2Q 2004 Earning 1. Summary 2. Sales 3. Costs 4. Earning 5. Major Business Index • II. 2004 Business Outlook

  4. I. 2Q 2004 Earning 1. Summary • 2Q Earning 1) Sales: W19bn, 15%↓ QoQ / OP: W 2.5bn, 55%↓QoQ 2) Recurring Profit: W1.7bn, 64%↓ QoQ 3) Net Profit: W1.2bn, 62%↓QoQ Unit: Wmn, %

  5. Game I. 2Q 2004 Earning 2. Sales Game • Sales: W12.7bn, 13%↓QoQ • Causes: Seasonal factorSlowdown of paying subscribers’ acquisition Sayclub • Sales: W5.2bn, 21%↓QoQ • Causes: Traffic reduction, following by slowdown season Decline of late teen’s purchasing power W22.5bn W21.4bn W19.0bn Ad Ad Ad Sayclub Sayclub Sayclub Game Game 2Q 03 1Q 04 2Q 04 Unit: Wmn, % Note: Sayclub sales: character + homepy + item + mobile +Jukeon

  6. I. 2Q 2004 Earning 3. Costs Unit: Wbn 1Q 2Q Costs Fixed Costs System cost Network cost, Maintenance and etc 3.0 3.5 2Q Cost: Total Cost: W16.5bn 2%↓QoQ Marketing and others*Marketing, Outsourcing fee, 2.4 2.2 7.1 7.4 Payroll and others Major costs - Marketing cost: W1.4bn - Payroll expense: W7.4bn # of staff (2Q end): 400 - CAPEX: W3.4bn Depreciation Exp: W2.4bn Var. Costs Commissions and others 4.3 3.4 • Transaction Commission • Partner commission: Character, license fee and etc • Bad debt expense Total 16.8 16.5 (2Q Sales W19.0bn – Cost W16.5bn = OP W2.5bn )

  7. I. 2Q 2004 Earning 4. Earning 20,000 Sales 15,000 10,000 5,000 OP RP NP 2Q 03 3Q 03 4Q 03 1Q 04 2Q 04 Unit: Wmn, %

  8. I. 2Q 2004 Earning 5. Major BI - Total • Unique Visitor: 9,403,543 • Buying User: 556,176, ARPU: W10,700 [Max Concurrent & Avg. Concurrent Users ] [ UV & Paying Rate ] Unit: ‘000 Unit: ‘000 600 504 504 504 515 515 515 487 487 487 496 496 496 475 475 475 Max 500 500 500 441 441 441 400 400 400 300 300 300 Avg. 288 288 288 U V 266 266 266 247 247 247 200 200 200 241 241 241 216 216 216 218 218 218 100 100 100 BU - - - 1Q 03 1Q 03 1Q 03 2Q 03 2Q 03 2Q 03 3Q 03 3Q 03 3Q 03 4Q 03 4Q 03 4Q 03 1Q 04 1Q 04 1Q 04 2Q 04 2Q 04 2Q 04

  9. I. 2Q 2004 Earning • Buying Unit: 248,858 (Q Avg.), 24%↓QoQ • ARPU: W17,000, 14%↑QoQ • Paying rate: 4.9% 5. Major BI - Pmang [Concurrent User] [UV & Paying Rate] Unit: ‘000 U V BU Note: UV, BU, ARPU: Average on quarterly basis Source: UV = Korean click, BU = Neowiz

  10. II. 2004 Business Outlook • Business Outlook in 2H • Increasing buying users to double, in order to strengthen web board game business  More powerful growth engine • Publishing our first MMORPG, “Yogurting” • Commercializing online games (publishing only) in full scale • Growing “Jukeon”, online music business • Raising awareness of our blog service in market

  11. NEW Attach: “Yogurting" Intro 1th Closed Beta 2th Closed Beta (Plan) Open Beta (Plan) Commercialized (Plan) 6.21 7.07~7.11 4Q 2004 1H 2005 3Q 2004 N a m e : YogurtingName concept from “Yogurt cities” that are the places with active culture-access. T y p e: MMOAAG (Massively Multi-player Online Action Adventure Game) Introduction:1) Online action game of school adventurous life2) Based on variety of episode and stages to gain level up and items Rev. generated by (plan) :1) Monthly membership 2) Game items Schedule: Commercialized 1H05

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