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Shanda Interactive Entertainment (SNDA) |
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| MMORPGs make up Shanda’s largest reporting segment, with 82% of revenues in FY 2007.<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref> However, these sales are largely earned from two MMORPG titles, ''Mir 2'' and ''Woool'', which were released in 2001 and 2003, respectively.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive "Information on the Company" pg. 25]</ref> These two titles are nearing their end-of-life and as such the company has begun licensing new games from foreign companies in efforts to find a new blockbuster hit, in addition to its other operations (casual gaming, associated gaming sales, as well as the EZ initiative). | MMORPGs make up Shanda’s largest reporting segment, with 82% of revenues in FY 2007.<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref> However, these sales are largely earned from two MMORPG titles, ''Mir 2'' and ''Woool'', which were released in 2001 and 2003, respectively.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive "Information on the Company" pg. 25]</ref> These two titles are nearing their end-of-life and as such the company has begun licensing new games from foreign companies in efforts to find a new blockbuster hit, in addition to its other operations (casual gaming, associated gaming sales, as well as the EZ initiative). | ||
| - | In 2007, Shanda was the #1 market player in the Chinese Online-gaming market by revenues<ref>[http://seekingalpha.com/article/71533-china-s-online-games-market-grab-a-joystick-and-enjoy-the-ride SeekingAlpha "It's a Perfect World for Chinese Gaming Developers" October 3, 2007]</ref> , despite its transition to a new business model, competing against [[The9 (NCTY)]], [[Netease.com (NTES)]], and other gaming operators that monopolize the time and money of many Chinese youths. The company chose to move from a pay-to-play model based on play time, to a new free-to-play model where revenue is earned from micro-transactions made in the game for premium content.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive "Business Overview" pg. 26]</ref> This move was largely made due to the end-of-life of their main titles. This move initially dented revenue and margins in 2006, lowering from ¥1,896.6MM (FY2005) to ¥1,654.5 (FY 2006), and operating margin from 33% to 23%.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref> However the margin structure has improved in 2007, with revenues growing 50% and margins expanding to 41%.<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref> as the new-business structure matured and gamers be came comfortable with the new transaction model. It remains to be seen how the title end-of-life and the development of new businesses will play out in Shanda’s future, but the markets' expectations for China’s #1 online-gaming player are very high | + | In 2007, Shanda was the #1 market player in the Chinese Online-gaming market by revenues<ref>[http://seekingalpha.com/article/71533-china-s-online-games-market-grab-a-joystick-and-enjoy-the-ride SeekingAlpha "It's a Perfect World for Chinese Gaming Developers" October 3, 2007]</ref> , despite its transition to a new business model, competing against [[The9 (NCTY)]], [[Netease.com (NTES)]], and other gaming operators that monopolize the time and money of many Chinese youths. The company chose to move from a pay-to-play model based on play time, to a new free-to-play model where revenue is earned from micro-transactions made in the game for premium content.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Business Overview" pg. 26]</ref> This move was largely made due to the end-of-life of their main titles. This move initially dented revenue and margins in 2006, lowering from ¥1,896.6MM (FY2005) to ¥1,654.5 (FY 2006), and operating margin from 33% to 23%.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref> However the margin structure has improved in 2007, with revenues growing 50% and margins expanding to 41%.<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref> as the new-business structure matured and gamers be came comfortable with the new transaction model. It remains to be seen how the title end-of-life and the development of new businesses will play out in Shanda’s future, but the markets' expectations for China’s #1 online-gaming player are very high |
| - | ==Business Description== | + | ==Business Description and Financial Analysis== |
| The company generates revenue in three primary reporting segments. | The company generates revenue in three primary reporting segments. | ||
| Line 13: | Line 13: | ||
| *'''Other '''– the company sells software associated with running internet cafes, and also is attempting to launch its “EZ” series of home-entertainment devices. However, revenues any one of these minors business are not significant, with advertising earning about ¥21MM in 2006, and EZ earning ¥29MM in revenues.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#111 Shanda Interactive FY 2007 20-F "Other Net Revenues" pg. F-24]</ref> EZ’s sales come from bundling with computer manufacturers , and sis thus dependent on Shanda’s agreements with computer manufacturers. While it has a number on board<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm Shanda Interactive FY 2007 20-F "Our EZ Initiative" pg. 33]</ref>, Shanda does not have support from China’s #1 computer manufacturer, Lenovo. Such a type of agreement would likely dramatically improve sales figures for this new business. | *'''Other '''– the company sells software associated with running internet cafes, and also is attempting to launch its “EZ” series of home-entertainment devices. However, revenues any one of these minors business are not significant, with advertising earning about ¥21MM in 2006, and EZ earning ¥29MM in revenues.<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#111 Shanda Interactive FY 2007 20-F "Other Net Revenues" pg. F-24]</ref> EZ’s sales come from bundling with computer manufacturers , and sis thus dependent on Shanda’s agreements with computer manufacturers. While it has a number on board<ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm Shanda Interactive FY 2007 20-F "Our EZ Initiative" pg. 33]</ref>, Shanda does not have support from China’s #1 computer manufacturer, Lenovo. Such a type of agreement would likely dramatically improve sales figures for this new business. | ||
| + | |||
| + | [[image:SNDA_SegShare.png|frame|center|<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref><ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref>]] | ||
| + | {| {{table}} | ||
| + | | align="center" style="background:#f0f0f0;"|'''Revenue Share<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref><ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref>''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2005''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2006''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2007''' | ||
| + | |- | ||
| + | | MMORPG|| ¥1,255.3 || ¥1,240.1 || ¥2,040.9 | ||
| + | |- | ||
| + | | Casual Gaming|| ¥403.0 || ¥302.8 || ¥329.7 | ||
| + | |- | ||
| + | | Other|| ¥238.3 || ¥111.6 || ¥96.7 | ||
| + | |- | ||
| + | | MMORPG Contribution||66%||75%||83% | ||
| + | |- | ||
| + | | Casual Gaming Contribution||21%||18%||13% | ||
| + | |- | ||
| + | | Other Contribution||13%||7%||4% | ||
| + | |- | ||
| + | | | ||
| + | |} | ||
| Fore more information about the companies gaming titles, see the [http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm 20-F] | Fore more information about the companies gaming titles, see the [http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm 20-F] | ||
| - | ==Financial Analysis== | + | For the overall business, the effects of the business model change can clearly be seen below. |
| - | Margin structure changes due to business model | + | |
| + | [[image:SNDA_RevOpInc.png|frame|center|<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref><ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref>]] | ||
| + | {| {{table}} | ||
| + | | align="center" style="background:#f0f0f0;"|''' ¥MM<ref>[http://sec.gov/Archives/edgar/data/1278308/000130901408000087/exhibit1.htm Shanda Interactive FY 2007 Results Press Release, February 25, 2008]</ref><ref>[http://sec.gov/Archives/edgar/data/1278308/000114554907001122/h01302e20vf.htm#109 Shanda Interactive FY 2006 20-F "Consolidated Statements of Operations and Comprehensive Income" pg. F-3]</ref>''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2005''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2006''' | ||
| + | | align="center" style="background:#f0f0f0;"|'''FY 2007''' | ||
| + | |- | ||
| + | | Revenues|| ¥1,896.6 || ¥1,654.5 || ¥2,467.3 | ||
| + | |- | ||
| + | | Operating Income|| ¥621.9 || ¥377.6 || ¥1,005.6 | ||
| + | |- | ||
| + | | Operating Margin||33%||23%||41% | ||
| + | |- | ||
| + | | | ||
| + | |} | ||
| + | Revenue's decreased due to the new business mode change to free-to-play, and margin's decrease partially because gamers weren't prepared to pay for new content in the new game worlds. However, in FY2007 both revenue and margins increase dramatically, as gamers responded favorably to the new business model. | ||
| + | |||
| ==Trends/Forces== | ==Trends/Forces== | ||
| ====Primary two MMORPGs are games nearing end of life (2001 and 2003), and new businesses largely licensed from foreigners and unproven==== | ====Primary two MMORPGs are games nearing end of life (2001 and 2003), and new businesses largely licensed from foreigners and unproven==== | ||
MMORPGs make up Shanda’s largest reporting segment, with 82% of revenues in FY 2007.[4] However, these sales are largely earned from two MMORPG titles, Mir 2 and Woool, which were released in 2001 and 2003, respectively.[5] These two titles are nearing their end-of-life and as such the company has begun licensing new games from foreign companies in efforts to find a new blockbuster hit, in addition to its other operations (casual gaming, associated gaming sales, as well as the EZ initiative).
In 2007, Shanda was the #1 market player in the Chinese Online-gaming market by revenues[6] , despite its transition to a new business model, competing against The9 (NCTY), Netease.com (NTES), and other gaming operators that monopolize the time and money of many Chinese youths. The company chose to move from a pay-to-play model based on play time, to a new free-to-play model where revenue is earned from micro-transactions made in the game for premium content.[7] This move was largely made due to the end-of-life of their main titles. This move initially dented revenue and margins in 2006, lowering from ¥1,896.6MM (FY2005) to ¥1,654.5 (FY 2006), and operating margin from 33% to 23%.[8] However the margin structure has improved in 2007, with revenues growing 50% and margins expanding to 41%.[9] as the new-business structure matured and gamers be came comfortable with the new transaction model. It remains to be seen how the title end-of-life and the development of new businesses will play out in Shanda’s future, but the markets' expectations for China’s #1 online-gaming player are very high
The company generates revenue in three primary reporting segments.
| Revenue Share[18][19] | FY 2005 | FY 2006 | FY 2007 |
| MMORPG | ¥1,255.3 | ¥1,240.1 | ¥2,040.9 |
| Casual Gaming | ¥403.0 | ¥302.8 | ¥329.7 |
| Other | ¥238.3 | ¥111.6 | ¥96.7 |
| MMORPG Contribution | 66% | 75% | 83% |
| Casual Gaming Contribution | 21% | 18% | 13% |
| Other Contribution | 13% | 7% | 4% |
Fore more information about the companies gaming titles, see the 20-F
For the overall business, the effects of the business model change can clearly be seen below.
| ¥MM[22][23] | FY 2005 | FY 2006 | FY 2007 |
| Revenues | ¥1,896.6 | ¥1,654.5 | ¥2,467.3 |
| Operating Income | ¥621.9 | ¥377.6 | ¥1,005.6 |
| Operating Margin | 33% | 23% | 41% |
Revenue's decreased due to the new business mode change to free-to-play, and margin's decrease partially because gamers weren't prepared to pay for new content in the new game worlds. However, in FY2007 both revenue and margins increase dramatically, as gamers responded favorably to the new business model.
Primary competitors are Chinese operators of online-games. Although there is some competition from Foreigners, they are limited by Chinese law from achieving market penetration, since any Mainland Chinese venture has to be more than 50% Chinese owned/operated. Therefore, Shanda’s primary competitors are:
In 2007, the Chinese MMO market size was estimated at $1.66 BN.[24] The major players in this market were Shanda, Netease, Giant Interact, The9, and Perfect World. Shanda's Market share was approximately 20% by revenue generation.
| China MMO Revenue Share ($MM) | 2007 |
| Shanda | 338 |
| Perfect World | 94.5 |
| Netease | 265 |
| Giant Interactive | 209 |
| The 9 | 175 |
| Other | 578.5 |
| Total | 1660 |
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