Saturday, 11 June 2011

BIDU - Search for growth

Backgrounder on China Search Engine market: Similar to US, the search engine business in China generates revenue from advertisement. The size of the search engine market in China was RMB 3.21bn ($493mn) in Q12011 and represented 37.5% of total online advertising market. The online ad market is forecast to grow 27% p.a. from $3.7bn in 2010 to a conservatively-estimated $9.5bn market in 2014.

The paid search market in China is a lot lower than the world average: 3% of GDP, while the world average is roughly 6% of GDP. In China the top search engine i.e. Baidu has average transaction value per ad click of $5, significantly lower than the average of $70 in the United States, thus it could increase to about $10, proportionate to China GDP and consumption pattern. Currently, what the company lacks in per-click earnings, it makes up in tremendous volume.

BIDU:

In terms of Internet ads, Baidu leads with 30% of a market comprised of numerous smaller competitors, the most significant of which is Alibaba, which holds a 9% share. CEO Robin Li, was formerly a staff engineer of dot-com boom search engine Infoseek. He is no stranger to the ways of Silicon Valley and many of Baidu’s functions and portal websites can be seen as amalgamated versions of Google, Yahoo and MSN.
 
A major milestone for the company came in December 2009, when it launched and upgraded its ad system dubbed “Phoenix Nest”. It was aimed directly at both small and large corporate advertisers with a system strikingly similar to Google’s AdWords program. In 2010, Baidu became a major beneficiary of GOOG exit from China to Hong Kong. This allowed Baidu to increase its market share, as shown below. The two phenomena gave it a tremendous boost in last four quarters. However after 1H2011, the company would have tougher YoY compare.


Going forward, market share growth in search will be limited and the company will have to rely upon organic growth from expected increase in China internet penetration (current 36%) and increase in on-line advertisement spend. Being aware of the same, BIDU is aggressively exploring additional growth avenues. These growth avenues will also serve as defensive measures in the face of new challengers.

BIDU is a aiming to go beyond browser and operating system layer, by implementing it “Box computing” vision; whereby its search box acts as an independent software utility that can be integrated with any consumer electronic i.e. PC, tablet, smart phone, Smart TV, Car dashboard, household appliances etc. In this manner BIDU wants to become a lifestyle utility. It was launched in September, 2010 and now has tens of thousands of software partners, offering various popular services such as calendar services, weather reports, micro-blog postings etc. The same forms the core of its mobile strategy and BIDU intends to expand the same beyond China, aiming at international markets.

BIDU’s online video portal, Qiyi.com achieved over 150 million monthly unique users in just 12 months after its launch. It mainly serves professionally produced media content and is in direct competition with Youku, Taodou. The effective browsing time of Qiyi.com more than doubled from 250 million hours in Q4 2010 to 560 million hours in Q1 2011.

Social media is a very promising but crowded area in China internet. BIDU’s announced approach is to integrate social with search and not to really develop an independent social network per se. However post meeting Marc Zuckerberg in December 2010, rumors about an alliance or a joint venture between Baidu  and Facebook have been circulating. This rumor, if materialized would be a major catalyst and should not be ruled out. BIDU had few basic social features such as Baidu Post-Bar (discussion board), Baidu Knows and recently added social features such as Connect and Like. These features let users simultaneously publish their posts on multiple microblog accounts - a major craze in China. Management recently announced that registered users of these social features have grown at a rate of 10 million per month and they represent about a quarter of total traffic with faster growth than the web search.

BIDU is attempting to benefit from ecommerce wave. It launched a portal-like parallel homepage, Hao7 and intends to use it as a directory site and a gateway for ecommerce, including group-buying. However, such efforts are only incremental in nature.

Valuation: Thus BIDU’s core business of search-related advertisement has few years of growth left in it. At $121, the ADR trades at 40x NTM EV/EPS and 30x P/S. At a normalized level the P/S should not be above 5X (similar to GOOG). However due to China’s underdeveloped stage, the normalized P/S could be adjusted upward to 10X.  Assuming an above market 50% revenue growth, the P/S would come below 10x in the fourth year. Any quarter that exhibits below 50% revenue growth would be the catalyst to bring the stock to $100.

Catalyst: Thus, the most important metric for BIDU is YoY revenue growth. Unless BIDU comes up with an alternative revenue engine it should lose its extra-ordinary growth premium.  Any deal with Facebook could provide a second growth engine.




 



Friday, 10 June 2011

YUKO - In a crowded place

Backgrounder on China Online Video portals:  


Chinese video-sharing market, started with +200 copycats of Youtube. By 2010 many closed shops due to cash burn and I expect this consolidation to be complete by end 2011. Similar to Youtube, china video portals rely on advertisement revenue. However instead of user-generated content, chinese viewers use these portals to consume traditional, commercial media content like soaps and movies. The success of Netflix.com has established subscription model as a monetization method and I believe, the winner would emerge from this direction. NFLX partnership related news flow could thus be a significant catalyst. 

86.4% of China internet users watch video online, which is close to 340 million. As per i-research, total effective browsing time in Q1 2011 was 3.64 billion hours, up 22.1% from the previous quarter. The online video market in China is estimated to grow 12 folds from $210million in 2010 to $2.5billion by 2013. In Q1 2011, three online video portals, Youku(YOKU), Tudou and Qiyi(61% owned by BIDU), combined represent over 70% market share by effective browsing time. Other upcoming players are Sohu(SOHU) and KUTV of Shanda group. It is to be noted that, the effective browsing time of Qiyi.com more than doubled from 250 million hours in Q4 2010 to 560 million hours in Q1 2011.  







YOKU

YOKU is a listed pure play video portals and has a Hulu like advertisement model. Number of unique visitors and time spent at site are important variables for this model. It served 231 million unique visitors in March 2011, a 10% increase qoq. According to Google Planner, in terms of unique visitors, YOKU ranked in the top five in China and top 15 worldwide in each month of 1Q2011, an improvement from last year’s 7th and 19th respectively.
  
YOKU recently launched a Prepaid Channel. It is a very small percentage of revenue and covers movies and educational videos for subscribers similar to NFLX business model. Keeping content timely and plentiful through content supply agreements with various video/TV show producers, distributers and copyright owners is a significant variable in this business model.  At end 2010 YOKU had copyright licenses for 2,200 movies, 1,250 TV shows and 194 videos clips. Due to competition among video websites, licensed content costs are high and expected to remain above 22% of revenue for 2011. However, 2011 will also prove to be the year of consolidation for video portals and then content costs should stabilize. As copyright restrictions grow tighter and the costs of purchasing TV rights increase, video sites such as Tudou and Youku have all begun to produce their own online shows, in a move that may vertically integrate content providers and distributors.

Another boost for online video would be Smart TV for internet video, online shopping, playing games, reading news, social chat etc. Smart TV like Smartphone, will be driven by software application and platforms for service/content providers. In China, Skyworth, Hisense, TCL and Lenovo have released their first Smart TV products this year and the trend would grow further in 2012. It is estimated that by 2015, 32.4 million Smart TVs will beat traditional TVs with 54% market share. Thus delivery platforms e.g. android and iOS applications (widgets) for tablets, set top box and game console applications, will be crucial to assess success of the subscription model. Youku estimates that such widgets have been pre-installed on approximately 14.5 million Internet enabled mobile phones with over 3.8 million iPhone users and over 600,000 iPad users, making both the number one online video application in the Chinese iTunes store. TCL has just released its first Window 7 based Smart TV in early May, with partnership with Youku, PPS etc internet companies.

For video portals bandwidth and content acquisition costs are the major cost factor. Bandwidth costs represented 44% of net revenues in 1Q2011. The business has inherent operating leverage due to semi-variable nature of bandwidth costs and fixed nature of content costs.

Catalysts:  Monetization news flow (advertisement or subscription), Leadership position in market share, Revenue growth is the key feature to tamper the high P/S.

Valuation:  YOKU has lofty valuations from every angle at its current $32. PE is not applicable due to its early growth phase. P/S is the only relevant measure and it stands at 50x. For such a multiple to sustain, YOKU must register yoy growth of +100% in revenue for at least next 2 years. Each quarter of 2011 should exhibit +150% in order to reduce this multiple to around 30 by year end.

Considering the competitive winds, these are stretched valuation and targets. I expect the stock price to continue move towards $20 - 25.
   






 

Wednesday, 8 June 2011

China Internet


Chinese Internet businesses are in a catch-up phase. Considering that its 450 million online population represents only 35% internet penetration, this catch-up will continue for another 2 – 3 years.  CLSA expects that number to increase to more than 800 million by 2013, while a recent study from the consultancy, McKinsey & Co estimated that 6 million people go online for the first time in the country every month. On average, China internet users spend 18.3 hours per week (2.6 hours/day) on internet access and 66% access Internet through mobile phones.

  

 
Historically, with improving economics, education and exposure, East Asians have exhibited obsessive inclination towards tech gadgets.  Japan, South Korea, Singapore, Taiwan, Hong Kong, Malaysia adopted technology faster than economic growth during their expansionary phase. China will be no different and the same will reflect in both gadgetry and internet adoption. Although most of china internet businesses have been clones of US based internet business e.g. Baidd (Google), Sina,Sohu(Yahoo), Dangdang(Amazon), Youku, Todou(Youtube), Renren(Facebook) and many others. However in certain internet aspects, Chinese have been trend setters e.g. Happy Farm’s clear success in the China social games market was the inspiration for Zynga’s Farmville. Zynga has now a speculative $5 billion valuation not because its “_Ville” games were first or original, but because it aggressively advertised/distributed the social games idea on the then fast expanding Facebook platform. Similarly, the expansive use of Sina Weibo (twitter-like micro-blog) and its evolution into a social networking site is a much deeper use of the platform compared to the western counterparts Secondly the Chinese internet users have quite a distinct taste and style of communication. This is further complicated by government regulation on all internet activities and a preference for nurturing local businesses. Thus localized Chinese internet companies have a massive advantage over their western peers and most likely the potential 1.3billion internet market will be shared mostly among local players.    


Important datapoints for 2010 were:

  • ·         No. 1 sector in high growth was e-commerce.  User of online shopping grew 48% last year.  Much faster than the overall growth in internet population – 19%.
  • ·         Online payment and online banking also grew 45% and 48% – this obviously is to support online shopping.
  • ·         Social network continued to grow fast.  User growth rate of Social Network site and blogs was 33%.  Even instant messaging grew 29%.
  • ·         Sectors growing slowly were: music, games and video – their users  grew 13%, 15% and 18% respectively.   These were slower than the overall growth in online population – 19%.
  • ·         Microblog penetration reached 13.8%.
  • ·         Group buying penetration was only 4.1%

Monday, 30 May 2011

PWRD 1Q2011 - Not impressive





Q1 results went beyond analyst expectations. +10% revenue beat and resultant operating leverage led to +40% EPS beat. The upbeat results were due to monetization by forcing players to pay-up for various digital goodies. This milking caused ACU (average concurrent users) to decline to 905,000 in 1Q '11 as compared to 999,000 in 4Q '10 and 993,000 in 1Q '10. Since management plans lesser monetization for Q2, guided revenue was flat qoq. Thus it was a give and take sort of quarter and the stellar financial performance did not impress much as some long term concerns have arisen.

Decline in ACU becomes more critical, in the context of two new games. Forsaken World and Empire of Immortals had full quarter contribution. That means gamer enthusiasm towards new games was not there to balance the monetization efforts of the company. This is an alarming sign for game popularity and future monetization potential. A news article on Forsaken World communicated the same feelings.     

The company has been heavily investing to develop new games. Management announced that it will add another 700 people to the current 2200 R&D employee base – i.e. a 32% increase. Considering ACU was not able to defend against the monetization efforts, the increased R&D does not seem to be efficient or effective.

Tactical Strategy: PWRD would continue its downward journey for some time, till it become a value-buy between $20 - $22. News flow with regard to Forsaken World and Empire of Immortals remain critical for stock price performance and we recommend no position till such news flow emerge.

Friday, 27 May 2011

GAME - Putting social in games



Shanda Games is a pure-play online gaming company and was spun-off by the consumer portal Shanda (SNDA). It has an extensive range of 46 games with 38 MMORPGs and 8 other games, but the top three games account for 40%, 18% and 17% of the total game revenue.  Its most successful games are Dragon Nest, Mir II, Maple Story. Relatively new launches are AION & Hades Realm II.

The company is launching a series of games in 2011 with major ones being Legends of Immortal, Final Fantasy XIV & Dragon Ball Online.

Legend of Immortals has been built around a social network platform that fully integrated this game with a full set of social features to allow gamers to share their status and achievements with their friends on a real time basis. Players can enjoy social network games (SNGs) and other applications provided by third party in this platform. In addition, the platform also has links to third-party social network service (SNS) sites such as Facebook and Renren so that gamers can share their information with their friends outside of the game. At the end of the first open test day in May, the registered accounts of the SNS of "Legend of Immortals" exceeded 3.5 million, reflecting the prospects for this unique approach.

Catalyst: News flow on performance of AION, Hades Realm II and most importantly Legends of Immortal.

Like most Chinese online games GAME has a low valuation i.e. 9.5x NTM PE and a Cash adjusted NTM PE of 8x. The company has 12% FCF yield. The target buy / sell range currently is estimated at $6-6.5 and $8-8.5.


NTES - Mainly gamecraft



NetEase operates a consumer web portal that not only generates advertisement revenue (12-13% of total revenue) of its own but also serves as gateway to numerous MMORPG offered by the company. The company is planning to diversify into e-commerce and e-payment platform as well. However success seems far-fetched on that front, as the company did not succeed much in growing its portal fast and vast enough. The company earns 88% of revenue from its online games and that has a higher gross margin (75%) compared to 54% gross margin in advertisement business. Its most popular game World of Warcraft is licensed to it by Blizzard Entertainment. NTES recently licensed the popular strategy game i.e. Starcraft II from Blizzard as well.

NTES had a tremendous 47% growth in Online Games revenue in 2010. It was mainly attributable to the combinations of the first full year of operations of World of Warcraft and the impact of large scale promotions for company-owned games Fantasy Westward Journey, Tianxia II and Westward Journey Online II, as well as the launch of Heroes of Tang Dynasty in April 2010.

The company commercially launched Starcraft II in April and intends to use it as a platform for developing new game types or new features to play. The pipeline for 2011 has major expansion packs i.e. newer versions of the above games. Notable launch is Cataclysm System expansion pack of World of Warcraft. However it should be in the latter part of the year. Excluding extraordinary marginal revenue from Cataclysm System or Starcraft II, Netease revenue growth in 2011 will face head-winds due to higher base effect.

Catalyst: Newsflow on success of Cataclysm System and Starcraft II.

NTES has NTM PE of 13.6x  and a Cash-adjusted EV/EPS of 10.3x. This highest relative valuation among Chinese Online gaming companies is mainly due to the World of Warcraft franchise. Since 2010 was the first full year of operation for the game, 2011 would suffer from the higher base effect and thus difficult comps. The important differentiators to counter slowing revenue growth could be success of Cataclysm System and Starcraft II.

Target Buy / Sell range would be $40-44  -   $55-60

GA - Growth at very reasonable price







GA has an immensely popular game ZT and two relatively less popular games i.e. Dragon Soul and Golden Land. However its newer game ZT Online 2 has received a great response and it is expected to contribute significantly to 2011 revenue. The official closed beta testing of ZT Online 2 in the second quarter achieved a PCU of 300,000 and next goal is to raise the PCU to 400,000 peak concurrent users.
The future pipeline for 2011 is also very promising and the odds of another hit are high. A 3-D MMORPG i.e. Spirits of the Warriors is expected to commence limited closed beta testing in mid-2011 and thus should start contributing revenue by year end. Finally, two licensed games i.e. Elsword and Allods Online have entered preliminary engineering tests and thus confirm the pipeline to be very healthy.

ACU for the company was 586,000 in the latest quarter, a 0.4% sequential increase and 0.3% decrease year-over-year. . PCU was up 11.9% sequentially and up 18.9% year-over-year to 1.916 million.

GA has a 2.5% yield and $4.1 Cash/share i.e. almost 50% of its $8 market price. Thus a 12.5x NTM PE, gets reduced to a 6x cash adjusted PE, the lowest among all China internet names. GA is thus a Growth at Reasonable Price play. Depending upon continued game success, GA should easily be trading above $10, implying a 25% upside.

Catalyst: News flow on ACU of the new game ZT Online 2 and launch date of impending game Spirits of the Warriors.

CYOU - Not a one-trick pony





CYOU is a pure-play online gaming company and was spun-off by the advertisement portal SOHU as a majority-owned subsidiary. It was a one-trick pony i.e. its popular MMORPG game TLBB and thus the stock did not move much in 2010. However the stock has considerably appreciated YTD due to continuous TLBB performance. The following two growth drivers are expected to keep investor attention in 2011.

CYOU is launching a new MMORPG game DMD (Duke of Mount Deer) with unique server technology. It enables social network features whereby, two servers can form an alliance against competing teams of servers so that larger communities of player can compete. In most 3D games currently, the battles are restricted to a couple of thousands of people within a server against another. But with DMD, given the server versus server, it allows two servers to form alliances and compete with or against competing alliances of servers. This expands the battles into allowing for up to 10,000 people to compete with another 10,000 people, and so this expansion in the community and interactivity of the game allows for more interaction.

Tuesday, 24 May 2011

PWRD - Revenue growth and Margin expansion




2010 was a lackluster year for PWRD as margins and revenue both showed decline due to no major game launch. However the investment in 2010 resulted in 5 new games for 2011 launch and is expected to grow revenue and margins. PWRD is also a leader in China game-licensing business for exports and exports account for approximately 10% of revenue. ACU for games under operation in Mainland China was approximately 999,000 in 4Q '10, as compared to 733,000 in3Q '10 and 1,157,000 in 4Q '09.
    
Core games i.e. Perfect World II and  Zhu Xian have traditionally accounted for majority revenue(no break-up available). No major breakthrough game was launched in 2010. However 2011 would account for full revenue from the 3 games already launched (Forsaken World, Empire of Immortals and Dragon Excalibur). Among these 3 games Forsaken World became a hit among gamers and was third revenue driver in December quarter. In addition there are three more games in pipeline (Heaven Sword & Dragon Saber, Swordsman Online and XAJH) and a single hit among them would be additional revenue driver.

R&D expense was significantly increased in 2010 to develop the above games and that reduced operating margin from high of 50% to below 25%. With revenue growth back in picture and stable R&D expense margin expansion would also add to bottom-line.

Considering above, NTM PE at 9x and Cash-adjusted PE at 7x, the stock price has no growth scenario built into it. With growth coming back and expansion in operating margins, a cash-adjusted 9x PE is easily possible and would bring the stock price above $30, implying a 25% upside.

Catalyst: Upcoming results on May23, 2011 would be an important catalyst to assess progress. However I would wait for earnings for investment timing.

China internet gaming


China gaming sector will benefit from convergence of three China themes i.e. increasing wages, rising consumption and massive online population (+450mn and growing) in China.   

The online games market grew 25% in 2010 and forecasted by Pearl Research to exceed $8 billion in 2014.  Online gaming dominates consumer internet in China and generate recurring revenue streams. These games (MMORPG i.e. massively multiplayer online role playing games) are hosted on company servers. Customers pay to access the digital game world on a usage-based or time-based system.  They have shifted video gaming experience from individuals to becoming a social one i.e. ideal for internet platform.

Top game operators for 2010 were Tencent (H-share) with $1.4 billion in revenue, Netease (NASDAQ: NTES) with $749 million in revenue, Shanda Games (NASDAQ:GAME) with $680 million, Perfect World (NASDAQ: PWRD) with $374 million and Changyou (NASDAQ: CYOU) with $327 million in revenues. NTES, PWRD, GAME, GA and CYOU are pure play China on-line gaming companies with ADR. The business enjoys very high Gross Margin (60– 80%) and Operating Margin (30 – 60%). Revenue growth is mainly dependant upon growing game portfolio and paying player bases. ACU (Average concurrent users) and PCU (Peak concurrent users) are primary drivers, while ARPU and APU are secondary drivers.

New game pipeline of PWRD, GA and CYOU for 2011 is extensive and should benefit from low base effect. High ACU in beta trials indicate that 2011 and 2012 should be growth years for revenue. After a successful 2010 NTES and GAME have a high base effect in 2011. Investment timing should depend upon game related news flow and general China economic strength. 

Following are current Buy – Sell Price range for each and could change as per news flow:


Ticker                          Buy range        -           Sell range

PWRD                         $22-25                        $30-36
CYOU                         $35-42                        $52-58
GA                               $7.5-8                        $10-12
NTES                          $40-44                        $55-60
GAME                         $6-6.5                        $8-8.5

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