Professional Documents
Culture Documents
Others
16%
Others
33%
Content Online Online
subscriptio games adv ertising
n 50% 48%
17%
Online Commission
adv ertising 19%
17%
Third-party
marketplace
Others (3P)
14% 8%
Direct sales
(1P)
Online
92%
adv ertising
86%
Page 2
Industry Focus
Mobile games – Rising from the ashes Key trend # 1: Mobile game market growth to pick up in
2Q19, after game approval resumed
We are bullish on the online game segment in 2019, after the
new game approval process resumed in December 2018. The (i) Game approvals suspended in March 2018. Regulators were
growth in China’s mobile game market is expected to undergoing restructuring and were not accepting applications
accelerate from 11.7% in 2018 to 14.3% y-o-y in 2019, for licences for new games since March 2018. The growth in
according to Analysys. But we expect mobile game revenue China’s mobile game market decelerated from 31.7% in 2017
growth to be flattish in 1Q19F, due to high base effect to 11.7% in 2018, given limited new games.
(+46.3% y-o-y growth in 1Q18), before picking up to c.20% in (ii) Approval process resumed in December 2018; Tencent’s,
2Q-4Q19F. NetEase’s, and NetDragon’s games were on the list. Publicity
Based on 2017 data, Tencent and NetEase have 49.2% and Department of the Communist Party of China (中共中央宣傳部
15.1% market share in China’s online game market ) announced on 21 December 2018 that a first batch of
respectively. Note that online games accounted for 49.6%, approvals for games had been completed, implying that the
60.2%, and 43.3% of Tencent’s (700 HK), Kingsoft (3888 HK) game approval process has resumed, ahead of our expectation
and NetDragon’s (777 HK) 2017 revenue. of 1Q19F (after National People's Congress concludes its
meeting). The State Administration of Press, Publication, Radio,
Film, and Television (國家新聞出版廣電總局) announced that
China's mobile game market
80/84/93/95/95 games in first/second/third/fourth/fifth batches
have been approved on 29 December/9 January /22 January
Rmb bn /24 January/29 January. NetDragon’s Eudemons PC-Mobile
200 104.7% 183 120% Connect (魔域互通版) was in the second batch, while Tencent
180
90.7% 160 ’s SunJieMaoHuo (榫接卯和, a function game), ZheShan (折
160 143 100%
扇, a function game), LangManMeiGuiYuan (浪漫玫瑰園, a
140 80% stimulation game) and NetEase’s (NTES US) ZhanChunQiu (戰
120 109
春秋, a massively multiplayer online role-playing games
100 60%
[MMORPG]) were in the fourth and fifth batch of games to be
80 57 31.7% 40% approved.
60
40 11.7% 14.3% (iii) Expect number of game licences to be approved to be less
20%
20 than 2017 level, but not to have much impact on number of
0 0% games releasing of big developers. Investors may be concerned
2015 2016 2017 2018 2019F
that a lower number of game licences will be approval. Based
China's mobile game market (LHS) y-o-y (RHS) on 447 games approved since December 2018, we expect
c.6,000-7,000 games to be approved in 2019, which will be
Source: Analysys, DBS HK similar to number of games in the pipeline awaiting approval,
but less than 2017’s c.9,000 level before the suspension of
game approvals. However, even big developers like Tencent
Market share of China's online game market in 2017 launched c.20-30 new games per annum. We believe there will
not be much impact on number of games releasing of big
developers, especially those which have good track record in
revising games based on regulators’ feedback for approval to
take place.
Others
36%
Tencent
49%
NetEase
15%
Page 3
Industry Focus
Game licences approval for monetisation in China Key trend #2: Survival games’ (i.e. PUBG Mobile) monetisation
to be market focus in 2019
No. of Game License PlayerUnknown’s Battlegrounds (PUBG, a PC survival game
10,000 9,368 developed by Bluehole), and Fortnite (a PC survival game
9,000 developed by Tencent’s Epic) were launched in 2017 and 2018
8,000 respectively. Fornite is the world’s top free-to-play game by
7,000 revenue with US$2.1bn in 2018.
6,000 There were a few survival games in the mobile space launched
5,000 in China in 2017-2018, including NetEase’s Knives Out (荒野
3,790
4,000 行動), and Tencent’s PUBG Mobile (絶地求生:刺激戰場, co-
3,000 developed by Bluehole and Tencent's Quantum Studio).
2,064
2,000 NetEase’s Knives Out enjoyed an early-mover advantage in
1,000 219 360 2017. But it was surpassed by Tencent’s PUBG Mobile. The
0 number of monthly active users (MAUs) for Knives Out
2014 2015 2016 2017 2018 dropped from 84m as at February 2018 to 16m as at October
2018. On the other hand, PUBG Mobile’s number of MAUs
Source: SAPPRFT, DBS HK
grew from 78m as at February 2018 to 167m as at October
(iv) Expect approval for big games (i.e. Tencent’s PUBG Mobile) 2018, which is 86% of Honour of Kings’.
to come after small games are approved. Some investors are
concerned that the features of PUBG Mobile is not in line with MAUs of major survival games
regulators’ objectives to be approval for monetisation, because
169
171
167
161
of its 1) Korean IP, 2) non-Chinese culture, and 3) violence. 180
151
However, China is still importing Korean entertainment (i.e. 160
127
dramas), and the same would apply to PUBG Mobile. As for 140 121
109
67
44
60
32
24
40
16
15
Mobile) will be approved. We have checked with some online 20
game developers, and they expressed that game approval is 0
based on two rules: (1) first come first serve basis in most
Mar-18
Jun-18
May-18
Apr-18
Sep-18
Jan-18
Jul-18
Oct-18
Aug-18
Feb-18
cases, and (2) small games (i.e. casual games) are placed at the
front of the queue. This is because small games are simpler to
review and modify. We expect approvals for big games (i.e.
PUBG Mobile (Tencent) Knives Out (NetEase)
Tencent’s PUBG Mobile) to come after approvals for small
games are completed.
Source: Questmobile, DBS HK
(v) Mobile game market growth to pick up in 2Q19, now that
game approval process has resumed. With contribution from Once PUBG receives a licence for monetisation, PUBG’s
more new games, the growth in China’s mobile game market monetisation potential will be substantial in FY19F, as (1) PUBG
is expected to accelerate from 11.7% in 2018 to 14.3% y-o-y Mobile’s MAU base stands at 167m as of October 2018, which
in 2019F, according to Analysys. But we expect mobile game is 80%+ of Honour of Kings’ 182m, (2) PUBG Mobile’s
revenue growth to be flattish in 1Q19, due to high base effect overseas version’s monthly gross billings at US$20m is 67% of
(+46.3% in 1Q18), before picking up to c.20% in 2Q-4Q19. Arena of Valor’s (傳說對決, Honour of Kings’ overseas version)
US$30m.
Page 4
Industry Focus
MAUs of PUBG Mobile and Honour of Kings Key trend # 3: Gross billings for Honour of Kings in 2019 to
grow at a similar rate as 2018
mn
185 Tencent’s Honour of Kings (王者榮耀) has been ranked at the
182
top in China on iOS for 27 consecutive months based on
180 monthly gross billings since November 2016. It dominated the
multiplayer online battle arena (MOBA) game genres, thanks to
175 its early-mover advantage and network effect. Honour of
Kings’ iOS gross billings grew 20%+ y-o-y in 2018.
170
167 Note that gross billings of League of Legends (英雄聯盟), the
165 world’s most popular PC MOBA launched in 2009, declined
33.3% y-o-y in 2018 (versus +10.4% y-o-y in 2016 and
160 +16.7% y-o-y in 2017), due to user base cannibalisation from
PUBG and Fortnite. The market have concerns that
155 cannibalisation of user base will occur between Honour of
PUBG: Exciting Battleground Honour of Kings Kings and PUBG Mobile. However, we believe most of the
cannibalisation had already occurred in 2018. Honour of Kings’
Source: Questmobile, DBS HK
MAUs has started to decline by 1-10% y-o-y since May 2018,
according to Questmobile. As PUBG Mobile was launched a
year ago, its number of MAUs as a percentage of Honour of
Monthly gross billings of PUBG Mobile and Arena of
Kings’ grew from 37% as at February 2018 to 86% as at
Valor’s (Honour of Kings’ overseas version)
October 2018. We expect both Honour of Kings’ and PUBG
Mobile’s MAUs to stabilise in 2019F.
US$mn
35 Therefore, we believe PUBG Mobile starting to monetise its
30 large user base in 2019F will not have a material impact on
30
Honour of Kings’ user base and monetisation. We expect
25 Honour of Kings to record similar growth in gross billings in
20 2019F as 2018, on the back of a stable user base, increasing
20 number and average price of champion skins (alternate
appearance for any given Honour of Kings’ character).
15
10
0
PUBG: Exciting Battleground Honour of Kings
Page 5
Industry Focus
mn %
354.3%
274.4% 247.1%
300 284.1% 206.8% 159.3% 104.4% 107.3%
149.3% 137.8% 110.4% 63.2% 30.4% 7.9% -1.1% -9.8%
9.4% 11.8% -2.2% -9.9% -1.1% 200%
250 -4.0%
223
214 210
202 199 201 193 194
182 184 186 189 191 182 -300%
200 177 181 174 177 180
169
159 161
150
-800%
100
-1300%
50
0 -1800%
Dec-17
Mar-17
Mar-18
May-17
Jun-17
Jun-18
May-18
Apr-17
Sep-18
Sep-17
Apr-18
Nov-17
Jan-18
Jan-17
Jul-17
Jul-18
Feb-17
Feb-18
Aug-18
Aug-17
Oct-18
Oct-17
Key trend # 4: “Conversion of PC games to mobile games” has PC-to-mobile games (conversion of PC games to mobile
proven to be successful but has peaked games in the top 10 mobile games in China by gross
billings
Conversion of PC games to mobile games has proven to be
successful in the past few years. We like game developers with No. of conv ersion game
a conversion pipeline from PC IPs. The mobile games that will
8
be converted from top 30 PC game IPs in 2019F include 7
NetDragon’s (777 HK)’s Eudemons 3D Mobile (魔域 3D 手遊) 7
6 6
and Kingsoft (3888 HK)’s JX3 Mobile (劍俠情緣 2 手遊) and 6
JX3 Mobile (劍俠情緣 3 手遊), which are all published by
5
Tencent.
4
However, most of the top PC game IPs (based on top 30 PC 3
games) are now exhausted. PC-to-mobile games occupied 6 3
positions on average among the top 10 mobile games in China 2
on iOS in 2018, versus 7 in 2017. As the number of PC-to-
1
mobile games pipeline is getting smaller, the visibility for game
titles or game developers to standout will be lower in 2019F. 0
2015 2016 2017 2018
Page 6
Industry Focus
Key trend # 5: More game genres in top 10, less RPGs Here are some of the recent hit games: Example 1: NetEase’s
LifeAfter (明日之後, a survival game) ranked as one of the top
Role-playing games (RPGs) dominated the top 10 mobile
10 in China’s mobile games list on iOS for two months from
games in the past few years, as most of the hit mobile game
November 2018. Example 2: Red Tencent’s Alert OL (紅警 OL,
titles converted from PC games were mostly RPGs. Based on
a strategy game) ranked as one of the top 10 in China’s mobile
the experience in global markets, we expect to see a more
games list on iOS for two months from November 2018.
diversified range of game genres in the long term, including (i)
Example 3: Tencent’s QQ Speed (QQ 飛車, a car racing game)
casual games, (ii) strategy games, and (iii) survival games. Note
ranked as one of the top 10 in China’s mobile games list on
that non-RPG occupied 4 positions among the top 10 mobile
iOS for twelve months from January 2018. All in all, we expect
games in China on iOS in December 2018, versus 3 in
a more diversified range of game genres to “randomly” pop
December 2017.
up in the top 10 ranking.
Top 10 China's mobile games by gross billings (December 2018 versus December 2017)
M obile games (Dec 2018) Publishers M obile games (Dec 2017) Publishers
Honour of Kings (王者榮耀) Tencent (騰訊) Honour of Kings (王者榮耀) Tencent (騰訊)
Fantasy Westward J ourney (夢幻西游) NetEase (網易) Fantasy Westward J ourney (夢幻西游) NetEase (網易)
LifeAfter (明日之後) NetEase (網易) MU Miracle (奇蹟:最强者) Longtu Game (龍圖遊戲)
Westward J ourney Online (大話西游) NetEase (網易) Ghost (倩女幽魂) NetEase (網易)
QQ Speed (QQ飛車) Tencent (騰訊) Westward J ourney Online (大話西游) NetEase (網易)
v ersus
Samural Spirits (待魂:朧月傳說) Tencent (騰訊) TLBB (天龍八部) Tencent (騰訊)
Onmyoji (陰陽師) NetEase (網易) King Of Chaos (亂世王者) Tencent (騰訊)
Red Alert OL (紅警OL) Tencent (騰訊) Onmyoji (陰陽師) NetEase (網易)
Naruto OL (火影忍者OL) Tencent (騰訊) Contra: Return (魂斗羅:歸來) Tencent (騰訊)
Ghost (倩女幽魂) NetEase (網易) Archangel Sword H5 (大天使之劍H5) 37games (三七互娯)
Non-RPG mobile games
Top 10 mobile games by gross billings in December 2018 (China versus global)
Conclusion casual games (i.e. QQ Speed), strategy games (i.e. Alert OL),
and survival games (i.e. PUBG Mobile),
We reiterate our BUY call on Tencent (700 HK), as PUBG
Mobile has substantial monetisation potential in 2019F, and However, the visibility or the predictability of successful game
will not have a material impact on Honour of Kings’ gross titles and game developers is much lower, with fewer mobile
billings. Moreover, we are excited on more new game genres games now being converted from top PC IPs. We like game
(instead of being dominated by RPGs) in the top 10. We like developers which still have a conversion pipeline from PC IPs
Tencent’s ability to broaden its game portfolio across genres - such as Kingsoft (3888 HK) and NetDragon (777 HK).
Page 7
Industry Focus
Page 8
Industry Focus
Page 9
Industry Focus
Online advertising – Prefer “actionable ads” than Key trend #1: Shift in ad budget towards “actionable ads”
“brand ads”
We analysed the advertising market based on advertising
China's online advertising market is expected to grow by objectives (namely, “attention”, “interest & desire” and
27.7% in 2019F, according to iResearch. Online ads, especially “action”), instead of traditional matrix such as user numbers
“actionable ads” (performance-based ads) are more effective and time spent previously. (For details, please refer to Asian
in translating users to take “action” (i.e. sales). Insights SparX-China Internet Sector: Where does online ad
spend go?). The key conclusion is that advertisers will spend a
Based on 2017 data, Alibaba, Baidu, and Tencent have 29.0%, greater part of their budget on “actionable ads” (performance-
19.5% and 10.8% market share in China’s online advertising based ads which lead to users’ “actions” i.e. sales), rather than
market respectively. Note that online advertising accounted for “brand ads” (which lead to users’ “attention”).
48.0% and 17.0% of Alibaba’s (BABA US) and Tencent’s (700
HK) 2017 revenue. We expect an increasing trend of this budget trend in 2019F,
based on our discussions with some advertising agencies. They
expressed that “actionable ads” are more resilient to macro
China's online advertising market
headwinds in 2019F, as advertisers will be inclined to maintain
their budgets on “actionable ads” rather than “brand ads”. E-
Rmb bn commerce platforms provide the most actionable ad
700 91.7% 100% inventories. Alibaba (BABA US) operates the leading e-
83.9% 627
600 commerce platforms (i.e. Taobao and Tmall in China), and is
491 80%
500 48.5% therefore in a stronger position to benefit from this budget
80.4%
375 60% shift.
400 66.9%
288
300 218 54.4% 27.7% 40%
25.9%
200 44.5%
36.6% Key trend #2: Alibaba’s recommendation feeds monetisation
20%
100
Alibaba mainly monetises through having top placement ads in
0 0% product listings after users search for products via keyword
2015 2016 2017 2018 2019F
searches, which will then attract traffic to advertisers’ online
China's online advertising market (LHS)
stores. In 3Q18, Alibaba launched recommendation feeds, by
y-o-y (RHS)
which the company recommends targeted products to users
Online penetration rate (RHS)
based on user data analytics. While keyword searches enable
Source: iResearch, DBS HK users to search for products (i.e. famous brands and famous
products), recommendation feeds enable products, especially
Market share of China's online advertising market in new brands and new products, to be presented in front of
2017 targeted users. Management expressed that traffic of
recommendation feeds has already surpassed that of searches.
Meanwhile, the feedback on recommendation feeds have been
positive with improving click-through rates. We believe these
would accelerate gross merchandise value (GMV) growth,
which forms the base for ad monetisation in 2019F.
Alibaba
29%
Others Key trend #3: Tencent’s WeChat Moment and Mini Program
41%
monetisation
WeChat Moments’ maximum ad load increased from one ad
per user day to two ads per user day in 1Q18. Under
Baidu controlling when (i.e. 6-hour interval between each ad per
Tencent 19% user) and to whom (i.e. advertisers’ target audience) the ads
11% are delivered in order to ensure a good user experience, we
expect the ad fill rate to continue to gradually increase in
Source: iResearch, DBS HK 2019F.
Page 10
Industry Focus
Mini Program, on which users can access a variety of services commerce platforms in China (i.e. Taobao and Tmall), with an
(such as catering and food delivery) by scanning QR codes or expanding addressable market from new retail, which provide
through a keyword search, had 922m MAUs as at October the most actionable ad inventories, and will therefore be in a
2018, according to Analysys. We believe Mini Programs can better position to benefit from the shift in budgets to
connect WeChat’s users to merchants, paving the way for “actionable ads”. Tencent (700 HK) has been enhancing its
“actionable ads”. Our checks with some advertising agencies position in the online advertising space from capturing
reveal that they expect Mini Program’s ad load to ramp up in “attention” to driving “action” through Mini Program,
2019F. however material monetisation will take time.
Conclusion
Our top pick in the sector is Alibaba (BABA US). “Actionable
ads” (ads which lead to actions i.e. sales) are more resilient to
macro headwinds, versus “brand ads” (which lead to users’
“attention”). E-commerce platforms provide the most
actionable ad inventories. Alibaba operates the largest e-
Page 11
Industry Focus
Page 12
Industry Focus
52.1%/91.6% and 47.9%/8.4% of its total GMV/ revenue in 26.4%/15.8% in FY18F/FY19F. We expect Its profitability to
FY17. improve at a slower-than-expected pace, as GMV growth
moderates and investments in new initiatives accelerate.
JD’s GMV growth has started to underperform Alibaba’s,
with moderate market growth in electronics and home We maintain our HOLD rating on JD. We derive our TP of
appliance category, but intensifying competition in the US$25 based on SOTP methodology, with the following
apparel category. Furthermore, our proprietary research assumptions: (1) 0.3x price-to-sales ratio for e-commerce
concluded that JD’s logistical advantage over Alibaba would (US$16); (2) valuation from series A financing for JD Finance
diminish in the new retail environment versus ecommerce (US$7); and (3) valuation from series A financing for JD
era. We expect JD’s market share in terms of GMV to drop Logistics (US$2)
from 16.6% in 2018F to 15.8% in 2019F. We expect
revenue growth to moderate from 40.3% in FY17 to
Page 13
Industry Focus
Peers valuation
Page 14
Industry Focus
0 0
Dec-18
Dec-18
Sep-14
Sep-14
Nov-17
Nov-17
Oct-15
Oct-16
Oct-15
Oct-16
Dec-15
Dec-16
Dec-17
Dec-18
Jan-14
Dec-14
Dec-15
Dec-16
Dec-17
Dec-18
Jan-14
0 0
Dec-18
Dec-18
May-14
May-14
Jul-15
Jul-15
Aug-16
Aug-16
Oct-17
Oct-17
Page 15
Industry Focus
50
30 27x 3.7x
40
20 30 2.3x
16x
20
10
10 0.9x
4x
0 0
Dec-15
Mar-14
Jun-12
Jun-19
Sep-17
Jul-11
Jul-16
Jan-09
Jan-09
Jan-14
Jan-19
Oct-10
Jul-16
Jan-09
Jan-14
Jan-19
Jul-11
Jul-16
Jan-09
Jan-14
Jan-19
Page 16
China / Hong Kong Company Guide
Alibaba Group
Version 5 | Bloomberg: BABA US Equity | Reuters: BABA.N
Refer to important disclosures at the end of this report
71.7 79
of their budgets on “actionable ads” (ads which lead to action [i.e.
51.7 59
Jan-15 Jan-16 Jan-17 Jan-18 Jan-19
sales]). Alibaba has the largest e-commerce platform with an expanding
Alibaba Group (LHS) Relative NASDAQ (RHS)
addressable market via new retail, which has the highest “actionable
Forecasts and Valuation ad” inventories that would benefit from the budget shift. We expect
FY Mar (RMBm) 2018A 2019F 2020F 2021F marketplace-based core commerce revenue to deliver CAGR of 23%
Turnover 250,266 375,420 507,301 677,390
EBITDA 68,591 58,597 93,986 144,535 over FY3/18-21F.
Pre-tax Profit 79,611 76,465 104,184 155,206
Net Profit 63,985 64,094 87,943 131,925 Valuation:
Net Pft (Pre Ex) (core profit) 85,766 90,396 115,134 157,953 We have a BUY call on Alibaba with TP of US$198 based on SOTP
Net Profit Gth (Pre-ex) (%) 46.5 0.2 37.2 50.0 methodology: (1) 17x FY20F normalised net profit from e-
EPS (RMB) 25.06 25.11 34.45 51.67
EPS (US$) 3.74 3.75 5.14 7.71 commerce/cloud computing (US$159/ US$6 per share); (2) market
Core EPS (RMB) 33.59 35.41 45.10 61.87 value for other investments (US$33).
Core EPS (US$) 5.01 5.28 6.73 9.23
EPS Gth (%) 43.1 0.2 37.2 50.0 Key Risks to Our View:
Core EPS Gth (%) 38.9 5.4 27.4 37.2
Diluted EPS (US$) 3.66 3.67 5.03 7.54 Intensifying competition from leading e-commerce platforms.
DPS (US$) 0.00 0.00 0.00 0.00 At A Glance
BV Per Share (US$) 21.56 25.31 30.45 38.16
PE (X) 45.0 45.0 32.8 21.8 Issued Capital (m shrs) 2,597
CorePE (X) 33.6 31.9 25.0 18.2 Mkt Cap (US$m) 437,644
P/Cash Flow (X) 20.4 35.6 23.4 16.3 Major Shareholders (%)
P/Free CF (X) 35.4 137.1 45.6 24.6 SoftBank (%) 32.0
EV/EBITDA (X) 41.8 49.4 30.7 19.4 Yahoo (%) 15.4
Net Div Yield (%) 0.0 0.0 0.0 0.0 Jack Yun MA (%) 7.8
P/Book Value (X) 7.8 6.7 5.5 4.4
Free Float (%) 44.8
Net Debt/Equity (X) CASH CASH CASH CASH
ROAE(%) 19.7 16.0 18.4 22.5 3m Avg. Daily Val. (US$m) 365.2
ICB Industry :Consumer Services / General Retailers
Earnings Rev (%): Nil Nil Nil
Consensus EPS (RMB) 35.76 45.44 58.46
Other Broker Recs: B:50 S:1 H:1
Source of all data on this page: Company, DBS Bank (Hong Kong) Limited
(“DBS HK”), Thomson Reuters
Alibaba Group
35% in 2020F 0
2017A 2018A 2019F 2020F 2021F
1.87
0.93
0.00
2017A 2018A 2019F 2020F 2021F
Page 18
Company Guide
Alibaba Group
Balance Sheet:
Net cash position. As of September 2018, Alibaba had a strong Leverage & Asset Turnover (x)
net cash position of Rmb34bn (Rmb138bn in debt and 0.35 0.8
0.8
Rmb172bn in cash). It recorded healthy operating cashflow of 0.30
0.7
Rmb68bn in FY3/18. 0.25 0.7
0.6
0.20
0.6
Share Price Drivers: 0.15
0.5
Rising monetisation rate on its e-commerce platform. Alibaba 0.10 0.5
CAGR of 23% over FY3/18-21F, driven by a favourable industry Gross Debt to Equity (LHS) Asset Turnover (RHS)
Capital Expenditure
trend of a shift in budgets towards “actionable ads”. We RMB m
expect Alibaba’s market share in online ads to expand from 70,000.0
20,000.0
10,000.0
Monetisation of new retail through high-margin service fees.
0.0
Management expressed that the company is building a new 2017A 2018A 2019F 2020F 2021F
retail model from a low-margin direct sales (IP) business model, Capital Expenditure (-)
Key Risks:
Intense competition from leading e-commerce platforms. 0.0%
2017A 2018A 2019F 2020F 2021F
Alibaba may fail to bring its online presence (i.e. users) Forward PE Band
advantage from e-commerce to new retail, and may lose (x)
market share in terms of GMV to other e-commerce 38.9
+2sd: 36.8x
platforms, such as JD and Pinduoduo. 33.9
+1sd: 31.5x
Earnings drag caused by investment in new initiatives. Alibaba 28.9
Avg: 26.2x
is accelerating investments in new retail initiatives. The 23.9
earnings drag caused by investment in new initiatives may -1sd: 20.9x
largely offset the earnings growth from marketplace-based 18.9
platform, namely Taobao and Tmall, with 666m monthly +2sd: 9.64x
9.3
active users (MAUs) in 1HFY3/19. It has an extensive e-
+1sd: 8.45x
commerce ecosystem including Alipay, Cainiao Logistics, and 8.3
AliCloud, (1) Commerce, (2) Cloud computing, (3) Digital 7.3 Avg: 7.26x
media and entertainment (i.e. Youku Tudou and UCWeb), and 6.3
-1sd: 6.07x
(4) Innovation initiatives and others (i.e. AutoNavi) accounted 5.3
for 86%, 6%, 7%, and 1% of Alibaba's 1HFY3/19 revenue -2sd: 4.89x
4.3
respectively. Daniel Zhang is Chairman and CEO of the Mar-16 Sep-16 Mar-17 Sep-17 Mar-18 Sep-18
Page 19
Company Guide
Alibaba Group
Key assumptions
Grow t h
E-Commerce 45.0% 59.9% 50.9% 34.8% 33.1%
China e-commerce (Retail, Taobao and Tmall) 42.6% 54.7% 38.3% 29.6% 27.5%
Customer management (Online advertising) 47.2% 43.1% 24.5% 22.7% 19.5%
Commission 32.8% 35.8% 32.7% 18.7% 23.2%
Others 155.1% 70.8% 52.4%
China e-commerce (Wholesale, 1688.com) 32.4% 26.1% 28.8% 16.0% 16.0%
International e-commerce (Retail, AliExpress) 232.8% 93.8% 39.4% 25.5% 25.5%
International e-commerce (Wholesale, Alibaba.com) 10.6% 10.4% 17.7% 15.9% 15.9%
Cainiao logistics services 127.4% 67.2% 56.8%
Consumer services 92.4% 72.9%
Other e-commerce 96.1% 257.2% 54.2% 29.1% 27.1%
Cloud computing 120.7% 101.0% 67.9% 51.7% 46.6%
Digital media and entertainment (i.e. Youku Tudou and UCWeb) 270.9% 32.8% 31.0% 27.2% 27.5%
Innovation initiatives and others (i.e. AutoNavi) 64.9% 9.8% 29.9% 20.7% 20.7%
T ot al 56.5% 58.1% 50.0% 35.1% 33.5%
Page 20
Company Guide
Alibaba Group
Business segment F Y 19F Normalised Normalised St ak e V aluat ion V aluat ion V aluat ion met hod
Rev enue NPM net prof it (US$ m) per share
(Rmb m) (Rmb m) (US$)
Core Commerce (ex new retail, 297,829 57.8% 171,996 100% 406,102 159.1 17x FY3/20F PER
consumer services, and Cainiao)
Cloud computing 34,100 18.8% 6,394 100% 15,096 5.9 17x FY3/20F PER
Other investment 85,902 33.5
Ant Financial 33% 49,500 19.4 Implied valuation from
latest round financing
Intime 100% 3,611 1.4 Fair value
Sunart 36% 4,127 1.6 Market capitalisation
Ele.me 100% 9,500 3.7 Implied valuation from
latest round financing
Koubei 50% 3,041 1.2 Fair value
Cainiao 51% 9,208 3.6 Implied valuation from
latest round financing
Youku 100% 3,500 1.4 Fair value
UC Browser 100% 3,000 1.2 Fair value
T ot al v aluat ion 198
Page 21
Company Guide
Alibaba Group
Key Assumptions
FY Mar 2017A 2018A 2019F 2020F 2021F
Annual active customers
454.0 552.0 607.3 615.1 617.6
(m)
Average annual spending
8.3 8.7 9.8 11.8 14.1
per customer
China e-commerce (Retail)
3,767.0 4,820.0 5,973.4 7,249.6 8,734.8
GMV (Rmb bn)
Monetisation rate (%) 3.0 3.7 4.1 4.4 4.6
China e-commerce (Retail)
114,109.0 176,559.0 244,184.8 316,496.6 403,597.1
revenue (Rmb m)
Source: Company, DBS HK
Page 22
Company Guide
Alibaba Group
Growth
Revenue Gth (%) 56.7 56.4 58.5 57.9 57.7
Opg Profit Gth (%) 54.5 72.1 90.9 18.3 (36.9)
Net Profit Gth (%) (71.7) 59.6 113.2 11.0 (11.2)
Margins
Gross Margins (%) 62.6 62.3 62.5 53.4 45.5
Opg Profit Margins (%) 26.9 32.9 32.4 24.6 13.0
Net Profit Margins (%) 22.8 31.0 30.7 21.8 17.3
Source: Company, DBS HK
Page 23
Company Guide
Alibaba Group
Page 24
Company Guide
Alibaba Group
117.0
Dec-18
Mar-18
Jun-18
May-18
May-18
Apr-18
Sep-18
Jul-18
Nov-18
Jan-19
Feb-18
Feb-19
Aug-18
Oct-18
Source: DBS HK
Analyst: Tsz-Wang TAM, CFA
Susanna Chui
Page 25
China / Hong Kong Company Guide
Tencent
Version 13 | Bloomberg: 700 HK Equity | Reuters: 0700.HK
Refer to important disclosures at the end of this report
512.5
287
462.5
412.5
237
Other critical factors. Online game arsenal. Regulators had stopped
accepting applications for licences for new games since March 2018.
362.5
312.5 187
262.5
212.5 137
We expect mobile game revenue growth to moderate to 25% in
162.5
112.5 87
FY18F. However, game approvals resumed in December 2018. Once
Jan-15 Jan-16 Jan-17 Jan-18 Jan-19
PUBG Mobile, with a monthly active user base that is 80%+ of Honour
of Kings’, receives a licence for monetisation, PUBG Mobile’s
Tencent (LHS) Relative HSI (RHS)
Forecasts and Valuation monetisation potential will be substantial in FY19F. We expect mobile
FY Dec (RMBm) 2017A 2018F 2019F 2020F
Turnover 237,760 311,562 390,211 497,675 game revenue growth to recover to 28% in FY19F and 34% in FY20F.
EBITDA 110,685 135,608 172,898 229,258
Pre-tax Profit 88,215 105,376 132,294 178,895 Valuation:
Net Profit 71,510 84,076 105,482 142,542
Net Pft (Pre Ex) (core profit) 65,126 75,293 93,992 126,364 We have a BUY call on Tencent with TP of HK$404 based on SOTP
Net Profit Gth (Pre-ex) (%) 74.0 17.6 25.5 35.1 methodology: (1) 35x FY19F net profit for core business (HK$378); and
EPS (RMB) 7.60 8.93 11.21 15.15
EPS (HK$) 8.87 10.43 13.09 17.69
(2) market value for other investments (HK$26).
Core EPS (RMB) 6.92 8.00 9.99 13.43
Core EPS (HK$) 8.08 9.34 11.66 15.68 Key Risks to Our View:
EPS Gth (%) 73.4 17.6 25.5 35.1
Core EPS Gth (%) 42.9 15.6 24.8 34.4 PUBG mobile, with increasing gamer base, has yet to receive a licence
Diluted EPS (HK$) 8.76 10.30 12.92 17.45 for monetisation to take place. Lack of new hit monetisable games is a
DPS (HK$) 0.93 1.10 1.38 1.86 risk to Tencent’s growth.
BV Per Share (HK$) 31.43 40.49 51.78 66.93
PE (X) 39.0 33.2 26.4 19.6
CorePE (X) 42.8 37.0 29.7 22.1 At A Glance
P/Cash Flow (X) 21.5 19.8 17.1 13.0 Issued Capital (m shrs) 9,520
P/Free CF (X) 24.3 22.8 20.0 15.2 Mkt. Cap (HK$m/US$m) 3,294,026 / 420,001
EV/EBITDA (X) 25.3 20.8 16.4 12.3
Major Shareholders
Net Div Yield (%) 0.3 0.3 0.4 0.5
P/Book Value (X) 11.0 8.5 6.7 5.2 Naspers Limited (%) 31.1
Net Debt/Equity (X) CASH 0.0 0.0 CASH Ma Huateng (%) 8.6
ROAE(%) 33.2 28.7 28.1 29.5 Free Float (%) 60.3
Earnings Rev (%): Nil Nil Nil 3m Avg. Daily Val. (US$m) 913.3
Consensus EPS (RMB) 8.46 10.00 12.47
Other Broker Recs: B:54 S:0 H:4 ICB Industry :Technology / Software & Computer Services
Source of all data on this page: Company, DBS Bank (Hong Kong) Limited
(“DBS HK”), Thomson Reuters
Tencent
during FY17-20F.
112
Meituan (美團, 3690 HK), and offline retailers such as Yonghui 100
(永輝超市, 601933 CH), and Carrefour China (家樂福中國).
We expect Tencent to monetise its user base further through 50
458 448
383
343
290
229
114
0
2016A 2017A 2018F 2019F 2020F
Page 27
Company Guide
Tencent
Balance Sheet:
Leverage & Asset Turnover (x)
Net debt position. As of June 2018, Tencent was in a net debt 0.6
2018. The resumption in December 2018 was earlier than our 0.00
2016A 2017A 2018F 2019F 2020F
0.4
expectation of 1Q19F. Once PUBG receives a licence for Gross Debt to Equity (LHS) Asset Turnover (RHS)
25,000.0
Rising ad monetisation of WeChat. Tencent’s WeChat is well 20,000.0
positioned for online ads for “attention”. However, in view of 15,000.0
the rising budget for “actionable ads”, Tencent has been 10,000.0
25.0%
Lack of top game titles. Tencent’s Honour of Kings has been 46.7
key growth driver for its mobile game segment in the past 41.7 +2sd: 42.6x
two years. PUBG Mobile, with increasing user base, has yet to 36.7 +1sd: 36.6x
receive a licence for monetisation. 31.7
Avg: 30.6x
26.7
Slower-than-expected monetisation through online ads. The -1sd: 24.6x
21.7
market has high expectations on Tencent’s monetisation of its -2sd: 18.6x
16.7
huge user base. But the company may be cautious on these Jan-15 Jan-16 Jan-17 Jan-18 Jan-19
Page 28
Company Guide
Tencent
Key assumptions
Grow t h
V alue-added services 33.6% 42.8% 16.7% 20.9% 24.8%
PC game 26.7% 23.3% -4.5% 3.1% 3.1%
Mobile game 80.3% 63.5% 24.7% 28.0% 34.3%
Social networks 2.6% 46.0% 35.0% 28.6% 28.5%
Online advertising 54.4% 49.9% 43.2% 30.0% 24.8%
Media brand ads 27.1% 32.8% 32.6% 32.0% 24.9%
Social performance ads 82.0% 62.0% 38.3% 29.0% 24.6%
Others 263.1% 152.6% 70.7% 32.2% 35.7%
T ot al 47.7% 56.5% 31.0% 25.2% 27.5%
Page 29
Company Guide
Tencent
Business segment F Y 19F Normalised Normalised St ak e V aluat ion V aluat ion V aluat ion met hod
Rev enue NPM net prof it (HK $ m) per share
(Rmb m) (Rmb m) (HK $)
Core business 390,211 24.1% 93,992 100% 3,554,715 377.7 35x FY19F PE
Other investment 244,282 26.0
J D (J D US) 18% 51,603 5.5 Market capitalisation
Meituan Dianping (3690 HK) 19% 46,713 5.0 Market capitalisation
Didi 10% 41,357 4.4 Historical transaction value
Supersell 39% 32,481 3.5 Historical transaction value
58.com (WUBA US) 23% 14,622 1.6 Market capitalisation
Tesla (TSLA US) 5% 22,448 2.4 Market capitalisation
Spotify (SPOT US) 8% 11,932 1.3 Market capitalisation
Sogou (SOGO US) 44% 7,461 0.8 Market capitalisation
Snap (SNAP US) 10% 5,790 0.6 Market capitalisation
Yonghui Supermarket (601933 CH) 5% 4,287 0.5 Market capitalisation
Heilan Home (600398 CH) 5% 2,169 0.2 Market capitalisation
Kingsoft (3888 HK) 8% 1,252 0.1 Market capitalisation
Cheetah (CMCM US) 17% 1,159 0.1 Market capitalisation
BitAuto (BITA US) 8% 1,009 0.1 Market capitalisation
T ot al v aluat ion 404
Page 30
Company Guide
Tencent
Key Assumptions
FY Dec 2016A 2017A 2018F 2019F 2020F
Weixin and WeChat MAU
889.3 988.6 1,083.8 1,089.2 1,094.6
(m)
Tencent's mobile game
248.6 414.3 423.4 471.2 550.2
paying gamers (m)
Tencent's mobile game
154.5 151.6 185.0 212.8 244.7
ARPU mid-point (Rmb)
China's online advertising
290.3 382.8 447.9 510.6 566.7
market (Rmb bn)
Tencent's share of China's
online advertising market 9.3 10.6 12.9 14.7 16.6
(%)
Source: Company, DBS HK
Page 31
Company Guide
Tencent
Growth
Revenue Gth (%) 47.7 47.7 56.8 56.2 38.7
Opg Profit Gth (%) 44.7 30.2 45.4 86.3 44.9
Net Profit Gth (%) 40.3 44.9 78.6 122.1 48.9
Margins
Gross Margins (%) 57.7 54.0 50.6 48.0 48.6
Opg Profit Margins (%) 36.9 29.6 34.2 35.3 35.7
Net Profit Margins (%) 29.4 25.1 33.5 35.7 36.0
Source: Company, DBS HK
Page 32
Company Guide
Tencent
Page 33
Company Guide
Tencent
Jun-18
May-18
Apr-18
Sep-18
Jul-18
Jan-18
Nov-18
Jan-19
Jan-19
Feb-18
Aug-18
Oct-18
Source: DBS HK
Analyst: Tsz-Wang TAM, CFA
Susanna Chui
Page 34
China / Hong Kong Company Guide
JD.com Inc
Version 15 | Bloomberg: JD US Equity | Reuters: JD.O
Refer to important disclosures at the end of this report
27.3
107
87
Other critical factors: Moderating GMV growth and accelerating
investments will be a drag on margins. We expect weaker margins on
22.3 67
17.3 47
JD.com Inc
1,216.3 1,259.8
1,138
Third party marketplace (3P) monetisation
3P monetisation is another key indicator of revenue. JD’s third- 854
169
1 1.37
1 1.11
1
0.8 0.77
1
1
0.44
0
0
2016A 2017A 2018F 2019F 2020F
Balance Sheet:
Page 36
Company Guide
JD.com Inc
0.60
2.5
Share Price Drivers: 0.50
2.4
GMV market share gain. JD’s GMV growth has started to 0.40
Alibaba would diminish during the new retail environment Gross Debt to Equity (LHS) Asset Turnover (RHS)
Capital Expenditure
versus e-commerce era. We expect JD’s market share in terms RMB m
of GMV to drop from 16% in 2017 to 15% in 2020F. 10,000.0
9,000.0
However, successful expansion in lower tier cities and product 8,000.0
categories will provide upside to GMV. 7,000.0
6,000.0
5,000.0
Margin expansion. We expect FY18F non-GAAP net margin to 4,000.0
3,000.0
decline from 1.4% in FY17 to 0.4%/0.8% in FY18F/FY19F, on 2,000.0
JD Mall’s moderating expansion pace, and accelerating 1,000.0
0.0
investments in new initiatives. However, JD Logistics Asset 2016A 2017A 2018F 2019F 2020F
Management’s monetisation through asset sales, will provide Capital Expenditure (-)
commerce to new retail, and may lose market share in terms -5.4%
Pinduoduo. -7.4%
-8.4%
324.3
lower tier cities. The drag on margins from investments in new 274.3 +2sd: 285.3x
initiatives may be larger than potential margin improvement 224.3
+1sd: 206.8x
after JD Logistics Asset Management’s monetisation through 174.3
asset sales, which may lead to a continuous decline in 124.3 Avg: 128.4x
74.3
margins. 24.3
-1sd: 49.9x
-25.7
Feb-15 Feb-16 Feb-17 Feb-18
Company Background
Established in 1998, JD is the second largest e-commerce PB Band
(x)
platform in China, with 314m annual active customers as at
10.5
end-June 2018. In 2004, JD started its direct-sales (1P) B2C e-
9.5 +2sd: 9.72x
commerce platform of 3C (computer, communication &
8.5 +1sd: 8.48x
consumer electronics) products in China. In 2010, JD
7.5
introduced a third-party (3P) B2C e-commerce platform. (1) Avg: 7.23x
6.5
Direct-sales (1P) and (2) third-party marketplace (3P) revenue -1sd: 5.99x
5.5
accounted for 91% and 9% of 1H18 revenue respectively.
4.5
-2sd: 4.74x
Richard Liu, Chairman and Chief Executive Officer, is the
3.5
founder of the company. Feb-15 Feb-16 Feb-17 Feb-18
Page 37
Company Guide
JD.com Inc
Key assumptions
Grow t h
Direct-sale (1P) 41.7% 39.5% 24.6% 14.1% 12.7%
Third party (3P) 55.2% 49.9% 46.8% 31.6% 27.7%
T ot al 42.7% 40.3% 26.4% 15.8% 14.4%
GPM
Direct-sale (1P) 6.3% 7.6% 8.1% 8.3% 8.6%
Third party (3P) 100.0% 84.4% 66.3% 58.3% 52.1%
T ot al 13.7% 14.0% 13.8% 13.9% 14.0%
Page 38
Company Guide
JD.com Inc
Key Assumptions
FY Dec 2016A 2017A 2018F 2019F 2020F
Annual active customers
195.6 263.4 316.7 349.2 381.2
(m)
Average annual spending
3,364.6 3,803.6 3,940.4 4,076.6 4,210.7
per customer (Rmb)
Average 1P revenue per
1,216.3 1,259.8 1,305.2 1,350.4 1,394.9
customer (Rmb)
Average 3P revenue per
104.0 115.8 141.4 168.7 197.3
customer (Rmb)
Non-GAAP net margin
0.8 1.4 0.4 0.8 1.1
(%)
Source: Company, DBS HK
Page 39
Company Guide
JD.com Inc
Growth
Revenue Gth (%) 43.8 41.4 41.9 38.9 32.1
Opg Profit Gth (%) (56.1) (73.5) (138.1) 90.9 (498.5)
Net Profit Gth (%) 77.7 78.8 N/A N/A N/A
Margins
Gross Margins (%) 13.4 14.0 13.9 14.1 13.8
Opg Profit Margins (%) (0.6) (0.4) 0.2 (0.6) (0.5)
Net Profit Margins (%) (0.2) (1.2) 0.0 0.1 (0.3)
Source: Company, DBS HK
Page 40
Company Guide
JD.com Inc
Page 41
Company Guide
JD.com Inc
May-18
May-18
Jun-18
Sep-18
Apr-18
Jul-18
Nov-18
Jan-19
Feb-18
Feb-19
Oct-18
Aug-18
Source: DBS HK
Analyst: Susanna Chui
Tsz-Wang TAM, CFA
Page 42
China / Hong Kong Company Guide
Kingsoft Corp
Version 7 | Bloomberg: 3888 HK EQUITY | Reuters: 3888.hk
Refer to important disclosures at the end of this report
29.1
189
169
Other critical factors Kingsoft Cloud to continue to gain market share
24.1 149
129
with improving profitability. We expect Kingsoft Cloud, as one of the
top 3-5 IaaS cloud vendors in China, to gain market share with
19.1 109
89
14.1
9.1
69
49
improving profitability. We expect Kingsoft’s revenue from Kingsoft
Cloud to grow 60%/48% in FY18F/FY19F (market share to expand
Jan-15 Jan-16 Jan-17 Jan-18 Jan-19
Kingsoft Corp
CRITICAL FACTORS TO WATCH Online game's monthly average paying accounts (APA, m)
5.45
5.50
Critical Factors 4.71
4.72
4.2
Online games’ APA and ARPU growth 3.93
4.14
3.93
17,737 15,495.5
9,223.5
8,869
0
2016A 2017A 2018F 2019F 2020F
6.1
4.1
2.0
0.0
2016A 2017A 2018F 2019F 2020F
Page 44
Company Guide
Kingsoft Corp
Balance Sheet:
Net cash position. As of June 2018, Kingsoft had a net cash Leverage & Asset Turnover (x)
position of Rmb6,527m (Rmb3,810m debt and Rmb10,337m 0.6
0.50
cash). This is attributed to Rmb362m operating cash inflows. 0.6
0.40 0.5
0.5
Share Price Drivers: 0.30
0.4
JX3 Mobile to support recovery in FY19F. We are bullish on
0.20 0.4
online game developers which still have a PC-to-mobile game
0.3
pipeline in 2019F, such as Kingsoft. We expect the company’s 0.10
0.3
online game revenue growth to decline 21% y-o-y in FY18F, 0.00 0.2
due to maturity of JX1 Mobile (劍俠情緣 1 手遊) amid 2016A 2017A 2018F 2019F 2020F
competition from survival game PUBG Mobile (绝地求生手遊), Gross Debt to Equity (LHS) Asset Turnover (RHS)
Capital Expenditure
and delay of JX2 Mobile & JX3 Mobile. However, the company RMB m
expects JX3 Mobile (converted from JX3 Online [a top 10 PC 1,200.0
200.0
Kingsoft Cloud to continue to gain market share with
0.0
improving profitability. We expect Kingsoft Cloud, as one of 2016A 2017A 2018F 2019F 2020F
the top 3-5 IaaS cloud vendors in China, to gain market share Capital Expenditure (-)
Forward PE Band
Intensifying competition from other leading IaaS providers.
x
AliCloud’s revenue is 8x Kingsoft Cloud’s. AliCloud could 60
hinder Kingsoft Cloud from gaining share and improve 50
margins from economies of scale. 40
30 +1SD: 27.5x
Jun- 14
Jun- 18
Oct-07
Oct-11
Feb-09
Feb-13
Feb-17
Oct-15
Oct-19
Jun- 14
Jun- 18
Oct-07
Oct-11
Oct-15
Feb-09
Feb-13
Feb-17
Oct-19
Page 45
Company Guide
Kingsoft Corp
Key assumptions
Grow t h
Online games 86.0% 22.6% -20.9% 33.5% 6.0%
Cloud 186.8% 80.8% 60.0% 48.1% 39.1%
WPS 12.7% 40.0% 40.0% 40.0% 40.0%
T ot al 81.3% 35.2% 8.5% 40.2% 25.4%
Page 46
Company Guide
Kingsoft Corp
Key Assumptions
FY Dec 2016A 2017A 2018F 2019F 2020F
Online game's monthly
average paying accounts 4.2 4.1 3.9 4.7 5.4
(APA, m)
Online game's monthly
average revenue per 50.5 62.8 52.3 58.1 53.4
paying user (ARPU, Rmb)
China's IaaS market (Rmb
9,223.5 15,495.5 23,336.2 32,810.7 43,474.2
m)
Kingsoft Cloud's market
8.0 8.6 9.1 9.6 10.1
share (%)
Source: Company, DBS HK
Page 47
Company Guide
Kingsoft Corp
Growth
Revenue Gth (%) (40.7) (26.4) 76.2 11.1 4.5
Opg Profit Gth (%) (21.0) 41.5 79.5 (57.3) (99.4)
Net Profit Gth (%) N/A 157.1 N/A 24.7 (97.9)
Margins
Gross Margins (%) 68.7 64.9 60.0 56.4 49.3
Opg Profit Margins (%) 18.8 27.7 19.2 10.7 0.1
Net Profit Margins (%) (47.4) 17.1 20.3 19.2 0.4
Source: Company, DBS HK
Page 48
Company Guide
Kingsoft Corp
Page 49
Company Guide
Kingsoft Corp
HK$
S.No. Dat e Closing 12- mt h Rat ing
Pric e T arget
1
29.0 Pric e
3
1: 15-Mar-18 HK$28.35 HK$34.00 Buy
2 2: 23-Mar-18 HK$26.60 HK$31.00 Buy
24.0 5
3: 27-Mar-18 HK$26.25 HK$31.00 Buy
4
4: 3-Apr-18 HK$24.90 HK$31.00 Buy
19.0 5: 16-J ul-18 HK$22.00 HK$31.00 Buy
6 6: 22-Aug-18 HK$14.44 HK$18.00 Buy
7: 28-Sep-18 HK$14.28 HK$18.00 Buy
14.0
7
9.0
Dec-18
Mar-18
May-18
Jun-18
Apr-18
Sep-18
Jul-18
Jan-18
Nov-18
Jan-19
Jan-19
Feb-18
Oct-18
Aug-18
Source: DBS HK
Analyst: Susanna Chui
Tsz-Wang TAM, CFA
Page 50
China / Hong Kong Company Guide
NetDragon Websoft
Version 8 | Bloomberg: 777 HK EQUITY | Reuters: 0777.HK
Refer to important disclosures at the end of this report
35.6
225
30.6
25.6 175
improve. Many investors were concerned about online education’s
20.6
15.6
125 profitability. However, online education’s operating profit margin
10.6
Jan-15 Jan-16 Jan-17 Jan-18
75
Jan-19
(OPM) improved from -29% in FY16 to -18% in FY17, on the back of
NetDragon Websoft (LHS) Relative HSI (RHS) operating leverage. We expect segmental OPM to continue to improve
Forecasts and Valuation to -15%/-12% in FY18F/19F. NetDragon will launch the cloud version
FY Dec (RMBm) 2017A 2018F 2019F 2020F of Active Inspire in 1H19, on which teachers can deliver interactive
Turnover 3,868 4,790 5,913 6,915
EBITDA 170 266 453 542 lessons and connect to the mobile devices of students and parents, to
Pre-tax Profit (32) 46 228 309 pave the way for high-margin content monetisation later on.
Net Profit (21) 116 272 347
Net Pft (Pre Ex) (core profit) 66 181 354 445 Valuation:
Net Profit Gth (Pre-ex) (%) 93.1 N/A 135.3 27.6 Our TP of HK$33 is derived from SOTP valuation: (1) 15x FY19F PE for
EPS (RMB) (0.04) 0.23 0.54 0.69
EPS (HK$) (0.05) 0.27 0.63 0.80 the online game segment (HK$27); and (2) valuation from series A
Core EPS (RMB) 0.13 0.36 0.70 0.88 financing for online education (HK$6).
Core EPS (HK$) 0.15 0.42 0.82 1.03
EPS Gth (%) 89.9 N/A 135.3 27.6 Key Risks to Our View:
Core EPS Gth (%) N/A 174.9 95.2 25.9
Diluted EPS (HK$) (0.05) 0.27 0.63 0.80
Competition from other mobile games with strong IPs and other game
DPS (HK$) 0.20 0.20 0.20 0.20 genres (such as survival games).
BV Per Share (HK$) 10.48 10.55 10.97 11.57
PE (X) nm 53.5 22.7 17.8 At A Glance
CorePE (X) 93.9 34.1 17.5 13.9 Issued Capital (m shrs) 531
P/Cash Flow (X) 331.6 58.9 13.6 13.4 Mkt. Cap (HK$m/US$m) 7,585 / 967
P/Free CF (X) nm nm 37.3 49.7 Major Shareholders
EV/EBITDA (X) 27.0 17.7 10.1 8.2
Net Div Yield (%) 1.4 1.4 1.4 1.4 DJM Holding Ltd. (%) 36
P/Book Value (X) 1.4 1.4 1.3 1.2 IDG Capital Partners (%) 14.7
Net Debt/Equity (X) CASH CASH CASH CASH Hui Zheng (%) 6.5
ROAE(%) (0.5) 2.5 5.8 7.1 Luyuan Liu (%) 5.3
Earnings Rev (%): Nil Nil New Free Float (%) 37.5
Consensus EPS (RMB) 0.32 0.54 0.58 3m Avg. Daily Val. (US$m) 0.8
Other Broker Recs: B:12 S:0 H:2 ICB Industry :Technology / Software & Computer Services
Source of all data on this page: Company, DBS Bank (Hong Kong) Limited
(“DBS HK”), Thomson Reuters
NetDragon Websoft
2,623.9
2,312 2,105.3
1,526.3
1,542
771
0
2016A 2017A 2018F 2019F 2020F
-13.91 -12
-15
-18.36 -18
-22.81
-27.26
-29
-31.72
2016A 2017A 2018F 2019F 2020F
Page 52
Company Guide
NetDragon Websoft
Balance Sheet:
Net cash position. As of end-June 2018, NetDragon had a net Leverage & Asset Turnover (x)
cash position of Rmb737m (Rmb508bn debt and Rmb1,245m 0.25 1.2
cash). Its capex was Rmb250m, with Rmb157m operating cash 0.20
1.1
outflows. 1.0
0.15
0.9
3D (converted from Eudemons PC and published by Tencent), Gross Debt to Equity (LHS) Asset Turnover (RHS)
Capital Expenditure
to be launched in 2H19, to accelerate NetDragon’s online RMB m
game revenue growth to 28% in FY19F. 400.0
350.0
300.0
Monetisation of online education via sale of high-margin
250.0
content. Hardware currently contributes the majority of 200.0
NetDragon's online education revenue. NetDragon will launch 150.0
margin content monetisation later on. We believe increasing Capital Expenditure (-)
with strong intellectual properties (IPs) and other game genres 4.0%
1.0%
Online education may not replicate its past successes in
17173.com and 91 Wireless. This may result from slower- 0.0%
2016A 2017A 2018F 2019F 2020F
than-expected adoption of online education, as well as Forward PE Band
competition from other Internet platforms.
x
90
Company Background 80
70
Established in 1999, NetDragon is a leading online game 60
50
developer in China, with a highly successful track record as a 40 +1SD: 35.8x
pioneer in Internet and mobile Internet, including 17173.com 30 Avg: 22.3x
20
(the first online game portal in China) and 91 Wireless 10 -1SD: 8.9x
0
(China's leading app-store platform), which were sold to Sohu
Jul-1 0
Jul-1 4
Jul-1 8
Nov -07
Nov -11
Nov -15
Nov -19
Mar-13
Mar-17
Mar-09
Jul-1 4
Jul-1 8
Nov -07
Nov -11
Nov -19
Nov -15
Mar-09
Mar-13
Mar-17
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Company Guide
NetDragon Websoft
Page 54
Company Guide
NetDragon Websoft
Key Assumptions
FY Dec 2016A 2017A 2018F 2019F 2020F
Online game's average
319.5 333.0 356.9 391.9 400.6
concurrent users (ACU, k)
Online game's monthly
average revenue per 315.6 418.6 480.8 560.5 620.3
paying user (ARPU, Rmb)
Online education's
1,526.3 2,105.3 2,623.9 3,148.7 3,778.5
revenue (Rmb m)
Online education's
operating profit margin (28.8) (17.7) (14.8) (12.1) (9.4)
(%)
Source: Company, DBS HK
Page 55
Company Guide
NetDragon Websoft
Growth
Revenue Gth (%) 165.2 88.8 30.7 45.9 39.1
Opg Profit Gth (%) 255.1 42.5 (99.8) (90.2) (69,232.7)
Net Profit Gth (%) (133.4) (28.3) N/A 70.8 N/A
Margins
Gross Margins (%) 57.7 56.2 58.2 54.8 56.8
Opg Profit Margins (%) (12.8) (16.5) 0.0 (1.1) 8.8
Net Profit Margins (%) (3.2) (11.1) 1.5 (2.2) N/A
Source: Company, DBS HK
Page 56
Company Guide
NetDragon Websoft
Page 57
Company Guide
NetDragon Websoft
May-18
Jun-18
Apr-18
Sep-18
Jul-18
Jan-18
Nov-18
Jan-19
Jan-19
Feb-18
Oct-18
Aug-18
Source: DBS HK
Analyst: Susanna Chui
Tsz-Wang TAM, CFA
Page 58
Industry Focus
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STRONG BUY (>20% total return over the next 3 months, with identifiable share price catalysts within this time frame)
BUY (>15% total return over the next 12 months for small caps, >10% for large caps)
HOLD (-10% to +15% total return over the next 12 months for small caps, -10% to +10% for large caps)
FULLY VALUED (negative total return i.e. > -10% over the next 12 months)
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Sources for all charts and tables are DBS HK unless otherwise specified.
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Page 59
Industry Focus
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1. DBS Bank Ltd, DBS HK, DBSVS or their subsidiaries and/or other affiliates have proprietary positions in Kingsoft Corp Ltd (3888 HK)
and Tencent Holdings Ltd (700 HK) recommended in this report as of 01 Feb 2019.
2. Neither DBS Bank Ltd nor DBS HK market makes in equity securities of the issuer(s) or company(ies) mentioned in this Research
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1
An associate is defined as (i) the spouse, or any minor child (natural or adopted) or minor step-child, of the analyst; (ii) the trustee of a trust of
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2
Financial interest is defined as interests that are commonly known financial interest, such as investment in the securities in respect of an issuer or a
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Page 60
Industry Focus
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Industry Focus
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Page 62
Industry Focus
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Page 63