网易 (09999.HK,NTES.US) 2025年第三季度业绩电话会
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会议摘要
Netease's third-quarter 2025 earnings call highlighted an 8% YoY revenue increase to RMB 28.4 billion, driven by global expansion, innovative game launches, and AI integration. New titles like '10 Writing' and 'Where We Meet Eastern Sea' gained traction, while established games saw renewed engagement. The company, with a non-GAAP net income of RMB 9.5 billion, extended its share repurchase program and approved a dividend. Netease plans to advance its global presence, scale original IPs, and enhance gaming experiences, emphasizing quality and player-first strategies.
会议速览
A conference call begins, marking the start of Net E's third quarter 2025 earnings discussion, facilitated by an operator transferring control to a speaker.
Netease reported an 8% YoY revenue increase to RMB 28.4 billion in Q3, driven by a 12% growth in gaming revenues. Highlights include the global success of '10 Writing', topping iOS download charts in multiple markets, and its strong performance in China post-launch on October 16. The company emphasized its strategic focus on creativity and long-term operations, enhancing player engagement and global reach.
Rivals' superhero shooter gains global traction with Season 4 update, introducing new maps, characters, and features. It climbs to third on Steam's top sellers, bolstered by Halloween-themed content and a major scenario update. A collaboration with global heat gain power further enriches the player experience, showcasing rivals' growing appeal and successful partnerships.
The company has successfully expanded internationally, showcasing culturally rich games like Whirlwind Smith and Ananta, achieving high player engagement and sales. Racing Master's localized content and eSports events have strengthened its global community. Established games, including China Westward Journey Online, continue to thrive, demonstrating a commitment to quality operations and player satisfaction.
Innovative game launches and updates, such as the Unlimited server and Tianxia Wanxiang, have significantly boosted player engagement and set new records for concurrent users. Engaging partnerships, rich new content, and strategic gameplay enhancements have maintained high fan base engagement and expanded the gaming experience for players across various platforms.
The dialogue highlights significant achievements in gaming, including the 11th anniversary of Hearthstone, the resurgence of Diablo 2, and the thriving community of Minecraft China Edition. It also underscores advancements in AI-native education and advertising, exemplified by Udal's contributions to mathematically gifted students and enhanced online marketing services. The focus remains on fostering creativity, quality, and community engagement across diverse platforms and initiatives.
The third quarter of 2025 saw a 12% year-over-year increase in net revenue from self-developed games, including titles like Finance Online and Will Win Meet. Revenue from online marketing services also rose by 4%, driven by higher contributions from music-related services. Despite a 15% quarter-over-quarter increase in adult entertainment revenue, other segments like social entertainment and innovative business experienced declines, attributed to factors such as high base comparisons and inter-segment transaction eliminations. The gross profit margin improved to 64.1%, reflecting a higher mix of PC games in China, which typically have higher margins.
The dialogue discusses a decrease in Youdao's gross profit margin, improvement in 90 Music's margins, and a rise in overall gross profit margin. It highlights stable R&D expenses, a higher effective tax rate, and non-GAAP net income growth. The company boasts a strong cash position, announces a dividend, and extends its share repurchase program until 2029.
A question was posed regarding the operational strategy behind the unprecedented success of an evergreen title, specifically focusing on the factors contributing to its unlimited clear server, the user profile including the ratio of returning players to new ones, and the potential for replicating this model across other flagship titles.
A discussion on the longevity and innovation in gaming, emphasizing sustainable funding, stable ecosystems, and overseas expansion strategies, while highlighting player engagement and game evolution over 22 years.
The company has achieved significant success in overseas markets with its authentic Chinese online games, receiving positive feedback. Notable releases include games that have been recognized by the Japan Games Award 2025. The company is confident in its ability to continue delivering high-quality games and services to global gamers, further expanding its market presence.
Discussion on the recent volatility in game performance, strategies to enhance DAU and growth, comparison of Warcraft and Hearthstone's metrics pre and post-China re-entry, plans for sustainable growth, and analysis of monetization potential amidst increasing competition in the ALPG genre.
The dialogue highlights the benefits of deeper cooperation between teams, exemplified by the successful development of the Titan Refor server for Auto Cloud. It also mentions strategic plans for securing market share in the ARPG segment and notes the high user engagement of Starcraft 2, emphasizing the vitality of the RTS genre.
The dialogue covers user feedback on a showcased game, its market positioning, and differentiation through rich content and innovative gameplay. Plans for development, testing, and launch in 2026 are confirmed, with a focus on enhancing the game's position within the industry.
The company is adopting a more selective approach to launching new games, prioritizing confidence in market success over quantity. This strategy focuses on enhancing existing successful products and ensuring new releases have strong potential, aligning with the belief that being focused is crucial for growth.
UBS reassures stakeholders that recent organizational changes in the game department are aimed at enhancing focus and efficiency, with no impact on near-term operations. The strategy prioritizes resources for evergreen titles and innovative teams, while trimming those not aligned with market trends, ensuring the commitment to high-quality products remains unchanged.
Discussed AI's role in enhancing game development and operations, emphasizing experience and innovation. Also, highlighted the company's targeted approach towards new projects, focusing on quality and clear vision for future breakthroughs, particularly in the shooting game genre.
A detailed discussion on the upcoming game, Sea of Re, highlighting its innovative gameplay, multi-cultivation type, and rich character combinations. The dialogue also covers the game's commercial strategy, expected launch timing, and efforts to differentiate it from competitors, emphasizing its fresh ocean experience for gamers.
要点回答
Q:What are the risks that could affect the company's business and financial results?
A:The company's business and financial results could be affected by certain risks that are detailed in its filings with the Securities and Exchange Commission, including its annual report on Form 20-F, and in an announcement and filings on the Hong Kong Stock Exchanges website.
Q:What was the total revenue for the third quarter and how much did the company's games and related services grow?
A:The total revenue for the third quarter was RMB 28.4 billion, an increase of 8% year over year. Revenues from the company's games and related services grew 12% compared with the same year last year.
Q:What are some of the key achievements of the company's games in the third quarter?
A:Key achievements of the company's games in the third quarter include the success of new releases like '10 writing' and 'a new free to play mobile Sci Fifi RPG shooter' that topped the iOS download chart in the United States and other major Western markets. The game 'rivals' continued to engage players with the introduction of new content and events, maintaining its position on Steam's global top seller chart. The company's original titles gained momentum with updates and events that drove revenue and monthly active user growth.
Q:What is the performance of the company's established games and how are they gaining popularity?
A:The company's established games are gaining steam worldwide with strong performances and updates that provide new opportunities for entertainment, engagement, and growth of their communities. This approach has continued to resonate with players, resulting in steady growth across the domestic portfolio for both new titles and long-standing games like 'China Westward Journey Online', which has been operational for 22 years and demonstrates the company's commitment to high-quality operations.
Q:What was the reaction to the new free to play mobile game and how did it perform globally?
A:The new free to play mobile game '10 writing' received widespread acclaim and secured leading positions on iOS download charts across nearly 100 markets globally following its global launch on August 28. It topped the App Store's charts in the United States and other major Western markets.
Q:What is the significance of the game 'rivals' and what were some of its recent updates?
A:The game 'rivals' is significant for its active superhero shooter fan base, which it continues to engage with new content, features, special events, and more. Its recent updates included the introduction of a new map, the debut of a new character, and a Halloween-themed event. The game's growing appeal is reflected in its performance on Steam and its successful grand finals at an international event.
Q:What was the response to the major update for the game 'once human' and what events were tied to it?
A:The major update for the game 'once human' introduced a new scenario focused on the capture and customization of deviations and a significant refresh of the PVP experience. The update was tied to a collaboration event with a global heat gain power world, further enhancing the player community. The game achieved a peak of 190,000 concurrent players and secured top rankings on multiple platforms following its release.
Q:What is the anticipation for the title 'Ananta' and what recognition has it received?
A:The title 'Ananta' has garnered significant attention and excitement, especially after being featured at gaming events. It was applauded for its in-depth game trailers and engaging hands-on play testing. The game has been recognized for its imaginative action design, high-fidelity visuals, and modern urban storytelling. It was named as one of the most promising upcoming games at the Japan Game Awards 25 Future Division.
Q:What are the key features of the Unlimited server that have contributed to player engagement?
A:The key features of the Unlimited server that have contributed to player engagement include classic gameplay under a model that eliminates the entry barrier of upfront time-based payments, leading to substantial enthusiasm from fans and a significant boost in player engagement.
Q:What updates have been made to the Tianxia MMO, and what is its significance?
A:The Tianxia MMO has been updated with new features such as a complete client upgrade to a cross-platform client, powered by the company's flagship in-house engine, which enhances graphic quality and expands access for players across PC and mobile platforms. It signifies a deep engagement with the community and a commitment to enhancing the player experience.
Q:How did the release of new characters and partnerships affect Identicon's engagement?
A:The release of new characters and partnerships, such as the Hunter of Cist and the survival of Lanternist, as well as collaborations like the one with the Palace Museum, has infused new energy into Identicon's world and reinforced it as a top destination for asymmetric gameplay fans, contributing to high engagement.
Q:What anniversary celebration took place in Anki Party, and how did it impact the game's engagement?
A:Anki Party experienced robust growth with a three anniversary celebration in July, which sparked renewed enthusiasm and set a new average playtime record. The celebration included new gameplays and an EGC 2 that made design faster and more enjoyable, resulting in engagement levels returning to historical peak performance.
Q:What notable changes and updates were introduced in Aog, and how did player feedback shape its content?
A:Aog introduced a nice anniversary celebration on September 10 with rich new content and gameplay updates shaped by player feedback, including the new character Yuki Gosen. The game's vitality and the strength of the company's long-term operation were demonstrated by its high placement in China's gross charts.
Q:What are the key developments in the MDP for Starcraft, and how is it contributing to the e-sports ecosystem?
A:The Starcraft MDP has grown with new heroes and collaborations such as theArmor Hero in September and the Time Limited Return of Me in October. It has become the cornerstone of the e-sports ecosystem, with the 2020 I egola Asian Games' finals in October, driving increasing social media engagement.
Q:How has the company expanded its domestic portfolio, and which game achieved a significant milestone?
A:The company has expanded its domestic portfolio with new, lighthearted experiences such as a game featuring magical creatures inspired by Chinese fairy tales, which has built a dedicated fan base. Worldcraft rolled out updates that sustained strong engagement and the game just launched a highly anticipated China exclusive server. The game has a milestone of over 1.5 million concurrent players.
Q:What significant milestone did Heartstone achieve, and how did it celebrate its anniversary?
A:Heartstone celebrated its 11th anniversary and amassed over 100 million registered players in China. The game ran a series of special anniversary events that drove participation from loyal fans and newcomers.
Q:What accomplishments did Udal achieve in the third quarter, and how did it enhance its AI capabilities?
A:Udal executed its AI native strategy with a 40% year-over-year increase in learning services revenue. It partnered with the Yao Mathematical Science Center of the Xinhua University and provided technical support for a platform to identify mathematically gifted students. In the advertising business, Udal further developed its expertise in programmatic advertising and influence marketing, enriching its offerings with technology upgrades.
Q:What were the total net revenue figures for the third quarter and how did they compare to the previous year?
A:The total net revenue for the third quarter was 28.4 billion, marking a 8 percent increase year over year.
Q:Which factors contributed to the quarterly and yearly increases in online and net revenue?
A:The quarterly increase was attributed to higher net revenues from self-development games like Finance Online, GTA, and certain license gains. The yearly increase was due to higher net revenue from self-developed games such as Finance Online, Party, newly launched Willwin, and more revival, as well as certain license games.
Q:What was the impact of the quarter over quarter and year over year changes on gross profit?
A:Gross profit increased by 10% year over year, primarily driven by increased net revenue from online games. The gross profit margin for the third quarter was 64.1%, up from 62.9% in the same period last year.
Q:What caused the decline in net revenue for innovative business and others?
A:The decline in net revenue for innovative business and others was mainly driven by Yanxi due to its high base during the 618 e-commerce festival.
Q:How did the gross profit margins compare across different segments, and what was the reason for the decrease in the 'douyu' segment?
A:The gross profit margin for the 'douyu' segment was 42.2%, compared to 50.2% in the same period last year, mainly due to the decline in the gross profit margin of online marketing services.
Q:What was the reason for the decrease in gross profit margin for 90 music in the third quarter?
A:The gross profit margin for 90 music in the third quarter was 35.4%, up from 32.8% a year ago. The margin improvement was primarily driven by steady growth in the core online music business with lower contributions from social entertainment and other lower-margin services.
Q:What was the effective tax rate for the third quarter and how was non-GAAP net income reported?
A:The effective tax rate for the third quarter was 13%. The non-GAAP net income to shareholders for the third quarter was RMB 9.5 billion, or $1.3 billion, marking a 27% year-over-year increase. The non-GAAP basic earnings per share for the quarter were $2.90 or 42 cents per share.
Q:What is the updated share repurchase program, and what is its duration?
A:The company's previously approved share repurchase program for up to $5 billion has been extended for an additional 36 months, expiring on January 9, 2029.
Q:What is the company's strategy for future success in the overseas markets?
A:The company believes it has the capability to bring more and more success cases in the overseas markets and provide high-quality cost and services to gamers. The company expresses confidence in its strategy for future success.
Q:What are the recent developments and recognition received by the company's games in the global market?
A:The company has recently rolled out 'Justice' in the global market, and three years ago, 'Breakpoint PC' was also launched on the global market. The company's games have big market expectations, and 'Justice' has been named one of the most promising upcoming games by the Japan Games Award 2025 Future Division. The company continues to expand its territory in the global market and emphasizes ongoing successes.
Q:What performance metrics are available for comparison between past and present for Warcraft and Hearthstone in China, and what plans are in place for sustainable growth?
A:Warcraft and Hearthstone have returned to China for one year and are facing tough competition. The company plans to discuss performance metrics now versus one year ago and how they plan to drive sustainable growth in the future. They have not provided specific data in this transcript but suggest they are focused on improving performance through new content and marketing strategies, as well as working closely with partners to enhance the competitive offerings in the China market.
Q:What is the current status of user growth and DAU volatility in Identity 5, and what strategies are in place to improve performance?
A:There has been volatility in growth and DAU in recent months for Identity 5. The company acknowledges this and mentions that during the summer holidays, there was a significant impact on general users in lower-tier cities. However, the impact has eased since the start of the school semester, and in September, the company reached a historical high in user engagement. The company is focusing on preparing new content and marketing campaigns for the Chinese New Year cycle. They are working on diverse gameplays to meet the varied demands from the community. The company's strategy moving forward is to deepen cooperation to sustain their unique competitive offerings in the China market, including working closely with partners like USTC. New business plans are in place for the upcoming game, which is expected to secure a significant market share and commercial performance in the ARPG segment.
Q:What is the impact of competition in the ARPG genre and what is the monetization potential for the upcoming game?
A:The company acknowledges the increased competition in the ARPG genre, particularly from other products. The upcoming game is designed to have its own unique quality, and the company has outlined new business plans that they believe will secure a deserved market share and commercial success in the ARPG segment after launch. While specific details on monetization potential are not provided, the company's strategy includes focusing on a select few products that they have high confidence in, rather than a large number of new products with less confidence.
Q:What feedback was received on the showcased game at the Tokyo Game Show, and what is the market positioning and differentiation of the game?
A:The showcased game at the Tokyo Game Show received significant attention on social media worldwide and was named one of the most promising upcoming titles by the Japan Games Award 2025 Future Division. The company plans to enhance the development process and intends to proceed with testing and launches as scheduled. They believe the blend of console-quality content, innovative strategy, and a focus on long-term care operations will secure a new position within the industry ecosystem. Market positioning and differentiation will be solidified through these efforts and further updates will be shared in due course.
Q:When is the next testing timing and official launch timing for the showcased game?
A:The company has not provided specific dates for the next testing timing and the official launch timing of the showcased game in this transcript. They indicate that the development process is on track and that updates will be shared when the time comes.
Q:What is the strategy towards launching new games into the market, and what are the growth drivers for the online gaming business if the number of new games launched each year is smaller?
A:The company's strategy is to focus on successful products and continue to concentrate on these rather than launching many new products without high confidence. They will be more cautious and prudent in selecting new products, ensuring each has a strong market presence. This focus on a select few products is seen as a core confidence for the company.
Q:What are the recent adjustments and changes in the company?
A:The recent adjustments and changes are part of the company's normal personnel turnover process carried out without impacting daily operations. These changes are aimed at making the organization more focused and efficient, with an emphasis on refining and optimizing existing high-quality products and developing new titles with evergreen potential into successful, long-lasting teams.
Q:What is the company's focus regarding the development of new games?
A:The company is focusing on the quality of new games and is particularly interested in the shooting game genre. It aims to differentiate itself in this genre by deploying significant resources in research and the integration of AI to refine the user experience and create breakthroughs in the industry.
Q:What are the details about the new game 'Sea of Re'?
A:'Sea of Re' is a very important product for the company, focusing on a unique gameplay experience with rich combinations between characters and classes, providing a fresh and unexperienced oceanic adventure to gamers. The company has a clear vision for this product and plans to launch it with a multi-faceted approach, emphasizing both mobile and console support.

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