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博雅互动(434.HK)调研简报:移动端及海外市场带动增长

434.HK Research brief: growth driven by Mobile and overseas Market

國元(香港) ·  May 21, 2014 00:00  · Researches

1. Company profile: Boya Interactive is one of the largest board game developers and operators in China. Founded in 2004, the company currently employs more than 600 people, including more than 400 technical personnel. The company is committed to providing users with a three-dimensional Internet interactive entertainment experience. The company has created nearly ten leisure games, such as Boya Texas hold'em, Boya fighting landlords, Boya mahjong, Boya chess, and so on. At the same time, Boya has established cooperative relations with many domestic and foreign operators. Its products have been operated in nearly 30 countries and regions, including Thailand, Indonesia, Germany and so on.

2. The characteristics of the company's future development: there are mainly three aspects: first, the company will still focus on board games in the future, secondly, the mobile end will be the main source of growth in the future, and finally, the company will continue to adhere to the strategy of global layout.

3. The reasons why the company chooses to do light board games: first of all, the life cycle of board games is long, which can be achieved for 10 years, at the same time, the way of income realization is simple, and the profit is easy to predict. The company made several heavy games in the early days, but they were only used to demonstrate the company's R & D capabilities. In general, it is difficult for heavy game development companies to launch successful products in a row, at least not yet, and the life cycle of heavy games is not long, and if there is no new good product launch, revenue may decline.

4. The company's concept of operating board games: the company operates games not only to launch excellent products, but also to provide quality services, such as allowing users to enter the game from any region, time and device. At the same time, the company will ensure the fairness of the game and create a platform for professional players to gather.

5. Mobile strategy: the company's mobile development is very rapid, and it is also the driving force for the company's future development. At present, the data of mobile and PC are separate, and cloud technology will be used to connect them in the future.

6. development strategy of overseas markets: the company will pay attention to small language markets overseas, such as Southeast Asia, South America and Europe, because these countries have weak R & D strength and will not face fierce competition in the market. at the same time, the mobile economy of these countries has entered a stage of rapid development. On the contrary, the English-based market will face competition with large enterprises such as Zynga, while the Japanese and Korean markets are conservative, so companies will choose their own market to develop their business. Generally speaking, companies will first launch products in local languages in overseas markets; then, if the product is made, it will recruit some local talent to localize the products; the next step is to set up overseas subsidiaries to operate. At present, the company has subsidiaries in Thailand, Indonesia and Taiwan.

7. The company is superior to its domestic competitors: the company's products are more professional, and the speed of releasing new versions is faster than that of competitors, so it can fix the loopholes in the products in time. In addition, on the question of social interaction driving user activity, the company believes that social elements only play a role in guiding users to enter, but when the professionalism of the game continues to improve, the role of social interaction will be weakened. at this time, the professionalism of the game is the decisive factor of success or failure.

8. Overseas layout: at present, the growth rate of Indonesian and German-speaking regions is increasing, and the company will consider developing the South American and Russian markets next year, but there are also some problems, such as smartphones in South America are still in the stage of stocking and APP market management is still immature; there are multilingual and complex religious problems in the Indian market; and the Vietnamese government will intervene too much in the market. The core problem is that China's ability to manage overseas teams is still a bottleneck to development. Therefore, the company will carefully choose the time to enter the overseas market.

9. Whether the currency in the game can be exchanged: this kind of behavior is prohibited by law, and the company will not be involved in this activity. But user trading game accounts are difficult to manage, and the company doesn't want that to happen, because it allows users to get gold coins at a lower price than the company, squeezing the company's profits.

10, the future of the company to promote the form of ARPU: divided into two aspects, first of all, the company will be based on the natural growth of user ARPU in the future, through the initial sending of small gold coins to cultivate users' habits to maintain the stability of the currency in the game, and then guide users to continue to enter high zones, will be the main way for the company to promote ARPU in the future. On the other hand, deliberately increasing the ARPU value will affect the user's experience and viscosity, which is not suitable for chess and card products with a long life cycle.

11. Revenue by region: Chinese mainland accounts for 37%, RTHK 20% to 23%, Thailand 20%, Indonesia 6% and Germany 5%. What's left are bits and pieces of small countries.

12. Guidance for the future: it should not be lower than the growth rate in the first quarter.

13. Suggestion and summary: the company is an Internet company mainly engaged in R & D and operation of long-cycle games. At present, it has successfully transformed the mobile terminal, obtained the opportunity of rapid growth in the short term, and the layout of overseas small language markets has also reduced the company's competitive pressure. Although the domestic market competition is fierce, but the capacity is large, so the company can enjoy the rapid growth dividend of the whole industry, especially the rapid growth of mobile devices. On the other hand, we believe that the threshold of the board game market is low, and the way of income realization is relatively simple, so it may face the threat of potential competitors in the future.

The translation is provided by third-party software.


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