DoubleUGames Co., Ltd. (KRX:192080)
South Korea flag South Korea · Delayed Price · Currency is KRW
58,300
-300 (-0.51%)
At close: Sep 23, 2026
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Earnings Call: Q4 2024

Feb 12, 2025

Summary

2024 saw record revenue and profits, driven by Social Casino and iGaming growth, with strong cost control and expanding DTC platform payments. Dividend payout reached an all-time high, and further growth is expected from new games, M&A, and platform optimization.

Operator

Good morning. We would like to thank the analysts and domestic and foreign investors who are attending the 2024 Q4 earnings presentation conference call of DoubleUGames. Prior to the presentation, I would like to pass along a few requests. The performance data is prepared for the convenience of investors based on the provisional financial statements for the 2024 Q4. This data was written with reference to objective standards. However, please note that some predictions, forecasts, or expressions based on subjective judgment may be included, and numbers and interpretations that do not match this data may be derived due to changes in the future environment and future data aggregation standards. Today's earnings presentation on Q4 highlights and the Q&A session will be conducted by our CFO, Mr. Choi Jaeyoung, and more detailed explanations on performances will be followed and will be led by the Head of our IR Division, Mr. Shin Yong-ju.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Good morning. This is Choi Jaeyoung from DoubleUGames. I would like to brief on our Q4 and annual performances. Today's presentation will be consisted of our Q4 highlights, earnings summary, revenue analysis, and cost analysis, and business updates as shown on page three. We will also have a separate Q&A session after all presentations.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Our Q4 highlights are presented on two pages separated by growth and profitability. First, please let me turn to growth maximization on page four. Our revenue in 2024 was KRW 633.5 billion, the highest level since 2020, representing 8.8% YoY growth and a return to revenue in the KRW 600 billion range. Solid revenue from Social Casinos and growth in iGaming were the main drivers. In 2025, new business expansion in the iGaming and casual genres is expected to accelerate, resulting in continued apparent growth. iGaming recorded NGR of KRW 5.7 billion in January 2025, which is up 41% from the monthly average in Q4. As mentioned in the Q3 earnings presentation, the full-scale marketing investments made since last November have resulted in rapid revenue recovery.

As a result, we are consistently breaking the maximum monthly NGR record. Now let me explain about Paxie Games in the casual genre. The Paxie Games monthly payments are also breaking records every month. Following 2024 Q4, we achieved the highest monthly payment in January 2025. Our flagship game, Merge Studio, is driving the growth, and we expect steep growth in the future with the new games coming soon, which are currently in development. The corporate combination review by the Turkish Competition Authority is currently underway and is expected to be finalized within Q1. Therefore, we expect the consolidation of the subsidiary to be completed thereafter.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Now let us turn to page five, which is about profitability. Operating profit in 2024 reached KRW 248.7 billion, which is the highest level since our inception, and it is an increase of 17% YoY. This was the result of maintaining stable operating and EBITDA margins as we continue to streamline operating expenses, including marketing expenses. The Social Casino business achieved both profitability improvement and revenue growth. In particular, despite a 42% YoY reduction in marketing expenses, revenue growth drove the increase in operating profit, reflecting the stability of Social Casino businesses based on a loyal user base. As part of cost efficiency, we reduced the marketing expenses from 15% of revenue in 2023 to 8% in 2024. We aim to outperform the market this year while maintaining the current percentage of revenue used as marketing expenses. Meanwhile, growth in DTC's own platform is contributing to improve the profitability.

The share of payment from DTC's own platform, which is now in full swing from the second half of 2024, is expected to increase to 8.2%, which will improve profitability while reducing platform costs at the same time. In 2025, we will further promote DTC and continue upgrading and optimizing our own platforms for all users. Meanwhile, there has been no significant changes in the U.S. regarding fees for global platforms, but it is understood that discussions on fee issues are now underway in China as well as Europe.

Shin Yong-ju
Head of IR Division, DoubleUGames

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Speaker 3

Hello. This is Shin Yong-ju of the IR division. Now let us turn to page six of the Q4 consolidated results summary. Revenue on a consolidated basis for 2024 Q4 was KRW 155.8 billion , which is up 1.1% QoQ. This is a result of continued stable operating revenue generated from the Social Casino and iGaming businesses. Operating income was KRW 60.5 billion with a margin of 38.8%, which is up 1.7% QoQ. EBITDA was KRW 63.5 billion with a margin of 40.8%, which is up 1.6% QoQ.

Net income was KRW 72.3 billion with a margin of 46.4%, which is an increase of 76.5% QoQ, and it is the highest quarterly net income in our history. The increase in net income was mainly due to an increase in foreign exchange gains as a result of the approximately 10% appreciation in the exchange rate by the end of quarter, especially as the majority of our cash assets are held in the U.S. dollars.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

Now, let us continue with the 2024 consolidated results summary on page seven. Revenue on a consolidated basis in 2024 was KRW 633.5 billion, an increase of 8.8% YoY. Operating income was KRW 248.7 billion with a margin of 39.3%, an increase of 16.6% YoY. EBITDA was KRW 261.1 billion with a margin of 41.2%, which is an increase of 17.6% YoY. This was the result of stable business operations and major cost reductions, including marketing, in order to achieve revenue growth and profit maximization. Net income was KRW 237.7 billion with a margin of 37.5%, which is an increase of 23.2% YoY, and it is the highest annual net income in our history. This was possible thanks to a significant increase in non-operating income due to the appreciation of the period and exchange rate, as well as an increase in foreign currency assets.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

Now, please turn to page eight on revenue analysis. Consolidated operating revenue for 2024 Q4 was KRW 155.8 billion. By business segment, Social Casino and Casual Games recorded KRW 143.2 billion with mobile revenue accounting for 85.1%. iGaming revenue was KRW 12.6 billion, which is an increase of 18.9% QoQ. This was due to the gradual marketing expansion since last November. Marketing investments have a fast payback rate because of the nature of iGaming business, and it led to an increase in revenue. The effects of market expansion are now being fully reflected as sales the NGR of January 2025 reached the highest level ever.

Franchise games DoubleDown Casino and DoubleU Casino accounted for 19% of the total revenue, with DoubleDown Casino generating KRW 100.3 billion and DoubleU Casino KRW 39.4 billion, with DoubleU Casino growing by 2.9% QoQ. SuprNation's iGaming revenue accounted for 8%, and revenue diversification is ongoing. Total revenue was KRW 155.8 billion, which is up 1.1% QoQ and 1.5% YoY, while the overall growth rate of the Social Casino market was +0.2% QoQ. Our Social Casino business outperformed the market with +0.8% QoQ.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

I will now explain the 2024 Q4 cost analysis on page nine. Platform costs were KRW 41.1 billion, which is a variable cost of 30% of revenue paid to platform companies such as Google and Apple. It has been steadily decreasing because of the reduction of in-app payment fees in Europe, as well as an increase in the proportion of DTC's own platform. Recently, global platform companies have been reducing in-app payment fee rates, and we expect to benefit from increased profit margins if these changes continue. Marketing expenses amounted to KRW 16.2 billion of 15.7% QoQ, 5.9% YoY, and 10.4% of revenue, mainly due to increased marketing investments in SuprNation and DoubleUGames. The proportion of marketing expenses by business is 77% for Social Casino and 23% for iGaming, and additional marketing investments are expected in the SuprNation and casual genres in 2025.

Marketing investments are made only when ROI criteria are satisfied and are strictly operated in line with our payment growth. Personnel expenses were KRW 22.9 billion, up 1.8% QoQ and 4.6% YoY. By the end of Q4, our consolidated headcount was approximately 590, comprised of 400 employees at DoubleUGames, 130 employees at Double Down Interactive, and 60 employees at SuprNation. In order to minimize the burden of labor cost, we operate the total number of employees in a conservative manner while actively introducing AI and other work automation tools, continuously improving operational efficiency. Royalties amounted to KRW 3.0 billion, up 11.1% QoQ. The increase was due to the inclusion of IGT royalties and fees for the use of iGaming's external Slot IP, while the recent increase was mainly due to the increase in iGaming's royalty expenses.

Amortization of tangible and intangible assets was KRW 3.0 billion, similar to the level of last quarter. Approximately KRW 2.0 billion of office lease accounting expenses and approximately KRW 1.0 billion reflecting PPA accounting expenses from the acquisition of SuprNation. Additional PPA accounting expenses will be reflected after the closing of the Paxie Games acquisition. We will share more details later.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

The total dividend for 2024 is set to be the largest ever at KRW 23.8 billion, up 44% from KRW 1.65 billion in 2023. Dividend per share is KRW 1,200. Our dividend policy is to calculate dividends based on consolidated EBITDA, and our consolidated EBITDA in 2024 was KRW 261.1 billion, which is an increase of 18% YoY. The dividend related decision that exceeded the EBITDA growth shows our commitment to an active dividend policy. We plan to constantly expand the dividends through stable business operations as well as maximizing profitability.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

Now, please let me explain the Social Casino DTC platform optimization on page 11. We will accelerate the improvements of DTC's own platform through website upgrades, which will contribute to reducing the overall platform fees. In early January, a major update to the DUC website was executed, and two or three additional updates are now scheduled. The share of DTC payments began to increase in 2023 Q3 and continued to grow in Q4, reaching 9.8% of payments in the quarter. On a full year basis, DTC payments were 8.2% of total payments in 2024. Currently, DTC payments are centered on DoubleDown Casino, but we are planning to utilize the DTC platform for DoubleU Casino through revamping the DUC website. Our goal is to further enhance profitability.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

Page 12 describes our iGaming and casual gaming services. In the iGaming segment, NGR continued to grow based on increased marketing investments. NGR increased to KRW 5.6 billion in January 2025, and we aim to achieve 10% of consolidated revenue by 2025. Considering the current growth trends, we are more likely to achieve this goal, especially since iGaming users are mostly comprised of paid users, which has a high return on marketing investments, and it will enable rapid growth. Paxie Games, which is currently in the process of finalizing its acquisition, recorded the highest payment in December 2024, and its payment rose to KRW 3.2 billion in January 2025. Currently, it is growing mainly with Merge Studio games, and further growth is expected this year with new games in preparation. Meanwhile, the corporate combination review is ongoing at the Turkish Competition Authority, and we will share with the market when it is finalized.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

This concludes our presentation of our Q4 performances up to page 12, and now we will begin the Q&A session.

Operator

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Speaker 3

Now, Q&A session will begin. Please press star one, that is star and one, if you have any questions. Questions will be taken according to the order you have pressed the number star one. For cancellation, please press star two, that is star and two, on your phone.

Operator

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Speaker 3

The first question will be provided by Kim So-h ye from Hanwha Investment & Securities. Please go ahead with your question.

Kim So-hye
Analyst, Hanwha Investment & Securities

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Speaker 3

Hello. Thank you for giving me this opportunity to ask questions. I'd like to ask you to share more information about your sales related strategies per game segment, as well as the marketing expenses guidance. I hope that you can divide into Social Casino and new businesses.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Thank you for your question. I'd like to give you answer to your first question. I will explain by dividing into social, iGaming and Casual Games of Paxie. First of all, for the social games, as we explained, our goal is not to go back or retrieve our growth compared to the previous year. We aim to grow by at least a single digit this year. However, rather than paying massive marketing expenses, we want to maintain the current level of marketing expenses so that we can improve more efficiency for the marketing. For the second part, iGaming, we started our marketing activities in full scale from last November, and then we recorded KRW 5.6 billion in January this year. For the annual target, I'd like to give you the number that we are targeting inside our company.

That is KRW 50 billion-KRW 60 billion this year. We aim to grow by the double digit percent compared to previous year. Regarding the Paxie Games, we also aim to grow our revenue for this casual genres. We expect to close the acquisition deal by February or March, and we will be able to share more information after that. Our goal is to maintain the current level of the monthly revenue that we witnessed in January, and then calculate it to the annual basis for the Paxie Games this year. We will also work on other games such as Merge or Match Merge or Tile Star. We believe that we will be able to achieve our annual goal based on our good performances that we saw in January this year.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Regarding your second question about the marketing expenses. For the Social Casino segment, we aim to maintain the current level of marketing expenses so that we can improve the efficiency in our investment. This year, the number was 8%, and we plan to maintain the 8% level this year. We also expect to increase our profitability additionally by utilizing DTC. Regarding the iGaming, we see that we are spending about 30%-40% out of our revenue, and we are promoting the scale of economy strategy for this.

For the Paxie, we will also apply the same strategy because we see that the payback period is about six to seven months, even though this is a casual game. In summary, in 2025, we aim to maximize our sales and profitability while not compromising the quality in our profits. We will make a business structure, in which we can promote the increase of the operating profit as well as the EBITDA at the same time.

Operator

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Speaker 3

The following question will be presented by Jeong Ui-hun from Eugene Investment & Securities. Please go ahead with your question.

Jeong Ui-hun
Analyst, Eugene Investment & Securities

[Non-English content]

Speaker 3

Hello. As you explained in your earnings presentation, the currency rate changes in Q4 impacted your performances, and we believe that trend may continue this year. My question is, how much impact was given to the sales or operating profit in 2024? How is your forecast for Q1 2025? I hope that you can explain about the cash assets that are owned by your company by the end of 2024 and the proportion of U.S. dollars out of it, and your plan to utilize the U.S. dollar assets in the future.

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Thank you for your question, and I will divide my answer into two parts. First of all, regarding the currency rate, we saw an increase in the currency rate, mostly by the end of last year, December. However, the average currency rate was reflected to the operating revenue, so it was not impacted that much when it comes to PL by 2024 Q4. We saw the non-operating related impact that was given based on the BS. We saw that impact by Q4. However, you can see that this happened not only to our company, but also to other companies that made earnings presentation mostly this year, which have a very big amount of the foreign currency, like U.S. dollars. You saw similar results in other companies as well.

By 2025 Q1, we see even higher average currency rate compared to the previous quarter, which is about 5%-7% up QoQ. We expect to see more impact on the Q1 this year also based on the PL. When it comes to the cash assets, we have KRW 820.0 billion, and we saw the increase of it by reinforcing the EBITDA or our foreign currency-based cash assets inside our company. As you heard from our earnings presentation, we are promoting M&A deal flows, and we acquired the company Paxie Games last year. The deal size was not big as we expected. However, we are now promoting to acquire more Social Casino businesses in order to ensure stable cash flow and profitability. We are looking for more M&A targets in the future.

We are proud that we have tried and completed cross-border M&A over three times. This is one of the highest numbers among game companies in Korea. By achieving successful PMI when it comes to cross-border deals, we will continue our efforts to size up our deals. We are also aiming cash top line conversion so that we can maximize our profitability in the future. Last year, we also tried, and we expanded our networks with some countries like Turkey or Cyprus or some countries in the East Europe, which have game companies hubs. We will continue our effort this year so that we will be able to complete more meaningful M&A deals this year.

Operator

[Non-English content]

The following question will be presented by Nam Hyo-ji from SK Securities. Please go ahead with your question.

Nam Hyo-ji
Analyst, SK Securities

[Non-English content]

Speaker 3

Hello. I have a question about DTC. The proportion of your own platform payment last year was 8%, and what is your target for this year? If you achieve the target, how will it impact the margin?

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Thank you for your question. As you mentioned, we recorded 8% in 2024. When you see the numbers of our competitor, like Playtika, they are recording the latter 20%. Our target is to double the percentage of 2024 in the future. If we can increase, let's say, by 10%, we expect to see an increase of 2%-3% margin in terms of EBITDA. If we see the increase of the margin, we believe that can be used as the buffer for the additional marketing investment for iGaming and new gaming businesses. The additional margin by utilizing DTC will be used as a driving force for our new businesses.

Operator

[Non-English content]

Speaker 3

Currently, there are no participants with questions. Please press star one, star and one to give your question.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

If there is no more question, we would like to close today's earnings presentation. However, before closing, I would like to make one more comment. You can see that not only in the Casual Games, but also in iGaming, we are displaying tangible performances in terms of ROI or revenues. We are currently reviewing any possibilities of the additional M&A or new investment in the new brand. As I explained earlier, we will do our best this year to keep our quality in the profit making, but at the same time, increase our revenue.

Operator

[Non-English content]

Speaker 3

The following question will be presented by Dan Kim from Morgan Stanley. Please go ahead with your question.

Dan Kim
Analyst, Morgan Stanley

[Non-English content]

Speaker 3

Thank you for the opportunity. I would like to learn more about your plan for repurchasing treasury stocks. It was once through three times of the dividend last year. How is your plan for this year?

Choi Jaeyoung
CFO, DoubleUGames

[Non-English content]

Speaker 3

Thank you for your question. When we discuss and completed the acquisition of the Paxie deal, we gave our stocks and disposed them to co-founders, and we will be able to start buyback after three months. Our policy has not changed yet, but we will be able to communicate more information with you by the time of the deal closing that is coming soon.

Shin Yong-ju
Head of IR Division, DoubleUGames

[Non-English content]

Speaker 3

Once again, thank you very much for attending today's earnings call, analysts, and investors. As mentioned, we will do our best to show better and higher performances this year. If you have any questions, please feel free to contact our IR team, and we will be happy to assist you. Thank you very much.