KRAFTON, Inc. (KRX:259960)
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265,000
-12,500 (-4.50%)
At close: Apr 30, 2026
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Earnings Call: Q1 2022

May 12, 2022

Speaker 7

Good afternoon, this is Claire Lee from KRAFTON's IR team. I first thank the investors and analysts for taking part in our Q1 2022 earnings release session. Please note that the results presented today are based on consolidated tentative numbers and is based on K-IFRS, and could be subject to changes upon an independent auditor's review. First, CFO Dongkeun Bae will brief us on major business and financial results.

Dongkeun Bae
Executive Director and CFO, KRAFTON

안녕하세요. 크래프톤 CFO 배동훈입니다. 2022년 1분기는 PUBG PC 서비스 출시 오주년, 모바일 출시 사주년을 맞아 게임의 라이프 사이클 확장을 위한 유저 기반 및 충성도 확대, 콘텐츠 차별화, 수익화 노력 강화를 목표로 모두가 치열하게 고민한 분기였습니다. 어느 때보다 예측하기 어려운 사업 환경에도 불구하고 크래프톤이 축적해 온 개발 역량과 라이브 서비스 노하우는 빛을 발했다고 생각합니다. 그 결과 1분기 연결 기준 매출액은 역대 최고 분기 매출액을 경신하였습니다. 크래프톤의 사업은 여전히 성장하고 또 진화하고 있습니다. 이제 크래프톤의 분기 영업이익 규모는 2018년 연간 영업이익 규모를 상회하는 수준으로 성장하였습니다. 앞으로도 크래프톤은 PUBG의 성장을 더욱 견고히 하는 한편, 제2의 글로벌 메가 IP를 창작하는 노력 또한 속도를 높여갈 것입니다. 이러한 크래프톤의 도전과 신념을 항상 응원해 주시는 투자자 및 애널리스트 여러분, 열정과 노력으로 헌신해 주시는 크래프톤과 독립 스튜디오의 모든 구성원 여러분들께 진심으로 감사의 말씀을 드립니다.

Speaker 7

Good afternoon. This is CFO Dongkeun Bae. Q1 2022 marks the fifth anniversary of PUBG PC launch and fourth anniversary of mobile launch. To expand the game life cycle, we have given a lot of thought to enhance user bases and loyalty, differentiate content, and strengthen profit this quarter. Despite the ever difficult to predict business conditions, KRAFTON's accumulated development capabilities and live service knowhow shone through. As a result, consolidated revenue recorded the best ever quarterly number. KRAFTON's business is still growing and evolving. Our quarterly operating profit now exceeds yearly operating profit of 2018. Going forward, KRAFTON will further cement the growth of PUBG and expedite our efforts to introduce a second global mega IP. Investors and analysts who support KRAFTON such challenge and beliefs, members of KRAFTON, and indie studios who dedicate their passion and efforts, I sincerely thank you all.

Dongkeun Bae
Executive Director and CFO, KRAFTON

그럼 주요 사업 성과에 대해 구체적으로 말씀드리겠습니다.

Speaker 7

Now, I will present to you the details of our major business results.

Dongkeun Bae
Executive Director and CFO, KRAFTON

먼저 PC console에 대해서 말씀드리겠습니다. 이번 1월 진행된 PUBG PC console의 무료화 전환은 신규 유저 유입은 물론 복귀 유저에도 큰 영향을 미쳤습니다. 특히 복귀 유저의 경우 121일 이상 이탈했던 장기 이탈 유저 중 상당수가 이번 무료화 전환을 통해 복귀한 것은 상당히 고무적입니다. 결과적으로 1분기 PC console의 평균 MAU 트래픽은 직전 분기 대비 세 배 가까이 확대되었고, 평균 유료 구매자 수 또한 두 배 이상 확대되었습니다. 무료화 이후 라이브 서비스 측면에서는 신규 유저들의 소프트 랜딩과 함께 유저 기반 확장을 위한 다양한 도전을 이어가며 PUBG를 유저들과 함께 만들어간다는 인식의 전환을 목표로 하고 있습니다. 최근 Sanhok 맵의 출시 버전 복원이 유저들에게 높은 호응을 받았고, 3분기에 신규 대형 맵 Deston의 출시, 연말 Vikendi 맵의 renewal까지 풍성한 대형 업데이트와 지속적인 collaboration, event 모드를 이어갈 계획입니다. 매출 측면에서는 작년 출시한 성장형 무기 스킨과 나만의 상점이 안정적 매출원으로 자리 잡았고, 하반기에는 새로운 수익 모델도 추가하여 성장세를 키워갈 것입니다.

Speaker 7

PUBG PC and console transition to free-to-play this January greatly influenced new user attraction and also the return of existing users. In the case of returning users, a significant number of users who were dormant for over 120 days have returned with our measure. This is quite encouraging. With that, PC and consoles MAU traffic has almost tripled compared to the previous quarter, and paying users have more than doubled. After the free service, new users have soft landed, and we're continuing various challenges to expand user bases. We aim to create a recognition that PUBG is created together with the users. The recent restoration of launch version of Sanhok map or rollback was well received by the users. Large scale new map Deston is scheduled for the third quarter, and Vikendi map renewal is to be ready by the end of the year.

Robust large scale update and continued collaboration and event modes will continue. In terms of revenue, the growth type weapon skin that was launched last year and Your Shop has established themselves as a stable revenue source. The growth momentum will continue in the second half with the addition of new profit models.

Dongkeun Bae
Executive Director and CFO, KRAFTON

다음으로 모바일 사업 부문의 성과에 대해 말씀드리겠습니다.

Speaker 7

Now, on the results of the mobile business.

Dongkeun Bae
Executive Director and CFO, KRAFTON

PUBG Mobile은 1월 영화 Spider-Man과의 IP collaboration 이후 평균 traffic과 신규 user 유입 모두 반등하는 모습을 보였습니다. 지난 3월 말에 이뤄진 Lamborghini와의 IP 협업은 user들에게 supercar collaboration이 여전히 큰 인기를 누리고 있음을 보여주었고, 출시 4주년 기념으로 이펙트 강화 아이템, 성장형 스킨 업그레이드 단계 확장을 새롭게 도입하여 긍정적인 반응을 얻었습니다. 올해부터 새롭게 적용된 시각적 연출과 효과는 앞으로 PUBG Mobile user들에게 신선한 게임 플레이는 물론 꾸미는 재미를 더해줄 것입니다. 특히 이번 분기 모바일에서 두각을 보인 부분은 Battlegrounds Mobile India BGMI입니다. 인도 서비스를 크래프톤이 직접 하면서 현지화 전략을 추진하겠다고 말씀드린 바 있고, 실제 상당히 성공적으로 추진해 오고 있습니다. 현지 유명 influencer의 목소리를 담은 Quick Voice와 가격에 민감한 인도 user들을 위한 INR 10 상품과 같은 현지화 전략에 힘입어 수익성 지표가 빠르게 상승하고 있고, 4월에는 BGMI 재런칭 이후 역대 최고 매출액을 기록할 것으로 생각하고 있습니다.

나아가 BGMI가 인도에서 진행한 게임 중독 예방 CSR 캠페인이 최근 국제광고 대상에서 총 여섯 개의 본상을 수상하며, 인도에서 크래프톤이 사회적으로도 책임감 있는 기업 역할을 충실히 하고 있음을 증명하였습니다. 또한 인도에 역량 있는 IT 미디어 기업에 대한 전략적 투자를 통해 지난 일 년간 약 500명 이상의 직간접 고용 효과를 창출하여, 크래프톤은 이제 인도에서 단순한 게임 사업자가 아닌 국민 브랜드, 게임 산업의 리더로서 현지 게임 및 e스포츠 산업 발전에도 기여하고 있습니다.

Speaker 7

IP collaboration with the movie Spider-Man in January led to increase of average traffic and new user attraction. The IP collaboration with Lamborghini at the end of March clearly showed that co-collaboration with supercars is still well received by the users. To mark the fourth anniversary, effect enhancing items and growth type skin upgrade level expansion were introduced and received positive responses. The newly adopted visual production and effect this year will present new gameplay to PUBG Mobile users and add fun in personalization. BATTLEGROUNDS MOBILE INDIA or BGMI stood out in mobile this quarter. With KRAFTON directly servicing India, we are successfully pursuing a localization strategy. Quick Voice with the voice of a famous local influencer proved effective, and the 10 rupee goods for price-sensitive Indian users are some localization strategy examples.

With these approaches, profitability indices such as paying users are rapidly growing, and we expect to see the best revenue in April since BGMI relaunch. The game addiction prevention CSR campaign that BGMI launched in India has received 6 prizes in international advertisement competitions. We proved that KRAFTON faithfully fulfills corporate social responsibilities. Our strategic partnership investment in capable IT and media companies in India has led to more than 500 direct and indirect employments in the past year. KRAFTON is not a simple game company in India. KRAFTON has become a household name, and as a game industry leader, is contributing to local game and e-sports industry development.

Dongkeun Bae
Executive Director and CFO, KRAFTON

New State Mobile은 1분기 적극적 repositioning 노력을 진행한 결과, community 반응과 user 충성도 지표에서 긍정적 효과가 있었습니다. 1분기 인당 플레이 시간은 전분기 대비 34%, 인당 플레이 카운트 수는 전분기 대비 37% 증가하였습니다. New State은 여름 성수기를 앞두고 현재 준비하고 있는 신규 맵 업데이트를 통해 user들이 지금까지와는 다른 새로운 형태의 배틀로얄을 느낄 수 있도록 준비 중에 있습니다. 한 session 안에서 초보자와 숙련자 모두가 함께 즐길 수 있는 New State만의 박진감 넘치는 경험을 전 세계 user들에게 선사하고자 합니다.

Speaker 7

An aggressive repositioning effort for New State Mobile in Q1 led to positive results from communities and in user loyalty indices. With that, per person play time in Q1 increased 34% QOQ, and per person play count has increased 37% QOQ. A new map update is being readied for the summer high season. We are preparing so that the users will feel a new type of battle royale. New State will present to the global audience a thrilling experience for both experienced and new users in a single session where everyone can enjoy.

Dongkeun Bae
Executive Director and CFO, KRAFTON

이어서 크래프톤이 진행하고 있는 신작과 신사업 연구 분야에 대해 설명드리겠습니다.

Speaker 7

Now on our new titles and new business researches.

Dongkeun Bae
Executive Director and CFO, KRAFTON

올해는 크래프톤이 그동안 준비해 온 창의적이고 다양한 신작 라인업 중에서도 특히 북미에 위치한 두 개의 Triple-A 독립 스튜디오에서 개발된, 서구권에서 인기 높은 장르, 멀티플랫폼향 신작들이 출시되는 해입니다. 하반기 출시 예정인 Unknown Worlds의 Project M과 Striking Distance의 The Callisto Protocol, 두 신작 모두 이번 1분기에는 코어 게임 플레이와 수익 모델 개선에 집중하여 뚜렷한 개발 성과가 있었습니다. 특히 The Callisto Protocol의 경우 곧 출시 일정을 공식 발표하고 사전 캠페인을 본격적으로 전개할 계획으로, 올해 글로벌 시장에서 가장 기대되는 신작 중 하나인 만큼 애널리스트 투자자 여러분께서도 마케팅 단계에서부터 북미 스튜디오의 트리플에이 게임 출시가 이런 느낌이구나 하는 규모감과 설렘을 느끼실 수 있을 것으로 기대합니다.

Speaker 7

This year, we expect launches of multi-platform bound new titles of genres that are popular in the West that have been developed in two AAA independent studios located in North America. Project M from Unknown Worlds is expecting a launch in the second half, as is The Callisto Protocol by Striking Distance. The two new titles have focused on core game ability and profit model improvement and have shown clear results. Launch marketing will begin in earnest for The Callisto Protocol with date announcement. It is one of the most anticipated titles in the global market. From the marketing S-stage onwards, analysts and investors will recognize the difference of an AAA game launch from a North American studio in both scale and hype.

Dongkeun Bae
Executive Director and CFO, KRAFTON

이어서 2020년 4월 시작한 저희 Special Project Two는 딥러닝을 기반으로 새로운 게임 플레이, 색다른 유저 경험을 찾아내는 실험적 성격의 Project Incubating 조직입니다. 현재 운영되고 있는 세 개의 배치 중 가장 처음 시작된 배치, 그 첫 번째에 두 개의 게임 WishTalk과 Funda가 Steam 플랫폼에서 Public Test를 진행 중에 있습니다. 먼저 WishTalk은 유저와 딥러닝 언어 모델을 활용한 장난감 캐릭터가 친구가 되어서 숨겨진 이야기를 찾아가는 자유 대화가 가능한 채팅형 소셜 시뮬레이션 게임입니다. 또 다른 게임 Funda는 세계 최초 AI가 생성하는 무한 퍼즐을 즐길 수 있는 소셜 퍼즐 게임으로, Nanda라는 AI가 실시간으로 맵을 생성하기 때문에 유저가 이전 맵에서 어떤 방식으로 문제를 풀었는지에 따라 이를 반영한 새로운 맵을 계속 마주하게 됩니다. 이러한 딥러닝 게임 기술은 아직은 극초기 단계지만 머지않아 다양한 방법으로 실제 게임에 적용될 것입니다.

크래프톤의 딥러닝 기술은 기존의 게임 제작 기간, 인력 부담 등도 줄여줄 수 있겠지만, 무엇보다 우리가 여태 경험해 보지 못한 새로운 재미를 창작할 수 있는 혁신적인 게임 IP, 새로운 장르를 구현 가능케 할 것이고, 게이머들에게는 유저 반응과 플레이 패턴에 따라 진화하는 몰입감 넘치는 게임 경험을 제공할 것입니다.

Speaker 7

Special Project II that started in 2020 April is an experimental incubation organization based on deep learning and seeks new gameplay and new user experience. Two titles in batch one, WishTalk and Funda, are currently undergoing a public test on Steam platform. There are currently three batches running, and batch one was first to start. Users and toy characters that uses deep learning language model becomes friends and searches hidden stories in WishTalk. It is a chatting social simulation game that allows free conversation. Funda is a social puzzle game that provides infinite puzzles created by AI. This is the first of its kind in the world. AI Nanda creates maps on a real-time basis, and new maps are continuously created according to how the user solved the puzzle in the previous maps.

Such deep learning game technology is still in its infancy, but will be applied to real games in various ways in the near future. Such deep learning technology could lessen game production time and labor costs, but more than that, it will provide new fun that we have never experienced before. It will allow the creation of an innovative game IP and the birth of new genres. It will give gamers an immersive game experience that evolves according to user response and play patterns.

Dongkeun Bae
Executive Director and CFO, KRAFTON

지난 2월 발표한 Web 3.0 Metaverse Platform은 ZEPETO를 운영하는 NAVER Z와 현재 JV 법인을 설립 중에 있습니다. 그동안 NFT 관련 연구를 해온 크래프톤의 내부 인력과 배틀그라운드를 포함한 다양한 게임 개발 경험을 가진 Unreal Engine Specialist 50명으로 구성된 별도 조직이 무수히 많은 Interactive World를 구현할 수 있는 Sandbox Tool을 디자인하고 있습니다. 내년 1분기 알파 테스트를 목표로 하고 있으며, 이를 시작으로 크래프톤이 지향하는 Create-to-Earn 생태계를 본격적으로 소개하고자 합니다.

Speaker 7

Lastly, as for the Web 3.0 Metaverse Platform announced last February, we are currently in the process of establishing a joint venture with NAVER Z that operates ZEPETO. A 50-person-strong separate team comprised of in-house talent who have been researching NFT and Unreal Engine specialists who have developed various titles, including BATTLEGROUNDS, is developing mini game and sandbox editing tool that could run it. We aim for an alpha test in Q1 2023, and with that will in earnest introduce a create-to-earn ecosystem that we strive for. That completes our presentation on major business results. Now we'll move on to talk about our financial results for Q1 2022.

Yeah. Yes, the aforementioned business results are feeding into our financial results as well.

That completes our presentation on major business results. Now we'll move on to talk about our financial results for Q1 2022.

Yes. The aforementioned business results are feeding into our financial results as well.

Yes. First, I will brief you on our revenue. On a consolidated basis, our Q1 revenue increased QOQ 18% and YOY 14% at KRW 523.0 billion. If I may talk about our PC business first, our consolidated revenue in Q1 recorded KRW 106.1 billion, which is a 61% increase YOY. The starter pack that was launched after free-to-play, and also the compensation package and its free G-Coin had their influence on the numbers. However, even with those influences, our PC business recorded a revenue number around KRW 100 billion and recorded a 61% growth rate over the previous year.

However, if we may compare this to our previous quarter numbers, because of the free G-Coin usage increase, our revenue numbers show a slight decrease on a QOQ basis, but this is a temporary thing. With the free G-Coin being digested and with more payments taking place, we believe that our revenue numbers will expand going forward.

Dongkeun Bae
Executive Director and CFO, KRAFTON

Uh,

Speaker 7

Now, on our mobile section. On a consolidated basis, Q1 revenue for mobile increased 30% QOQ and 5% YOY at KRW 394.59 billion. Well, COVID-19 has become a new norm nowadays, and the traffic accordingly shows more signs of stability. Based on our strong live service basis with PUBG, and thanks to our efforts to enhance user interest and loyalty, our revenue for mobile has increased both on a QOQ and a YOY basis. In particular, for BGMI, we have targeted tailored products targeting both the low-paying and the high-paying users. These introductions have gained a lot of traction. Surrounding or centering around the high-value loyal users, we are seeing our revenue numbers rapidly.

Dongkeun Bae
Executive Director and CFO, KRAFTON

Uh,

Speaker 7

Now, on our console business, on a consolidated basis, our revenue from console recorded KRW 15 billion. It's a 124% increase QOQ and 274% increase YOY. With transition to free play, we saw console traffic for PUBG increase very rapidly. With the inclusion effect of Unknown Worlds, that was included starting December last year, we saw the number increase both on a QOQ basis and a YOY basis. Lastly, for other revenues, due to the lack of large scale e-sports events, we saw the number decrease 70% on a QOQ basis and 51% on a YOY basis, standing at KRW 5.9 billion.

Dongkeun Bae
Executive Director and CFO, KRAFTON

Uh,

Speaker 7

Now I will talk about our consolidated operating expenses and operating profit. In Q1, our operating expense was decreased KRW 190 billion over the previous quarter and KRW 22.7 billion over the previous year at KRW 211.1 billion. If I may talk about our labor cost first. With the growth of our business, we saw our headcount grow and with the consolidation of our subsidiary, we saw the labor cost increase KRW 15.7 billion compared to the previous quarter. On a yearly basis, it saw a rise by KRW 25.8 billion. After the merger of PUBG and KRAFTON, the people who were entitled to incentives increased. With that, we saw a rise in the number.

As for app commissions and fees and COGS, with the free-to-play for PC services, we saw this number decrease KRW 6.1 billion over the previous quarter. On a year basis, with PC revenue and enhanced publishing lineup increase, we saw the number increase by KRW 15.8 billion. Now on fees and commissions paid. We had two global esports events, PGIS and PGC, taking place in the first quarter and the fourth quarter last year. However, this first quarter we did not have this event, and the related cost or expense has seen a decrease. On a quarterly basis, we saw a decrease by KRW 62.1 billion Korean won, and on a YOY basis, we saw a decrease by KRW 20.2 billion Korean won.

As for advertisement and promotions, well, with free play for PC and console and with the launch of new games in the previous quarter, well, the largely executed marketing expenses were eliminated. With that, our number compared to the previous quarter decreased by KRW 28.9 billion. On a YOY basis, we saw an increase by KRW 10 billion. As for stock compensation costs, well, in the last quarter, we had the one-off cost related to share grant for employees. With the share price decrease at the earlier part of this year, we saw a reversal effect. Compared to the previous quarter, well, the number changed by KRW 112.2 billion. On a YOY basis, the number decreased by KRW 63.3 billion with KRW 53.2 billion.

In conclusion, Q1 OP, well, thanks to our normalization of cost, that was supported by a strong revenue and sales number. Well, the OP number grew 626% QOQ. On a YOY basis, the growth was at 37%, recording KRW 311.9 billion. Lastly, on our net profit for Q1. On a QOQ basis, it was a growth of 3,830%. On a YOY basis, it was a growth by 26% at KRW 245.2 billion. That concludes our presentation on 2022 Q1 results. Now we will entertain your questions. Due to time constraint, we will be receiving two questions per person.

Operator

질문을 취소하시려면 별표와 이 버튼을 눌러주시면 됩니다.

Speaker 7

Now Q&A session will begin.

Please press star one, 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

처음으로 질문해 주실 분은 크레디스위스의 신소윤 님입니다. The first question will be provided by Soyun Shin from Credit Suisse. Please go ahead with your question.

Soyun Shin
Equity Research Analyst, Credit Suisse

크레디스위스 증권의 신소윤입니다. 두 가지 질문드리고 싶은데요. 첫 번째로 모바일 게임 관련해서 성장이 기존 PUBG의 수익성 강화가 주요 원인이었던 것 같습니다. 인도도 말씀해 주셨는데 그 외에 어느 지역에서 전분기 대비해서 성장이 많이 있었는지 궁금하고요. 그다음에 PUBG IP가 상대적으로 좀 비수기인 이 분기 포함해서 이런 수익성 강화가 장기적으로도 우상향하는 방향으로 유지될 수 있는지 궁금합니다. 두 번째로는 신작 Project M이랑 칼리스토 프로토콜 말씀해 주셨는데요. 어느 정도 매출, 아니면 팔리는 카피 숫자를 기대하고 계시는지 말씀해 주시면 감사하겠습니다.

Speaker 7

Yes, I have two questions. First is on your PUBG business. Well, I believe that your mobile business has grown largely thanks to your PUBG title. You've mentioned your stellar performance in India. What about the other regions? Well, were there other star players when it comes to PUBG Mobile? Could you talk about those regions' QOQ growth? I believe that traditionally Q2 is a low season for PUBG, even including the low seasonality effect, would you be seeing further growth when it comes to your PUBG title in terms of profitability? Now on to my second question. You did mention your new projects, including Project M and Callisto Project. What is the level of expected profit from these new projects?

Dongkeun Bae
Executive Director and CFO, KRAFTON

첫 번째 질문이 지역적으로 어느 지역이 강세였는지 말씀해 주셨는데요. 저희 PUBG M 서비스는 글로벌 서비스이기 때문에, 특별히 1분기에 지역별 편차가 변한다거나 그런 부분은 없었고, 전 지역 고르게 저희가 기대했던 만큼 퍼포먼스를 냈고, 아까 말씀드렸다시피 저희가 주목할 만큼 성장했다고 생각하는 부분은 인도 BGMI가 있고, 잘 아시겠지만 저희 중국 시장이 어쨌든 1분기가 최고 성수기인 양이 있었기 때문에, 그런 지역에서 강세를 많이 보였습니다. 두 번째 질문이 PUBG IP가 상대적으로 이 분기가 비수기인데 장기적으로 우상향할 수 있을지 질문 주셨는데요. 질문 주신 것같이 사실은 일반적으로 보면 이 분기가 1분기 대비 성수기 효과는 많이 소멸됩니다.

그런데 1분기 실적이 아니라 이제 4분기 실적, 4월달 저희가 이제 잠정 실적을 이렇게 보고 있는데, 어쨌든 이제 BGMI 매출 상승폭도 확대되고 있는 측면이 있고, 유저 숫자, 유저 트래픽의 감소는 이제 성수기가 지나면 좀 줄 수는 있는데, 저희가 PUBG Mobile 서비스 같은 경우 다년간 이제 서비스하면서 결국 매출과 관련해서는 그 시기에 어떤 콜래보레이션, 어떤 이벤트나 아이템이 출시되냐, 그리고 그것이 얼마나 이제 유저들한테 어필하느냐가 사실은 상당히 중요한 포인트여서, 저희가 생각하기에는 어쨌든 그동안 경험 축적도 있고 해서 매출이 좀 좋은 상품들을 계속 내놓을 것이고요.

특히 모바일 관련해서는 하반기에는 조금 더 한 차원 높게 스킨이라든가 이런 부분들을 대규모로 업데이트하고, 슈퍼카, 그다음에 여러 가지 브랜드를 말씀드릴 수는 없지만 어쨌든 글로벌 브랜드들과 콜래보레이션 이런 부분들을 추진하고, 케이팝 아이돌과의 가상 콘서트, 신규 테마 모드 이런 부분들 다양한 매출 BM 전략들을 구사할 거여서 기본적으로는 저희는 장기적으로 우상향할 수 있다고 기대하고 있습니다.

Speaker 7

Yes, if I may address your question. Well, you talked about which region performed better. Well, PUBG Mobile, we service it on a global basis, and there were no real differences in terms of performance according to geography. All regions that we are present in grew as we have expected. All the regions met our expectation. However, as was mentioned during my presentation, we saw quite good strong growth in India with BGMI. Since the first quarter is a high season for China also gave us good results. Your second part, PUBG related question, can it grow further given that Q2 is rather low season for PUBG? Well, we do believe that's possible. We are looking at tentative April numbers, and the numbers are quite promising.

BGMI is doing quite well. We are also paying close attention to user traffic. We have built a very many years of experience with our PUBG title and servicing it. Our revenue really hinges on how we collaborate with major international brands and what kind of events that we engage in and what kind of growth items we could introduce to our users, and how much these new offerings will appeal to our target audience. This will really create the numbers that we desire. Well, we will be continuously introducing these interesting products or offerings to our users. In the second half, we are going to introduce a large-scale upgrade to our skin for the mobile platform. We are thinking of further collaboration with supercar brands.

I cannot give you any specific brand names here, but we do have plans for further collaboration with international brands. We are also thinking of having a virtual concert with Korean pop groups or Korean idols. With all these activities in place, as you have mentioned in your question, we do see the possibility of PUBG title further improving. Yes. Now on to the last part of your question, which was related to our new projects, including Project M and The Callisto Protocol. Well, I don't think I could give you any revenue-wise guidance here. I'm not in the position to give you any number-wise answer. But well, many studios, many companies talk about working with a AAA studio, that's their talk, that's their position.

KRAFTON, on the other hand, we are currently working with triple-A studios, and there will be two titles presented from such studios in the later half of this year. I believe that the analysts, you can do the calculations or you have the estimates on how much the console packages sell for triple-A products. I dare say that we have big expectations for The Callisto Protocol, since it's definitely a triple-A title style launch. We also have high expectations for Project M. It's from a triple-A studio, and it will provide the users with a very new game ability. It's quite experimental, and if things go well, it could have great ripple effects in the market. Rather than talking about the actual concrete figures, this is what I can tell you.

It's a AAA studio title. For the last few years, there has not been much of an introduction of such titles, even from the larger U.S. studios due to the lockdown and also with the work from home policies implemented. This is a real rare thing to come to the market. We will be introducing two new titles from a North American studio, AAA studio, and we're getting active support from even the platforms. They have tested our offering, and they have expressed their expectations for them as well.

Operator

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

Stanley Yang
Executive Director and Korea Internet and Telco Analyst, JPMorgan

Traffic이 늘어났다는 말씀해 주셨는데요. 매출에 어느 정도 의미 있게 기여를 할 수 있는지 그 시점과, 매출이 어느 정도 상승할지 그 효과 이런 것들이 궁금하고요. 1분기에 New State가 어느 정도 매출 기여를 했는지도 궁금합니다.

Speaker 7

Yes. My first question is related to Peacekeeper Elite in China. What is the general trend for Peacekeeper Elite in the second quarter? Is it generating stable revenue? You'd also talked about reset positioning, and how it has led to traffic increase. Has this traffic increase actually translated into revenue contribution as well? If so, when was the contribution effect felt, and how big was the effect? My other question is to New State. Well, how much revenue contribution is this title bringing to you? How much has it brought in the first quarter?

Dongkeun Bae
Executive Director and CFO, KRAFTON

먼저 화평정영 질문을 주셨는데요. 저희가 이제 게임별, 퍼블리셔별 매출과 수수료 규모를 공개하지는 않고 있습니다. 좀 양해해 주셨으면 좋겠고, 화평정영의 경우에는 실제 게임을 운영하는 Tencent에서 가이드를 줄 수 있다면 그것이 더 신뢰할 수 있는 숫자이지 않을까 생각합니다.

Speaker 7

Yes. To address your first question, which was on Peacekeeper Elite. Well, please understand that we do not disclose per game revenue, nor fees or commission. We also do not give out per publisher revenue, nor fees. I think it's best if Tencent would answer this question.

Dongkeun Bae
Executive Director and CFO, KRAFTON

New State Mobile의 repositioning 관련해서 시점 상승률을 말씀해 주셨는데요. 지금 저희가 어쨌든 New State Mobile이 초반에 기대감을 많이 가졌는데, 실질적으로 출시하고 이후에 저희가 생각했던 것보다는 빠른 속도로 유저가 retention 되지 못했죠. 그래서 그게 먼저 저희가 픽스해야 될 부분이라고 생각했고, 그래서 일 분기에 그런 코어 게임성에 대한 repositioning을 진행했고, 실제 유저 지표들이 회복되는 것을 확인했기 때문에, 지금 현재 New State Mobile의 매출을 높이기 위한 고도화의 노력보다는 진짜로 이 PUBG: New State의 loyal 팬들이 주기적으로 들어와서 게임을 즐겁게 할 수 있는 먼저 바탕을 만드는 그런 것에 좀 초점을 두어 왔습니다. 그래서 실제 저희가 기대하는 매출의 상승 포인트는 아까 모두의 사업 설명에서 잠깐 말씀드리긴 했는데, 7월달에 아예 좀 새로운 배틀로얄 룰셋을 적용해서 상당히 많은 것들을 새롭게 바꿀 생각입니다.

결국 그 시도가 반영되는 시점은 칠 월 이후일 테니까 칠 월에 하게 되면, 그때부터 좀 드라마틱한 변화가 있기를 저희도 기대를 하고 있고요. 기본적으로 지금 현재의 상태로는 어쨌든 신규 맵, 업데이트, 매스 마케팅 이런 것들을 할 테니, 말씀드린 대로 한 여름방학 성수기 이때부터는 좀 의미 있게 기여할 것으로 생각합니다.

Speaker 7

Now to address your New State repositioning related question. When we first introduced this title, we had big expectations for it, but we weren't able to retain as much as we would have liked to. We had to work on improving our retention rate. We worked on core game ability repositioning in the first quarter. With that, we wanted to improve and restore user indices. Rather than working on how we could max our revenue, we worked on the restoration or the recovery of user indices. We wanted to ready the New State so that PUBG Battle Royale or PUBG loyal customers could really enjoy this title. I believe the revenue will see a pickup starting July because we would be working on a new Battle Royale rule set.

The introduction will be somewhere around July. With that, we do expect to see dramatic changes. Once again, well, it would be in the high seasons during the summer holidays. There will be map updates and also mass marketing activities that will follow. Real tangible results, we do expect to see them somewhere around July.

Dongkeun Bae
Executive Director and CFO, KRAFTON

그리고 1분기 New State 매출 기여도 말씀 주셨는데, 마찬가지로 게임별로 이렇게 드리지는 않는데, 실제로 저희가 출시했던 그 4분기 New State 매출과 유사한 수준의 매출을 1분기에도 기록했다는 점은 말씀드릴 수 있을 것 같습니다.

Speaker 7

You wanted to know the revenue contribution from New State. Once again, we do not disclose the title-wise numbers, so please, I ask for your understanding once again. New State, the introduction was in the fourth quarter, and I can safely say that the numbers that we've witnessed in first quarter was quite similar to what we saw last quarter.

Operator

네, 다음 질문 받겠습니다. 다음으로 질문해 주실 분은 키움증권의 김진구 님입니다. The following question will be presented by Jin-Gu Kim from Kiwoom Securities. Please go ahead with your question.

Jin-Gu Kim
Analyst, Kiwoom Securities

네, 질문 기회 주셔서 감사합니다. 두 가지 질문을 드릴 거고요. 첫 번째로 배틀그라운드 무료화 하신 이후에 유입된 유저의 리텐션 지표가 좀 어떠한지 말씀을 해주시고요. 해당 유저 기반으로 앞으로 수익화 전략을 좀 어떻게 가져가실지, 그리고 이를 통해서 PC 매출을 한 단계 더 레벨업 할 수 있는 시점을 좀 언제로 보고 계시는지 말씀을 부탁드리도록 하겠습니다. 그리고 두 번째는 1분기 배틀그라운드 모바일 인도 성과를 많이 강조를 해주셨는데, 혹시 해당 매출 수준 공개가 가능하시면 좀 말씀을 부탁드리겠고요. 향후 인도 사업 성장성을 감안할 때 매출 수준이 어느 정도 수준까지 좀 증가할 수 있을 걸로 보고 계신지도 첨언을 해주시고, 그리고 비용단에서 저희가 1분기 때 좀 주식 보상 비용이 좀 변동폭이 컸는데, 향후에 해당 비용의 분기별 레벨에 대해서 좀 어떻게 봐야 될지 가이드를 좀 주시면 감사하겠습니다. 이상입니다.

Speaker 7

Yes. My first question after free-to-play transition, you have mentioned that you have seen a lot of new users come to play your game. How have they been retained and how will you see monetization or, how would you get them to pay the new users? When will the new user payment really push up your PC revenue? This is my first question. My second question is related to your Indian operation. You did talk about the success of BGMI and also the success of your mobile in the Indian market. Could you disclose some more information on your Indian performance number wise? You talked about the growth potential in the Indian market and how much contribution from the Indian market would be to your revenue.

Now thirdly, on your cost side. Well, you did talk about your stock compensation and, well, how will this number influence your quarterly numbers?

Dongkeun Bae
Executive Director and CFO, KRAFTON

유저 리텐션 지표를 말씀 주셨는데, 저희가 코호트별로 수치를 제공드리기는 어렵고, 다만 IPO 할 때 작년에 평균적으로 MAU가 한 7, 800만 정도였거든요, PC 콘솔이. 세 배 가까이 됐다라고 아까 말씀드렸었으니까, 그러면 free-to-play를 해서 Monthly Active User가 어느 정도 스케일 업 된 건지는 짐작 가능하시리라고 생각합니다. 그리고 지금 저희가 이 free-to-play로 단순하게 전환한 거는 아니고, 전환하게 되면 신규 유저의 유입이 늘 거고, 그러면 신규 유저들이 사실은 이 배틀그라운드 PC나 콘솔이 상당히 하드코어한 면이 있기 때문에, 그들이 잘 안착하는 게, 소프트 랜딩하는 게 저희한테는 되게 중요했기 때문에, 아마 게임을 하시는 애널리스트분이시라면 그 차이를 느끼실 수 있을 텐데.

실제로 게임 안에 저희 튜토리얼 모드, 그다음에 AI 훈련 매치, 훈련장 개선해서 결과적으로는 이번에 대폭 증가된 신규 유저들이 게임 안에서 오랫동안 체류하고 좌절하지 않고 플레이하실 수 있도록 많은 장치를 일단 구현했고요. 거기까지 먼저 하고.

Speaker 7

Yes. Your first question was related to user retention. Well, we have not studied with core user comparison or so forth. During our IPO, we did mention to you monthly average user number of some around 7-8 million. With free-to-play, we did mention to you a threefold increase. With that, I believe that you could do your calculation on the type of MAU scale up. We did not just simply introduce free-to-play. We wanted to introduce more new players to join this title. Well, BATTLEGROUNDS, it was seen as a hardcore game title for the PC platform and also the console platform.

With the introduction of free-to-play, we wanted to have the new players come and join us, and also we wanted to attract them to a soft landing. Those of you who play games may know this, but we have readied a tutorial for the new players as well as AI training sessions and so forth, so that the new players, the new users would stay longer with our titles and not be frustrated.

Dongkeun Bae
Executive Director and CFO, KRAFTON

첫 번째 질문 주신 후반부에 PC 매출을 한 단계 더 레벨업 할 수 있는 시점, 이런 질문도 주신 것 같은데, 저희로서는 free-to-play를 통해서 어쨌든 그 큰 기반을 마련했다라는 게 일단 되게 큰 의미가 있고. PC 서비스가 처음 나왔을 때도 유저가 되게 많았죠. 근데 생각해 보시면 그때는 그냥 캐릭터의 단순한 옷 스킨 이 정도였었거든요. 근데 그 이후로 라이브 서비스를 하면서 보시면 저희가 특히 작년에 성장형 스킨들 이런 부분들을 하면서 매출이 되게 드라마틱하게 좋아진 부분들이 있기 때문에, 처음 출시했을 때와는 달리 어쨌든 유저 베이스가 훨씬 더 커졌는데, 저희가 매출과 관련된 여러 가지 다양한 성공 케이스들을 가지고 있고, 또 작년에 있었던 그냥 성장형 스킨만 하는 거냐?

사실은 그렇지 않고, 저희가 이제 신규 무기, 그리고 이제 차량과 관련된 또 여러 가지 유저들은 지금 예상하지 못하고 계시는 부분들이 있기 때문에, 이게 어떤 특정 시점에 갑자기 피크한다 그렇기보다는, 어쨌든 지금 확보한 이 방대한 유저풀을 통해서 저희가 좀 한 차원 높은 매출 BM으로 앞으로 좀 이렇게 지속적으로 성장할 걸로 저희는 기대하고 있습니다.

Speaker 7

You asked also when we expect the PC revenue to really pick up. Well, we've readied the foundation for another leap forward with our revenue with the production of free-to-play. From the PC platform perspective, we see our user pool or user bases increase. We've been working initially with character skins. After live service, we have also introduced last year growth type skins, and this had stepped up our revenue numbers. Well, once again, we have readied the revenue growth bases with the enhancement of our overall user bases. Last year it was not only the growth type skins that we've introduced to enhance our ultimate results. We also introduced new weapons and, well, we also introduced unexpected plans such as vehicles and other tools.

We have readied once again a large user pool with free to play and how to actually translate this into our revenue using various revenue business models. Well, you'll see.

Dongkeun Bae
Executive Director and CFO, KRAFTON

두 번째로 BGMI 매출 수준 질문 주셨고, 향후 기대치 질문 주셨는데요. 말씀드리기가 어렵습니다. 그렇지만 어쨌든 저희가 모바일 전체 사업이 성장을 계속 해왔는데, 어쨌든 BGMI 자체는 하이 싱글 디짓 비중, 증가된 파이 중에서 하이 싱글 디짓 비중을 지금 차지하고는 있고요. 그다음에 원래 잘 아시겠지만 인도 시장이 생각보다 소위 말하는 객단가, ARPU가 다른 지역보다는 되게 낮죠. 원래 되게 낮은데, 저희가 서비스하면서 사실은 아까 그 로컬화 전략 이런 거 하면서 실제로 재무적으로도 많은 증가가 있었거든요. 그 증가의 퍼센테이지까지 얘기드리기는 조금 어려운데, 제가 말씀드린 게 "저희 뭐 5% 성장했어요." 이런 수준은 아니에요. 그러니까 실제로 ARPU가 낮은 지역임에도 불구하고 로컬화 전략을 잘 해서 서비스를 진행을 하니까, 어쨌든 두 자릿수 이상의 저희는 그 객단가 상승이 있었고, 그러면 이게 어디까지 갈 거냐? 사실 되게 어렵죠.

선진국과 비교하면 아직 갈 룸이 많긴 많은데, 그게 언제쯤 갈 거냐 하는 부분들은 이 시점에서 예측하기는 힘들고요. 하지만 어쨌든 올해 매출은 두 배 이상 기대는 하고 있습니다.

Speaker 7

To address your India-related question, how much of a revenue contribution is from the Indian market, and how much of an expectation do we have from the Indian market? Well, I can say that BGMI's growth is at a high single digit of a larger pie. As you're well aware of, India's ARPU, it's relatively lower compared to other regions. But with our well executed localization strategy, we are seeing the financial results also being improved. I cannot give you any percentage-wise number here, but well, it's certainly being improving. I can safely say with our services, well, our ARPU is growing at a two-digit number. How long can this trend last?

Well, compared to advanced or mature markets, well, there is still much room for growth in India, but I cannot pinpoint or say for certain how long this growth trajectory will continue. However, I can say that we have high expectations for the market, and we do expect the revenue number to double.

Dongkeun Bae
Executive Director and CFO, KRAFTON

마지막에 질문 주신 게 주식 보상 비용 분기별 가이던스인데, 이게 사실 제가 드리고 싶은데 이거를 계산을 하려면 제일 기본이 크래프톤의 주가인데요. 저희 주가를 거꾸로 주시면 제가 계산을 해드릴 수 있습니다. 이게 결국 주가와 연동돼서 결국은 비용이 책정되는 부분이고, 실제로 저희는 저희가 계산해서 회계처리 하느냐, 그렇지는 않고요. 분기마다 외부 평가기관이 각 해차 부여 방식, 주가 등에 기반해서 산정하고 있습니다. 저희가 분기별 예상 규모 아니면 이게 노멀라이즈 수준이 얼마입니까라는 질문에 제가 답을 이렇게 딱 드리기는 어렵고요. 다만 주가가 얼마인지는 모르지만 어쨌든 시뮬레이션을 해볼 수는 있죠. 저희가 봤을 때는 어쨌든 주식 보상 비용이 연간 천억 수준은 넘지 않지 않겠냐, 그렇게 예상은 하고 있습니다.

Speaker 7

Your last question was on the stock compensation and, our guidance. Well, I don't think I'm in a position to give you this compensation related guidance. Well, because everything hinges on the share price of KRAFTON. Should you give us the expected share price of KRAFTON as analyst, then I could do the reverse calculation for you. All in all, it all hinges on our stock price in the future. It's not us that do the calculation. We enlist the help of an external evaluating organization, and they do the calculation on the share price to be applied and over what term. Many people are quite interested in how much we would be paying out in terms of stock compensation per quarter, and you would also like to know what normalizing level payment would be.

We have no idea where our share prices will be going, and we do some simulation in-house. With our simulation, we believe that the stock compensation would be under KRW 100 billion. Due to time constraint, we would entertain one last question.

Operator

The last question will be presented by Donghwan Oh from Samsung Securities. Please go ahead with your question.

Donghwan Oh
Equity Research Analyst, Samsung Securities

Uh,

Speaker 7

Yes. My questions are related to your cost. Well, on the stock compensation side, you talked about spending under KRW 100 billion per year. Does this 100 billion include the reverse number that you've mentioned for the first quarter? Or, is it based on your assumption that the current stock price will continue for some time being? My second question is related to your app fee. Well, you mentioned the decrease in app fee. Is it because of your free-to-play policy, well, that the fee has gone down, or is it because of your growth in the Chinese business that you see the app fee go down? This is my first question, and my second question is related to e-sports-related fees. With normalization and reopening of e-sports events, do you think how much do you think this fee would increase?

Donghwan Oh
Equity Research Analyst, Samsung Securities

Uh,

Speaker 7

Now to address your second question related to the decrease in our app fee. Well, it's because of a multitude of reasons. Well, if you look at our PUBG PC performance in Q1, well, it did see a decrease on a YOY basis, but compared to the previous quarter, we actually saw a decrease, mainly due to the free coins that were issued. This was one of the influences. For BGMI, there is a third party settlement other than Google and Apple. This type of settlement goes by a different market fee structure. That is another reason. Well, did the app fee have anything to do with our performance in China? Well, I'm not sure.

Dongkeun Bae
Executive Director and CFO, KRAFTON

Esports events, they have become normalized once again. Last year was an abnormal year. The year before that, we had to cancel our events because of COVID. Last year we had two large events take place, but now things are back to normal cycle, so our spending would be comparably lower than last year. On a yearly basis that would be somewhere around KRW 50 billion-KRW 60 billion.

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