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Earnings Call: Q3 2019

Nov 12, 2019

Operator

Good morning, and good evening. Welcome to the Sea Limited third quarter 2019 results conference call. All participants will be in listen-only mode. Should you need assistance, please signal a conference specialist by pressing the star key followed by zero. After today's presentation, there will be an opportunity to ask questions. Please note, this event is being recorded. I would now like to turn the conference over to Ms. Yanjun Wang. Please go ahead.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you. Good evening and good morning, everyone, and welcome to Sea's 2019 third quarter earnings conference call. I am Yanjun Wang, Sea's Group Chief Corporate Officer. Before we continue, I would like to remind you that we may make forward-looking statements, which are inherently subject to risks and uncertainties, and may not be realized in the future for various reasons as stated in our press release. This call includes discussions of certain non-GAAP financial measures such as adjusted revenue, adjusted EBITDA, and net loss excluding share-based compensation and changes in fair value of the 2017 convertible notes. We believe these measures can enhance our investors' understanding of the actual cash flows of our major businesses when used as a complement to our GAAP disclosures.

For a discussion of the use of non-GAAP financial measures and reconciliation with the closest GAAP measures, please refer to the section on non-GAAP financial measures in our press release. I have here with me Sea's Chairman and Group Chief Executive Officer, Forrest Li, and Group Chief Financial Officer, Tony Hou. Forrest and Tony will share strategy and business updates, operating highlights, and financial performance for the quarter. This will be followed by a Q&A session in which we welcome any questions you have. With that, let me turn the call over to Forrest.

Forrest Li
Chairman and Group CEO, Sea

Thank you, Yanjun. Hello, everyone, and thank you as always for joining today's call. We are happy to announce a strong set of results for the third quarter. For Sea as a whole, our adjusted revenue tripled year-on-year to reach $763.3 million. Adjusted EBITDA improved year-on-year to negative $30.8 million compared to negative $183.8 million a year ago. We continue to fund our growth primarily with cash generated through operations and are in a strong position to further capture the significant growth opportunities ahead. As we mentioned before, our strategic goal for 2019 has been to strengthen our leadership across different markets and business lines, scale with increasing efficiency, and deepen user engagement and monetization. The results we reported today show that we are making excellent progress with this strategy.

In view of our encouraging performance in Q3 and our strong outlook for the remainder of 2019, we have decided to once again raise our guidance for our full-year adjusted revenue for both digital entertainment and e-commerce. For digital entertainment, we now expect full-year 2019 adjusted revenue to be between $1.7 billion and $1.8 billion, representing 157.2%-172.3% growth from 2018. This compares to the previous guidance of between $1.6 billion and $1.7 billion. We are also increasing our guidance for full-year adjusted revenue for e-commerce to between $880 million and $920 million, representing 202.7%-216.5% growth from 2018. This compares to the previously stated guidance of between $780 million and $820 million. I will turn first to our digital entertainment business.

This was another great quarter for Garena, led by the sustained success of our global smash hit, "Free Fire," which recently joined the billion-dollar club as one of the highest-grossing mobile games in the world. Let's look at some of our key metrics for the third quarter. Adjusted revenue for the digital entertainment business grew by 212% year-on-year to $451 million. We continued to deliver an excellent performance on the bottom line, with adjusted EBITDA increasing 395% year-on-year to $266 million. The increase in adjusted revenue was mainly driven by an increase in our user numbers and a deepening pay user penetration. In particular, our quarterly active user numbers, or QAU, increased by 82% to 321.1 million, compared to 176.1 million a year ago.

The pay user ratio, which is quarterly paying users as a percentage of QAUs, increased again in the third quarter to 9.1%, compared to 4.1% a year ago. Turning to our games portfolio, Free Fire celebrated its second anniversary recently, and it continues to be one of the world's most popular mobile battle royale games. According to App Annie, in Q3, it ranked among the top five most downloaded mobile games globally for the third straight quarter, and was the highest grossing mobile game in Latin America and Southeast Asia in the quarter. We believe that Free Fire's continued global popularity also reflects the success of our effort to build a highly engaged global community around the game, and keep this community engaged by constantly providing fresh, high-quality in-game content, as well as driving an extremely successful global esports program.

Sustaining this level of community engagement is an important focus for Garena. We are convinced that the huge popularity of Free Fire worldwide gives us an opportunity to build a long-lasting franchise around this IP. Let me share a few recent examples of our initiatives to drive community engagement. In terms of content, we rolled out a number of new experimental modes of play. The response from our community has been overwhelmingly positive. Our Clash Squad mode, for example, allowed teams of four to compete against each other and proved extremely popular with our players. As Free Fire has increasingly become a national pastime in Latin America, especially for its young and social population, we have further extended the game's reach into the local communities with our network of followers, influencers, as well as popular icons.

For example, we partnered with DJ Alok, Brazil's most popular DJ and one of the country's best-loved music stars, for the game. Alok is now a playable character in our game and will also provide one of his songs for Free Fire and our esports events. Esports is also a key driver of user engagement and stickiness. Over the past several weeks, we have been rolling out our largest ever esports event for Free Fire, the Free Fire World Series. In September, we hosted regional qualifiers across all our markets globally for the World Series. This included hugely successful esports events in our newer markets, such as India. India's sports minister attended our event as our guest of honor. We also partnered on this event with one of the country's largest media powerhouses, India Today. We are seeing very strong online engagement with these events.

The final match of our Brazil qualifiers recorded over 1 million concurrent viewers online. To date, our World Series events around the globe have accumulated over 100 million viewers across all platforms. The highly anticipated World Series will conclude at the grand finals in Rio in a few days' time. We are encouraged by the strength, depth, and strong gamer affinity that Free Fire is demonstrating. By combining this with our unique ability to build and deepen engagement with game communities on a hyper-local level in diverse markets globally, we're confident in Free Fire's long-term success for years to come. Looking at the publishing side of the Garena business, we continue to work with the world's top developers to bring the highest quality titles to our markets.

In October, we launched Call of Duty Mobile in our core markets in Southeast Asia and Taiwan, and the game received an immediate strong reception from our users. It was the most downloaded mobile game on both the Google Play and iOS App Stores in each of our markets for the month of October. For the rest of the year and beyond, we will continue to work closely with Activision and Tencent to enlarge the game's user base and deepen user engagement in our markets. I'm pleased to note that we are seeing the strong momentum of the third quarter sustaining into Q4. In October, we hit a new record high for monthly digital entertainment adjusted revenue, which was mainly attributable to the continued growth of Free Fire.

Our strategic goal for Garena for this year has been to enhance our position as a leading global game developer and publisher, to extend our global footprint, and to translate this into sustained business success. Our results for the quarter demonstrate that this strategy is well on track, and we believe that Garena is in a stronger position than ever as we head into the fourth quarter and beyond. Let's look now at e-commerce. In the third quarter, Shopee sustained its strong growth momentum and continued to extend its lead at the forefront of the very promising e-commerce opportunity in Southeast Asia and Taiwan. The recent Google and Temasek report projected that e-commerce GMV in Southeast Asia will grow from $38.2 billion in 2019 to $153 billion by 2025. Market leader. We believe Shopee is in an ideal position to capture an outsized share of this growth opportunity.

Our results for the quarter underline how Shopee's clear leadership is translating into business success. During the quarter, the pace of growth in total orders further accelerated to a year-on-year rate of 103% to reach 321.4 million orders. Meanwhile, GMV increased to $4.6 billion, up 70% year-on-year. In the third quarter, we also extended our lead as the most popular e-commerce platform in our region. According to App Annie, Shopee was once again the leading e-commerce platform in both Southeast Asia and Taiwan by average monthly active users and downloads across the Google Play and iOS App Stores combined, and the top-ranked app in Southeast Asia as a whole, and in each of our five largest markets by total time in-app on Android. Shopee is now one of the most popular and the fastest-growing e-commerce platform globally.

In the third quarter, it was ranked the fifth most downloaded app in the shopping category worldwide, across both Google Play and iOS App Stores, according to App Annie. In our largest market, Indonesia, Shopee continues to solidify its market leadership as the shopping platform of choice. Orders in Indonesia grew 118% year-on-year to 138 million orders in the third quarter, which we believe makes Shopee the clear leader by orders in that market. That is a daily average of more than 1.5 million orders, compared to a daily average of 1.2 million orders in the second quarter. Shopee was also the number one ranked app in the shopping category in Indonesia by all key metrics, in terms of average monthly active users and the downloads across the Google Play and iOS App Stores combined, as well as in terms of total time in-app on Android, according to App Annie.

Our leading market position across the region is reflected in our very strong performance during our recent shopping festivals. Building on our successful branding campaign, featuring the football icon, Cristiano Ronaldo, we recorded three times more orders on September 9th alone than we did a year ago during our Double 9 shopping event. Our Double 11 big sale, which we concluded yesterday, was also a huge success, with approximately 70 million items sold during the 24 hours of November 11th. We saw very strong user engagement during the Double 11 festival period, with our Shopee Live streams recording approximately 65 million views during the three weeks of the sales campaign. At the same time, our growing scale and efficiency is translating into improvements in both revenue and our key bottom-line metrics. We continued to ramp up monetization during the quarter.

In the third quarter, our overall take rate, in terms of e-commerce adjusted revenue as a percentage of GMV, increased from 2.6% for the same period a year ago to 5.6%, with adjusted revenue rising by 261% year-on-year to $257.2 million. Our overall unit economics for Shopee also improved further this quarter. Adjusted EBITDA loss per order further declined by 41.9% to $0.79, compared to $1.36 in the same period last year. In Taiwan, we recorded positive adjusted EBITDA even after allocation of the headquarters' common expenses in the third quarter. To conclude, Shopee is well on track with our strategy to scale with efficiency, capture increasing market share across our region, and deepen monetization. It is now formally established as the clear market leader and in a better-than-ever position to benefit from the rapid growth of e-commerce in our region.

With that, I will invite Tony to discuss our financials.

Tony Hou
Group CFO, Sea

Thank you, Forrest, and thanks to everyone for joining the call. We have included detailed quarterly financial schedules together with the corresponding management analysis in today's press release. I'll focus my comments on the key financial metrics. We'll see overall, our third quarter total adjusted revenue was $763.3 million, an increase of 214% year-on-year. This was mainly driven by the growth of our digital entertainment business, especially our self-developed game, Free Fire, and our continuous monetization efforts in our e-commerce business in the past quarters. Digital entertainment adjusted revenue was $451 million, an increase of 212% year-on-year. The growth was primarily driven by the enlarged paying user base as we continue to improve the monetization of our games, especially Free Fire. Digital entertainment adjusted EBITDA was $266 million, an increase of 395% year-on-year, mainly due to strong top-line growth and our self-developed game accounting for an increased share of revenue.

The increase was also partially due to the improved operating efficiencies, as shown by the lower sales and marketing expenses as a percentage of adjusted revenue, as well as G&A expenses as a percentage of adjusted revenue. E-commerce adjusted revenue was $257.2 million, up 261% year-on-year. Within this, marketplace revenue was $208.1 million, up 314% year-on-year, while product revenue was $49.2 million, up 135% year-on-year. E-commerce adjusted EBITDA loss was $253.7 million as we continued our investment to fully capture the market opportunity in the region. We will continue driving the high-quality growth by serving the users' needs better and improving operational efficiencies in the long run. Digital financial services adjusted revenue was $2 million, a decrease of 35% year-on-year from $3.1 million in the third quarter of 2018, as we focused our efforts on strengthening the infrastructure to support our existing platforms.

Adjusted EBITDA loss was $33.6 million in the third quarter of 2019, compared to a loss of $7 million in the same period of 2018. This was primarily due to our continued efforts to integrate our AirPay and Shopee platforms. Returning to our consolidated numbers, we recognized a net non-operating income of $9.8 million in the third quarter of 2019, compared to a net non-operating income of $30.9 million in the third quarter of 2018. We had a net income tax expense of $27.4 million in the third quarter of 2019, which was primarily due to withholding tax and corporate income tax recognized in our digital entertainment business. Finally, net loss, excluding share-based compensation and changes in fair value of the 2017 convertible notes, was $175.2 million in the third quarter of 2019 as compared to $237.6 million for the same period in 2018.

With that, let me turn the call back to Yanjun.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you, Forrest and Tony. We're now ready to open the call for questions. Operator?

Operator

Thank you. We will now begin the question-and-answer session. To ask a question, you may press star then one on your touchtone phone. If you are using a speakerphone, please pick up your handset before pressing the keys. To withdraw your question, please press star then two. In the interest of time, we will take a maximum of two questions at a time from each caller. If you wish to ask more questions, please request to join the question queue after your first questions have been addressed. At this time, we will pause for a moment to assemble our roster. The first question today will come from Miang Chuen Koh of Goldman Sachs. Please go ahead.

Miang Chuen Koh
Analyst, Goldman Sachs

Hi. Congratulations on the results. The two questions from me. Firstly, can we get a sense of Free Fire's revenue contribution this quarter? Along that line, your new gaming revenue guidance implies fourth quarter gaming revenues of $430 million at the low end. I was wondering what sort of factors may swing revenues by $100 million or so in a quarter. Is it regarding Free Fire's trends as well that may result in that? The second question is more around Latin America. Can we discuss on the gaming side how is Speed Drifters doing so far? Any likely new titles? Also, e-commerce in LATAM. I understand that Shopee has started a cross-border business there. Can we get clarification on Shopee's ambitions as well in LATAM? Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you, Miang. In terms of the Free Fire revenue and the new revenue guidance for our gaming business, the reason we're revising the guidance is because we continue to see strong growth from Free Fire, both in terms of users and payer penetration. While we continue to focus on user engagement, the monetization just naturally follows, which is a very positive sign for this game that we see as a potential ability to develop this into a long-term franchise and a classic IP. More importantly, we see this game as increasingly become a platform with hundreds of millions of users playing this game and interacting with each other, building up communities online and offline.

The amount of creativity and the connections coming from this kind of community events and interactions within and outside the game give us a lot of encouragement, continue to build out the franchise and maximize its long-term potential. For this game, we'll not look at any quarter-over-quarter or month-over-month or even year-over-year short-term performance, but we are really looking to build into a long-term IP franchise. Therefore, I think, while we reflect the potential monetization potential in the revised gaming revenue guidance, but I would like to ask our investors and community to really look at long-term for this game and the great potential, whether on the user community building, the platform, as well as on monetization that it will bring with it. In terms of LatAm, it's a very exciting market for us.

It is obviously with more than 600 million population. With our Free Fire in LatAm, we have basically doubled the total addressable market. If you look at the population size of LatAm, it's about the same as Southeast Asia, and also with a very young population and high growth population size, and deepening mobile penetration in those markets. All the market dynamic present great opportunities for us to grow the digital entertainment business there. After Free Fire, we have now also introduced Speed Drifters, also the game from Tencent, into LatAm markets after its success under our publishing arrangement with Tencent in Southeast Asia. This again is a show of our strength in publishing partnership to extend our footprint globally with the large user base that we now have from the LATAM based on the Free Fire success.

As well as our local operation capabilities that we are fast building up in the local markets. We are very optimistic in the long-term prospects of our digital entertainment business in LatAm. As far as e-commerce is concerned, as we mentioned before, it's a initiative by our cross-border team to cater to the demands of their existing cross-border merchants who would like to access more markets globally. Given that we have the capabilities and our team would like to serve them better, we are, as a group, are supportive of such a bottom-up initiative by our team to service their merchants better.

Miang Chuen Koh
Analyst, Goldman Sachs

Just to clarify, are you looking at Shopee's engagement in LatAm in a similar fashion as in Southeast Asia, or largely just sort of a bit more peripheral to that, yeah?

Yanjun Wang
Group Chief Corporate Officer, Sea

I think for LatAm Shopee, I think our approach has been just to, as I said before, to serve the cross-border merchants.

Operator

Our next question today will come from John Blackledge of Cowen. Please go ahead.

John Blackledge
Analyst, Cowen

Great. Thank you. Just curious what the key drivers of the order growth acceleration were at Shopee, and also the marketplace take rate was better than what we expected, if you can discuss the drivers there. Also on Shopee, just curious, is 2019 the peak EBITDA loss year? Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you for the questions. On the acceleration of Shopee's growth, and I think, as we mentioned earlier, we believe that we have captured the right market at the right time with the right business model, and that's very important. With a two-sided marketplace model, we enjoy strong flywheel effect and overall economies of scale as we ascend to market leadership. Now further extending our leadership vis-à-vis peers in the markets. This is actually shown in our results quarter-over-quarter as Shopee continue to accelerate its growth and claim more market share over time. We think, as we mentioned before, we stand in a very good position to gain from the overall market growth as well. In terms of the take rate, we've been working with our sellers to improve our services to them, increase their returns at the same time as growing the marketplace.

As a result, that is reflected in our gradual deepening of monetization as well. We have rolled out more programs for the sellers to advertise our platform and attract more buyers to their shops, and services for them. As a result, we are also able to charge a higher take rate over time. As we mentioned before, our investment in the long-term growth of the platform, we believe is highly efficient and will eventually generate long-term profitability. Now for us, it's a good time to continue to invest in growing the market, in growing our market leadership, and improving, in the future, our long-term profitability. Therefore, we'll continue to invest in the growth.

Operator

Our next question will come from Mike Olson of Piper Jaffray. Please go ahead.

Mike Olson
Analyst, Piper Jaffray

Thanks for taking my questions. You mentioned strong downloads of Call of Duty Mobile. Is there anything else you can say about how that game's doing so far, and just to what extent the success of that title could be competitive with Free Fire and, I guess, potentially cannibalize Free Fire? Do you really see it as just a different player base? For Shopee, what are you seeing competitively right now in the core Southeast Asia e-commerce market? Is there any kind of change in marketing trends or other signs of aggressiveness from other competitors? Thanks.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you. Yeah, we're very excited about the strong performance of Call of Duty Mobile so far, and to receive strong reception in our markets by our users, which is within our expectation. right now, we're continuing to focus on further tailoring the content for our local markets in partnership with Tencent and Activision for this game. It's too early to tell the long-term monetization potential for this game at this stage, as it was just launched. We will continue to work hard on it and observe the trends closely. In terms of our core marketplace competitive landscape, we believe we continue to extend our market leadership. ultimately, how fast we can grow now increasingly depend on how well we serve our users, our merchants as well as buyers, and scale the marketplace with efficiency.

We are increasingly less and less affected by what the other peers might be doing in the market as we extend our market leadership and continue to gain market share. I would say we don't observe much change in the trend, nor does that have much impact on us anymore.

Operator

Our next question will come from Alicia Yap of Citigroup. Please go ahead.

Alicia Yap
Analyst, Citigroup

Hi. Good evening, Forrest, Tony, Yanj un, and other management. Thanks for taking my questions. Congrats on the very strong number. My first question is related to the Call of Duty and Free Fire. Based on your team experience, what is the expectation for the longevity of Call of Duty Mobile, and monetization potential as compared to Free Fire? Then for Latin America, it seems that Free Fire remains very strong despite the launch of Call of Duty Mobile. Could you share with us what is the secret sauce for Free Fire to remain so resilient and so strong in LATAM? Second question is on e-commerce. If we take a little bit like three to five-year views or longer term, could you share with us on your e-commerce monetization model breakdown?

What could be the percentage contribution from, for example, the advertising revenue versus the commission take rate and versus the logistic delivery and the cross-border fee? Given the AOV seems quite stable, and if we assuming annual consumption power, what could be the annual spending per user that you're expecting in three to five years? Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you, Alicia. Regarding CODM in terms of longevity and monetization potential, again, it's a bit too early to tell at this stage, but we see very strong initial trends, and we'll continue to work hard with the developers to improve the game and further tailor to the market to continue to improve the game's content and also the user base over time. Of course, we hope to have as long a game life as possible and deep monetization for this game, given that it has a relatively strong user follow base for this IP as well as traditionally FPS games in our region. In terms of Free Fire's continued strength in LATAM, as we mentioned before, we're not too worried about people who were wondering about potential cannibalization before we launched CODM.

We always said we believe these games cater to different crowds and also have a complementary effect to each other within our portfolio, as we are very careful about selecting games within the portfolio and the pipeline. This has exactly played out as we believed it would. Free Fire's continued strength, we believe, is attributable to, A, the depth of the game itself and the network effect of a game that supports 50 users playing, interacting with each other at the same session, at the same time, building a large community online, offline, and building more cultural game entertainment, other forms of elements into the game over time with cross-learning from other games as well as other forms of entertainment.

Of course, our own team's efforts in continuing to build out this game and their creativity and their understanding of the local market with a large user data we have already for this game. I think that's why we remain very optimistic about the longevity and the future monetization of Free Fire over the long run. In terms of e-commerce revenue breakdown, we see a pretty significant increase in the take rate quarter-on-quarter, and that's largely attributable to the high-margin transaction-based fees, i.e., commissions and handling fees, and advertisement. We believe that the high-margin revenue will continue to drive the growth of our e-commerce monetization. Of course, the value-added services, including the cross-border logistics revenue, will continue to grow as we continue to grow the platform.

Increasingly, however, the revenue growth as well as in the longer run, the margin expansion, we believe, will be more driven by the high-margin items within the revenue. Although it's a bit too early to detail out the exact breakdown between the different streams of revenue. In terms of spending on the cost of revenue side, of course, right now we see that our first-party product revenue pretty much already offsets the cost of revenue on the cost of goods sold. Also at the same time, the cross-border logistics have been offset by the cross-border logistics revenue as well. Increasingly, we're hoping to cover the cost of revenue as well as the R&D, the G&A, and of course, the sales marketing cost over time with economy of scale. We believe that the long-term profitability of the e-commerce model is very clear to us.

Operator

The next question will come from Ranjan Sharma of JP Morgan. Please go ahead. </edited_transcript

Ranjan Sharma
Analyst, JP Morgan

Hi, good evening, and thank you for the call and for taking my questions. Two questions from my side, both on gaming. Firstly, on India, it seems that the Garena brand is growing there. You have partnered with India Today, which is one of the leading magazines in the market. Would you also be looking to establish a presence in India like what you have done with Latin America and potentially bring more third-party IP into that market as well? The second question is on the margins for the gaming business. It feels that some of your revenues are coming from non-App Store or Google Play Store, so let's say through vouchers. Can you give us a sense on how big that number is and if that's growing much faster than your revenues on the different app stores? Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Sure. Thank you. In terms of India, we are very encouraged to see the results in India that recently, especially we now become the top-grossing game based on App Annie for October in the country. We have also rolled out lots of esports and community-building events. We currently don't have a meaningful physical presence locally, but like LatAm, we will assess the situation to see if at some point it's appropriate to build up some local teams to help with local community building and operational capacity. On that front, we will remain flexible and assess based on business needs. Of course, we are hopeful of strengthening our global footprint, and India is a huge market with great potential. We are seeing very encouraging user growth there and very encouraging paid user growth there. That is a very important actually sign for our potential gaming opportunities there.

We do hope to work with global partners to further strengthen the presence in that market and explore the huge market potential in that market. I think we'll continue to innovate. As we've always mentioned, we believe that with that big of a user base and with creativity, we're optimistic that eventually we will be able to make something out of that very big market, and we already start to see the results. In terms of the vouchers versus Google Play, App Store, actually, most of our gaming revenues still for mobile game come from Google Play and App Store. There are some alternative channels in the different markets based on local demands and circumstances. We won't believe that makes a significant difference at this stage.

Operator

Our next question today will come from Thomas Chong of Jefferies. Please go ahead.

Thomas Chong
Analyst, Jefferies

Hi. Thanks, management for taking my questions. May I ask about how many game developers do we have right now in Shanghai versus last quarter, and what's our headcount plan for our game development team next year? My second question is about the revenue mix in Southeast Asia versus LatAm going into 2020. How should we think about, also in terms of the paying ratio as well as the ARPU between the two regions? Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you. We have more than 300 developers in Shanghai Studio. I think last time we disclosed there was more than 200, about a couple of quarters ago. We will continue to build out our development capabilities and augment our development teams in Shanghai and also other places where we find great gaming talent. It will be a very important focus for us the coming quarter and going forward as we continue to build out our development capabilities and leveraging the existing user information data and strength we already have in our global footprint for game. At the same time, we'll be very prudent in developing our team as we pick people with proven track record, industry veterans, and people who are truly passionate about game as their life choice career. These are the people that we want to bring to our home.

We focus on looking for such talent globally as opposed to just adding, piling up a number. Overall, our G&A and R&D expenses have been very efficient if you look at our margin as well, and we'll continue to manage that with a lot of prudence. In terms of revenue mix, I think we see that LATAM has become increasingly an important market for us as we continue to build out our game presence there. We also have increasing revenue contribution for the newer markets such as India, Russia, MENA, as we mentioned before. In terms of pay ratio and ARPPU, we do not see material difference between LATAM and Southeast Asia. I think it's more dependent on the specific game type. We think the market potential is there.

also sometimes, an example for Indonesia, traditionally people might think it's not the most affluent market in the world, and therefore attribute low pay user ratio or low ARPU to this market, and subsequently low monetization potential. our game Free Fire has definitely proven otherwise. We see very high double-digit paying ratio coming from Indonesia market as well as very good monetization potential. we think at the end of the day, it is about knowing the markets, getting the right IP to the right crowds, and to be able to execute well and accurately so that you can maximize monetization potential of IP in any particular market, which we think is something that we are super focused on doing.

we already reap the fruits of such efforts for several markets already, and we'll continue to expand our presence in the global emerging markets where we have already accumulated so much know-how and operational expertise.

Operator

Our next question today will come from Varun Ahuja of Credit Suisse. Please go ahead.

Varun Ahuja
Analyst, Credit Suisse

Yeah. Hi, good evening, and congrats on a good set of numbers. I've got quick three questions. The full-year guidance increase is, do you think, how much is it from India? Do you think you're seeing after these last few quarters of effort that we've been putting, has it really come to a stage where it will start contributing meaningfully? 4Q, do you think a lot of it is coming from India? That's number one. Number two, can you give a little bit more color on Free Fire? How do you seeing users graduating from free passes to other high-margin virtual items purchase? Because you still, ARPU continues to go down, but existing users, how much are you seeing upgrade to higher margin products? That's number two. Number three, if you can give some color on new game launches.

I know you don't disclose much, but any commentary how are you thinking about this landscape, and any your self-developed game, any timeline that you're thinking about it? Because it will be almost three years since you launch by next year your own games. Anything on that front will be helpful. Thank you.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you. In terms of the Q4 guidance increase, based on what we're observing, the revenue increase show we see increasing revenues across different markets in Southeast Asia, LATAM, as well as the new markets including India. It's not any kind of a single market kind of event. It's really more across the region for us. For India, we believe that the market potential is huge. While in terms of the pay ratio, it's still below the average for us in Southeast Asia and LATAM. The increase in the paying user is very encouraging, which is fueled by both the increase in the user base as well as increase in the pay user ratio.

I think we'll continue to experiment with different things such as passes, which have been quite effective in helping converting free user to a paid user for some of our markets over time, and also some of the AirDrop packages. For example, we have personalized attractive items grouped into packages with personalized prices, targeting different users to convert them into a paying user. we are continuing to innovate with different features in the game to help deepen the monetization. At the same time, we want to keep building out the user base. we're very encouraged by the signs we're seeing in India as well as the different markets we're operating in.

In terms of the Fire Pass or Elite Pass, as mentioned, we believe that tool has served its intended purposes of creating a free user to paying user, at the same time, increasing user stickiness as well as engagement level based on the data we have. we will continue to deploy that from time to time. of course, we will come up with new innovation, for example, bundling or themed passes, et cetera, to further explore its potential. in terms of new game launches, as always for commercial reasons, we don't discuss game pipeline for confidentiality. again, you can trust that the number one priority that we are focused on is, in the longer run, continue to bring top IP to our world users.

As a game developer and a publisher, we are well blessed by our strength in both development, self-development, as well as our partnership with global developers that stand us very well to hopefully capture any opportunities and new creativity rising in the world gaming communities and bring that, whether through our own development capabilities or publishing arrangement, to our users. Again, let's not forget the right of first refusal we also have with Tencent, which is one of the largest gaming company. We continue to see strong pipeline and we will, of course, select potential IP based on the appropriateness for our market and our assessment of our own portfolio.

Operator

Our next question today will come from Conrad Werner of Macquarie. Please go ahead.

Conrad Werner
Analyst, Macquarie

Hi. Thanks a lot for taking my question. The first one is just maybe since the last quarter's update, have you been able to or felt it was appropriate to introduce either new or higher commissions in any of the markets for e-commerce? That's the first question. Then also kind of related to the whole competition question, maybe looking at it the other way, are you almost at the point now where you're sort of seeing less competition in your chosen categories because you've achieved a multiple in terms of scale versus the nearest competitors? Perhaps maybe in some of the markets, even in Indonesia, we're seeing people kind of drawing back and not maybe wanting to compete generally, but compete more in their chosen categories, and that kind of makes life a little easier for you in your categories. Is that something you might be seeing?

Those are my two questions.

Yanjun Wang
Group Chief Corporate Officer, Sea

Yeah. Got it. Thank you. In terms of the commissions, we continue to gradually ramp up commission in different markets over time. Of course, it is something that we may do from time to time based on local market conditions and our assessment of the appropriateness of different levels of commissions and also taking into account of the seasonal effect. More recently, for example, we increased the normal seller commission for Taiwan slightly, and also the seller commission for more sellers in Indonesia. These are some of the measures that we are taking to hope to further differentiate the best-performing merchants, and also with more resources to be invested into the ecosystem to serve our merchants better, to help them grow even faster. It's a kind of win-win situation between the platform and the merchants, and eventually benefit our buyers.

In terms of competitive landscape, we always take competition very seriously. At the end, regardless of what the competitors do, we always have our clear playbook in terms of grow the marketplace model, focusing on core categories that we have always focused on from the very beginning, and continue to capture the market share and also serve our users better. Eventually, we think that will lead us to very strong market leadership position, and we are well on path to doing that. I think you're right to, in a way, that our destiny is increasing in our own hands. It's less relevant to us what our competitor is doing and day-to-day, but increasing is more about how we can serve our users better.

Operator

Our next question will come from Mark Goodridge of Morgan Stanley. Please go ahead.

Mark Goodridge
Analyst, Morgan Stanley

Hi, guys. Just a quick question from me on the gaming business. It looks like the average revenue per paying user fell in Q3. Specifically, was that just due to the mix shift to the lower-paying markets? Was that more due to some of the promotional activity that you had for Free Fire's anniversary during the quarter? Thanks.

Yanjun Wang
Group Chief Corporate Officer, Sea

Yeah. Thanks, Mark. ARPPU decreased a little bit, mainly due to two factors. One is increasing revenue mix attributable to Free Fire with its strong growth. As we mentioned before, ARPPU sometimes is genre-specific. For Free Fire type of genre, where you are targeting mass audience with hundreds of millions of active users, you tend to see lower ARPPU compared to some of the mid-core games, such as, for example, Speed, where you will see higher ARPPU. I think it's generally natural based on the game revenue mix. Second, we also introduced, for example, the airdrop packages and other elite passes, et cetera, to continue to grow our pay user ratio in the region, because we believe that with a larger user base and a larger pay user base will lead to, A, longevity of the game, and B, better monetization over the longer run.

This, in fact, is playing out as we believed, and as Forrest mentioned earlier, that we see a new record high in monetization based on our results in October so far. That, we believe, is a positive effect coming from our expansion of the pay user program to attract more paying user and increasing game stickiness. I think this overall is a strategy that's well played out for us. Also, if you look at revenue per user, which is stable at $1.40, that shows that while we are expanding our pay user base and further strengthen our long-term monetization potential, we're not sacrificing our immediate monetization opportunity either.

Operator

Ladies and gentlemen, this will conclude our question and answer session. At this time, I'd like to turn the conference back over to Yanjun Wang for any closing remarks.

Yanjun Wang
Group Chief Corporate Officer, Sea

Thank you, operator. Thank you, everyone, for joining today's call. We look forward to speaking to you all again next quarter.

Operator

Ladies and gentlemen, the conference has now concluded, and we thank you for attending today's presentation. You may now disconnect your lines.