
We
recommend Buy rating on The9. The company is the third largest online
game operator in China. Since year 2005, the highly successful MMORPG,
World of Warcraft (WoW) has turned The9’s negative operating income -10
million CNY to a positive number 60 million CNY and increased 3.5 times
the next year. Currently, the most serious risk faced by The9 arises from
its severe dependence on the single revenue generating source WoW. Thus,
whether to invest in The9 depends on how well it is able to diversify its
game portfolio and revenue base before the agreement for operating WoW
expires in 2009. In Q1 2007, the9 obtained several license agreements that
give it the exclusive rights to operate new games, although there is
uncertainty about whether the highly expected games will achieve desired
outcomes, The9 is
recommended to invest in due to the following reasons:
1.
Several
new games have track record and thus provide higher certainty of success.
l
The
Soul of the Ultimate Nation has delivered 400,000 concurrent open beta
users, and online soccer games and Audition have proved high popularity,
all of which infer a promising prospect of Soul of Ultimate Nation, EA
SPORTS FIFA Online and Audition 2.
l
Additional
popular games will diversify the risk of the single revenue
source
l
Inclusion
of EA SPORTS FIFA Online and Audition 2 signals The9 expands its game
portfolio beyond MMORPG to exploit casual game
market.
2.
The
Main Product World of Warcraft is still in its prime time of
life.
l
WoW
has been in the market for two years and not yet reached the end of its
life cycle. Thus, expansion pack of WoW is expected to have a large profit
potential.
3.
Injection
of Capital by Electronic Arts Enhances Already Strengthening
Liquidity.
l
CFO
of The9 had increased 199 times to 599 million CNY in 2006 since
2002.
l
EA
invested US$167 million in exchange for 15% common shares of
The9
The9
will mainly use the fund injection and internally generated funds to
expand casual game market share which is increasingly popular in
China.
Company
Description
The9
Limited is a leading online game operator in China. The9's business is
primarily focused on operating and developing MMORPGs for the Chinese
online game players market. The9 directly or through affiliates operates
licensed MMORPGs, consisting of MU, Blizzard Entertainment's World of
Warcraft, and its first proprietary MMORPG, Joyful Journey West, in China.
It has also obtained exclusive licenses to operate additional MMORPGs in
China, including Granado Espada, Soul of The Ultimate Nation, Guild Wars,
Hellgate: London, Ragnarok Online 2, Emil Chronicle Online, Huxley, FIFA
Online, Auditon2 and Field of Honor.
Summary
We
recommend a BUY rating on The9. After analyzing the risks of The9’s
development and its growth potential, we conclude that before the
agreement of the World of Warcraft expires in the 2009, The9 have strong
growth potential in spite of some barriers. This report will discuss the
two sides of the situation faced by The9 in
sequence.
Buy
Rating
Sources
of Risks for Development
1.
Significant
reliance on the sole source of revenue: the World of Warcraft
(WoW)
Since
the World of Warcraft is introduced to the market, it has made up of over
90% of The9’s total net income and in Q1 2007, this percentage reached
over 98%. Influenced by the 5% quarter-over-quarter decrease in the net
revenues attributable to the operations of Blizzard Entertainment’s World
of Warcraft (“WoW”)(1), which included revenues from game playing time,
merchandise and installation package sales, net revenues and net income
for Q1 2007 decreased respectively by 4% and 37% quarter-over-quarter to
RMB270.0 million and RMB66.1 million. However, net revenue increased 27%
year-over-year and net income rose 12% year-over-year.
The
management of The9 attributed the decrease in quarter-over-quarter result
to the seasonal effect of Chinese New Year on WoW, however, this result
just revealed the risk of 9City’s undiversified source of revenue. Its
significant reliance on the revenue from World of Warcraft has limited the
growth potential. Besides, SNDA, which is the main competitor of 9City
reported net revenues of RMB532.3 million, representing a 13.1% increase
compared to RMB470.6 million in Q4 2006 due to its new expansion packs for
their main game titles and in-game promotions related to the Chinese New
Year holiday. Thus, Chinese New Year can be revenue enhancing period.
2.
Launch
of several highly expected games across short-time spans can create
substitutive effects
The9
is catching time to diversify its revenue sources before the license
agreement with Blizzard
Entertainment expires in 2009. In May 2007, The9 launched the Soul
of Ultimate Nation and it is expected to launch World of Warcraft –
Burning Crusade in Q3 2007, Hellgate: London by the end 2007 and Ragnarok
Online 2 and Huxley in 2008. The intensive schedule of commencing new
MMORPG will detract players’ time from older games. Thus, effective
marketing of each game within the time interval to gain enough popularity
and recognition is essential to success. Besides, the two additional
casual games Audition 2 and EA SPORTS FIFA Online are expected to be
introduced within this time frame. However, since they are a different
type of games, different set of players can be attracted, and thus the
substitutive effects can be reduced.
3. Introduction of new games does not
necessarily guarantee a bright future
In
spite of expansion of game portfolio, there is a risk that the
highly-expected games may not achieve the desired results. The expected
success of Hellgate: London is mainly based on the high reputation of the
developer, Flagship Studios who
developed Diablo II. In addition to the
payments of 5 million USD license fees and 21% of revenue to the
Korean game company HanbitSoft, less-than-expected popularity of Hellgate:
London can generate losses. The outcomes of Ragnarok Online 2, Emil
Chronicle Online, Filed of Honor and Huxley are uncertain. The result of
the 3D fantasy MMORPG game, Fantasy Melody Online which is currently under
development is even harder to predict

Opportunities
for Development
We
have pointed out the risks faced by The9, but the risks are not
significant enough to render The9 an invaluable investment opportunity.
The followings are the promising side of The9’s
future:
1.
Several
Attractive Games With Higher Certainty of Success Can Reduce Risk of
Single Revenue Source
The
Soul of the Ultimate Nation: Launch time is in Q2
2007
9City
started open beta testing for Soul of The Ultimate Nation game in China in
April and achieved a stabilized peak concurrent user level of over 400,000
users. 9City also has adopted a strategy that offers the game for free but
sells weaponry to game players. This is a strategy that has enabled SNDA
to increase its net income by 37 times to RMB448.4 million in Q1 2007 from
RMB 11.8million in Q1 2006. In end-2005, SNDA removed hourly fees for the
games including The Legend of Mir II, The World of Legend, and The Sign.
Only The Legend of Mir II was considered at the end of its life cycle.
This game was launched commercially on November 28, 2001and was the most
popular online game in China in 2002 and 2003. Different from The Legend
of Mir II, The World of Legend and The Sign, commenced in October, 2003
and May 2005 respectively were at their prime time of life. The strategy
aimed to increase the number of active accounts and profits earned from
each account. Similarly, the 3D MMORPG game, Soul of The Ultimate Nation
can boost revenue of The9.
Audition
2: Launch date is uncertain, but in 2007 or 2008
Audition
is an online dancing game and has been in operation by another online game
operator 9you for more than two years in mainland China. Currently
Audition is enjoys a high popularity with over 780,000 peak concurrent
users. The9 has obtained the exclusive license to operate Audition 2 in
mainland China. Audition 2, with enhanced features and more
community-oriented functions, is also expected to be popular in the
mainland China market.
EA
SPORTS FIFA Online: Launch date is uncertain, but in 2007 or
2008
The9
has obtained a licensing agreement with Electronic Arts that gives it
exclusive publishing rights for EA SPORTS FIFA Online in mainland China.
The high popularity of online soccer games can be indicated by the beta
testing result of the first online soccer game in China, called Extreme
Soccer Online, which was operated by 9you.com in November 2006. On the
first day of beta testing, the number of
concurrent online players for this game exceeded 50000. The 2006
FIFA World Cup partly contributed to this result. Similarly, with the
upcoming 2008 Beijing Olympics and the FIFA World Cup in 2010, online
sports games in China are expected to be popular.
2.
The
Main Product World of Warcraft is still in its prime time of
life.
World
of Warcraft (WoW) has contributed over 90% of net income of The9 since its
implementation in June 2005. In Q1 2007, it represented over 98% of total
net income. In Q1 2007, 9City attained peak and average concurrent WoW
users in mainland China of approximately 680,000 and 330,000,
respectively. As of March 31, 2007, over 7.5 million paid accounts had
been activated. Although the net revenues attributable to the operations
of WoW decreased by 5% quarter-over-quarter to RMB266.3 million, since WoW
is still in the prime time of its life, its major expansion pack: The
Burning Crusade is expected to gain popularity.
3.
Injection
of Capital by Electronic Arts Enhances Already Strengthening
Liquidity.
The
operating cash flow increased 199 times from 3 million CNY in 2002 to 599
Million CNY in 2006. Since 2005, the investing needs have been covered by
internally generated funds in addition to the cash in hand.
In
2007, the improving liquidity position will be enhanced by an equity
investment of roughly US$167 million by Electronic Arts Inc., the world's
leading developer and publisher of interactive entertainment. Upon
completion of the equity investment, EA will own approximately 15 percent
of the common shares of The9. The9 will invest these funds to exploit
casual game market, in which The9 is currently in a weak position.
Different from MMORPGs, casual game market will attract players across
wider age group, while the former typically attract people aged between 18
and 30. Besides, in the period of the Chinese New Year, when the World of
Warcraft’s performance was adversely affected, some casual game such as
Fantasy Westward Journey operated by NetEase gained its record concurrent
online players of 1.5 million and Super Dance Online developed and
operated by 9you achieved over 120000, increasing 30% compared with one
week prior to the Chinese New Year. Therefore, the injection of funds and
expansion in casual game will dilute the risk of one-game reliance and
diminish the adverse seasonal effect of WoW on revenue
generation.
Table
1: The9 City, Inc. -
Annual Income Statement, 2002-2006
(CNY,
in millions)

Table
2: eLong, Inc. – Balance Sheet,
2002-2006
(CNY,
in millions)

Table
3: eLong, Inc. – Cash
Flow Statement,
2002-2006
(CNY,
in millions)

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