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The 11th Term Second Quarter

Financial Results Presentation









CROOZ, Inc.

JASDAQ Standard; Code 2138

The 11th Term Second Quarter Financial Results Presentation



A g end a









Part 1 Overall Profile Part 2 The Future Part 3 Policies



This quarter’ s good news What are the business strategies for 11th term? What is the policy on return to shareholders?

An important message Any plans for new titles? What are the trends in regard to dividends and payout ratios?



What does CROOZ, Inc. do? What is our competitive edge going forward? A special notice



What are social games? What will drive further growth in social games? Frequently asked questions



What are our main services? What plans do we have to maintain our lead in the long term? Supplementary materials



What are our major social game titles? Compass – Marketing database Points to note



What’ s Nekketsu Kouha Kunio-Kun (RENEGADE)? Venus – Accelerated development framework



What’ s Shounan Bakusou-Zoku (Bike Bombers of Shounan)? Zeus – Common infrastructure base



What is our business model? Does your system beat other companies’ ? Prove it.



How does CROOZ make profit? What drives medium-term growth?



How large is the game software market?



What is the future outlook on market size?



Are social games really profitable?



What kinds of trends exist for CROOZ?



What kinds of trends exist for ordinary income?



How were the operating results?



How is business progressing?

We have a very special announcement on the last page.

Please look forward to it.









Before that, we have an important message for you.

This quarter’ s good news

An important message

The 11th Term Second Quarter Financial Results Presentation



T hi s q u a r te r ’ s g o o d n e w s





A flood of social games!

This quarter saw the release of our 4 greatest titles.









During the 3rd quarter,we pushed our Good News even further,

revising the number of new titles.

3-5 games 5-7 games!

This quarter’ s good news

An important message



Part 2

The 11th Term Second Quarter Financial Results Presentation



T hi s q u a r te r ’ s g o o d n e w s





Along with Nekketsu Kouha Kunio Battle and Shounan Bakusou-Zoku,

Tenchi wo Kurau is a hit,

with over 100 million yen in sales for September alone!

Plus, Sengoku Battle! Kunio-Kun

went over 120 million yen in sales for the same month!



Thanks to the Good News above, we can announce

that performance in the 2nd quarter was even better than the 1st.

Sales: 1,774 million yen 2,089 million yen (up 17%)

Operating profits: 483 million yen 510 million yen (up 5%)

An important message regarding

good news planned for next quarter

The 11th Term Second Quarter Financial Results Presentation

An important message regarding

g o o d ne ws p l a n n e d fo r n e x t q u a r te r





1. This will be an aggressive year for us. We refuse to be satisfied with

our current situation and are pushing toward new opportunities.

2. In addition to our social games using already popular characters, we

plan to release original titles. We have the knowhow and technology to

turn any release starring a popular character into a million-seller over

time. Now we plan to make a fully-original game that can become a

million-seller on its own.

3. We will hire 30 more people. We will increase the staff on our social

game lines, and create an organization that will become the nation’ s

greatest social application provider. The personnel expenses incurred

by this increase in staff will be easily covered by the increase in sales

mentioned in our earnings forecast.

?

What does CROOZ, Inc. do

CROOZ provides Internet-based services.









Current services are centered on social games.

What are social games ?

Packaged games Social games









Desktop game consoles Mobile phones, PC

The 11th Term Second Quarter Financial Results Presentation



W ha t a r e s o c i a l g a m es ?







Packaged games Social games

One-time sale model Continuous revenue generating model

Basically played by 1 or 2 players with limited Basically played by multiple players; abundant

communication communication and highly entertaining

There is great risk in relation to the profitability Stable revenue generation as user inputs can

of these games as they cannot be modified after be reflected instantly and improvements can

they are put on the market. be made



Game machine manufacturers: Nintendo, Sony, etc.

Game software developers: Capcom, Sega, etc.







Desktop game consoles Mobile phones, PC

Wii PS3 Xbox360 (Cell phone and Smartphone, PC)



Glossary “Social games”

Games offered as social applications via SNS (social networking services).





*Wii screens and game software pictures in this material have been extracted from the website of Nintendo.

Playstation 3 screens have been extracted from the website of Sony Computer Entertainment Inc. Mobage screens have been extracted from the website of DeNA Co., Ltd.

Facebook images have been extracted from the Facebook website. Images of notebook computers have been extracted from the Hewlett-Packard Japan website.

What are our main services

Social games

? Blog site









Mini game site Online mall









Other 80sites Mail order site



Mainly social games and sites aimed at a female audience

The 11th Term Second Quarter Financial Results Presentation



W h a t a r e o ur m a i n s er v i c es ?









CROOZ provide a large number of social games as the main pillar of

our current services.





In addition, CROOZ offers as many as 80 sites including blog sites

aimed at women, online sales services and mini game sites.

What are our major social game titles ?





Nekketsu Kouha Shounan Sengoku Battle!

Tenchi wo Kurau

Kunio Battle Bakusou-Zoku Kunio-Kun









Fighting-based social games

The 11th Term Second Quarter Financial Results Presentation



W h a t a re ou r m a jo r s o c i a l g a m e t i t l es ?









Among social games, our main service, four titles stand out as our major

strength: Nekketsu Kouha Kunio Battle, Shounan Bakusou-Zoku, Sengoku

Battle! Kunio-Kun and Tenchi wo Kurau.





We provide several titles featuring popular characters on Mobage: Nekketsu

Kouha Kunio Battle, Shounan Bakusou-Zoku, Sengoku Battle! Kunio-Kun,

Tenchi wo Kurau, Super Wars Robot Battle, Team and Resistance! Gang King

as well as CROOZ original titles Treasure and Conquest! Dragon Battle and

Ultimate Evolution! Sengoku Break.

What’s Nekketsu Kouha Kunio-Kun (RENEGADE) ?

Final Fantasy Series 97 million units



Dragon Quest Series 54 million units



Monster Hunter Series 13 million units





10

Nekketsu Kouha Kunio-Kun

(RENEGADE) Series million units

Bomber Man Series 10 million units



Gyakuten Saiban Series

(Phoenix Wright: Ace Attorney)

3.9 million units



Final Fight Series 3.2 million units

The 11th Term Second Quarter Financial Results Presentation



What’s Nekketsu Kouha Kunio-Kun ( RENEGADE ) ?





Nekketsu Kouha Kunio-Kun (RENEGADE) is the game title that made a huge

hit in the 1980’ s and 1990’ s, selling over 10 million units primarily for the

Nintendo Entertainment System.



A popular, leading Japanese game series that created a major gaming boom in the 80’ s and 90’ s





Final Fantasy Series 97 million units

Dragon Quest Series 54 million units

Monster Hunter Series 13 million units

Nekketsu Kouha Kunio-Kun (RENEGADE) Series 10 million units

Bomber Man Series 10 million units

Gyakuten Saiban Series(Phoenix Wright: Ace Attorney) 3.9 million units

Final Fight Series 3.2 million units

* Source for number of units sold: For Final Fantasy and Dragon Quest, the website of Square Enix Co., Ltd.; for Monster Hunter,

Gyakuten Saiban and Final Fight, the website of Capcom Co., Ltd.; for Bomber Man, the website of Hudson Soft.

What’s Shounan Bakusou-Zoku (Bike Bombers of Shounan) ?

Dragon Ball 152 million units



Kinnikuman

(M.U.S.C.L.E.) 53 million units



Saint Seiya 25 million units



Shounan

Bakusou-Zoku 20 million units

ROOKIES 20 million units





Cat’ s Eye 18 million units



Ring ni Kakero 13 million units

The 11th Term Second Quarter Financial Results Presentation

W h a t ’ s Sh ouna n B a k us o u- Z o k u?

( Bik e B o m b er s o f S ho una n)



Shounan Bakusou-Zoku was a hit comic book that was popular enough to

move over 20 million units and be made into a cartoon and a live-action

movie.

A selection of major comic titles and units sold (within Japan)





Dragon Ball 152 million units

Kinnikuman (M.U.S.C.L.E.) 53 million units

Saint Seiya 25 million units

Shounan Bakusou-Zoku 20 million units

ROOKIES 20 million units

Cat’ s Eye 18 million units

Ring ni Kakero 13 million units

What is our business model ?

Approximately 119,550 thousand users in total









Approximately 58,990 thousand users Approximately 33,650 thousand users Approximately 26,890 thousand users









Fee income

Approximately 29,710 thousand users









Fees paid by each and every mobile phone user contribute to earnings

The 11th Term Second Quarter Financial Results Presentation



W h a t is o ur b us i nes s m o d el ?









Docomo, au, and Softbank

All users of mobile phones are our customers



CROOZ provides social games e.g. Nekketsu Kouha Kunio-Kun Series on the

“Mobage” game platform from DeNA Co., Ltd.

Mobage services approximately 29,710 thousand users (as of June 30 2011)

CROOZ earns revenue from fees paid by users that access Mobage via

mobile phone networks.









*Number of users: Extracted from the website of the Telecommunications Carriers Association

*Logos images have been extracted from the websites of NTT DOCOMO, Inc., KDDI CORPORATION, SOFTBANK MOBILE Corp., and DeNA Co., Ltd. respectively.

How does CROOZ make profit ?









We sell incredibly powerful weapons for only 500 yen.

The 11th Term Second Quarter Financial Results Presentation



How does CROOZ make profit?





In the case of Nekketsu Kouha Kunio-Kun (RENEGADE):

An action game in which the player trains and strengthens the character

to fight against enemies cooperatively with friends





“With this weapon,

“I could have won “I’ ll go to the item shop I have become more

if I had this weapon.” and buy this weapon.” powerful. I can now

play more effectively!”









Fee income

Revenue from

selling items



To start

“By introducing this game

“I could have won with

to a friend and having

this weapon, but I am not

them register, I was

sure I want to pay for it.”

rewarded with the item!”









“With this weapon,

User loses against

the opponent

Increase in users I have become more

powerful. I can now

Users solicit

play more effectively!”

friends to join





Point! CROOZ earns revenue from selling weapons that strengthen the character,

and the reduction in the required training time of character, as well as other features

How large is the game software market ?

Mobile games Wii

Playstation3

JPY 82.2 million JPY 80.1 million

JPY 46.6

million









Social games

Online games JPY 138.9 billion

JPY 132.9 billion 2010

The 11th Term Second Quarter Financial Results Presentation



How large is the game software market?









The social game market has grown to account for JPY 138.9 billion in 2010.

This means the market has grown far beyond that of Wii and PlayStation 3

software seen in TV commercials.









*The market sizes of the Wii and the PlayStation3 were derived by applying the ratio of sales volumes of software against the size of the household game console market.

?

2,642

What is the future

2,391

outlook on market size



(100s of million yen) 1,974





1,389

Online games

1,329



Mobile games

822

Wii

801

Playstation3

466



447

157

0 5 60

2005 2006 2007 2008 2009 2010 2011 2012 2013



Social games have finally surpassed online games

The 11th Term Second Quarter Financial Results Presentation



What is the future outlook on market size?









Social games play leading roles in the game software market.



Social games have grown to account for JPY138.9 billion in 2010 and

form the top segment in the game software market.



The social games market will continue to expand and top JPY250

billion within the next three years.









Source: White paper on games issued by Enterbrain Inc. and materials issued by the MCF for market size. Market size for 2011 and beyond is estimated by CROOZ based on past growth rate.

Are social games really profitable ?

Brand Ranking: Number of times aired on TV commercials

1st place Mobage 1,969 times

2nd place GREE 1,616 times

3rd place NTT East 1,053 times (B FLET’ S)



4th place Lawson 847 times

5th place Toshiba 809 times (REGZA Blu-ray)



6th place Seven-Eleven 698 times

7th place Uniqlo 609 times

8th place Fujitsu 600 times (PRIME F-01C)



9th place Unilever 555 times (LUX Super Damage Repair Treatment)



10th place JAL 504 times

The 11th Term Second Quarter Financial Results Presentation



Are social games really profitable?









In terms of the number of times TV commercials have aired, Mobage is

ranked first, followed by GREE. This reflects the fact in Japan today;

companies focusing on social games such as Mobage and GREE are

highly vigorous and most aggressive in respect to their presence on TV

commercials.

Today, social game providers are comparable to firms such as NTT East

and Seven-Eleven, firms that represent companies that provide common

services available anywhere. Such are services society cannot do without.









Source: Data for the Kanto area in November 2010, extracted from the website of Video Research Comhouse Ltd.

What kind of trends exists for CROOZ

Internet contents

?

Internet commerce

Internet solutions



(Millions of yen)









8th term 9th term 10th term (Last term) 11th term (This tern )

The 11th Term Second Quarter Financial Results Presentation



W h a t k in ds o f t re nd s ex i s t f o r C R O O Z ?







Because of the continued high growth of social games, this quarter’ s sales were JPY 2,089

million, our highest ever.The increase was JPY 314 million (+17%) compared to the first

quarter.

At that time, we had just stepped into the social game market with Nekketsu Kouha

Kunio-Kun, and have been met with explosive growth since. Fourth quarter sales last year

dipped slightly, but we are back on the upswing thanks to Shounan Bakusou-Zoku being

such a hit.

In this term, Sengoku Battle! Kunio-Kun and Tenchi wo Kurau were our main titles,

each breaking 100 million yen in sales for September alone, spurring the biggest growth

in company history. In addition, two new titles were released in September to good starts:

Team and Resistance! Gang King and Ultimate Evolution! Sengoku Break.

These titles are expected to make contributions to greater growth in the 3rd quarter of this

term.

Sales from the 9th term and earlier were easily generated by our mobile advertising business.

?

Full-term forecast

What kinds of trends 2,000

exist for ordinary income



Ordinary income (millions of yen)



Ordinary income ratio (%)





1,129

253

4Q

406 510

3Q 2Q

21.4

443 25.7

239

196 2Q 483

12.1 231 1Q

6.1 1Q

8th term 9th term 10th term 11th term

(Last term) (This term)

The 11th Term Second Quarter Financial Results Presentation



What kin ds of t re n ds e xist f o r o r d i na r y i nc o m e?









High profit ratios from social games have earned ordinary profits of

JPY510 million over the quarter, our highest ever.

Compared to the first quarter, they have increased JPY 27 million (+5%).



This term, we will be actively hiring technical staff as part of our plan to

greatly expand our social game development line, but increased personnel

costs will be easily absorbed by the growth in profits from social games.

Plus, our newly-enhanced development line will be releasing one

promising new title after another.









Operating profit from the 8th term was easily generated by our mobile advertising business.

How were the operating results ?

Same quarter Change from

Previous quarter Current quarter

(Millions of yen) in previous term same quarter

(July – September) (April – June) (July – September) previous term





Net sales



Operating income



Quarter net

income



Current accounts



Loans payable

The 11th Term Second Quarter Financial Results Presentation



How w e re the o p er a t i ng r es ul t s ?









Because of the aforementioned rush of income from social games,

net sales from this quarter were JPY 2,089 million and operating

income was JPY 510 million, both record highs for this company.

How is business progressing ?

11th term forecasts Progress rate

(Millions of yen) 1st 6 mos. against

Interim Full-term interim forecasts





Net sales 3,864 3,600 7,800 107



Operating

income 994 900 2,000 110



Quarterly net

income

583 500 1,200 116









All indices have exceeded interim forecast comparisons.

The 11th Term Second Quarter Financial Results Presentation



Ho w is bu s i nes s p r o g r es s i ng ?









Progress at the end of the 2nd quarter was above interim forecasts, with

net sales at 107%, operating income at 110% and quarterly net income at

116%.

In addition to our main social game titles, Nekketsu Kouha Kunio Battle

and Shounan Bakusou-Zoku, Sengoku Battle! Kunio-Kun and Tenchi wo

Kurau have seen huge growth, creating profits that exceeded our

expectations. September saw the release of Team and Resistance! Gang

King, Treasure and Conquest! Dragon Battle and Ultimate Evolution!

Sengoku Break, all of which have had smooth starts.

We plan continue to bolster our development line and maintain a good

pace of new releases.

What are the business strategies for the 11th term ?

Social games Smartphone launch

Selection and concentration Global operation

Focus destined strategy





Com 1 4

plete







Information

Systematization

Structuring of know-how to

Comp2 3

lete

Nekketsu Kouha Kunio-Kun

Shounan Bakusou-Zoku

Tenchi wo Kurau

Mazinger Z

Gang King

Etc.

Securing of killer contents

succeed in the social games business

The 11th Term Second Quarter Financial Results Presentation



What are the business strategies for the 11th term?





Selection and concentration; Ensuring a focus destined strategy

1

Complete Selection and concentration are necessary in developing a business. Concentrating the business focus only on profitable

products leads to generating the best results from limited resources.

Solution Focusing on the social game service is the most profitable







Structuring of know-how to succeed in the social games business

C2

omplete

Quick execution of PDCA

Solution

without dependency on others is necessary in being a winner in the business

(user trend analysis, development & offering, validation of effects)



Systematization: In-house development of Compass, an analysis system, and Venus, a programming acceleration framework

Infrastructure to ensure flawless traffic is required as success in business promotes greater access

Solution Systematization: In-house operation of Zeus, a common infrastructure base







Securing of killer contents

3 In a market where products increase recklessly, contents with distinguished appeal are required in order to stay ahead of competitors even when

having the know-how required in providing good services. There is a need to reserve unrivaled rights. Such rights, in to be killer contents, must

not only be attractive but also offer elements that promote communication with friends and emphasis the real charm of social games and

higher-the-better gaming features.

Solution Reserve rights for the Nekketsu Kouha Kunio-Kun (RENEGADE) Series that offers high communication features





Global operation

4 Participate in the X-border strategy announced by DeNA Co., Ltd. and expand the business globally, including promotion via Smartphone.

Simultaneously, as the primary partner, establish a global presence ahead of others by leveraging the Nekketsu Kouha Kunio-Kun (RENEGADE) Series

Solution Challenge the global market

Any plans for new titles

112 253

? 448

554

701







Last term 344 This term

first quarter 2 3 4 first quarter 2Q 3Q









4/20 9/30 11/10 2/1 4/11 8/1









6/10 3/4 4/18 9/6



Members (10s of thousand persons)





6/13 9/26









9/27

Add 5 to 7 new titles every quarter

The 11th Term Second Quarter Financial Results Presentation



A n y p l a ns f o r new t i t l es ?









Our current game titles use characters of unrivaled popularity,

but we will soon create our own original titles to go along with

these products.



We had planned to release 2-3 new games in the 1st quarter and

upped that to 3-5 games in the 2nd quarter.

However,

for the 3rd quarter and beyond,

we will revise our plans again and aim for 5-7 new games.







Numbers on the graph represent members as of the end of each quarter.

What is our competitive edge going forward ?



Males in their Males in their

30’s and 40’s 30’s and 40’s

Biggest user segment for

A user group accounting for the highest Nekketsu Kouha Kunio-Kun

level of paid fees for social games Shounan Bakusou-Zoku,

Tenchi wo Kurau, and Mazinger Z









Highly popular among males in their 30’ s and 40’ s

The 11th Term Second Quarter Financial Results Presentation



What is our competitive edge going forward?









One of the keys to success in social games is a high unit price paid per

customer.

Fans of Nekketsu Kouha Kunio-Kun and Tenchi wo Kurau played

Nintendo Entertainment System games in the 80s and 90s, Shounan

Bakusou-Zoku fans read comics in the 80s and Mazinger Z players

watched cartoons in the 70s. In other words, these titles are popular

among people in their 30s and 40s, and this age group is our biggest

contributor. CROOZ have a large customer base in this age group, so

it will be easy to earn continued revenue from it.

What will drive further growth in social games?



G l o b a l Op e r a t io n

Android × iPhone

The 11th Term Second Quarter Financial Results Presentation



What will drive further growth in social games?







Multiplatform compatibility Android

Market

Mobage FACEBOOK Android Market App Store









Multidevice compatibility



Smartphone Smartphone lapag

lapa

pag

Galapagos PC

Android iPhone





Social games used to be available only on the traditional Galapagos

handsets and hence could be provided only to domestic users.

With Android and other Smartphone handsets being used overseas, social

games can be distributed globally going forward.



Android screens have been extracted from the Android website of Google Inc. iPhone screens have been extracted from the website of Apple Inc.

What plans do we have to

maintain our lead in the long term ?

Marketing database Accelerated development framework





Compass Venus

Zeus

Common infrastructure base









Composing our business around three core systems

These three core systems are eternal and indispensible for providing any sort of network

service and are the supports that hold up CROOZ.

The 11th Term Second Quarter Financial Results Presentation



What plans do we have to maintain our lead in the long term?









As previously described, quick execution of PDCA (user trend analysis,

development & offering, validation of effects) without dependency on

others is necessary in being a winner in the highly competitive social

games market.

Infrastructure to ensure flawless traffic is required as success in business

promotes greater access.

Considering the above, CROOZ has implemented a structure based on

in-house development and the operation of three core systems in order to

stay ahead of competitors.

These three core systems are eternal and indispensible for providing any

sort of network service and are the supports that hold up CROOZ.

Compass

An instrument with a magnetic pointer to navigate the

user to the destination







Marketing database



Analysis of elements for fine-tuning

Schedule for future enhancements



Obtain more detailed quantitative data

in order to forecast demand

The 11th Term Second Quarter Financial Results Presentation



Co m pa ss - M a r k et i ng D a t a b a s e









At which points during service do users pay additional fees?

At which points during service do users walk away?



Getting hold of detailed marketing data in order to make objective

judgments without dependency on subjective views can be a great

advantage in service planning.



Going forward, CROOZ will obtain more detailed quantitative information

in order to forecast demand.

Venus

A goddess of beauty & love, symbolic of Venus









Accelerated development framework

Swift fine-tuning operation supported

by component-based development

Schedule for future enhancements





Multiplatform compatibility for Facebook,

Android Market, the App Store and others

The 11th Term Second Quarter Financial Results Presentation



Venus-Accelerated development framework









Promptly reflecting marketing data on services is important in the social

games business.

CROOZ maintains a component-based development mechanism, which

not only enables shorter, less costly development, but also allows

creators other than specialized engineers to undertake development.



In addition, CROOZ will implement compatibility not only for Galapagos,

but for Android, iPhone and other smartphones.

CROOZ will also push beyond Mobage and reach across multiple

platforms to Facebook, Android Market, the App Store and others.

Zeus

The guardian of mankind, the ruling god

and the king of gods







Common infrastructure base

Flexibly deploy networks that can

withstand heavy traffic

Schedule for future enhancements



Integrate data centers

and cut costs by 50%

The 11th Term Second Quarter Financial Results Presentation



Zeus-Common infrastructure base









CROOZ has the advantage of maintaining in-house operation of an

infrastructure that accommodates increased access as business

flourishes and ensures flawless traffic.

CROOZ can definitely heighten its performance and scalability by

operating its infrastructure base rather than by using a cloud-type ASP

services or by outsourcing the entire infrastructure.

Going forward, CROOZ plans on integrating its data centers and

further cutting costs by 50%.

Does your system beat other companies’ ?

Maximum number of requests per second







Newly developed high-speed framework

Venus Version2.0.0.8 1,301

CodeIgniter Version2.0.2 322





ZendFramework Version1.11.10 278





Symfony Version2.0.0 271







4-5 times the capability of competitors

The 11th Term Second Quarter Financial Results Presentation



Do e s y ou r sy st e m be at o t her c o m p a ni es ’ ?









The Venus framework developed and operated by CROOZ is capable of

4-5 times the requests per second of competitor frameworks

(CodeIgniter, ZendFramework and Symfony.)



Plus, the number of requests per second that can be handled by Venus

is just the beginning. Every day we work on improving critical systems

to improve development productivity and efficiency.









*Testing done on a like-for-like basis with a multiplicity 20 and 200 accesses in venusDev02.

What drives medium-term growth ?





ervices

cial ga ming s

Gl obal so

Social games







Worldwide expansion of social games

The 11th Term Second Quarter Financial Results Presentation



What drives medium-term growth?









Continue to focus our management resources on the rapid growth of

social games and aim at staying a top player in the Japanese market.



Press into the global market by joining in DeNA’ s X-border strategy,

including smartphone development, and expand our presence not only

domestically, but internationally.

What is the policy on return to shareholders ?

As a general rule, aim to distribute dividends every term

Aim to achieve a payout ratio of 30% or higher

Recognition among all employees of the importance of dividends

Recognition among all employees of the importance of

operating income

Aim to heighten mid-term stock prices by achieving

our corporate vision

Consider various methods to improve liquidity of shares

Consider an investment unit price which will encourage

more investors

Boost internal reserves and create a term where investment

plays a bigger role than dividends

The 11th Term Second Quarter Financial Results Presentation



What is the policy on return to shareholders?



Once per quarter, CROOZ officers and executives take a retreat together and review

the return policy to shareholders based on stock prices and financial conditions.

As a general rule, we seek to ensure income that will allow us to pay dividends to shareholders each

term. CROOZ has paid dividends since the term following listing.

We aim to achieve a payout ratio of 30% so we can make returns to as many investors as possible.

We are creating an environment where all employees, not just officers and managers, recognize the

importance of dividends. As a concrete example of our policy, employee bonuses are calculated based on

the source of dividends to shareholders.

We are creating an environment where all employees, not just officers and managers, recognize the

importance of operating income. As a concrete example of our policy, officer remuneration and manager

salaries are calculated based on the operating income of the previous term.

We do not aim for short-term increases in stock prices, but increases in the mid-term based on achieving

our corporate vision.

We are considering various methods to improve the liquidity of our shares, aiming to secure 2,200 or

more shareholders in the mid-term. (As of March 31, 2011, we have 2,892 shareholders.)

We are considering an investment unit price which will encourage a large number of investors. In the

previous year, we split our stock twice because of rising stock prices.

We will boost internal reserves and create a term where investment which makes a good profit in the

long term plays a bigger role than dividends

What are the trends in regard

to dividends and payout ratios ?

7th term 8th term 9th term 10th term 11th term

(Previous) (Current)



Dividend per share

(JPY) 450 225 562 1,500 1,500

Total dividends

(millions of yen)

60 24 61 189 190

Dividend payout

ratio (%) 36.5 28.0 22.5 28.9 15.9





CROOZ has been paying dividends each term since the term after listing

The 11th Term Second Quarter Financial Results Presentation



What are the trends in regard to dividends and payout ratios?









CROOZ has succeeded in paying dividends each term since the term

after listing.



In addition, performance at the company has been excellent,

pushing total dividends every skyward.

This term, we predict total dividends equal levels to last term, but

we will observe our performance and financial conditions so that we

can increase dividends and dividend payout ratios even higher.







Stock splits were performed on October 1, 2010 and March 1, 2011. Figures calculated prior to these have been adjusted to reflect the splits.

The 7th term dividend includes the portion commemorating the first anniversary of the company’ s listing worth JPY 225.

The dividend payout ratio for the 9th term is a theoretical figure that assumes deductions of irregular factors such as extraordinary losses.

The dividend payout ratio for the 10th term was calculated based on the number of shares at the end of the 10th term.

Figures for the 11th term represent forecasts made by CROOZ as of the date of preparation of this material.

That ends the explanation of the

second quarter earnings announcement.









Hold on. What about that bit you were supposed to look forward to?

And at last

a final, special notice









A title that boasts over 6 million software units sold and

a Hollywood adaptation...

We are bringing Double Dragon to smartphones!

This winter will see the start of a new,

original social game developed for the global market.









The Double Dragon series is incredibly popular outside of Japan, with over 6 million

units sold in the 80s and 90s and a Hollywood adaptation to its name.

Frequently asked questions

Including short, Twitter-like comments from Obuchi

The 11th Term Second Quarter Financial Results Presentation

FAQ





We have gathered commonly-asked questions into this FAQ.

Q: How many employees work at CROOZ?

A: 125.

Q: Why have you hired 20 new employees in the past three months?

A: Most were mid-career employment as developers for social games.

We will hire an additional 30 new employees. Development capability is an investment for the future.

Q: What is the ratio of genders at CROOZ?

A: About 80 percent male, 20 percent female.

Q: What is the average age at CROOZ?

A: 29.

Q: What is the job distribution like at CROOZ?

A: About 90% of the staff works in a technical or creative position. The remaining 10% works in the back office.

This ratio is unlikely to change. We are a technological company, and most of our employees are technical workers.

Q: How many new employees will CROOZ hire over the next year?

A: If the people in question prove themselves capable, there is no limit to how many people we will hire and then challenge in a

number of different ways. Again, this is investment in our future.

Q: What is the average length of service for employees at CROOZ?

A: 3.5 years.

Q: What is the turnover rate?

A: Around 8%. This is reasonable at an IT company. That rate won’ t go up or down.

Q: What is the average salary at CROOZ?

A: 5.8 million yen. With an average age of 29, this puts us among the top in the industry. And it’ ll go up a bit more, too.

*Twitter images extracted from the Twitter website.

The 11th Term Second Quarter Financial Results Presentation

FAQ







Q: How many employees are working on social game development?

A: Outside of infrastructure and our design team, we have about 60 people on our specialist teams, including creators.

This number will be doubled.

Q: Do you believe the growth of social games will continue?

A: Yes.

Q: What are the strengths of CROOZ social games?

A: In addition to killer content unavailable from competitors, we have created and systemized our core systems like development

framework, marketing database, network infrastructure, etc.

Q: Can you tell us the status of social games based on title?

A: That information is not made public.

Q: Can you tell us detailed KPI on social games?

A: That information is not made public.

Q: Are you considering the release of social games on platforms other than Mobage?

A: Yes. However, content titles currently provided by CROOZ such as the Kunio-Kun series and Shounan Bakusou-Zoku are

thought to match Mobage users best. Future titles will be released based on how easily they can generate profit.

Q: Do you plan to improve profits with official content other than social games?

A: Releasing smartphone versions of different titles will expand profits.

Q: What are CROOZ’ s strengths?

A: Systemized core systems for our development framework, marketing database, network infrastructure, etc. In addition, killer

content like Kunio-Kun is our biggest strength.

The 11th Term Second Quarter Financial Results Presentation

FAQ







Q: Will you tell us mid-term business plan at CROOZ?

A: Not at this time. Just as the fact that no one predicted that Mobage would become a huge media entity five years ago taught,

the changes in this industry come hard and fast, which means that quick, flexible reactions to the environment are more

important that solid planning.

In the IT business, speed is king. Thinking five years ahead is good, but looking right ahead is better. Rather than thinking of

profits planned for five years from now, creating a system and corporate culture that can handle change seems wiser.

Q: What are CROOZ’ s major projects in the near future?

A: We plan to deepen our presence in the social games and actively expand into the global market over the next year or two.

Q: What efforts is CROOZ making in the smartphone field?

A: We are not looking to profit immediately, but are working to actively provide products and keep ourselves abreast of the latest

trends.

We are considering many things.

Q: CROOZ donated 5 million yen in the wake of the earthquake and tsunami. How else does CROOZ plan to contribute to society?

A: We try not to be a company that contributes only in the wake of the earthquake, but one that naturally contributes through

everyday activity.

CROOZ donates 100,000 yen to a guide dog fund with every new social game title released, taking profit generated by sighted

users who enjoy our games, and trying to help those with visual impairments enjoy life more.

Q: The dividend ratio at CROOZ is low this term. Will dividends increase in the future?

A: We are not sure yet. We plan to look over our policy on returns to shareholders in the near future and make a decision.

The 11th Term Second Quarter Financial Results Presentation

FAQ







Q: CROOZ released a new social game in June called Tenchi wo Kurau. How is it performing?

A: It went over 100 million yen in sales for September.

Q: What is your current business scheme?

A: There is still plenty of room for growth in social games. We aim to multiply the scope of our sales. In the future we will

release many original titles instead of using licensed titles.

We believe we can be the top SAP.

Q: What is your current target demographic?

A: Males ages 30 and over. This group is our biggest payer.

Q: They say your officers are on average the second youngest of all listed companies. Tell us more about that.

A: Every July, Toyo Keizai issues a report on officers for all listed companies and our company’ s officers ranked the second

youngest out of 3,595. The total average for officers was 59.6 years old and our average was 36 years old.

Q: You released Super Wars Robot Battle in August. How is it faring?

A: Hard numbers are not currently being made public.

Q: CROOZ had the second highest rate of stock price increases in 2011. Tell us more about that.

A: For the year-to-date (January 2011 to late August 2011) CROOZ is number two in the rate of stock price increases for

major IT companies, even against famous names like Rakuten and Cyber Agent. In addition, as of October 3, CROOZ is

now part of the ranking companies of JASDAQ because it has been selected by the J-Stock Index for their industrial

average (71 companies out of the 971 listed on JASDAQ).

Further, as of October 21, CROOZ is now part of the major representatives of JASDAQ on the JASDAQ-TOP 20

(a list of the top 20 companies out of the 971 listed on JASDAQ).

The 11th Term Second Quarter Financial Results Presentation

Supplementary materials

(Now content development/exit rules: the 4C Program)







The 4C Program (CROOZ Concentration in Core Competence Program) is a set of newly

formulated internal rules aimed at managing the selection and concentration of core competence

in CROOZ contents in order to heighten the company’ s competitiveness in the market.





The Program was launched for the purpose of maximizing development speed, quality and strength

by grouping CROOZ contents into three categories – C1 (action), C2 (preservation), C3 (investment

suspension) – based on predefined rules, and focusing the company’ s human resources and assets

on leading content (C1) that supports prompt revenue generation and high growth. While pursuing

the focus-destined strategy of placing emphasis on leading content (C1), CROOZ aims at maximizing

operating income by using a certain set of criteria to quickly and openly reach decisions internally to

terminate any site that lacks potential for prompt growth and by controlling expenditures such as

outsourcing fees, advertising expenses and internal development costs.



Supplementary information: The 4C Program

Under the 4C Program, all directors, executive officers and internal audit staff take part in a detailed, quarterly examination of the company’ s business activities

and content in order to determine the approach toward actions or exits. The Program aims to achieve the following primary objectives:

- Conducting an internal audit to assess the appropriateness of investments made for new business activities, the state of earnings, and the state of collection

and the level of financial soundness.

- Pursuit of a key policy of ensuring strict selection and concentration in core competence, restraining unnecessary investment in order to maximize profits.

- Pursuit of a key policy of exercising a focus-destined approach and investing management resources in growth services in order to maximize sales.

- Aggressive pursuit of new services and swift decision-making toward exiting if necessary and to keep unpromising investments to a minimum.

- Working toward securing a management position with sound financial conditions and favorable cash flow.

The 11th Term Second Quarter Financial Results Presentation

Points to note









The material herein contains mid-to-long-term plans and

forecasts made by CROOZ.

The information contained in these pages is not

intended to guarantee the future business results of the

company and bears certain risks and uncertainties. As

business forecasts are affected by various factors and

prone to change, we ask the reader to refrain from

relying solely on the information presented herein.


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