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Luis Sanchez
luisvsanchez@gmail.com
Situation Overview
mixi is a Japanese internet company widely known for its mixi social networking
service aka Japans Facebook
mixi was popular with college students in the 2000s but began losing popularity
in 2007/2008 when Facebook and Twitter entered Japan. Today, the social
network has diminished traffic and generates ~15% of its peak ad sales
mixi has made several attempts to reinvigorate its brand by expanding its social
networking platform and expanding into other businesses
Monster Strike found huge success in Japan, consistently ranking in the top 3
apps by gross sales since its release. Monster Strike has also had a successful
launch in Taiwan and has recently launched in the U.S. with plans to expand to
South Korea, China and other regions globally
4,000
3,500
3,000
2,500
7,000
6,000
5,000
4,000
2,000
10 million
Downloads
Taiwan
Launch
1 year Share
Price Return
of 2,108%
3,000
1,500
1,000
2,000
500
1,000
0
Nov-07
Released
Monster
Strike
1 million
Downloads
Monster
Strike
TV Ads
Nov-09
Nov-11
0
Nov-13
Nov-13
Jan-14
Mar-14
May-14
Jul-14
Sep-14
Nov-14
Financial Performance
Base Case Model Estimates
( in Millions)
Monster Strike
Q4 '12
Q1 '13
Q2 '13
Q3 '13
Q4 '13
Q1 '14
Q2 '14
Q3 '14E
Q4 '14E
261
3,113
10,049
19,447
27,700
33,000
2014E
90,196
2015E
2016E
127,506
122,816
Other Sales
2,708
2,143
1,834
2,115
2,684
2,668
2,787
2,900
3,000
11,355
11,626
12,339
Total Sales
2,708
2,143
1,834
2,376
5,797
12,717
22,234
30,600
36,000
101,551
139,132
135,154
Y/Y Growth
0%
114%
493%
1112%
1188%
521%
736%
37%
(39%)
(44%)
(23%)
(3%)
Gross Profit
1,914
1,451
1,132
1,469
4,712
11,165
19,965
27,582
32,502
91,214
125,346
121,802
% Margin
70.7%
67.7%
61.7%
61.8%
81.3%
87.8%
89.8%
90.1%
90.3%
89.8%
90.1%
90.1%
EBIT
% Margin
235
(79)
(310)
(108)
995
4,658
9,701
13,559
16,223
44,141
63,693
59,533
8.7%
(3.7%)
(16.9%)
(4.5%)
17.2%
36.6%
43.6%
44.3%
45.1%
43.5%
45.8%
44.0%
Investment Thesis
Rationale
mixi operates a low-quality, low-barrier business dependent on
the success of a single fad-driven product
Bull Thesis
The global mobile gaming market is rapidly growing and is
expected to grow from $20bn today to $30bn by 2017
Bear Thesis
Despite the rapid growth of the global mobile gaming
mixi is not a mobile gaming company and does not have the
expertise or resources to manage a content platform
If mixi does not find a new engine of growth in the next year,
the stock will garner a lower market multiple
Investment Outcomes
mixis current valuation implies reasonable expectations for growth and
Current Valuation 1
( millions)
2015
2016
Sales
136,700
137,900
Multiple
3.0x
Implied EV
EBIT
Multiple
3.0x
410,100
413,700
63,600
64,200
7.0x
7.0x
Implied EV
445,200
449,400
Avg. Implied EV
427,650
431,550
Net Debt
Equity Value
Avg. Equity Value
(28,549)
(28,549)
456,199
460,099
However, mixi is rapidly rolling out its mobile gaming app, Monster Strike,
internationally and in the next 6 12 months the market will likely re-rate
the stock based on its international success and potential
458,149
Up/(down) side
2%
Base Case 2
( millions)
2015
2016
( millions)
2015
2016
( millions)
2015
2016
Sales
175,743
279,733
Sales
143,402
155,986
Sales
139,132
135,154
Multiple
Implied EV
EBIT
Multiple
3.0x
3.0x
Multiple
527,229
839,198
Implied EV
84,733
142,621
EBIT
7.0x
7.0x
3.0x
Multiple
3.0x
430,207
467,957
66,147
71,504
7.0x
7.0x
Multiple
Implied EV
EBIT
Multiple
2.0x
2.0x
278,264
270,309
63,693
59,533
5.0x
5.0x
Implied EV
593,131
998,346
Implied EV
463,030
500,530
Implied EV
318,465
297,664
Avg. Implied EV
560,180
918,772
Avg. Implied EV
446,619
484,244
Avg. Implied EV
298,364
283,987
(28,549)
(28,549)
(28,549)
(28,549)
588,729
947,321
475,168
512,793
Net Debt
Equity Value
Avg. Equity Value
Up/(down) side
Probability
768,025
71%
5%
Net Debt
Equity Value
Avg. Equity Value
493,980
Net Debt
Equity Value
Avg. Equity Value
Up/(down) side
10%
Up/(down) side
Probability
15%
Probability
(28,549)
(28,549)
326,913
312,536
319,725
(29%)
80%
Estimated Risk/Reward
Weighted upside
Weighted downside
Go-short Risk/Return Ratio
1
2
5%
(23%)
4.6
Business Units
mixi social networking service (mixi.jp) and mobile
gaming business
mixi Recruitment FindJob! platform for jobseekers, specialized in Internet sector personnel
4,000
Game platform
Other
Life Events
3,500
in millions
3,000
2,500
2,000
1,500
1,000
500
0
Q1
'11
Q2
'11
Q3
'11
Q4
'11
Q1
'12
Q2
'12
Q3
'12
Q4
'12
Q1
'13
Q2
'13
Q3
'13
Q4
'13
Q1
'14
Q2
'14
80
60
40
20
0
Nov-04
Nov-06
Nov-08
Nov-10
Nov-12
Nov-14
Outdoor Ads
Live Events
TV Commercials
Merchandising
9
Taiwan
Japan
In the U.S. the game has only been released for a month,
but has yet to break into the top 200 and also suffers
from a lower rating in the Apple app store
Source: AppAnnie
Inadequate Resources
mixi is not a mobile gaming company, Monster Strike
was their first attempt at creating gaming content
Employee Headcount
2,034
1,108
1,005
364
Zynga
King
GungHo
Mixi
11
50
45
40
700
Monster Strike
600
35
500
30
400
25
20
300
15
200
10
5
0
35,000
30,000
25,000
30%
Life Events
2,250
6,190
7,428
8,914
Media
6,307
4,833
3,866
3,093
Other
222
332
332
332
12,154
101,551
139,132
135,154
509
613
613
613
Total Sales
Rental Expenses
Depreciation
Personnel
Content Procurement
Other
168
94
94
94
1,192
1,036
1,036
1,036
143
137
137
137
1,251
8,338
11,787
11,353
131
119
119
119
8,760
91,214
125,346
121,802
Margin
72.1%
Personnel
2,549
2,295
2,295
2,295
Advertising
1,123
11,624
13,624
15,624
Outsourcing
755
952
952
952
Property Rent
549
569
569
569
2,177
30,023
42,442
40,881
Other
1,123
1,610
1,771
1,948
Operating Profit
484
44,141
63,693
59,533
Margin
20,000
2016E
122,816
Gross Profit
40%
2015E
127,506
50%
2014E
90,196
100
Q/Q Growth
2013
3,375
Outsourcing
Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
'13 '13 '14 '14 '14 '14 '15 '15 '15 '15 '16 '16 '16 '16
Monster Strike Quarterly Sales
( in millions)
4.0%
89.8%
43.5%
90.1%
45.8%
90.1%
44.0%
20%
15,000
10%
10,000
0%
5,000
0
(10%)
Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
'13 '13 '14 '14 '14 '14 '15 '15 '15 '15 '16 '16 '16 '16
13
Modeling Assumptions
As Monster Strike launches internationally it will have an accelerated rate of new downloads in 2015
(~1.5m per month) with a declining rate of downloads in 2016 and beyond
Because the monetization rate outside of Japan is lower (Japan has the highest monetization rate per
download in the world) the average revenue per user (ARPU) is projected to decline at a rate of ~5% per
month during 2015 and 2% per month during 2016
Monster Strike should reach peak sales in 2015 as Japanese monetization stabilizes and incremental
international sales contribute
Revenue is expected to begin declining in 2016 and accelerate its decline in the following years
App store payments are the only variable expense (fixed commission rates), the remaining costs are
fixed or discretionary; given the low fixed cost base, mixi has high earnings leverage and achieves peak
profitability in 2015
Model assumptions are consistent with actual results seen for Puzzle & Dragons
Despite being independently built, the base-case model is roughly in-line with consensus
estimates implying that research analysis have placed a similar discount on international
monetization rates
14
Given the growing nature of the industry, a bottom up projection model which references historical data
and financial results from peers may not appropriately capture Monster Strikes potential
Mobile gaming industry projections by region from the International Development Group1 and market
share estimates of mobile games at different app store rankings provided by AppAnnie were applied to
assumed app store rankings to be achieved by Monster Strike in different markets
Management has provided guidance on when it will enter certain markets in 2014/2015, beyond that, it
could be reasonably expected that Monster Strike expands to the remaining global markets in order of
size and ease of entrance
Candy Crush 2.0 (5%) Monster Strike achieves global success similar to Candy Crush, and
achieve top 5 app store rankings in every major region; this case is highly unlikely given Monster
Strikes culturally specific Japanese animation style and mixis lack of resources or expertise to
successfully launch and market the game internationally
Hit in Asia Only (15%) Monster Strike achieves strong regional success in Asia; while Monster
Strike is likely to do relatively well in East Asian markets such as Taiwan and South Korea, South,
Central and South East Asian markets are not culturally homogenous and are difficult to penetrate
Low International Monetization (80%) Monster Strike primarily achieves success in Japan
and some traction in culturally similar markets; there are no precedents of internationally
successful Japanese mobile gaming titles; while some Japanese publishers have achieved mobile
gaming success abroad, the games have generally featured IP familiar to international audiences
1
2
Projections are as of H1 2014 and were cross-checked against projections from NewZoo, an industry data provider
Perceived likelihoods of the sensitized cases are based on extensive industry research and interviews with industry experts
15
(USD in millions)
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa + Middle East
Total
Growth
2013
2015
2016
2017
Top 5
Top 10
Top 15
Top 50
$3,000
4,000
1,000
1,000
750
400
2,300
500
500
1,000
250
$3,357
5,429
1,119
1,500
829
484
2,875
750
615
1,210
365
$3,622
6,714
1,207
1,950
906
574
3,306
975
713
1,435
481
$3,853
8,000
1,284
2,350
962
645
3,645
1,175
827
1,613
635
$4,037
9,143
1,346
2,700
1,005
703
3,917
1,350
939
1,758
808
$906
671
121
195
91
57
331
98
71
144
48
$181
336
60
98
45
29
165
49
36
72
24
$36
67
12
20
9
6
33
10
7
14
5
$4
7
1
2
1
1
3
1
1
1
0
$14,700
$18,533
$21,884
$24,989
$27,706
$2,732
$1,094
$219
$22
2013
2014
2015
2016
2017
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa + Middle East
Total
2014
31.7%
11.9%
35.7%
11.9%
50.0%
10.5%
21.0%
25.0%
50.0%
23.1%
21.0%
46.2%
7.9%
23.7%
7.9%
30.0%
9.3%
18.7%
15.0%
30.0%
15.8%
18.7%
31.6%
6.4%
19.1%
6.4%
20.5%
6.2%
12.4%
10.3%
20.5%
16.0%
12.4%
32.0%
4.8%
14.3%
4.8%
14.9%
4.5%
9.0%
7.4%
14.9%
13.6%
9.0%
27.3%
26.1%
18.1%
14.2%
10.9%
Top 10
Top 15
Top 50
Japan
25.0%
5.0%
1.0%
0.10%
World
10.0%
5.0%
1.0%
0.10%
16
(USD in Millions)
2014
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$3,357
5,429
1,119
$3,622
6,714
1,207
780
906
574
3,306
9,905
17,110
Total
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
(USD in Millions)
top 5
top 15
top 15
top
top
top
top
top
top
top
5
5
5
5
15
15
15
(USD in Millions)
2014
$3,853
8,000
1,284
940
962
645
3,645
1,175
827
$4,037
9,143
1,346
1,080
1,005
703
3,917
1,350
939
1,758
808
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$3,357
5,429
1,119
$3,622
6,714
1,207
780
906
574
3,306
21,332
26,086
Total
9,905
17,110
top
top
top
top
top
top
top
top
top
5
5
5
15
5
5
5
5
5
top
top
top
top
top
top
top
top
top
top
top
10
10
10
50
5
5
5
5
5
5
5
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$839
54
11
$872
363
66
78
9
6
33
$934
736
125
44
53
35
199
118
83
$583
629
98
5
98
67
378
126
88
176
81
Total (USD)
Ex-Japan
$905
$65
$1,427
$555
$2,325
$1,391
$2,329
$1,747
Total (JPY)
Ex-Japan
Markets Entered
2015
2016
2017
2014
$3,853
8,000
1,284
940
962
645
3,645
1,175
827
$4,037
9,143
1,346
1,080
1,005
703
3,917
1,350
939
1,758
808
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$3,357
5,429
1,119
$3,622
6,714
1,207
780
906
574
3,306
$3,853
8,000
1,284
940
962
645
3,645
1,175
827
$4,037
9,143
1,346
1,080
1,005
703
3,917
1,350
939
1,758
808
21,332
26,086
Total
9,905
17,110
21,332
26,086
top 5
top 50
top 10
top
top
top
top
top
top
top
5
15
5
5
15
10
15
Markets Entered
2015
2016
2017
top
top
top
top
top
top
top
top
top
5
50
5
10
50
5
50
15
15
top
top
top
top
top
top
top
top
top
top
top
10
50
10
15
50
5
50
50
50
5
15
2017
top 5
top 50
top 10
top
top
top
top
top
top
top
5
15
5
15
15
10
15
top
top
top
top
top
top
top
top
top
5
50
10
50
50
15
50
15
15
top
top
top
top
top
top
top
top
top
top
top
10
50
15
50
50
15
50
50
50
50
15
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$839
5
56
$872
36
88
78
9
29
33
$934
38
125
63
5
47
18
12
8
$583
9
98
29
1
67
4
7
5
176
8
Japan
North America
South Korea
China
Australia
SE Asia
Western Europe
Eastern Europe
Latin America
Rest of Asia
Africa & ME
$839
5
56
$872
36
88
8
9
29
33
$934
38
92
4
5
18
18
12
8
$583
9
39
1
1
7
4
7
5
2
8
Total (USD)
Ex-Japan
$901
$61
$1,146
$273
$1,249
$315
$985
$403
Total (USD)
Ex-Japan
$901
$61
$1,076
$203
$1,130
$195
$664
$81
Total (JPY)
Ex-Japan
Total (JPY)
Ex-Japan
76,304
9,305
17
Source: News articles, Kantan Games (Serkan Toto), Conversations with industry experts
Battle Screen
19
Gacha in Japan
Paid Apps
Japan
94%
6%
China
94%
6%
South Korea
89%
11%
United States
79%
21%
Canada
78%
22%
France
78%
22%
Australia
77%
23%
United Kingdom
76%
24%
Russia
76%
24%
Germany
70%
0%
20%
40%
60%
80%
25%
43%
42%
In-game
40%
39%
35%
22%
47%
42%
41%
43%
44%
16%
17%
17%
17%
17%
17%
2012
2013
2014
2015
2016
2017
53%
2011
Ad-supported
36%
30%
Source: Distimo, eMarketer, Kantan Games (Serkan Toto), Conversations with industry experts
20
60%
Japanese
Chinese
50%
40%
30%
20%
10%
0%
Very likely
Likely
Never
60%
Japanese
Chinese
50%
40%
30%
20%
10%
0%
Do not pay for
mobile games
Buying in
app store
100%
Japanese
Chinese
80%
60%
40%
20%
0%
Daily
Weekly
Monthly
Annually
Never
Note: Surveys were conducted online and were translated into representative languages; English n=100, Chinese n=34, Japanese n=21
see appendix for more detail
21
$6.00
$70
$60
$5.00
$40
$3.00
$30
$2.00
$50
$4.00
$20
$1.00
$10
$0.00
$0
Japan Australia Korea Canada Germany U.S.
U.K.
France
Russia
China
22
Japanese Games Have Done Well in Korea and the U.S. but not in China
South Korea
United States
China
23
24
25
Timing a Short
Despite the high likelihood of Monster Strike disappointing estimates, shorting at the current price
5,410 (11/14/14) has elevated risk because:
Monster Strike is currently being rolled out in several countries (U.S. last month, Korea this month,
China in the coming months) and news of large download numbers or strong sales in new markets
could send the stock significantly higher
mixi has already sold off over 20% in the 6 days since its Q2 14 earnings report (filed 11/7/14)
Random factors such as Monster Strike being featured in a major app store, a strong promotional
campaign in Japan or analyst upgrades could also send the stock higher in the short term
GungHo and its Puzzle & Dragons game is the most relevant case study to mixi and its success with
Monster Strike and should be carefully studied to understand what could happen to mixis stock price
At this stage of growth during the roll out of Puzzle & Dragons, GungHos stock had already
appreciated 3,000% but still had another 4,000% left to go up
Investors and analysts have already learned from the GungHo experience and have more cautiously
valued mixi; however, fundamentals could be tossed if sentiment picks up
Monitoring key leading indicators such as app store rankings and social media activity could assist in
timing a trade
27
Google Trends Data for Relevant Games Shows Their Length and Cycle
Monster Strike
English
100
Candy Crush
Chinese
Japanese
100
80
80
60
60
40
40
20
20
0
Nov-13
Jan-14
Mar-14
May-14
Jul-14
Sep-14
Nov-14
0
Nov-12
Mar-13
Jul-13
Nov-13
Mar-14
Jul-14
Nov-14
Clash of Clans
100
80
60
40
20
0
May-12
Nov-12
May-13
Nov-13
May-14
Nov-14
Farmville
Angry Birds
100
100
80
80
60
60
40
40
20
20
0
Jan-09
Jul-09
Jan-10
Jul-10
Jan-11
Jul-11
Jan-12
0
Nov-09
Nov-10
Nov-11
Nov-12
Nov-13
Nov-14
28
At this Point in Puzzle & Dragons Cycle, GungHos Stock had Not Yet Peaked
Monster Strike
Cummulative Downloads
50
45
40
700
30
600
25
35
500
30
400
25
20
300
15
200
10
5
0
1,400
1,200
15
30,000
600
400
200
0
Q1
'12
2000%
25,000
800
10
100
2500%
1,000
mixi is here
Q2
'12
Q3
'12
Q4
'12
Q1
'13
Q2
'13
35,000
20
Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
'13 '13 '14 '14 '14 '14 '15 '15 '15 '15 '16 '16 '16 '16
Monster Strike Sales
Cummulative Downloads
Q3
'13
Q4
'13
Q1
'13
Q2
'14
Q3
'14
50,000
8000%
45,000
7000%
40,000
35,000
mixi is here
6000%
1500%
30,000
5000%
20,000
25,000
4000%
15,000
1000%
20,000
3000%
15,000
10,000
500%
5,000
2000%
10,000
1000%
5,000
0%
Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
'13 '13 '14 '14 '14 '14 '15 '15 '15 '15 '16 '16 '16 '16
0%
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3
'12 '12 '12 '12 '13 '13 '13 '13 '13 '14 '14
29
Share Price
Monster
Released
Strike
Monster
TV
Ads
Strike
1 million
Downloads
EV / NTM EBIT
15 million
Downloads
Korean Launch
US Launch
40.0x
35.0x
10 million
Downloads
Taiwan
Launch
30.0x
25.0x
20.0x
15.0x
2,000
10.0x
1,000
5.0x
0
Nov-13
0.0x
Jan-14
Mar-14
May-14
Jul-14
Sep-14
Nov-14
1,000
800
600
Share Price
10 million
US Launch
Downloads
Korean Launch
Puzzle &
Dragons
TV Ads
EV / NTM EBIT
20 million
Downloads
18.0x
16.0x
14.0x
12.0x
10.0x
8.0x
6.0x
400
4.0x
200
2.0x
0
Nov-12
Jan-13
Mar-13
May-13
Jul-13
Sep-13
0.0x
Nov-13
30
Sentiment
mixis Analyst Recommendations Over Time
Analysts have been negative on mixi, but sentiment has improved and further improvement can
positively influence shares
Analysts sentiment peaked with the stock price; however, mixi analysts must live with the memory of
GungHos boom and bust
Source: Bloomberg
31
In the U.S. Monster Strike has not yet risen in the App
Store ranking
Twitter Activity
U.S. MS Tweets Last 30 Days: 2,684
32
ckey = xxx'
csecret = xxx'
atoken = xxx'
asecret = xxx'
class listener(StreamListener):
def on_data(self, data):
try:
newData = json.loads(HTMLParser().unescape(data))
print newData["created_at"].encode('utf-8')
print newData["text"].encode('utf-8')
# Name of Saved File
saveFile = open('monsterstrikes.csv', 'a')
saveFile.write(newData["created_at"].encode('utf-8'))
saveFile.write(newData["text"].encode('utf-8'))
saveFile.write('\n')
saveFile.close()
return True
except BaseException, e:
print 'failed ondata,' , str(e)
time.sleep(5)
def on_error(self, status):
print status
33
34
Valuation
Comparable Companies
Pure-play Mobile Gaming Peers
(USD Millions)1
Company
King Digital
Enterprise
2015E
Ticker
Marketcap
Value
Sales
Sales Growth
'14-'15
2015E EBIT
EV/2015E
EV/2016E
EV/2015E
EV/2016E
'15-'16
Margin
Sales
Sales
EBIT
EBIT
NYSE:KING
$5,154
$4,178
$2,153
(3.5%)
(6.1%)
34.9%
1.9x
2.1x
5.6x
5.8x
JASDAQ:3765
4,456
3,490
1,295
(13.5%)
(13.2%)
53.0%
2.7x
3.1x
5.1x
6.3x
Mixi
TSE:2121
3,861
3,620
1,173
36.7%
0.9%
46.5%
3.1x
3.1x
6.6x
6.6x
Colopl
TSE:3668
3,185
3,324
666
19.8%
23.1%
43.9%
4.9x
4.0x
11.2x
8.8x
Zynga
NasdaqGS:ZNGA
2,501
1,675
814
18.1%
13.2%
1.1%
2.1x
1.8x
NM
NM
TSE:3656
468
416
215
22.9%
31.5%
19.7%
1.9x
1.5x
9.8x
6.5x
Average
$3,271
$2,784
$1,053
13.4%
8.2%
33.2%
2.8x
2.6x
7.7x
6.8x
Median
$3,523
$3,407
$993
18.9%
7.0%
39.4%
2.4x
2.6x
6.6x
6.5x
GungHo Online
Klab
Enterprise
2015E
2015E EBIT
EV/2015E
EV/2016E
EV/2015E
EV/2016E
Ticker
Marketcap
Value
Sales
'14-'15
'15-'16
Margin
Sales
Sales
EBIT
EBIT
NasdaqGS:ATVI
$14,453
$14,947
$4,750
(1.7%)
8.4%
34.3%
3.1x
2.9x
9.2x
8.4x
NasdaqGS:EA
12,895
11,098
4,444
12.6%
1.7%
22.8%
2.5x
2.5x
11.0x
9.7x
TSE:3659
4,301
2,926
1,488
0.5%
4.4%
33.9%
2.0x
1.9x
5.8x
5.6x
NasdaqGS:TTWO
2,220
1,881
1,520
25.5%
18.9%
7.3%
1.2x
1.0x
17.0x
6.6x
ENXTPA:UBI
1,812
1,867
1,979
16.9%
4.1%
13.1%
0.9x
0.9x
7.2x
6.5x
DeNA Co.
TSE:2432
1,751
1,333
1,218
(3.4%)
(6.5%)
12.7%
1.1x
1.2x
8.6x
9.3x
Gree
TSE:3632
1,667
1,181
794
(16.2%)
6.4%
17.8%
1.5x
1.4x
8.3x
5.7x
Koei Tecmo
TSE:3635
1,278
1,192
390
17.2%
4.9%
23.4%
3.1x
2.9x
13.0x
11.9x
Marvelous
TSE:7844
483
415
244
10.8%
3.7%
18.8%
1.7x
1.6x
9.1x
8.2x
Glu Mobile
NasdaqGS:GLUU
410
355
246
7.4%
6.6%
5.2%
1.4x
1.4x
28.0x
13.7x
Average
$4,127
$3,719
$1,707
7.0%
5.3%
18.9%
1.9x
1.8x
11.7x
8.6x
Median
$1,781
$1,600
$1,353
9.1%
4.7%
18.3%
1.6x
1.5x
9.1x
8.3x
Activision Blizzard
Electronic Arts
NEXON Co., Ltd.
Take-Two Interactive
Ubisoft
Sales Growth
36
Investment Outcomes
mixis current valuation implies reasonable expectations for growth and
Current Valuation 1
( millions)
2015
2016
Sales
136,700
137,900
Multiple
3.0x
Implied EV
EBIT
Multiple
3.0x
410,100
413,700
63,600
64,200
7.0x
7.0x
Implied EV
445,200
449,400
Avg. Implied EV
427,650
431,550
Net Debt
Equity Value
Avg. Equity Value
(28,549)
(28,549)
456,199
460,099
However, mixi is rapidly rolling out its mobile gaming app, Monster Strike,
internationally and in the next 6 12 months the market will likely re-rate
the stock based on its international success and potential
458,149
Up/(down) side
2%
Base Case 2
( millions)
2015
2016
( millions)
2015
2016
( millions)
2015
2016
Sales
175,743
279,733
Sales
143,402
155,986
Sales
139,132
135,154
Multiple
Implied EV
EBIT
Multiple
3.0x
3.0x
Multiple
527,229
839,198
Implied EV
84,733
142,621
EBIT
7.0x
7.0x
3.0x
Multiple
3.0x
430,207
467,957
66,147
71,504
7.0x
7.0x
Multiple
Implied EV
EBIT
Multiple
2.0x
2.0x
278,264
270,309
63,693
59,533
5.0x
5.0x
Implied EV
593,131
998,346
Implied EV
463,030
500,530
Implied EV
318,465
297,664
Avg. Implied EV
560,180
918,772
Avg. Implied EV
446,619
484,244
Avg. Implied EV
298,364
283,987
(28,549)
(28,549)
(28,549)
(28,549)
588,729
947,321
475,168
512,793
Net Debt
Equity Value
Avg. Equity Value
Up/(down) side
Probability
768,025
71%
5%
Net Debt
Equity Value
Avg. Equity Value
493,980
Net Debt
Equity Value
Avg. Equity Value
Up/(down) side
10%
Up/(down) side
Probability
15%
Probability
(28,549)
(28,549)
326,913
312,536
319,725
(29%)
80%
Estimated Risk/Reward
Weighted upside
Weighted downside
Go-short Risk/Return Ratio
1
2
5%
(23%)
4.6
37
Appendix
39
Survey Methodology
Surveys were conducted online using surveymonkey.com to build the web poll
Surveys were posted on websites including reddit (English surveys), Sina WeiBo (Chinese surveys) and
Yahoo! Japan (Japanese surveys), Twitter (all languages)
Questions Polled:
1.
2.
3.
4.
5.
6.
On average, how many hours per week do you spend playing games on
your phone?
7.
How likely are you to spend money on a mobile game for your phone?
8.
9.
What is the most you have paid to purchase a game in the app store?
10. How often do you make in-game purchases for mobile games?
40
Thank You!