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Lei Ding
Founder, Chief Executive Officer & Director, NetEase

NetEase, Inc NTES CEO William Ding on Q4 2019 Results

🎥 Feb 28, 2020 📺 Daily Earnings Calls ⏱ 66m 👁 31 views
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About Lei Ding

Lei Ding, founder and CEO of NetEase, discussed the company’s first-quarter 2026 results during an earnings call on May 21, 2026. He stated that the board approved a dividend of USD 1.44 per share (USD 7.20 per ADS) for the quarter and noted that under a USD 5 billion share repurchase program, the company had repurchased 2.2 million ADS for approximately USD 2.1 billion as of March 31, 2026. Ding reported that the PC game *Journey Online* reached a new record of 3.9 million peak concurrent users in Q1, attributing the growth to the unlimited server expansion and steady performance of the time-based classic server. He also commented on the global expansion of *Where Winds Meet*, stating it held a 78% positive rating on Steam and ranked among the top two on Steam’s global top seller chart, indicating overseas player receptivity to the free-to-play, no pay-to-win model. Ding addressed the company’s approach to competition, saying, “We do not shy away from competition, but our focus is more on differentiation. Competition in our industry is not a zero-sum game.” He described upcoming titles, including *Sea of Thieves*, which he said is designed with characters at the heart of the experience and cosmetics customization as the core monetization model, and *Atlanta*, which he characterized as a genre breakthrough in the urban open-world space focused on immersive daily living experiences rather than map size or combat. Ding also highlighted NetEase’s environmental and governance efforts, noting a 12% year-over-year reduction in greenhouse gas emissions and an MSCI upgrade to a triple-A ranking, positioning the company as a leader among over 200 companies in the global media and entertainment industry.

Source: AI-verified profile updated from Lei Ding's recent appearances. Browse all interviews →

Transcript (21 segments)
O
Operator0:00
Oh, but they and welcome to the NetEase 2019 fourth-quarter and fiscal year earnings conference call. Today's conference is being recorded. At this time, I would like to turn the conference over to Margaret, our Director of IR. Please go ahead.
M
Margaret0:20
Thank you, operator. Please note the discussion today will contain forward-looking statements relating to future performance of the company and are intended to qualify for safe harbor from liability as established by the US Private Securities Litigation Reform Act. Such statements are not guarantees of future performance and are subject to certain risks, uncertainties, assumptions, and other factors. Some of these risks are beyond the company's control and could cause actual results to differ materially from those mentioned in today's press release and this discussion. A general discussion of the risk factors that could affect NetEase's business and financial results is included in certain filings of the company with the Securities and Exchange Commission, including its annual report on Form 20-F. The company does not undertake an obligation to update this forward-looking information except as required by law. During today's call, management will also discuss certain non-GAAP financial measures for comparison purposes only. For definitions of non-GAAP financial measures and a reconciliation of GAAP to non-GAAP financial results, see the 2019 fourth-quarter and fiscal year financial results news release issued earlier today. And with respect to non-GAAP financial matters related to the results of our investees, please visit the Investor Relations website of NetEase at ir.netease.com. As a reminder, this conference is being recorded. In addition, an investor presentation and a webcast replay of this conference call will also be available on NetEase's IR website. Joining us today on the call from NetEase's senior management is Mr. William Ding, our CEO, and Mr. Charles Yang, our CFO. I will now turn the call over to William to read a prepared remarks.
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Lei Ding2:28
Thank you, Margaret, and thank you everyone for participating in today's call. Before we begin, I would like to remind everyone that all percentages are now based on RMB. 2019 was an eventful year for NetEase. We expanded the reach of our online games, grew our international presence, improved our online learning yield, advanced our music platform, and refined our operations in e-commerce. For the full year, we grew our total net revenues by 16% to RMB 59.2 billion and increased our GAAP net income from continuing operations attributable to our shareholders by 60% to RMB 13.3 billion. Our online games segment is the cornerstone of our business. Despite having launched fewer games throughout the year, we continued to grow our online games business at a healthy rate in 2019, with a 16% year-over-year increase in net revenues, driven by the steady performance of our long-standing titles. We once again exceeded RMB 10 billion this quarter for the past seven consecutive quarters. Our flagship titles continue to provide solid support for our online games business with increasing longevity and user loyalty. In 2019, revenues from Fantasy Westward Journey Online and Westward Journey Mobile both grew at double-digit rates, remaining prevalent after years of operations. Westward Journey Online and its mobile version also grew steadily in 2019. After over 15 years of operation, our SWJ and WWJ franchises have been instilled in the collective memory of a generation of players. We further expanded the reach of these IPs through the introduction of FWJ 3D in mid-December last year, captivating both returning fans and new audiences. This new iteration of the franchise in mobile preserves the classic gameplay and social system while bringing brand new experiences to mobile users in a real-time 3D world. We are still working on new updates and expansion packs to further optimize the experience for FWJ 3D, and we are confident that over the long term, the 3D version will show similar longevity and popularity as our other titles in this franchise. In addition to growing and strengthening our existing franchises, we are also good at incubating new ones. Our core competency in content innovation, marketing expertise, and long-term operations have allowed us to consistently deliver new and long-lasting game titles to our users. Our Onmyoji is the first of these relatively younger franchises that we have built in-house. We are pleased to see that as we introduce more innovative new storylines, new characters, and other new content, the influence of our Onmyoji IP is growing and resonating well with game players. In 2019, our Onmyoji franchise's iOS gross revenue quadrupled, stabilizing at a new high range after more than three years of operation. In December, we launched Onmyoji: The Card Game, its second spin-off game, living up to expectations. The new Onmyoji card game carried on the tradition of impressing the market with its exquisite artwork. With this iteration, we also introduced more competitive and strategic gameplay, winning over a large group of hardcore collectible card players. We are now also currently working on several new Onmyoji games, including Onmyoji Yokai: A Simulation Game, which we plan to launch in the first half of this year. Identity V is another young IP where we see the potential to build a successful franchise. With this goal in mind, we are continually enriching this IP through a variety of initiatives, including esports, IP collaborations, and offline activities. We have hosted a number of high-profile events featuring Identity V, including both international and regional series tournaments. Most notably, our global championship, Call of the Abyss, has attracted over 800,000 players from around the world since December. We also collaborated with Happy Valley, a popular national theme park brand in China, bringing some of the in-game characters to life. We are pleased to see the early success of Identity V as it becomes another powerful IP franchise, establishing a broad and vibrant community of young players in China and abroad. Invincible, our 2015 launch that has been growing steadily year over year in terms of revenue and active users, is now one of China's biggest SLG titles. Like with many of our games, we invented a brand new in-game mechanism that resets gamers' progress every season, creating a much more balanced gaming experience and setting a new standard for the genre. Given the increasing popularity of SLG in China, we are optimistic about our prospects and are working to bring more exciting content to this promising category. The prerequisite to build a successful franchise is the ability to create popular game IPs in-house, which is propelled by our world-class R&D infrastructure. Over the past two decades, we have built one of the largest in-house R&D teams with China's most talented and passionate game creators, supported by one of the most unique and comprehensive R&D infrastructures in the world. We empower each of our talents with our game enthusiasts' corporate culture and a second-to-none training mechanism in the industry. Our training programs at NetEase Games Academy are widely recognized in China as a premium online games training institution for creative minds. Most recently, our training programs were awarded the 2019 AP Excellence in Practice Awards by the Association for Talent Development, one of the most authoritative international awards in the global talent development industry. As we move ahead, we will continue to foster talent and stimulate new ideas that propel the development of our games. 2019 was also a fruitful year for our licensed games, especially for our joint venture with Blizzard Entertainment. World of Warcraft Classic was launched in August as an authentic recreation of WoW, and it was very well received by a generation of returning players and newcomers alike. We are very pleased to see the continued popularity of WoW in China, achieving a record number of total monthly subscribers in the fourth quarter with increased revenue quarter-over-quarter. In 2019, we continued to advance our games and make inroads that expand our reach in overseas markets. Knives Out remained a household name in Japan, topping the iOS grossing chart multiple times during the year. Leveraging our knowledge of building game brands, we further strengthened Knives Out's presence by engaging in a series of successful collaborations and hosting our first-ever esports championship tournament in Japan. Identity V also exemplifies our ability to operate games in overseas markets over the long term, leading Japan's iOS shopping chart for the first time in September. With the success of these titles, we have accumulated a better and deeper understanding of our users in terms of their interests, social behaviors, preferences in style, aesthetics, and gameplay. We have integrated this successful experience and know-how into the design of our other games, enhancing our ability to deliver popular titles to Japanese users. In addition to our success in Japan, we have also expanded our footprint across more regions. In December, we launched Marvel Super War in several Southeast Asian markets, where it topped many iOS download charts. Building on our existing success at home and abroad, we have many exciting games in our pipeline, including Harry Potter: Magic Awakened, EVE Echoes, Onmyoji Yokai, Ghost World Chronicle, Revelation Mobile, Diablo Immortal, and Pokémon Quest. Turning to our online learning business, Youdao made solid progress in 2019, significantly growing its online course business. Youdao enhanced several core products, including Youdao School Chinese, physics, practical English for adults, and coding courses for kids. We are also seeing excellent adoption and a rapid increase in sales of Youdao's intelligent learning devices, driven by the successful launch of our second-generation dictionary pen. We also expanded our tutoring and sales team and substantially improved our tutoring and operating systems to support them. These efforts have been rewarded by robust growth in gross billings of Youdao's online courses by 125% in 2019 and over 200% in the fourth quarter. More importantly, we have accumulated experience that we can replicate across our highly scalable online course model and are beginning to benefit from economies of scale. In 2020, NetEase will continue to support Youdao's mission to bring users more effective and technology-driven education experiences. Our cloud music revenue hit a record high in the fourth quarter, with membership revenue more than doubled year-over-year. Revenues from digital albums and live streaming also grew rapidly. Sales of digital albums have proven to be particularly effective on our platform. For example, sales from a 22-year-old Chinese rock star, Wang Hao's digital single 'No Sense' exceeded RMB 10 million within just 11 hours. Similarly, sales of Chinese singer-songwriter Cotton's digital single 'How I'd Like to Love This World' exceeded RMB 50 million after 45 days online, marking the highest digital single sales record online in China. According to a third-party data source, NetEase Cloud Music is home to a large number of independent musicians. More than 100,000 independent artists feature their music on our platform, and their songs were played back more than 270 billion times in the year. This makes NetEase Cloud Music the most recognized platform for original music by Chinese artists. In 2019, we plan to use the platform's distribution capability and its broad influence to create more viral content across the Chinese music industry. Finally, our focus with Yanxuan in 2019 remained on improving supply chain management and operating efficiency. We effectively reduced our inventory to a year goal and consistently improved our positive feedback rate from users. In the quarter, we made adjustments to our pricing management, which resulted in increased revenue and gross margins from the business. Our participation in product design has resulted in the creation of many cheap products by providing valuable research and market analysis gained from the customer end to our manufacturers. At the same time, we have significantly improved our membership system and are seeing the benefits of increased member repurchase rate. As for our manufacturer and factory initiatives, we have helped build tailored online data systems that have further improved their manufacturing process and quality. In 2020, we will continue to enhance our brand influence and reach in China by bringing even more high-quality and personalized products to a growing number of consumers. We are excited for the new year as our existing game titles continue to impress the market with their phenomenal longevity. 2020 will also see more game launches in China and globally from NetEase. 2020 also marks the 20th anniversary of NetEase being a publicly traded company. As an internet pioneer in China, NetEase has remained relevant and continues to be a forerunner in the evolving market with our long track record of success. I hope to continue to inspire our ever-growing community while bringing increasing value to each of our stakeholders. Before I pass the call over to Charles, I would like to share some updates on the evolving situation with the coronavirus outbreak in China. Right after the outbreak, we reacted instantly and rolled out a series of initiatives to support the affected regions. We set up a special fund of RMB 100 million. The fund will be used to purchase medical equipment and supplies from home and abroad and deliver to places where the outbreak is the most severe and where help is most needed. At the same time, Yanxuan immediately delivered over 200,000 three-layer masks and other protective supplies to our customers and set up special funds for the supply of protective gear for Youdao. We were among the first in the industry to offer free classes to K-12 students in the affected areas, which was later expanded to other regions of China. For college students, we connected with 800 universities covering 4,000 professors' lectures. We also provide our technology support to help other offline educational institutions move courses online through Youdao Intelligent Cloud. Our company took every effort to protect the health and safety of our employees and adopted multiple measures to maintain our operational efficiency, such as flexible work policy and remote office collaboration using our proprietary technology. Overall, with respect to the outbreak, we currently expect to see some impact to our business lines in the near term. However, the situation is evolving. NetEase is committed to providing support to our employees, users, and communities and working together as we move through this challenging time. This now concludes William's comments. I will provide a brief overview and review of our fourth quarter and full year 2019 financial results. Given the limited time on the call, I will be only presenting some abbreviated financial highlights. We encourage you to read through our press release issued earlier today for further details. Total net revenue for 2019 was RMB 59.2 billion, or US$8.5 billion, representing a 16% increase year-over-year. Net revenue for the fourth quarter came in at RMB 15.7 billion, or US$2.3 billion, representing a 9% increase year-over-year. For 2019, our net revenues from online games services grew 16% year-over-year to RMB 46.4 billion, and in the fourth quarter it was also up 5% year-over-year to RMB 11.6 billion. Mobile games accounted for approximately 70% of net revenues from our online game services in the fourth quarter. For 2019, net revenues from Youdao were up 78% to RMB 1.3 billion, and in the fourth quarter net revenue from Youdao was up 78% to RMB 410 million, primarily due to increased net revenues from its online courses and sales of intelligent learning devices. For 2019, net revenues from innovative businesses and others were up 12% to reach RMB 11.5 billion. In the fourth quarter, it was up 18% year-over-year to RMB 3.7 billion, mainly due to the increased revenue contribution from cloud music and CC live streaming. Our gross margin was 52.2% in the fourth quarter. Gross margin for our online games remained relatively stable; it fluctuates quarter to quarter within a narrow bandwidth based on the revenue mix of mobile and PC as well as self-developed and licensed games. Youdao's gross margin improved to 29.8% in the fourth quarter, primarily driven by the improvement of the sales and economies of scale. Gross margin for innovative businesses and others was 20.6% in this quarter. Margin improvement both year over year and quarter over quarter was primarily due to the increased revenue from cloud music. For the fourth quarter, total operating expenses were RMB 5.2 billion. Our selling and marketing expenses as a percentage of total revenue was 13.7% in this quarter. On a full-year basis, selling and marketing expense as a percentage of full-year net revenues was 10.5%, compared with 13.5% in 2018. R&D expenses were RMB 2.3 billion, up 5% from the previous quarter. We remain committed to investing in content creation and product development, which is what defines us as a technology company. On a full-year basis, our R&D expenses represent 14.2% of full-year net revenue, compared to 14.4% in 2018. The effective tax rate was 22% for Q4 and 18% for the whole year 2019. The lower effective tax rate for the fourth quarter and for the full year compared to the 2018 period were mainly due to reduced losses from certain loss-making subsidiaries of the company. Non-GAAP net income from continuing operations attributable to our shareholders for the fourth quarter totaled RMB 3.7 billion, or US$526.1 million, representing a decrease of 23% quarter-over-quarter and an increase of 15% year-over-year. Our non-GAAP diluted earnings per ADS from continuing operations were RMB 28.03, or US$4.03, for the fourth quarter of 2019. Our cash position remains strong. As of December 31, 2019, our total cash and cash equivalents, current and non-current time deposits, and short-term investment balance totaled RMB 74.4 billion, compared with RMB 49.7 billion as of the year-end of 2018. In accordance with our dividend policy, we are pleased to report that our Board of Directors have approved a dividend of US$1.02 per ADS. On February 26, our board also announced and approved a new share repurchase program for up to US$1 billion of our outstanding ADS for the next 12 months, beginning on March 2. Thank you for your attention. We would like now to open the call to your questions. Operator, let's go to Q&A please.
O
Operator25:52
Thank you. If you would like to ask a question, please signal by pressing star 1 on your telephone keypad. If you are using a speakerphone, please make sure your mute function is turned off to allow your signal to reach our equipment. For the benefit of all participants on today's call, if you would like to ask your questions to management in Chinese, please immediately repeat your question in English. Please ask one question at a time. If you would like to ask more questions, please rejoin the queue by pressing star 1 again. We will pause for a moment to allow everyone an opportunity to signal for questions. We will take our first question from the line of Alex Poon from Morgan Stanley. Your line is open.
A
Alex Poon26:36
Go ahead. Thank you for taking my questions. I'll translate my questions. First is regarding music. So we are hearing that the agreements between Tencent Music and the top three labels are ending this year and next year. How will this change the competition landscape, revenue growth, and cost structure of NetEase Cloud Music in the next two years? And my second question is regarding the overall company. Collage has been sold, music has already raised enough funds, and the company margin is improving. So what are the thoughts on balance sheet and cash flow in the next two to three years? Thank you very much.
C
Charles Yang28:42
Well, yeah, absolutely. Let me provide a brief translation of William's response. Firstly, label companies' exclusivity arrangements in the past years have shaped China's overall online music industry and affected all sorts of players along the value chain, not only platforms like us but also app stores, hardware manufacturers, and upstream and downstream players along the chain. We hope that all label companies, not just the big three, going forward can all comply with the regulatory frameworks in China. We aim to provide a healthy environment to the overall industry as a whole. Financially, it's definitely going to make the cost structure of the cloud music of the whole industry return to a more healthy and normalized level, because in the past, the whole industry has been overpaying content costs two to three times more to the label companies in this unfair setup. Once the cost structure can normalize, then players like NetEase Cloud Music can focus more resources on promoting innovative music content and encourage native Chinese musicians with our mission to create a vibrant, healthy, and successful music culture and community in China. So that's the response to your first question. On your second question on the cash, first of all, let me make a comment that with a conscious effort of being more focused on our core businesses starting from the end of 2018, and you see a series of fruitful actions throughout 2019, we are benefiting from economies of scale. As a result, our balance sheet has been growing strong, our cash position is very, very strong. Along the way, we have also been very disciplined in paying dividends, increasing the dividend payout ratio, and having a regular stock buyback program. All in all, we have acted in a responsible way to our shareholders, and especially in a relatively more volatile market, we think by having a strong cash flow position together with a disciplined and responsible treasury policy to our shareholders, that will make NetEase even stronger and more defensive company throughout this macro turmoil. Operator, next question please.
O
Operator34:40
Let's take our next question from Heman Chat from Citigroup.
H
Heman Chat34:47
Follow William, Charles, and Margaret. Can you hear me? My first question is on the internal color scheme pack on our various business lines, positive and negative, and how long the impact will last from a point of view. And my second question is on the overseas game expansion. Can management comment on the timeline with the major IP like Diablo, Marvel, and Harry Potter? Thank you very much.
C
Charles Yang35:55
Okay, thank you. Let me provide a brief translation for your two questions. First question on the coronavirus impact to our different business lines. Firstly, William commented that the situation definitely affects the economy as a whole. It also affects us differently across different segments. In particular, the advertising segment will be more affected by the situation, whereas our online games and online education businesses are relatively less impacted for now. Especially for online education, given the physical restrictions of people going out and moving around, it helps to raise the awareness and adoption rate of online education, which propels the trend of growth of this new format of learning. For your second question on our general strategy and pipeline about overseas games, firstly, William commented that we are very serious and very focused on overseas expansion as a major business strategy of our games business. We have achieved first-step achievements in Japan with a couple of games that are well established, and we are hoping to further leverage this experience and expand to mainstream Western markets by bringing more high-quality products to users in those geographies. In the past couple of years, we have been consciously moving up the learning curve, and we think we are more prepared and more ready to reap some fruit this year and in the coming two to three years. Operator, next question please.
O
Operator40:23
We will take our next question from the line of LSL from JP Morgan. Your line is open.
L
LSL40:42
So I would like to follow up with a question regarding the impact from the coronavirus outbreak on the gaming side of the business. So from a consumer perspective, are you guys seeing increasing usage and better monetization during the coronavirus outbreak? And secondly, from a content development perspective, is the current situation making internal content development more difficult and potentially affecting new game launches in China this year? Thank you.
C
Charles Yang42:09
I'll provide a brief translation for everyone on the call. In terms of user metrics, William commented that the Chinese New Year period is always a high season for online entertainment as a whole. For our games, this New Year period is obviously being affected by the coronavirus situation, so it is a longer Chinese New Year period. User metrics have been stronger than the previous similar periods in Chinese New Year. And for your question on the R&D impact, for now we do not see any significant delays or impacts to our R&D development progress, as well as the planned pipeline launch schedule. Obviously, the virus situation is evolving, and we will continue to assess the impact on game development if any. William also further supplemented regarding the impact on online learning. In particular, we are a firm believer that online learning actually offers a better user experience overall than traditional offline learning. I think with the current situation, more and more people are now more receptive and adapted to the online learning model, and for a lot of learners, it is also an opportunity for them to be more outreaching to a variety of knowledge that is only available and offered in a convenient way online. So all in all, we think this virus situation is probably a catalyst to prepare the overall online learning industry. Operator, next question please.
O
Operator46:25
We will take our next question from the line of Natalie Wu from CICC. Your line is open.
N
Natalie Wu46:38
I will just say myself quite quickly. My question is regarding the cloud music. Despite that you launched several features last year, including Cloud Village, you emphasized on the live broadcasting features and the community gap. According to QuestMobile, the time spent per user dropped by around 10% in the second half of last year. What is the reason for this? Is it just because the QuestMobile data is not accurate? Can you give us some color on the Cloud Village's success and contribution for the cloud music, and also what kind of new features you should be anticipating this year? Thank you.
C
Charles Yang48:45
Let me briefly translate William's comment. Cloud Village, as well as other features such as live streaming, this is our way of thinking. As a music platform, we can enhance value add to our users. Most of them are very vibrant music enthusiasts. We want to provide an integrated experience, not only just listening, but also spending more time watching streams as well as interactions. So many of the initiatives and strategies are around building a more vibrant community on our NetEase Cloud Music platform. But the mission of us hacking into the music segment is really to provide the most conducive channel for promoting native songs and native IPs for Chinese independent musicians. With regard to your second part of the question on the QuestMobile data, I think you are referring to the average daily user time spent on the app. We do not know how external third-party data channels track these numbers, but based on what we are seeing in the second half, there is no decline in user activity and user time spent on our platform as a whole. So that's probably something you can further verify and double-check with the external channel. Operator, next question please.
O
Operator52:49
We will take our last question from the line of Suja Room from JPMorgan. Your line is open.
S
Suja Room52:56
Hi, good morning. Thanks for taking my question. I have two questions. My first question is a follow-up on the overseas expansion. I just wonder how much of the mobile gaming revenue is currently generated from overseas markets. And management mentioned earlier that this year will be a harvest year for NetEase's online gaming business in the overseas market. So I just wonder what is the growth potential for the revenue contribution from the overseas game market going forward. My second question is about regulation. I just wonder how management thinks of the regulatory environment this year for China's online gaming industry. Last year, the authorities suspended game approvals for a certain number of months. So I just wonder what management thinks of the regulatory trend this year for China's game market. Thank you.
C
Charles Yang55:06
Okay, thank you for your questions. Let me provide a brief translation and further supplement to some of the number-related questions. Firstly, William commented that, as all of us have noticed, over the Chinese New Year period, the Apple iOS App Store has also implemented more stringent requirements, requiring developers who upload their content onto the Apple iOS store to provide evidence of approvals, which is in line with regulators' more emphasis on regulation and IP protection. In a way, we think that this is going to be more beneficial to first-tier players, big players like NetEase. We have over 50 game studios and over 10,000 in-house developers working in a very compliant way of creating premium content. So when the whole environment, whether it's the iOS App Store or the regulatory environment, is putting more emphasis on protecting IP and encouraging regulated content to only be uploaded, and also having more punishment on IP violations, that is a long-term benefit for the whole industry, in particular towards upstream content providers. On top of our emphasis on in-house development, we are also putting more focus on collaborating with global developers, joining hands together hopefully in making a joint effort to provide exciting content to the global audience. That naturally brings to your part of the question. For 2019, on a full-year basis, this is the very first time that NetEase's overseas game revenue has accounted for more than 10% of the overall game revenue. This is a first time in history, bringing us closer to being a global premium game operator. As William commented earlier, I think this year and the next couple of years, we are going to see more fruit in our international expansion.
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Operator1:00:08
Due to time limits, that concludes today's question and answer session. At this time, I would like to send the conference back to Margaret for any additional or closing remarks.
M
Margaret1:00:31
Yes, thank you once again for joining us today. If you have any further questions, please feel free to contact us directly or through TPG regulations. Have a great day. Thank you everyone.
O
Operator1:00:48
That concludes today's conference. Thank you everyone for your participation. You may now disconnect.