bilibili 1q19 investor presentation-fina
TRANSCRIPT
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This announcement contains forward-looking statements. These statements are made under the “safe harbor” provisions of the U.S. PrivateSecurities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as “will,” “expects,” “anticipates,”“aims,” “future,” “intends,” “plans,” “believes,” “estimates,” “confident,” “potential,” “continue” or other similar expressions. Among other things, theOutlook and quotations from management in this announcement, as well as Bilibili’s strategic and operational plans, contain forward-lookingstatements. Bilibili may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission,in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employeesto third parties. Statements that are not historical facts, including but not limited to statements about Bilibili’s beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differmaterially from those contained in any forward-looking statement, including but not limited to the following: Bilibili’s strategies; Bilibili’s future businessdevelopment, financial condition and results of operations; Bilibili’s ability to retain and increase the number of users, members and advertisingcustomers, provide quality content, products and services, and expand its product and service offerings; competition in the online entertainmentindustry; Bilibili’s ability to maintain its culture and brand image within its addressable user communities; Bilibili’s ability to manage its costs andexpenses; PRC governmental policies and regulations relating to the online entertainment industry, general economic and business conditionsglobally and in China and assumptions underlying or related to any of the foregoing. Further information regarding these and other risks is included inthe Company’s filings with the Securities and Exchange Commission. All information provided in this press release and in the attachments is as of thedate of the press release, and the Company undertakes no duty to update such information, except as required under applicable law.
Safe Harbor Statement
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Enrich the everyday life of young generations in China
1.37bn 101.3mm 81minRevenue
in 19Q1 (RMB) MAU (1) in 19Q1 Mobile MAUin 19Q1
Avg. daily time spent(2)
in 19Q1
:
3
88.6mm
4
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
424
583
728 734
868
1,027 1,079 1,156
1,374
Our rapid growthRapid user base expansion lays a solid foundation for fast revenue growth
Net revenue (RMB mm)MAU (mm)
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
5765
74 7277
8593 93
101
5
Gen Z represents the future of online entertainment
328mm Gen Z | 24% of total population in Chinapeople born from 1990 to 2009
Gen Z is the key driving force of China’s online entertainment market
Gen Z outgrows overall China’s online entertainment market
2017
314.7
2020E
678.7Deep user penetration
Extensive time spent
Strong willingness to pay 55%62%
Market size (RMB bn)
Gen Z CAGR
33%
Gen Z’s contribution
6
Efficient with tremendous upside
Commercialization
Content Community
Gen ZEver-growing supply ofuser generated content
Highly engagedand sticky
The story
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We have become the welcoming home of diverse interests...
ACGAnime, Comic
and Game
Entertainment
NO.1 (1)
Pop Culture
LifestyleNO.2
(1)
TechnologyNO.5 (1)
AnimeNO.4
(1)
GameNO.3
(1)
(1) Ranked by video views in March, 2019
Celebrity
Vlog
Fashion
E-Sports
Mobile Games
Science
Electronics
Cosplay
Domestic AnimeNotes:
Content Community Commercialization
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…And ever-growing supply of creative PUG videos
(1) In 19Q1
total video views contributed by PUG
videos
(1)
Talented Content CreatorsNumber of Monthly Average Active Content Creators
19Q118Q1
732293
150%
High-quality Content CreationNumber of Monthly Video Submissions
19Q118Q1
2,081905
130%
Loyal Fan BaseNumber of Content Creators with more than 10,000 Fans
Mar 31�2019Mar 31�2018
76%
89%
reate
Engage
EncourageCreate
(‘000)
(‘000)
Notes:
Content Community Commercialization
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Continuous support to content creators in all layers
Casual
New
Middle
TopVIP Service
Power AlliancesTop 100 UP Award
Maximize influenceUnlock commercial value
RewardCash Incentive Program
(130,000+ enrolled)
Better incentiveBetter recognition
Higher quality production
TutorNew Star Project
UP Academy
ToolsMobile Content
SubmissionEasier to create
Content Community Commercialization
10
We also have a expansive OGV LibraryContent Community Commercialization
Animation Documentary TV�Movies and Variety shows
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We fostered highly engaged and sticky communities
Highly engaged users�
514mm avg. daily video views in Q1
1.4bn interactions(1) generated monthly in Q1
93% YoY growth
361% YoY growth
(1) Interactive features such as bullet-chats, commentaries, following, favorites, sharing, bilibili moment posts, virtual gifting and like etc.
Notes:
Content Community Commercialization
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49mm official members (1) ~80% 12th-month retention rate (1)
39% YoY growth
(1) As of Mar 31, 2019. To become an official member, user needs to take and pass a community entrance exam consists of 100 questions covering community etiquette and various topics
Notes:
And even more loyal official members
50%
60%
70%
80%
90%
100%
0 3 6 9 12
2017 Apr 2017 May 2017 Jun 2017 July2017 Aug 2017 Sep 2017 Oct 2017 Nov2017 Dec 2018 Jan 2018 Feb 2018 Mar
Content Community Commercialization
We fostered highly engaged and sticky communities
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Commercialization comes naturally: massive user demand intersects with high quality supply
Large and engaged user base
with strong willingness to pay
DemandEfficient match
driven by big data insights
of user interests and behaviors
SupplyMobile Games
AdvertisingLive Broadcasting
Value Added Services….
We understand users’ demand… …and we offer the right contentand services
Content Community Commercialization
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Compelling core competency of our mobile game business
We know what they want
User interest & behaviorquality user data
Customized game recommendation
We have massive gamers
Game is 3rd most popular video genre on our platform
Ability to pick and operate
1 Self developed
13 Exclusively distributed
500+ Jointly operated
Game-themed live broadcasting is also well received
2019 Launched
Content Community Commercialization
More in the pipelineApproved and upcoming
Majority of our games users are directly converted from our platform
Chapter 2.0
1517Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
349
492
600 617 688
791 744 713
873
Robust game revenue growth and strong pipeline
RMB (mm)
Content Community Commercialization
Up 27%YOY
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Live broadcasting & VAS: multi-faceted commercialization
Live broadcastingNatural extension of our
diversified content platform
Premium membershipEnjoy exclusive or advanced
high quality content
Content Community Commercialization
MaoerPremium
audio drama platform
Bilibili ComicPay to view
comic platform
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Content Community Commercialization
Live broadcasting: Design to cater Bilibili users’ needs
18Q1 19Q1
7.5
11.4
18Q1 19Q1
0.5
1.2
Massive user base on Bilibili platform High willingness to pay for happiness and appreciation
Live broadcasting valid MAU(1)
(mm)
Note: (1) Valid MAU is calculated by number of users who visited live broadcasting rooms for over 5 minutes(2) Quarterly paying users are calculated by number of users who paid for live broadcasting services at least once during each period
Live broadcasting quarterly paying user(2)
We offer a wide array of content to satisfy our users’ growing demands in games and entertainment
Mobile Games PC Games Console Games E-sports Talents VTubers Pets Audios
….….
(mm)
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RMB (mm)
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
38 41 4354
96
119
169
202
292
Content Community Commercialization
Live broadcasting & VAS revenue: strong growth with great potential
Up 205%YOY
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Gen Z is the golden cohortwell chased by brand advertisers
Brand & Performance-based advertising: two growth engines
Customized performance-based ads help advertisers reach and convert target audiences
Content Community Commercialization
20
FY17 FY18
Brand Ads Performance-based Ads
Advertising revenue: strong growth with great potential
RMB (mm)
Content Community Commercialization
Up 60%YOY
18Q1 19Q1
Brand Ads Performance-based Ads
159
463
70
112
Up 191%YOY
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Expanding user base and increasing paying ratio
Notes: (1) Average monthly active users for each of the quarters (includes both PC and mobile). Starting from the first quarter of 2019, we count mobile MAUs of Bilibili Comic and Maoer towards our MAUs. Bilibili Comic is a mobile application offering comic content the
Company launched in November 2018. Maoer is a platform that offers audio drama. In December 2018, Company increased its shareholdings to 80.5% in Maoer Inc., operator of Maoer app. In the first quarter of 2019, Bilibili Comic and Maoer in an aggregate contributed to 3.2 million of our MAUs.
(2) Calculated as average monthly paying users (MPU) in each period divided by average MAUs in each period. MPUs are calculated by number of users who paid for games, live broadcasting, premier membership, Bilibili Comics services and Maoer, after eliminating duplicates of users paid for multiple services other than users of Maoer.
Total MAUs(mm)
Y-o-Y Growth % 31%
Impressive growth of paying users
MPUs (thousands)
MPUs / MAUs (%)
2018 | 3.8% 18Q1 | 3.2% 19Q1 | 5.7%
(1)
(2)
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
854 1,073 1,174 1,109
2,473 2,966
3,540
4,416
5,743
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
5765
74 7277
8593 93
101
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17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
7.48.9
9.8 10.211.2
12.1 11.612.5
13.6
17Q1 17Q2 17Q3 17Q4 18Q1 18Q2 18Q3 18Q4 19Q1
Mobile games Live broadcasting and VASAdvertising E-commerce and Others
Rapid growth of revenue and revenue per MAURevenue(RMB mm)
Y-o-Y Growth % 58%
Quarterly Total Revenue / MAU(RMB)Y-o-Y Growth % 21%
1,027
868
734728
583
424
1,1561,079
1,374
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Cost of revenue and operating expenses
(1) Excluding Share-based compensation(2) Revenue-sharing costs consist of fees paid to game developers, distribution channels (app stores) and payment processors, as well as fees we pay to hosts of our live broadcasting program and content creators in accordance with our revenue-sharing arrangements.(3) Content costs consist of amortized costs of purchased licensed content from copyright owners or content distributors.(4) Server and bandwidth costs are the fees we pay to telecommunication carriers and other service providers for telecommunication services, hosting our servers at their internet data centers, and providing content and application delivery services.(5) Others includes staff cost, depreciation, and others.
Notes:
Cost of Revenue (1)(RMB mm; as a percentage of revenue %)
Gross margin %
Operating Expenses (1)(RMB mm)
As a percentage of revenue
39.4%30.7%27.9% 38.8%18.7%25.2%25.5% 17.5%
18Q1 18Q2 18Q3 18Q4 19Q1
39% 41% 41% 38%40%
11%12% 14% 15%
15%
15%
14%15% 16%
16%
10%
8%11%
14%
15%
Revenue-sharing costs Content costs Server and bandwidth costs Others
14.2%
18Q1 18Q2 18Q3 18Q4 19Q1
9%12%
18% 16% 13%8%7%
8% 12% 8%11%
12%
13%12% 13%
Sales and marketing expenses General and administrative expensesResearch and development expenses
33.9%
647
768877
954
1,179
242
315
418455 466
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Consolidated balance sheets(RMB MM)
31-Dec-2018 31-Mar-2019 Assets
Cash and cash equivalents 3,540 2,715 Time deposit 749 769 Accounts receivable, net 324 542 Receivable due from related parties -- 24 Prepayments and other current assets 991 1,198 Short-term investments 946 1,059
Total current assets 6,550 6,307
Property, equipment and software, net 395 363 Production cost 204 219 Intangible assets, net 1,420 1,363 Good will 941 941 Long-term Investments 980 1,228 Other long-term assets -- 253
Total non-current assets 3,940 4,367 Total Assets 10,490 10,674
LiabilitiesAccounts payable 1,308 1,425 Salary and welfare payables 247 148 Taxes payable 39 41 Short-term loans -- 100 Deferred revenue 985 1,289 Accrued liabilities and other payables 670 484 Amount due to related parties 50 30
Total current liabilities 3,299 3,517 Other long-term liabilities -- 218
Total non-current liabilities -- 218 Total Liabilities 3,299 3,735
Total Bilibili Inc.’s shareholders’ (deficit)/equity 6,951 6,704 Non-controlling interests 240 235
Total shareholders’ (deficit)/equity 7,191 6,939
Total Liabilities, Mezzanine and Shareholders' Equity 10,490 10,674
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Consolidated statements of operations and comprehensive loss(RMB MM, unless otherwise stated)
18Q1 18Q4 19Q1 YoY ChangeNet revenues
Mobile games 688 713 873 27%Live broadcasting and VAS 96 202 292 205%Advertising 70 160 112 60%E-commerce and Others 13 81 96 621%
Total net revenues 868 1,156 1,373 58%Cost of revenues (655) (959) (1,184) 81%Gross profit 213 197 189 -11%
Sales and marketing expenses (79) (182) (182) 130%General and administrative expenses (103) (150) (128) 25%Research and development expenses (106) (154) (186) 76%
Total operating expenses (287) (486) (496) 73%Loss from operations (74) (289) (307) 313%
Investment (loss)/income, net 25 75 82 222%Interest income 1 27 24 2799%Exchange (losses)/gains (10) (5) (2) -79%Others, net 3 10 15 351%
Loss before tax (55) (182) (188) 243%Income tax (3) (9) (8) 158%
Net loss (58) (191) (196) 238%Adjusted net loss (3) (152) (145) 4498%
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THANK YOU!IR Contacts
Bilibili Inc.
Juliet YangTel: +86-21-2509 9255 Ext. 8523E-mail: [email protected]
The Piacente Group, Inc.
Tel: +86-21-6039-8363 (In China)Tel: +1-212-481-2050 (In U.S.)E-mail: [email protected]