Slide 1: FY2021 Presentation Material
4 2s ‘e @A CyberAgent. ENGLISH FY2021 Presentation Material October 2020 to September 2021 (October 27, 2021 _—*?)
Slide 2: Forward-looking statement
[Forward-looking statement] The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and unc
Slide 3: Contents
0. Contents 1. FY2021 Full Year Results (October 2020 - September 2021) 2. FY2022 Forecast (October 2021 - September 2022) 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. Medium to Long-Term Strategy 7. Purpose 8. References - Quarterly Results (July – September 2021) - Purp
Slide 4: FY2021 Full Year Results
1. FY2021 Full Year Results FY2021 Full Year Results October 2020 - September 2021 3
Slide 5: FY2021 Full Year Results: record high by segment
1. FY2021 Full Year Results Hit a new record high after two upward revisions. FY2021 Sales:666.4 billion yen up 39.3% YoY OP: 104.3 billion yen up 3.1X YoY Revenue increase of ABEMA and related businesses resulted in a reduction of operating loss. Media Sales:82.8 billion yen up 45.1% YoY OP: -15.1
Slide 6: Consolidated Sales 666.4 billion yen
1. FY2021 Full Year Results [Consolidated Sales] 666.4 666.4 billion yen (up 39.3% YoY) All segments performed well and achieved a record high sales. 478.5 453.6 419.5 371.3 310.6 254.3 205.2 162.4 141.1 119.5 96.6 Billion Yen 87.0 93.8 76.0 60.1 43.2 26.7 16.2 3.2 6.3 10.8 FY2000 FY2001 FY2002 FY20
Slide 7: Consolidated OP 104.3 billion yen
1. FY2021 Full Year Results [Consolidated OP] 104.3 104.3 billion yen (up 208.1% YoY) Profits increased 3.1 times year over year driven by the game business. 36.7 32.7 33.8 30.7 30.8 30.1 22.2 17.4 14.3 9.3 10.3 Billion Yen 4.3 5.5 4.6 4.4 1.7 2.6 FY2000 FY2001 FY2002 FY2003 FY2004 FY2005 FY2006 FY2
Slide 8: SG&A Expenses and Number of Employees
1. FY2021 Full Year Results [SG&A Expenses] [No. of Employees] 127.6 billion yen 6,089 employees Special incentives 127.6 Investment Development 1.4 Other* Headquarters 6,089 Sales related costs Other 12 Office costs 395 Game 5,493 Personnel 106.7 33.6 Internet Ad 13 5,282 Advertisement costs 102.4
Slide 9: PL: Net profit increased 6.3 times
1. FY2021 Full Year Results [PL] Net profit increased 6.3 times year over year. Unit: million yen FY2021 FY2020 YoY Net Sales 666,460 478,566 39.3% Gross profit 231,995 140,648 64.9% SG&A expenses 127,613 106,768 19.5% Operating profit 104,381 33,880 208.1% OPM 15.7% 7.1% 8.6pt Ordinary profit 104,6
Slide 10: BS
1. FY2021 Full Year Results [BS] Unit: million yen End of Sept. 2021 End of Sept. 2020 YoY Current assets 301,650 203,674 48.1% Cash deposits 181,451 102,368 77.3% Fixed assets 80,885 57,047 41.8% Total assets 382,578 260,766 46.7% Current liabilities 140,714 87,867 60.1% (Income tax payable) 29,723
Slide 11: FY2022 Forecast
2. FY2022 Forecast FY2022 Forecast October 2021 - September 2022 10
Slide 12: FY2022 Forecast
2. FY2022 Forecast 666.4 We expect that the performance of the game 104.3 business will fluctuate, and thus it is difficult to calculate a reasonable forecast. At this point we refrain from disclosing the 478.5 forecast for fiscal year 2022. 453.6 419.5 371.3 310.6 254.3 205.2 36.7 33.8 32.7 30.1 30
Slide 13: Internet Advertisement
3. Internet Advertisement Business Internet Advertisement 12
Slide 14: Internet Advertisement full year sales and OP
3. Internet Advertisement Business [Full Year Sales] [Full Year OP] 321.3 billion yen (up 19.3% YoY) 22.5 billion yen (up 7.1% YoY) Achieved higher growth rate than the last four years. 321.3 22.57 OP 20.84 21.07 269.3 19.3% OPM 19.63 Billion yen 256.6 Billion yen 240.6 18.12 5.0% 6.6% 207.8 15.8% 8
Slide 15: Internet Advertisement quarterly sales
3. Internet Advertisement Business [Quarterly Sales] Q4 82.2 billion yen (up 26.6% YoY) Sales reached a new record high. 80.6 81.8 82.2 76.5 72.7 66.6 67.3 Billion yen 64.3 63.3 64.3 64.9 61.4 61.3 62.2 60.2 57.6 55.6 52.5 51.0 48.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q FY2017
Slide 16: Internet Advertisement quarterly OP
3. Internet Advertisement Business [Quarterly OP] OP was 4.9 billion yen (up 10.5% YoY) Strengthen an upfront investment in AI and DX field. 7.23 6.72 Billion yen 6.37 OP OP Margin 5.66 5.70 5.52 5.43 5.13 5.04 4.91 5.20 4.99 4.69 4.74 4.58 4.52 4.44 4.24 4.23 3.96 9.8% 9.6% 10.4% 9.4% 9.2% 9.0% 7.8
Slide 17: Competitive Advantage
3. Internet Advertisement Business [Competitive Advantage] Maximize the advertising effectiveness by taking advantage of our operational and technical capabilities. Operational Capabilities Technical Capabilities <AI> <Creativity> × * Maximize the advertising effectiveness *As of FY2021 Q4, 80% of a
Slide 18: Focus Area: DX business
3. Internet Advertisement Business [Focus Area] We are expanding DX business to a wide range of industries by utilizing our extensive knowledge and technical capabilities. Retail Our capabilities in DX business We support a new shopping experience that integrates digital and analog. Expertise and te
Slide 19: Focus Area: DX in retail collaborations
3. Internet Advertisement Business [Focus Area] To support promotion of DX in the retail industry, we collaborate with various companies. Business Alliance Promoting DX in retail and Consumer Electronics Store In-store DX distribution companies “YAMADA DENKI” “AWL x SATUDORA” With YAMADA-DENKI Co.,
Slide 20: Game
4. Game Business Game @A CyberAgent. 19
Slide 21: Game full year sales and OP
4. Game Business [Full Year Sales] [Full Year OP] 262.7 billion yen (UP 68.6% YoY) 96.4 billion yen (UP 217.9% YoY) New successful titles delivered a 262.7 strong growth. 96.44 Billion yen 155.8 152.2 146.5 140.3 Billion yen 30.33 26.50 25.30 26.04 FY2017 FY2018 FY2019 FY2020 FY2021 FY2017 FY2018 FY
Slide 22: Game quarterly sales
4. Game Business [Quarterly Sales] Q4 76.4 billion yen (up 95.7% YoY) The sales of UMA MUSUME Pretty Derby* were slower 92.3 than in the beginning. However, it still had a steady performance. 76.4 63.9 Billion Yen 44.8 40.4 39.9 38.2 37.7 39.0 35.8 36.3 35.5 36.8 36.3 36.7 34.6 35.2 33.4 33.7 29.9 1
Slide 23: Game quarterly OP
4. Game Business [Quarterly OP] Q4 28.1 billion yen (up 275.6% YoY) 44.24 28.13 23.20 Billion Yen 10.44 8.55 7.91 7.47 8.37 7.00 7.58 7.49 6.45 6.89 6.77 5.23 5.64 5.11 4.33 3.19 1.13 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q FY2017 FY2018 FY2019 FY2020 FY2021 *Quarterly OP : Speci
Slide 24: Uma Musume Pretty Derby downloads
4. Game Business [Uma Musume Pretty Derby*] Exceeded 10 million downloads in seven months since the launch. It aims to be a long-term game by adding more characters and events. Sep.20 The number of downloads 10M Jul.20 9M Jun.10 8M May.14 7M Apr.27 6M Apr.8 5M Mar.30 4M Mar.17 3M Mar.10 2M Mar.1 1M
Slide 25: Competitive Advantage: successful games
4. Game Business [Competitive Advantage] We create successful games continuously. Billion Yen ¥1,000 100 Uma Musume Pretty Derby PRINCESS NieR CONNECT! Re[in]carnation Re:Dive Project SEKAI Colorful Stage! Feat. GRANBLUE Hatsune Miku FANTASY BanG Dream! Dragalia Girls Band Lost Party! Shadowverse TH
Slide 26: Upcoming Games
4. Game Business [Upcoming Games] Aim to create a new successful game by launching four to five new titles in the coming year. RPG 「D_CIDE TRAUMEREI※*」 “D-CIDE TRAUMERAI” メディアミックスプロジェクト Mixed media project “FINAL FANTASY VII EVER CRISIS”*** RPG Sumzap, Inc./ Drecom Co., Ltd./Bushiroad Inc. Released
Slide 27: Media
5. Media Business Media @A CyberAgent. 26
Slide 28: Media full year sales and OP
5. Media Business [Full Year Sales] [Full Year OP] 82.8 billion yen (up 45.1% YoY) 82.8 Operation Loss of the media business Sales increase driven by ABEMA. decreased to 15.1 billion yen. FY2017 FY2018 FY2019 FY2020 FY2021 57.0 Billion Yen 46.5 38.2 28.4 -15.1 -17.2 -16.8 -17.9 -18.2 Billion Yen FY2
Slide 29: Media quarterly sales and OP
5. Media Business [Quarterly Sales] [Quarterly OP] 22.6 billion yen (up 28.5% YoY) Operation loss of -3.5 billion yen. 22.6 20.4 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 19.9 19.8 FY2017 FY2018 FY2019 FY2020 FY2021 17.6 13.8 13.3 Billion Yen 12.2 12.2 11.4 11.6 11.2 10.6 -3.3 -3.4
Slide 30: Exceeded 73 million downloads
5. Media Business 73M DL Exceeded 73 million downloads in five and a half years after the launch. Downloads April 11 2016 Release Apr Jun Sep Dec Mar Jun Sep Dec Mar Jun Sep Dec Mar Jun Sep Dec Mar Jun Sep Dec Mar Jun Sep . 2016 . . . 2017 . . . . 2018 . . . . 2019 . . . . 2020 . . . . 2021 . . . 29
Slide 31: ABEMA weekly active users
5. Media Business 18.25 [ABEMA] Weekly active users (WAU) reached 18.25 million. MLB and other sports content expanded the user base. 15.46 14.90 14.89 14.56 14.49 14.31 14.23 Growth of WAU* 14.03 13.30 13.21 13.89 12.69 13.25 12.83 12.75 13.15 13.31 13.03 12.19 12.39 11.98 12.18 11.42 10.70 10.87 1
Slide 32: ABEMA viewing device composition
5. Media Business [ABEMA] More users watch ABEMA via TV devices. Viewing Device Composition TV TV TV 14% 4% PC 7% PC 10% 14% PC 13% Sept. Tablet Sept. Tablet Sept. 13% 2021 13% 2017 2019 Tablet 7% Smart Phone Smart Phone Smart Phone 68% 69% 66% Compatible TV brands 31
Slide 33: TV for the future
5. Media Business [ABEMA] ABEMA brings the best of TV to the internet and aims to be the new TV for the future. Free of charge & Spontaneity News・Sports Drama・Variety shows Freeing users from time and place On-demand・Time-shifting replay Device compatibility ・Downloadable contents TV for the future
Slide 34: ABEMA ramps up the content
5. Media Business [ABEMA] Ramps up the content Original Programs Collaboration Programs -ABEMA Exclusive Sports Content –ABEMA Exclusive 33 ©AbemaTV, Inc.
Slide 35: Sales and OP of ABEMA and related businesses
5. Media Business [Sales of ABEMA & Related Businesses (Full-year)] [OP of ABEMA & Related Businesses (Full-year)] Increased by 2.1x YoY driven Entered a phase of loss reduction by the growth of related 44.9 since FY 2020. businesses. PPV FY2016 FY2017 FY2018 FY2019 FY2020 FY2021 Loss of ABEMA & rel
Slide 36: ABEMA quarterly sales
5. Media Business [Sales of ABEMA & Related Businesses (Quarterly)] Q4 13.3 billion yen (up 1.7X) 13.3 “ABEMA PPV ONLINE LIVE” Advertising and subscription PPV went well in addition to the related business. 10.5 10.3 10.4 Related Online Sports Betting “WINTICKET” 7.9 Businesses Ads 4.7 4.5 3.9 Month
Slide 37: WINTICKET transaction amount
5. Media Business [WINTICKET] The transaction amount increased by 3.2x year over year. 44.6 Quarterly Transaction Amount* 39.3 Four Features of WINTICKET Racing Racing Live streaming Prediction Extensive Programming of all races With AI Database on ABEMA 31.9 19.2 13.7 7.2 Billion yen 3.5 1.7 0.4 0.
Slide 38: WINTICKET market share in Keirin online betting
5. Media Business [WINTICKET] Rapidly expanding the market share in the growing market. Keirin Online Betting Market* 11% 25% 2021 2020 Jul. to Sept. Jul. to Sept. 169 billion yen 128 billion yen The market grew 1.3X *Keirin Online Betting Market: July-September 2020 and July-August 2021 are taken f
Slide 39: ABEMA Medium and Long-Term Sales Pipeline
5. Media Business [ABEMA] Medium and Long-Term Sales Pipeline Accelerate monetization by related businesses etc. while increasing advertising and subscription revenues. Related Business etc. Subscription Advertising 38
Slide 40: Medium to Long-Term Strategy
6. Medium to Long-Term Strategy Medium to Long-Term Strategy 39
Slide 41: Directions of each business
6. Medium to Long-Term Strategy [Directions of each business] Media Grow ABEMA larger and increase monetization Aim to increase the market share by Ad maximizing advertising effectiveness. Game Make successful games and enhance the operational capability to run long term games 40
Slide 42: Operating Profit in Medium to long-term (Image)
6. Medium to Long-Term Strategy [Operating Profit in Medium to long-term (Image)] Accumulate profit through the Ad Business and Game Business, invest in the Media Business to grow as a pillar for the medium to long-term. 41
Slide 43: Purpose
7. Purpose @A CyberAgent. Purpose
Slide 44: CyberAgent defined a new Purpose
7. Purpose CyberAgent had defined a new "Purpose" that clearly states the significance of its existence. 43
Slide 45: Aiming to be a company with medium to long-term supporters
Aiming to be a company with medium to long-term supporters
Slide 46: Reference
8. Reference Reference - Quarterly Results (July – September 2021) - Purpose (the backgrounds of purpose being made) 45
Slide 47: Consolidated Sales Q4 179.7 billion yen
8. Reference_ Quarterly Results (July – September) [Consolidated Sales] Q4 179.7 billion yen (up 48.7% YoY) 192.2 179.7 163.4 129.1 131.0 Billion Yen 120.8 117.3 113.6 111.7 115.6 109.5 110.8 112.8 107.5 101.8 104.4 97.9 93.3 89.5 86.5 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q FY20
Slide 48: Consolidated OP 26.8 billion yen
8. Reference_ Quarterly Results (July – September) [Consolidated OP] 26.8 billion yen (up 400.4% YoY) 44.5 26.8 25.8 12.4 11.4 Billion Yen 9.8 9.4 8.6 8.2 8.2 7.9 7.7 7.4 6.8 7.0 6.3 6.5 5.3 5.3 3.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q FY2017 FY2018 FY2019 FY2020 FY2021 47
Slide 49: SG&A Expenses 37.1 billion yen in Q4
8. Reference_ Quarterly Results (July – September) [SG&A Expenses] 37.1 billion yen in Q4. Special incentives Other* 37.1 Sales related costs 1.4 Office costs Personnel Advertisement cost 30.6 30.8 29.7 9.6 Billion Yen 28.9 28.9 27.3 1.4 26.3 26.9 7.6 25.0 25.0 8.6 24.9 24.6 24.5 7.5 23.7 7.7 1.5 23
Slide 50: Number of Employees
8. Reference_ Quarterly Results (July – September) [No. of Employees] Total headcount was 6,089 at the end of September. Investment Development 6,089 5,958 12 Headquarters 5,549 5,535 12 395 Other 5,493 384 5,433 5,467 12 12 Game 11 5,282 5,215 14 13 5,109 5,111 11 5,162 370 374 370 374 730 369 11 6
Slide 51: Quarterly PL
8. Reference_ Quarterly Results (July – September) [PL] million yen FY2021 Q4 FY2020 Q4 YoY FY2021 Q3 QoQ Net Sales 179,728 120,858 48.7% 192,234 -6.5% Gross profit 64,065 35,157 82.2% 75,433 -15.1% SG&A expenses 37,197 29,788 24.9% 30,851 20.6% Operating profit 26,867 5,369 400.4% 44,581 -39.7% OPM
Slide 52: Quarterly BS
8. Reference_ Quarterly Results [BS] End of End of End of million yen YoY QoQ Sept. 2021 Sept. 2020 June. 2021 Current assets 301,650 203,674 48.1% 272,884 10.5% Cash deposits 181,451 102,368 77.3% 146,607 23.8% Fixed assets 80,885 57,047 41.8% 70,785 14.3% Total assets 382,578 260,766 46.7% 343,717
Slide 53: CyberAgent Official Media FEATUReS
8. Reference_ Purpose CyberAgent Official Media “FEATUReS” President & CEO Susumu Fujita and Outside Director Koichi Nakamura discussed the background to creating the purpose and the ideas behind it. Learn more 52
Slide 54: Integrated Report CyberAgent Way 2020
Integrated Report CyberAgent Way 2020 The New Normal is a theme of the report which describes CyberAgent's strength in responding to change, creating new business opportunities, and a new structure that separates supervision and execution to strengthen governance further. Also, to provide increasing
Slide 55: Copyrights of game titles
[P24 Copyrights of game titles] © Cygames, Inc. © 2014-2021 ARMOR PROJECT/BIRD STUDIO/SQUARE ENIX All Rights Reserved.©Developed by Cygames, Inc. Publisher: Square Enix © BANDAI NAMCO Entertainment Inc. Developed and operated by BANDAI NAMCO Entertainment Inc. and Cygames, Inc. © BanG Dream! Project