Mao Mao
Analyst · Citigroup. Please go ahead
Thank you. Hello, everyone. Welcome to our third quarter 2019 earnings call. Joining us today are Mr. Shaojie Chen, Chairman and Chief Executive Officer; Mr. Mingming Su, Chief Strategy Officer; and Mr. Hao Cao, Vice President of Finance.You can refer to our third quarter of 2019 financial results on our IR website at ir.douyu.com. You can also check a replay of this call when it becomes available in a few hours on our IR website.Before we start, please note that this call may contain forward-looking statements made pursuant to the Safe Harbor provision for the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on management's current expectations and observations that involve unknown and known risks, uncertainties and other factors not under the Company's control, which may cause actual results, performance or achievements of the Company to be materially different from the results, performance or expectations implied by these forward-looking statements.All forward-looking statements are expressly qualified in their entirety by the cautionary statement, risk factors and details of the Company's filings with the SEC. The Company undertakes no duty to revise or update any forward-looking statements for selected events or circumstances after the date of this conference call.Now I will read the prepared remarks on behalf of Mr. Chen. Overall, we sustained solid growth momentum in both our financial and operating results in the first quarter of 2019. During this quarter, our total revenues increased by 81.3% year-over-year through RMB1.86 billion while gross profit increased by 450.5% year-over-year to RMB316.8 million, implying a gross margin of 17.0%.Likewise, adjusted net income grew to RMB72.2 million representing an adjusted net margin of 3.9%. At the same time, our user base continues to spend with quarterly total MAUs increasing by 14.7% year-over-year to 163.6 million. On average mobile MAUs increased by 26.1% to 52.1 million.In addition, quarterly paying users increased by 66% year-over-year to 7 million. The robust growth in mobile MAUs was attributable to three key factors. First, several awards championships tournaments including the international 2019 costs users traffic to flourish in both DouYu and other limited segments during the quarter.These high profile events also successfully re-engage a significant portion of previously inactive users. Second, the overlap of the summer holiday periods during the quarter was conducive to a higher-viewing frequency on mobile devices.Third, several new phone model launches during the quarter significantly enhance our users viewing experiences on mobile devices. In addition, our PC MAUs ramped up to a 111.5 million, maintaining a steady growth rate of 10% year-over-year.The launch of games with [Indiscernible] potential including World of Warcraft Classic and Teamfight Tactics also expanded users number of viewing choices on both mobile and PC platform, which further boosted both mobile and PC viewership in turn.Beyond user growth, we maintained high level of user engagement and -- while keeping our average daily viewing time steady in the quarter. Looking forward, with more and more gamers and equal players being converted into viewers of game live streaming and the coming launches of highly anticipated game titles, we are confident in our ability to sustain a long-term MAU growth.During the quarter, we continued to cultivate the vibrancy of our game-centric live streaming content ecosystem, while expanding our content coverage across all segments of the platform, notably, our game live-streaming segment accounted for more than 80% of total viewership in the quarter.Meanwhile, non-gaming content exacerbates supplementing our game live streaming segment content, bolstering our appeal to a broader array of billing processes and accelerating our penetration into various users segments.On the eSports front, we continue to explore both upstream and downstream segments of the eSports value chain. During the quarter, we still have organized and live streamed over 50 countries as well as broadcasted over 70 large-scale events eSports events such as CS:GO major championships and International 2019. These events are quite in fashion with the eSports community and helped us to attract tremendous amount of game users.In addition, to broadcasting eSport events, we also signed several exclusive streaming partnership with highly potential eSport teams by continuing to lay a solid foundation for the cultivation of top-tier game streaming and the distribution of premium game-centric live-streaming content.Going forward, we will continue to explore different areas of the eSport value chain for investment and further enhance our premium content to attract more eSport users onto our platform.In line with our duration of premium eSport content, we also continued to refine our dual [ph] track system of exclusive contracts and talent agency model to maximize the effectiveness of our senior management networks.For example, to increase collaboration with talent agency, we were able to improve the operating as the monetization efficiencies of mid-tier and long tier cities [ph]. By leveraging our close ties to this group of customers, we were able to develop premium content, amplify viewership and increase users thinking. We also continued to develop a substantial amount of resources to the discovery and contemplation of mid-tier teams. Through our work with deep pool of promising talent, we were able to diversify our live-streaming content acquisition, generate a constant fee of quality content and accelerate the monetization potential of this streamers headwind.Going forward, we will continue to deepen our cooperation with leading game developers and distributors such as Tencent. Such collaboration will enable us to enrich our game-centric content offering, sees the first-mover advantage for our Medicaid gaME launches and facilitate a constant flow of premium eSport content.For the more, we will also optimize our operating capability in each segment while refining our internal streamer management system, both of which will further boost our user conversion and accelerate our market penetration.In addition to content diversification, we also ramped up our monetization capability in the third quarter of 2019. Notably, our quarterly paying users increased by 66% year-over-year to 7 million implying a payout ratio of 4.2% compared to 3.0% in the prior-year period. Meanwhile, the ARPU increased by 10.4% year-over-year to RMB237 million in the third quarter.For our game live streaming segment, we continued to promote our band system and more marketing through a series of innovative products and interactive features to enhance users streamer interaction and emulate users willingness to pay.For example, in August, we launched the Supercenter club as an extension of our existing band system. Supercenter lab was both effective and well received by users, increasing users engagement with the platform and paying ratio within the game live streaming segment.In our interactive [ph] gaming segment we continue to refine our premium membership system and increased our monetization efficiency by deepening our collaboration with talent agencies in the quarter.Going forward, we will continue to develop new ways of enhancing user streamer interaction and accelerating users consumption habits. As we move into the fourth quarter, we are increasing the frequency of major online user event from a quarterly to a weekly basis. The combination of such weekly events like the [Indiscernible] club with several annual metric events like the [Indiscernible] enabled us to track user data and paying habits, cultivate user engagement and adjust our operational strategies based on user behaviour analysis in real time, thus significantly reducing systematic risk, underlying all of our operational plans and our ability to develop and implement technology on a frontier of progress.For example, during the quarter, as we continue to supercharge our AI and big data analytical capabilities, we have a long significant advantage to both streamers and highlight these, empowering both parties with more comprehensive data driven insights and boosted operating efficiency.Leveraging our strength in data analytics and modelling, we were able to target users within every phase of the game live streaming live platform, provide users with personalized documentation and sharpen the effectiveness of our precision marketing. Notably, the 5G network technologies are accelerating the development of the game live streaming business optimizing user experience and enabling the creation of innovative business models such as cloud gaming.In light of these industry trends, we foresee immense growth potential within the game live streaming industry and are proactively laying the groundwork for upcoming transformation. Going forward, we will continue to build out and refine our technology infrastructure to capitalize on these promising market opportunity.As we expand overseas, we are actively exploring the monetization potential of select countries such as Vietnam, where we have already secured a foothold in the markets. Additionally, in Japan, we have also launched products and continue to maintain a healthy pace of progress.In summary, we are pleased that we made progress in the third quarter augmenting our user base, forging our content ecosystem and investigating innovative masses of monetization. Going into the fourth quarter, we will continue to fill up our user base, stimulate deeper user interaction, create more premium content and implement additional highlights and features to meet a broader array of user demand.At the same time, we will remain steadfast in our dedication to improving our financial results, and generating long term shareholder value.With that, I will now turn the call to our Vice President of Finance, Mr. Hao Cao to go through the details of our financial performance in the third quarter.