Jonathan Zhang
Analyst · Zoe Zhao from Credit Suisse. Please ask your question
Thanks Tang Zong and Cathy. Hi everyone. Thanks for joining our conference call today. We are very pleased to deliver another strong quarter with a total revenues growth of 415% year- over-year reaching $312.2 million, compared to $99 million in the second quarter 2016. The total revenues for the quarter exceeded the top range as we guided during the previous quarter earnings announcement. Although we significantly stepped up our investment in branding campaigns in the second quarter, I’m glad to see that with a robust top line growth coped with a strong operating leverage of our business model. We were able to deliver a 28% non-GAAP operating margin up from 22% the same period last year. Non-GAAP net income for the quarter was $73.6 million, up 217% from the same period last year. Now looking to the key revenue line items. In the second quarter of 2017, revenues from live video services continued to generate strong momentum with total revenues reaching $259.4 million, up 348% year-over-year. The year-over-year growth in live streaming revenues was largely contributed by the 206% increase in the quarterly paying users, which totaled $4.1 million for the second quarter 2017 versus $1.3 million for the same quarter last year; and to a lesser extent the 54% increase in average revenues for paying users per quarter, before excluding value-added tax or quarterly ARPU, which was 463 RMB in the for the second quarter of 2017, compared to 301 R&B for the second quarter 2016. Effective DAU penetration rate for the live streaming services was approximately 24% in the second quarter of 2017, up from 13% for the same period last year. In addition to the overall business space expansion, I’d like to reiterate that the higher than expected revenues from live streaming service were attributable to our continuous efforts in further improvement of our tournament system and development of new gamification to enhance experiences and evolvements for the broadcasters and viewers as Wang mentioned earlier. Revenue from mobile marketing was $19 million, up from $16.6 million for the second quarter of 2016. The 15% year-over-year growth was mainly driven by better sell-throughs of our ad inventories. Although the big majority of mobile marketing revenue for the second quarter this year still came from small and medium-size businesses. The revenues from brand marketers and a number of key account customers grew significantly year-over-year and sequentially. However, as a percentage of total mobile marketing revenues it’s still at ramping phase. We do anticipate and will become more significant in the coming few quarters. Now I would like to briefly comment on how the version 8.0 upgrade would impact the mobile marketing revenue in the near-term and more specifically the third quarter. On July 12, we launched version 8.0. In the new version, usage and traffic where moved away from nearby people function. The previous default lending page to work newer use cases that are more video and entertainment centric. We also removed all of the three ad inventories that were previously in the frame of nearby posts. We expect these changes to negatively impact mobile marketing revenues in the third quarter. On the other hand, as we have currently seen increasing demand for video marketing solutions we started testing a few new formatted ad units in three major product modules in the new version, namely nearby posts the NDN [ph] and recommended for videos. The ECPM we have seen so far into Q3 is higher than the average level that we saw in Q2 which could partially offset the significant decrease in the total ad inventory made available to new version. Given we are carefully limiting the ad low in order to protect user experiences in the short-term, we are very optimistic about plenty of opportunities to drive the longer-term growth of mobile marketing business on our platform as long as we continue to build up traffic in engagements within our content ecosystem. Now quickly on vast and gaming services. Revenue from vast, which currently includes membership subscriptions and virtual gifting service. Together it was $24.6 million, an increase of 58% from the same period last year. Virtual gifting service was the main driver for the growth in this line item during second quarter. The loan membership subscription revenues also contributed to the year-over-year growth. Since the virtual gifting revenue has become a very significant portion of revenue, starting from this quarter onwards, we will discourse disclose the paying users for the vast business to include the paying members as of the last day of the quarter and paying users for any non-live streaming related virtual gifting service without double counting the overlap of the two cohorts. For the second quarter of 2017, total vast paying users were $4.5 million, up from $3.2 million for the same quarter last year. Mobile games revenue was $9.1 million, a 3% [ph] increase from the same period last year. The year-over-year increase in mobile game revenue was once again primarily due to the revenue contribution from Momo Dance Battle version #, which was recognized on the gross basis. However from a substantial perspective, our strategy to be focused on jointly operated games could continue to pressure the game revenue in the near term before any of our self developed games latest version in monetization. Now a brief review on the cost and expenses items. Consistent with the previous quarter, the two biggest cost drivers for the second quarter of 2017 were still the revenue sharing we provide broadcasters and payment channel fees. Growth rates of this cost component are linear to the live streaming revenue growth, while we continue to enjoy significant scale efficiencies in our other cost items both year-on-year. Non-cash sales and marketing expenses for the quarter was $66.1 million, compared to $24.8 million for the same quarter last year representing 21.2% and 25.1% of revenues respectively. The increase in marketing spending contributed significantly from the nationwide branding, campaign that we launched in the second quarter of this year, and to a lesser extent stepped-up efforts on paid marketing channels, sponsorships to Internet, dramas, variety shows, promotional events, on live streaming, and short video services. Our Q2 branding campaign covered a nationwide movie theatre network, public transportation hubs, office and residential buildings, and various other outdoor media outlets, as well as online media platforms such as [indiscernible] and achieved an expected reach of our targeted user base. For the third quarter, we plan to continue to invest in the branding efforts, in the movie theatre network, sponsorships to Internet drama, as well as the online media platforms. Promotional efforts on live streaming and short video services will continue as our ongoing part of our operation. Overall, we expect the total marketing budget to remain at similar level in terms of smooth indiscernible dollar compared to the second quarter. However, we intend to allocate relatively more budget toward direct user acquisition efforts and to maintain some level of flexibility on an as we go basis in order to optimize the results of our overall marketing investments. Our non-GAAP R&D and G&A expenses for the second quarter of 2017 were $8.2 million and $8.5 million, representing 2.6% and 2.7% of total net revenue respectively, compared to $6.1 million and $4.6 million or 6.1% and 4.6% respectively for the same quarter 2016. That demonstrated our highly scaled efficient business model allow us more room to strengthen our talent pool. We ended the quarter with 1,072 total employees, up from 805 a year ago. Vast majority of the increased headcount are in the technology, product, and service development areas. In the second quarter 2017, one of our operating entity received a $7.2 million incentive from a local government. Such incentive is based on a total taxes paid locally, including value-added tax, corporate and individual income taxes. As there are significant uncertainties on timing and amount we receive such incentives, we only recognized the amount we received as other operating income upon receipt. Now turning to our third quarter 2017 guidance, we estimated the third quarter revenues to come in the range from $337 million to $342 million, which translates into a year-on-year growth rate from 115% to 118%. This guidance range is based on continuous strong growth in live video service we currently observe and a meaningful decline in revenue from marketing services and mobile game business from the Q2 level, as I described earlier. Please be mindful that forecast represents the company's current and preliminary review on the market and operational conditions, which are subject to change. That concluded the prepared of prepared portion of our today's discussion. With that, I’d like to turn the call over to Cathy to start the Q&A session. Cathy please.