One can find my last NTES
related post here:
The numbers are wonderful
for NTES. It is definitely better than what I thought. The following are the
player statistics numbers:
-----------------------------------------------------------------
The following is the
player statistics for XYQ:
|
Date
|
Date
|
Number of Players (in
thousands)
|
Comments
|
1
|
1/12/2013
|
Saturday
|
1420
|
|
2
|
1/19/2013
|
Saturday
|
1377
|
|
3
|
1/26/2013
|
Saturday
|
1395
|
|
4
|
2/2/2013
|
Saturday
|
1299
|
|
5
|
2/9/2013
|
Saturday
|
1153
|
New Year Eve
|
6
|
2/10/2013
|
Sunday
|
1170
|
50% fee increase, New
Year Holiday
|
7
|
2/11/2013
|
Monday
|
1047
|
Chinese New Year Holiday
|
8
|
2/12/2013
|
Tuesday
|
1046
|
Chinese New Year Holiday
|
9
|
2/13/2013
|
Wednesday
|
1068
|
Chinese New Year Holiday
|
10
|
2/16/2013
|
Saturday
|
|
Work date, server count
not recorded
|
11
|
2/23/2013
|
Saturday
|
1377
|
Holiday + Weekend
|
12
|
3/2/2013
|
Saturday
|
1166
|
|
As one can see, there is a
distinct decrease in the number players playing XYQ. If we make 2/9/2013 as the
separation point, and average the first four row (number 1 to 4) and compare to
the average the next five rows (number 5 to 9). In addition, we compare to the
average of last two rows (number 11 and 12), we will have the following
numbers:
Average number of XYQ
players BEFORE the 50% fee increase = average of 1 to 4 = 1373
Average number of XYQ
players immediately AFTER the 50% fee increase = average of 5 to 9 = 1097
Average number of XYQ
players several weeks AFTER the 50% fee increase = average of 11 and 12 = 1272
Thus, the decrease
immediately after the 50% fee increase = (1097-1373)/1373 = -20.1%
and the decrease several
weeks after the 50% fee increase = (1272-1373)/1373 = -7.4%
A little note on the
player numbers on 2/23/2013 and 3/2/2013. On 2/23/2013, it is the lantern
festival in China. Every year during lantern festival, XYQ has special
promotion where players gets extra experience points. It is nice to see XYQ can
still get lots of players playing. On 3/2/2013, it is just a typical weekend.
While not as good as on 2/23/2013 (because there are no special promotion),
there are definitely much more players than during the Chinese New Year holiday
(and immediately after the gaming fee increase). It is clear that the players
are coming back. The initial player loss due to the 50% fee increase is
receding quickly. This is great news to NTES investors.
--------------------------------
The following is the
player statistics for XY2:
|
Date
|
Date
|
Number of Players (in
thousands)
|
Comments
|
1
|
1/12/2013
|
Saturday
|
708
|
|
2
|
1/19/2013
|
Saturday
|
710
|
|
3
|
1/26/2013
|
Saturday
|
705
|
|
4
|
2/2/2013
|
Saturday
|
696
|
|
5
|
2/9/2013
|
Saturday
|
587
|
New Year Eve
|
6
|
2/10/2013
|
Sunday
|
605
|
50% fee increase, New
Year Holiday
|
7
|
2/11/2013
|
Monday
|
604
|
Chinese New Year Holiday
|
8
|
2/12/2013
|
Tuesday
|
597
|
Chinese New Year Holiday
|
9
|
2/16/2013
|
Saturday
|
|
Work date, server count
not recorded
|
10
|
2/23/2013
|
Saturday
|
648
|
Holiday + Weekend
|
11
|
3/2/2013
|
Saturday
|
665
|
|
Again, we make 2/9/2013 as
the date of separation, and average the first four rows (number 1 to 4) and
compare to the average the next four rows (number 5 to 8). In addition, we also
compare to the average of the last two rows (number 10 and 11), we will have
the following numbers:
Average number of XY2
players BEFORE the 50% fee increase = average of 1 to 4 = 705
Average number of XY2
players immediately AFTER the 50% fee increase = average of 5 to 8 = 598
Average number of XY2
players several weeks AFTER the 50% fee increase = average of 10 and 11 = 657
Thus, the decrease immediately
after the 50% fee increase = (598-705)/705 = -15.2%
and the decrease several
weeks after the 50% fee increase = (657-705)/705 = -6.8%
Just like XYQ, the players
are coming back quickly to XY2 after the initial shock.
-----------------------
Finally, let me compile
the above data into a final table to more clearly see the pattern of players
loss after the 50% gaming fee increase.
|
Gaming fee increase
immediate impact
|
Gaming fee increase
medium term impact
|
XYQ
|
-20.1%
|
-7.4%
|
XY2
|
-15.2%
|
-6.8%
|
The above table is telling
us several points.
First, as expected,
players don't like the new policy of increased fee to play the game as well as the
addition of item-based purchase to time-based games.
Second, the impact on XY2
is less pronounced than that of XYQ. I didn't expect that since XY2 is the
oldest game in NTES staple. As the oldest game, one would think it would be the
weaker game, thus should suffer more player loss. But it turns out to be the
opposite. One possible explanation is that XY2 is so old that players regards
it more as a social game. Thus, players stay because their friends are staying.
XY2 is extremely sticky.
Third, the immediate impact
is 15% to 20% player loss. But as time goes by, majority of those players come
back as they see the games are still healthy and their friends are staying.
Thus, at this point, the player loss is only about 6% to 7%.
This is great news for
NTES. The net effect of 50% gaming fee increase is going to be 150%*(100%-7%) =
1.5*0.93 = 1.395 = around 1.4. Or roughly 40% increase in revenue.
So far, NTES stopped all
advertising for those games. The last thing NTES wants is to generate publicity
when there are negative news (gaming fee increase is regarded as negative by
the players). Also, NTES doesn't need to spend money to purchase new equipment
or hire new engineers since there is no player increase. But this is great news
for NTES investors, this gaming fee increase doesn't requires any NTES
expenditure. All the 40% additional revenue increase go directly to the
earning. Finally, the policy is permanent. Those revenue and earnings increases
are permanent going forward.
I am a little surprised
that only 15% to 20% stopped playing at the beginning. I am even more surprised
how fast most of those players come back. It is very clear that those old games
(XY2 is about 11 years old and XYQ is about 9 years old) are really becoming
social games. They are extremely sticky because, unlike more modern games,
players go there to socialize. As long as their friends are there, they will
stay (no matter how mad they are at the 50% increase in gaming fee).
Finally, one probably get
more certain one month from now. But the direction is pretty certain. I am
pretty confident that NTES had played an extremely dangerous game of poker with
their customers and won. My calculation above of 1.395 or 39.5% revenue
increase is still a little premature and one do need to get more data points.
But the most likely scenario is that even more players will continue to come
back, thus there might be even more than 39.5% additional revenue from those
games.
end.