Operator
各位好,欢迎参加网易2020年第四季度及全年业绩电话会议。今天的会议正在录音。现在,我将会议转交给网易投资者关系总监石女士。请开始,女士。
Operator
Good day and welcome to the NetEase 2020 Fourth Quarter and Full Year’s Earnings Conference Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Margaret Shi, IR Director of NetEase. Please go ahead, ma'am.
Margaret Shi
谢谢主持人。请注意,今天的讨论将包含有关公司未来业绩的前瞻性陈述,旨在符合美国《私人证券诉讼改革法案》确立的安全港条款。这些陈述并非对未来业绩的保证,并受到某些风险、不确定性、假设和其他因素的影响。其中一些风险超出公司的控制范围,可能导致实际结果与今天新闻稿和本次讨论中提及的内容存在重大差异。有关可能影响网易业务和财务业绩的风险因素的一般性讨论,包含在公司向美国证券交易委员会提交的某些文件中,包括其20-F表格年度报告以及在香港交易所网站上的申报公告。除非法律要求,公司不承担更新这些前瞻性信息的义务。在今天的电话会议中,管理层将讨论某些非公认会计准则财务指标,仅用于比较目的。有关非公认会计准则财务指标的定义以及公认会计准则与非公认会计准则财务结果的调节表,请参阅今天早些时候发布的2020年第四季度及全年业绩新闻稿。提醒一下,本次会议正在录音。此外,本次电话会议的投资演示文稿和网络直播回放将在网易公司网站ir.netease.com上提供。今天参加电话会议的网易高级管理层包括首席执行官丁磊先生和首席财务官杨昭烜先生。现在我将电话转交给杨先生,他将代表丁先生宣读准备好的讲话。
Margaret Shi
Thank you, operator. Please note the discussion today will contain forward-looking statements relating to future performance of the company and are intended to qualify for the Safe Harbor from liability as established by the US Private Securities Litigation Reform Act. Such statements are not guarantees of future performance and are subject to certain risks and uncertainties, assumptions and other factors. Some of these risks are beyond the company's control and could cause actual results to differ materially from those mentioned in today's press release and this discussion. A general discussion of the risk factors that could affect NetEase’s business and financial results is included in certain filings of the company with the Securities and Exchange Commission, including its Annual Report on Form 20-F and the announcement of the filings on the website of Hong Kong Stock Exchange. The company does not undertake any obligation to update these forward-looking information except as required by law. During today's call, management will discuss certain non-GAAP financial measures for comparison purposes only. For a definition of non-GAAP financial measures and a reconciliation of GAAP to non-GAAP financial results, please see the 2020 fourth quarter and full year earnings news release issued earlier today. As a reminder, this conference is being recorded. In addition, an investor presentation and a webcast replay of this conference call will be available on NetEase corporate website at ir.netease.com. Joining us today on the call from NetEase senior management is Mr. William Ding, our Chief Executive Officer; and Mr. Charles Yang, our Chief Financial Officer. I will now turn the call over to Charles, who will read the prepared remarks on behalf of William.
Charles Yang
翻译中...
Charles Yang
Thank you, Margaret and thank you, everyone for participating in today's call. Before we begin, I would like to remind everyone that all percentages are based on renminbi. We closed 2020 with a solid set of results in the fourth quarter centered around content creation and user experience. Each of our key business segments showed impressive resilience and delivered sustainable growth during the year. We generated total net revenue of RMB 73.7 billion for the whole year up 24% year-over-year and RMB 19.8 billion in net revenues for the fourth quarter up 26% year-over-year. 2020 was a challenging year for many businesses around the world. It was not a time to standalone and survive, but the time to work together and thrive. While Collins Dictionary has declared the word lockdown as the word of the year, we believe the word breakthrough also defined for life and career of many in the past year. We are grateful for the initiatives our employees take to care for the impacted to respond quickly and act responsibly to help both of our company and the broader community overcome these hurdles. In doing so, we are proud to have weathered the obstacles growing each of our businesses in a meaningful way supporting our business partners to stay safe and strong and generating sustainable returns to our stakeholders. We are also proud to have achieved a few milestones in 2020 as we celebrated our 20th anniversary on NASDAQ and completed our listing on the Hong Kong Stock Exchange. We are delighted to have seen a positive reaction from the market, especially, after our dual listing in Hong Kong, a market that is closer to our roots. Turning to our Q4 results. During the quarter, the popularity of our online games business continued with steady performances from our existing titles. Net revenues from our online game services were up 15% year-over-year reaching RMB 13.4 billion. Our legacy titles such as Fantasy Westward Journey and Westward Journey Online series continue to resonate with players. FWJ Online and New Westward Journey Online II once again reached record revenues in 2020, further strengthening their position as two of the China's biggest MMO titles. On the mobile side during very effective celebrations FWJ mobile games and WWJ mobile games once again reached the number one and number two position respectively on China's iOS games top grossing chart. Other games launched in more recent years are also enjoying an impressive player traction with highly active core user bases, for example Life-After and Invincible. Following its launch in 2018 Life-After has become an iconic title since reaching its initial phase of stabilization in 2019. Gross billings of Life-After regained its growth momentum in 2020 as we launched a couple of highly popular expansion packs bringing avid players a series of new themes and innovative gameplay. Similarly, our SLG title Invincible remained steady in 2020 with strong user engagement in its own right amid increasing competitive marketing spend. Celebrating its fifth year anniversary in October Invincible once again reached the number five position on China's iOS top game grossing chart. Based on Onmyoji, one of our flagship titles, our IP strategy has paved a smooth road for creating various IP-based pan-entertainment productions. As of today, the estimated value of Onmyoji IP exceeds $10 billion according to iResearch. Since its initial blockbuster launch in 2016, we have been seamlessly growing this important IP. To-date, we've introduced three Onmyoji spin-off games in mobile, card, and simulation genre. We have two more new spin-off games in the making Project: World, an RPG game; and Onmyoji Idol Project, another simulation game. On the overseas front, we continue to make solid progress. For the past four consecutive years, revenue contribution from overseas market has been growing continuously as a proportion of our overall games revenue. Some of the key drivers include titles such as Knives Out Life-After, and Identity V all of which had a record year in 2020. Japan is a key hub for the global games industry. We deeply value these creative minds and our success in Japan has allowed us to work more closely with local partners. Initial momentum in this arena includes our established collaboration with the Pokémon Company and a series of IP collaborations between Knives Out and other famous IP such as EVA and Attack on Titan. We have also been more active in attracting and collaborating with local Japanese R&D talent complementary to our own as well as opened up our own Sakura Studio which focuses on building next-generation console games. 2021 is a super exciting year for us with a number of strong titles ready for launch. We started this year with Revelation mobile game, the long-anticipated mobile adaptation of its PC version capturing both returning fans and brand-new MMO players including a large group of female and younger players. Revelation mobile game quickly became a top-ranking title on China's iOS grossing chart following its launch. Additionally, in January, we brought to market Yu-Gi-Oh! Duel Links, a competitive car game on mobile calling on the nostalgia of a generation of Yu-Gi-Oh! fans. The mobile game topped China's iOS downloads chart soon after its launch. Catering to the local preference we optimized the range of items for the Chinese market including a new mode and select each new design which are proving quite popular amongst our players. Harry Potter: Magic Awakened marks another game that has been long anticipated by our player community. We hope the hard work poured into making this game will do it the justice that this global IP command. Featuring a blend of strategy RPG elements, players will become a Hogwarts freshman. This diversified wizard partner, learn spells, gain magic knowledge, and experience amazing wizardry life. We will also be bringing our next-generation SLG titles, Infinite Lagrange and The Lord of the Rings: Rise to War to players around the globe. Infinite Lagrange is a space-themed SLG where players can explore an uncharted galaxy command and build space crafts, involve themselves in strategic battles and plan the development of their own space stations. The Lord of the Rings: Rise to War is based on the famous trilogy. Set in a multilayered fantasy world the game will recreate a visually stunning and completely faithful renditions with iconic characters and locations from the original masterpiece. With these two games we look forward to extending our success in SLG from China to overseas markets, where we see greater potential for this thought-provoking genre. In addition, we had a handful of other exciting titles in our pipeline all have received license approval in China. These include, Elysium of Legends, Nightmare Breaker, Ghost World Chronicle, Diablo Immortal and Pokémon Quest. As we further enrich our game portfolio, we have been gradually broadening our skill sets in different areas of our R&D team, particularly over the past few years. Our sophisticated R&D infrastructure, user-centric corporate culture and passion for games attract all kinds of talent joining us from both China and overseas. We believe our team's artistry and drive will bring to life even more great titles across diverse genres expanding our success beyond our MMORPG world and newer successes in RPG and SLG and so on. We are relentless in our drive to invest in and empower our people. This year we were once again the proud recipient of the ATD Excellence In Practice Award, one of the most recognized awards in the global talent development industry. To leverage the creativity of our young producers even more, we are working to further reform our games' project initiation and review mechanism to encourage more innovative ideas and give young producers more autonomy to bring their vision to fruition. In summary, 2020 has been a strong year for our online games business and for the industry. Despite a high base, we are excited to see what 2021 will bring. We look forward to introducing more titles to our users in the coming years in China and globally. Turning on to our education business. Youdao has witnessed the tremendous growth potential of China's online education industry over the past year. Faced with an influx of need across the country, we feel more responsible than ever to ensure our students receive the best quality teaching and most effective learning possible. Youdao closed the year with an impressive quarter. Total net revenue for Youdao in the fourth quarter were RMB 1.1 billion, representing a 170% increase year-over-year. Gross billings from Youdao's online courses in the fourth quarter increased by 223% year-over-year to RMB 1.1 billion, driven by rapid growth across each segment. Growth from our K-12 segment continues to lead the way reaching a record RMB 767 million in gross billings, up 355% year-over-year with K-12 paid enrollment expanding to over 659,000. Despite intense market-wide competition for user acquisition during the summer, Youdao's advertising strategy promoted healthy results and was ROI driven. We made sure that our unit economics and marketing spend were positive and our advertising content was conducted responsibly for our users and our investors. In the fourth quarter, we achieved another quarter of positive operating cash flow of RMB 129 million. To meet our growth needs and ensure our teaching quality, we continue to expand our high-quality servicing team which now comprises 240 instructors and over 3,700 tutors. Learning devices is another component of Youdao that gives us a competitive edge with a mission to make learning more efficient. They have proven to be very popular among users, generating total net revenues from learning products of RMB237 million in the fourth quarter, a significant increase of 254% year-over-year. In December, we released our new Dictionary Pen 3.0, which features two exclusive new experiences. The Tap and Check function and the Interactive Reading function. Through the support of advanced AI technology and cooperation with multiple authorities publishing houses, it keeps learning options fresh and progressive. Moving through 2021, we will continue in this vein and invest in content offerings and technology to bring our students optimal learning experiences and realize sustainable growth with compelling smart education products and services. In February, Youdao raised US$232 million through a follow-on offering. We are determined to extend Youdao's competitive edge in this highly promising intelligent learning segment in China. On to our music capabilities, NetEase Cloud Music has been in operation since 2013. Based on our passion for music and our understanding of music lovers, we created a unique product and community to give our users an unprecedented music experience. Seven years later, we now have more than 200,000 independent musicians and over 800 million registered users while over 90% of them are post-90s or even younger. In our newly launched version 8.0, we focused on bringing our young users elevated personalized experiences to express themselves. It extends the playlist mode capabilities to videos and podcasts and offers new karaoke functions in the app. On the content side, we have witnessed some important changes in the industry. For the third time we reached a direct nonexclusive agreement with UMG. Under the new agreement framework, we can give our users wider range of benefits and choices. We further enriched our content library during the year, reaching agreements with Studio Ghibli, Rock Records and BMG among others. Most importantly, we continued our efforts to invest in and cultivate independent musicians. In 2020, approximately one million original soundtracks, music tracks were uploaded to our platform and the total play time of all the music tracks on our platform exceeded 300 billion. As one of China's most influential music streaming platforms for original music, we continue to empower independent musicians, giving them the tools and audience to help them create more hit songs. In terms of monetization, we have been setting up this effort since 2019 and continued its journey in last year. As a result, during the year we saw strong growth in all three forms; membership, live broadcasting, and advertising. Given our somewhat fixed cost structure, we continue to see improvements in margins as we further scale up the music business. For Yanxuan, we have firmly established its position at our private label consumer brand targeting young professionals who are looking for trendy, high-quality and at the same time affordable living. Centered around this notion, we have increasingly built up our brand recognition among these target consumers. We are developing products that revolve around their needs particularly in household products, personal care, food and pet supply. During the year, we launched a number of super-popular products with annual sales exceeding RMB100 million. This product popularity furthers our confidence in our design capabilities and understanding of the user needs. With the right content and product offerings, we were able to attract an increasing number of membership subscriptions in 2020. One of our main focuses moving forward is to continue improving the benefit of shopping experience we offer to these loyal customers. All-in-all despite the difficulties the world has faced in 2020, we are grateful to have achieved continued growth and are standing strong in the new year. With a solid ground regained across our online games, online education, online music and e-commerce businesses we are poised to build on this growth in 2021. Our focus on content creation and elevating users' experiences with NetEase products and services remains at our core. We continue to innovate, diversify and expand our reach to generate value for our users and investor communities. This concludes William's comments. I will now provide a brief overview of our 2020 full year and fourth quarter financial results. Given the limited time on today's call, I will be presenting some abbreviated financial highlights. We encourage you to read through our press release issued earlier today for more details. Total net revenues for the year were RMB73.7 billion or US$ 11.3 billion, representing a 24% increase year-over-year. Net revenues for the fourth quarter were RMB19.8 billion or US$ 3 billion, representing a 26% increase year-over-year. For 2020 our net revenues from online game services were RMB54.6 billion, up 18% from 2019 and RMB13.4 billion for the fourth quarter, up 15% year-over-year. The year-over-year increases were primarily due to the increased revenue contribution from Fantasy Westward Journey H5, Sky, Life-After and Invincible as well as PC client games such as Fantasy Westward Journey Online in the fourth quarter. Net revenues from our mobile games accounted for approximately 72.4% of net revenues from online games in the fourth quarter. Youdao's net revenues reached RMB3.2 billion for 2020, up 143% year-over-year. On a quarterly basis net revenue increased 170% to RMB1.1 billion in the fourth quarter driven by fast growth of both Youdao online courses and sales of intelligent learning devices. Net revenues from innovative businesses and others were RMB15.9 billion for the full year, up 38% year-over-year and up 41% year-over-year in the fourth quarter to reach RMB5.3 billion. This is mainly due to the increased contribution from NetEase Cloud Music NetEase PC live streaming and Yanxuan. Our total gross profit margin in the fourth quarter was 50.2% with the breakdown as follows: GP margin for our online gaming services was 63.1%. As a reminder, this number is generally stable with some narrow fluctuation based on the revenue mix of mobile and PC as well as self-developed and licensed games. Gross margin for Youdao for the fourth quarter was 47.5% compared to 29.8% in the same period of last year. The significant growth was primarily attributable to improved economies of scale continuous optimization of our faculty compensation structure. Gross profit margin for innovative businesses and others was 18% compared with 20.6% in the fourth quarter of 2019. While the margins for NetEase Cloud Music and Yanxuan have improved year-over-year, the impact was offset by the decrease in GP margin from NetEase CC live streaming which covered a longer period of the annual celebration event in 2020 compared with 2019. Additionally, gross profit margin of innovative businesses and others also fluctuate based on the revenue mix of this line item. For the fourth quarter total operating expenses were RMB6.9 billion, 35% of the total revenue. Our selling and marketing expenses, as a percentage of net revenue, was 15.6%, down from 18.5% in the prior quarter. The quarter-over-quarter decrease was mainly due to lower marketing costs related to Youdao. Excluding Youdao, our selling and marketing expenses as a percentage of net revenues were 12.2% compared with 12.9% in the prior quarter, which is relatively stable. R&D expenses were RMB 3 billion, up 9% from the previous quarter. We remain committed to investing in content creation and product development, which is core to our future revenue growth. On a full year basis, R&D expenses as a percentage of full year net revenue were 14.1%, compared with 14.2% in 2019. Other income loss was RMB 1.5 billion for the fourth quarter, which included a net investment loss of RMB 272 million and a net foreign exchange loss of RMB 1.8 billion due to the US dollar's exchange rate continued depreciation against the RMB. The net investment loss and the net FX loss, both mainly booked loss in nature and most of them did not impact our cash flow. On a full year basis, total net foreign exchange loss for 2020 were RMB 3.1 billion compared with a net gain of RMB 25 million in 2019. The effective tax rate was 37.2% for the fourth quarter and 19.8% for the full year of 2020. The effective tax rate represents certain estimates by the company regarding the tax obligations and benefits applicable to it in each quarter. Non-GAAP net income from continuing operations attributable to our shareholders for the fourth quarter of 2020 totaled RMB 1.6 billion or US$244.9 million. Our non-GAAP diluted earnings per ADS from continuing operations were RMB 2.34 or US$0.36 for the fourth quarter of 2020. We would also like to point out with the rapid growth of Youdao, it is having a much more material impact on our NetEase group financials. For 2020, Youdao generated total revenue of RMB 3.1 billion and a non-GAAP net loss attributable to Youdao's shareholders of RMB 1.7 billion compared with net revenue of RMB 1.3 billion and non-GAAP net loss of RMB 612 million in 2019. Our cash position remains strong. As of end of 2020, our total cash and cash equivalents current and non-current client deposits and short-term investment balance totaled RMB 100.1 billion compared with RMB 74.4 billion as of the end of 2019. In accordance with our dividend policy, we are pleased to report that our Board of Directors has approved a dividend of US$0.012 per share or US$0.06 per ADS. As a reminder, we changed our ADS ratio on October 1 from one ADS for every 25 ordinary shares to one ADS for every five ordinary shares. And finally, under our current share repurchase program for up to US$ 2 billion, as of December 31 2020 approximately 21.1 million ADS has been repurchased under this program for a total cost of US$1.6 billion. On February 25, 2021, our Board announced the approval of a new share repurchase program for up to US$2.2 billion of our outstanding ADS and ordinary shares for the next 24 months, beginning on March 2, 2021. Thank you for your attention. We would like now to open the call to your questions. Operator let's go to the Q&A session.
Operator
[操作员指示] 我们将接听来自野村证券Jialong Shi的第一个问题。您的线路已接通,请提问。
Operator
[Operator Instructions] We will take our first question from the line of Jialong Shi from Nomura. Your line is open. Please proceed.
Jialong Shi
谢谢。晚上好,管理层。感谢回答我的问题。我先用中文提问。[外语] 网易原生Android版本手游收入中有多少是由第三方应用商店贡献的?对于这部分收入,第三方Android渠道的平均收入分成比例是多少?我们从媒体报道中了解到,网易的一家在线游戏同行正在尝试与第三方应用商店谈判降低收入分成。我想知道,网易是否也已开始与渠道合作伙伴讨论这个收入分成问题?如果已经开始,目前的进展如何?
Jialong Shi
Thanks. Good evening, management. Thanks for taking my question. Let me ask my question first in Chinese. [Foreign Language] How much of native's Android version of mobile game revenue is contributed by third-party app stores? For this part of revenue what is the average revenue share charged by third-party Android channels? We heard from media one of NetEase online gaming peers was trying to negotiate for a lower revenue share paid to the third-party app stores. Just wonder, if NetEase has also started to talk with your channel partners about this revenue share. And if you did how's the progress so far?
William Ding
[外语]
William Ding
[Foreign Language]
Margaret Shi
我来帮忙翻译。中国市场的收入分成比例可能是全球所有市场中最高的,高达50%。确实,我们的一些原生游戏享有更优惠的分成比例,大约在30%左右,比如《FWJ》。因此,我们认为目前在中国看到的情况是不健康的,可能也是不可持续的,因为这比苹果向内容提供商收取的费用高出约20%。我们希望看到中国的苹果合作伙伴能够与国际同行更加同步,向内容提供商收取更合理的费率。我们希望能够与渠道合作伙伴密切合作,为游戏行业创造一个健康的环境。
Margaret Shi
I'll help translating. The China has probably obviously the highest revenue sharing ratio among all the market around the world, up to as high as 50%. It's true a few of our native games enjoys a more favorable sharing around 30% such as FWJ. And so we think the way we are seeing in China right now is unhealthy and it's probably unsustainable because it's about 20% higher than how much Apple is charging the content providers. And we see, we'd like to see with the Chinese Apple partners to be more in sync with our international – with the international peers to be charging the content providers a more reasonable rate. And we want to work very closely with our channel partners to create a healthy environment for the gaming industry.
Charles Yang
Jialong,补充一下你问题的前一部分。关于我们的渠道分成,粗略来说,我们大约一半的游戏收入是通过iOS产生的,这在中国只有极少数游戏内容提供商能够实现如此高的iOS渠道贡献比例。大约三分之一来自Android渠道,其余来自我们的官方渠道。这是渠道分成的大致比例。
Charles Yang
And Jialong to supplement your earlier part of the question. On our channel split on the ballpark roughly half of our game revenues were generated through iOS which again is only a very, very few game content providers in China can have such a high percentage contribution from iOS channels roughly one-third is coming from Android channels and the remainder coming from our official channels. That's a ballpark split of the channel split.
Jialong Shi
感谢提供这些信息。
Jialong Shi
Thanks for the color.
Margaret Shi
谢谢。
Margaret Shi
Thank you.
Charles Yang
好的。操作员,请下一个问题。
Charles Yang
Okay. Operator, the next question, please.
Operator
好的。我们将接听来自摩根士丹利Alex Poon的下一个问题。线路已接通,请提问。
Operator
Okay. We will take our next question from the line of Alex Poon from Morgan Stanley. The line is open. Please go ahead.
Alex Poon
[外语] 我自己翻译。回顾2019年,我们设定了海外收入目标——在未来三到五年内达到30%。由于COVID-19疫情,特别是中国以外的增长加速了很多。所以,想知道这个目标——收入结构目标是否有任何变化?是否会比预期更早实现?其次,我想了解关于中国以外的休闲游戏与硬核游戏的一些看法。您认为哪种类型在实现增长和投资回报率方面,与中国市场相比会更好?
Alex Poon
[Foreign Language] I'll translate myself. Back in 2019 we had a revenue target -- overseas revenue target of 30%. In the following three to five years and because of COVID-19 the growth especially outside of China has accelerated a lot. And so, wondering if there is any change to this target – revenue mix target. Would it come earlier than expected? And then secondly is I want -- I hope to get some thoughts around casual games versus hardcore games outside of China. What's – which one do you think would be better to achieve the growth and the ROIs compared to the China market?
Unidentified Company Representative
[外语] 2021年对于网易的国际化战略来说,无疑将是重要的一年。我们有多款游戏正在开发中,例如《哈利波特》和《无尽的拉格朗日》,预计将在年内推出,我们期待这些游戏能取得丰硕成果。谢谢。谢谢Alex。
Unidentified Company Representative
[Foreign Language] 2021 will definitely be an important year for NetEase in terms of internationalization. We have a number of games we're making such as Harry Potter and Infinite Lagrange which are expected to be launched during the year and we hope to see fruitful results from those games. Thank you. Thank you Alex.
A
Alex,关于你第二个问题的第二部分——关于我们引进海外游戏的策略思考。我们并非将未来押注在一两个游戏类型上,而是认为随着我们研发能力不断增强且日益多元化,我们希望看到多种类型的游戏被引入不同地区和不同用户群体。例如,《荒野行动》这类射击游戏已在日本市场证明成功;《无尽的拉格朗日》和《指环王》这类SLG游戏,我们相信可以将国内的成功经验复制到国际市场;而《哈利波特》这类更休闲的卡牌RPG游戏以及其他类型也是如此。因此,我们的目标是拥有多种游戏类型,针对多个地区,满足不同用户需求。这就是我们国际化的总体方向。
A
And Alex on your second question -- second part of the question on our strategy of thinking of overseas game introduction. We are not betting on our future on one or two genres, but rather we think with our stronger and getting more diversified R&D capability we want to see multiple genres of games being introduced to different geographies and different users. So shooting game like Knives Out has been proven successful in Japan. SLG games like Infinite Lagrange and The Lord of the Rings we are confident that we can leverage our domestic success into the international market as well as games like Harry Porter which is a more casual card RPG game and others. So I think what we want to do is to have multiple genres targeting multiple geographies and catering to multiple user needs. That is our overall direction for internationalization.
Margaret Shi
谢谢Alex。下一个问题。
Margaret Shi
Thank you Alex. Next question.
Operator
下一个问题来自花旗银行的Alicia Yap。
Operator
We will take our next question from the line of Alicia Yap from Citi.
Alicia Yap
你好,谢谢。[外语] 谢谢管理层回答我的问题。我的问题关于2021年网易云音乐的整体增长驱动力——增长主要是由订阅收入提升驱动,还是由在线广告收入驱动,或者直播业务可能增长更快?另外还有一个相关的小问题:关于近期宣布的10亿视频内容投资计划,管理层能否分享背后的考量?您预计这项计划是否会提振在线广告收入,甚至进一步推动网易媒体业务的增长?谢谢。
Alicia Yap
Hi, yeah, thank you. [Foreign Language] Thank you, management for taking my questions. My question is related to the overall growth driver for the Cloud Music for 2021 was that growth mainly driven by the subscription revenue ramp or to be driven by the online advertising revenue or even the live streaming could be growing faster? And then a small related questions on the one billion video content investment initiative recently could management share the rationale behind? And do you expect this initiative to actually revise the online advertising revenue or even further push the NetEase media business growth? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Margaret Shi
是的,我来帮忙翻译。所以Alicia,你说得对。音乐业务的三种主要变现形式是会员、广告和直播。未来音乐业务的一个关键重点将继续是创作我们自己的内容,帮助独立音乐人在我们的平台上创作原创内容。从这个意义上说,会员订阅肯定是我们变现增长的关键驱动力之一。 关于电台业务,我们注意到音乐是关于听的。但我们在中国和全球行业观察到,消费者的习惯已经从听演变为看,这就是为什么短视频平台近年来变得极其受欢迎。所以当我们考虑制作中短视频时,我们希望利用我们现有的专业知识。例如,我们有意制作围绕游戏或围绕知识的中短视频。我们实际上在网易内部有一个项目叫网易信息世界[ph][外语]。在春节期间,我们注意到我们视频的播放时长实际上比之前增加了1到2倍。因此,未来我们将继续努力围绕我们的核心业务(游戏、音乐等)创作中短视频内容。谢谢。
Margaret Shi
Yes. I'll help translating. So Alicia, you're right. The three main forms of monetization for music is membership advertising and live streaming. And one of the key focuses for music going forward will continue to be about creating our own content, helping independent musicians to create original content on our platforms. So in that sense memberships will definitely be one of the key drivers to our monetization growth. In terms of radio, what was noticed is that music is about listening. But what we've noticed in the industry in China and globally is that the consumers' habits have evolved from the listening to watching, which is why short-form video platforms have become extremely popular in the recent years. So when we think about making short to mid-form video we want to leverage our existing know-how. For example, we're interested in making short to mid-form video centered around games, or centered around knowledge. So we have this -- we actually have one project within NetEase called NetEase Information World [ph] [Foreign Language]. So we -- during the Chinese New Year we realized -- we noticed that the play time on our videos have actually increased 1 to 2 times compared to previously. So going forward, we'll continue to work hard on creating content on short to medium -- mid-form video content is centered around our key businesses, games, music, et cetera. Thank you.
Alicia Yap
谢谢。
Alicia Yap
Thank you.
Margaret Shi
谢谢,Alicia。请下一个问题。
Margaret Shi
Thank you, Alicia. Next question, please.
Operator
下一个问题来自摩根大通的Alex Yao。
Operator
We will take our next question from the line of Alex Yao from JPMorgan.
Alex Yao
[外语]我的问题是关于您对PC游戏市场的看法。您如何看待这个市场在中国国内市场以及世界其他地区的未来前景?然后您如何在这个行业中定位自己?您是否还会为PC游戏开发分配新的研发资源,还是只想战略性地维持当前的PC产品组合?谢谢。
Alex Yao
[Foreign Language] So my question is regarding your view on the PC gaming market. How do you think about the future outlook for this market in both domestic China market, as well as the rest of the world? And then how do you position yourself in such industry? Do you still allocate new R&D resource in the PC gaming development, or you just want to strategically maintain the current PC portfolio? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Margaret Shi
是的。William和[indiscernible]的成果——他们是网易许多关键游戏背后的策划者。所以,是的,我们确实非常重视PC游戏,因为PC游戏具有独特的规格要求,以及能够为玩家提供的用户体验,我们很可能会继续沿着这条路走下去。一方面,我们将继续维护现有的PC游戏,同时也会继续开发新的PC游戏。实际上,在五月份,我们将推出一款名为[indiscernible]的游戏,这款游戏的授权非常独特,是一款极具创意的PC游戏。此外,大约在年中,我们可能会推出另一款名为[indiscernible]的PC游戏。这是一款竞技类游戏,并且是按照[indiscernible]标准制作的。William想补充一点,除了我们自主研发的游戏外,我们还运营了许多来自暴雪的非常受欢迎的PC游戏,例如《守望先锋》、《魔兽世界》、《星际争霸》等等。因此,我们很可能拥有中国最丰富的PC游戏资源。所以,PC游戏将继续是我们游戏战略的重要组成部分。谢谢。请下一个问题。
Margaret Shi
Yes. The outcome from both William and [indiscernible] our -- the mastermind behind many key titles in NetEase. So, yes, that's something that we do care very much about PC, because of unique specifications that the PC games can have and the user experience that PC games can deliver to our gamers that we'll probably continue down this road. So on one hand we'll continue to maintain our existing titles on PCs and we'll continue to develop new PC titles too. In May, we're actually going to launch a game called [indiscernible] which has actually the license is a very unique and creative PC game. And also around the middle of the year we are going to create -- we are going to probably going to launch another PC game called [indiscernible]. And this is a competitive -- and it's made by the [indiscernible] standards. And William wanted to add that in addition to our self-developed games we actually run lots of very, very popular PC game from Blizzard such as Overwatch, World of Warcraft, StarCraft to name a few. So we'll probably have the richest collection of PC games in China. And so PC will continue to be an important part of our game strategy. Thank you. Next question, please.
Operator
下一个问题来自Jefferies的Thomas Chong。您的线路已接通。
Operator
We will take our next question from the line of Thomas Chong from Jefferies. Your line is open.
Thomas Chong
[外语] 感谢管理层回答我的问题。第一个问题是关于海外游戏运营。我们是否会考虑通过并购或内部开发来加快步伐?我的后续问题是关于监管。管理层能否分享对在线游戏直播和音乐领域监管环境的看法?谢谢。
Thomas Chong
[Foreign Language] Thanks management for taking my questions. And the first question is regarding overseas game operations. Will we consider accelerating the pace through the use of M&A or in-house development? And then my follow-up -- another question is about the regulations. Can management share about their thoughts regarding the regulatory environment in online games live streaming and music? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Margaret Shi
关于海外扩张,我们对自主研发和并购都感兴趣。在自主研发方面,我们有多种方式可以实现。例如,《哈利波特》就是利用了一个非常著名的英国IP,并通过我们内部的研发能力为全球市场开发游戏。在并购方面,是的,我们显然非常希望通过与全球不同合作伙伴的合作来取得更大的成功。实际上,我们一直在积极投资全球的优秀内容。谢谢。
Margaret Shi
In terms of the overseas expansion, we're interested in both and talked about these self-developing games and also through M&A. In terms of the self-development side, there's a number of things -- there's number of ways we can do it. For example, Harry Potter, this is leveraging the use of a very famous UK IP and using our own internal R&D to develop things for the global markets. On M&A side, yes, we are obviously very interested in achieving greater success through collaborations with different partners around the world. We've actually -- we've always been active in -- invested in good content globally. Thank you.
Charles Yang
关于您第二个问题询问游戏直播和音乐的监管环境。总的来说,我们看到这正成为越来越受欢迎的娱乐形式。电子竞技现已被纳入亚运会项目,甚至有传言称其可能具备入选奥运会的资格。这是年轻人的一种体育运动。因此游戏直播非常重要。网易CC直播依托我们自创游戏内容的独特优势,发展得相当健康和可持续。音乐显然正成为日益重要的娱乐内容,它不仅限于通过聆听来享受,正如William之前提到的,观看正成为更受欢迎和时尚的音乐娱乐形式。我们认为,一切都在以渐进的方式发展。但总体而言,监管环境也越来越鼓励创新,并迎合用户的偏好和行为。因此我们非常有信心,并有自己的计划在这些领域进行投资。
Charles Yang
And Thomas on your second question asking for the regulatory environment for game broadcasting and music. Well, in general we see that this is becoming more and more popular format of entertainment. So e-sports has been now qualified at the Asian Games and there are rumors that it can even potentially be eligible for Olympic Games. It is a kind of sports for the young people. So game live streaming is important. NetEase CC live streaming is building on our unique edge of self-created game content and it is developed -- it's also been growing quite healthy and sustainably. Music obviously is becoming an increasingly important entertainment content and it is not only restricted to the enjoyment of our ears by listening, but just as William previously mentioned, watching is becoming even more popular and trendy format of enjoying music as a format of entertainment content. So, we think, everything takes on it's -- a progressive way of developing. But in general, the regulatory environment is also more and more encouraging for innovation and catering to the user preferences and behavior in general. So we are very confident and we have our own plans of investing ourselves into these areas.
Operator
下一个问题来自瑞士信贷的Kenneth Fong。
Operator
We will take our next question from the line of Kenneth Fong from Credit Suisse.
Kenneth Fong
[外语] 我将自行翻译。我想询问包括《暗黑破坏神》、《不朽》、《宝可梦》以及《哈利波特》在内的几个关键IP的发布节奏和大致时间安排?这些游戏是会分散在不同季度以避免竞争,还是准备就绪后立即发布?谢谢。
Kenneth Fong
[Foreign Language] I will translate myself. I want to ask about the pace and is there approximately timing of the launch of the few key IP including Diablo, Immortal, Pokémon as well as Harry Potter? Would that be like spread across different quarters to avoid competition, or we will just launch it right when they are ready? Thank you.
Charles Yang
谢谢Kenneth。关于我们的产品线,首先我们对2021年的阵容非常有信心和期待,包括刚才William和Junxiong介绍的几款令人兴奋的PC游戏。在移动端方面,正如大家所注意到的,《哈利波特》、《暗黑破坏神》、《不朽》和《宝可梦》现在都已获得版号批准。所有这些游戏都是为全球发布而开发的。既然我们已经获得了中国部分的批准,至于这些游戏发布的具体时间点,我们不会催促我们的制作人和工作室。如果我们确信这些高质量游戏是为长期运营而设计和开发的,那么我们不会过分担心是在这个月还是下个月发布。但总而言之,我认为既然已经获得版号批准,我们更有信心这些备受期待的游戏将在今年内推出给玩家社区,有些甚至可能早在今年上半年推出。
Charles Yang
Thank you, Kenneth. For our pipeline, first of all, we are very confident and excited about our lineups for 2021, including just now William and Junxiong just introduced a couple of exciting PC games. On the mobile side, as you have all noticed, Harry Porter, Diablo, Immortal and Pokémon now all have already received their license approvals. And all these games are developed with the intention for a global launch. So now that we have got the approval for the China part, as to the exact timing point of these game launches, we do not rush our producers and our studios. If we are confident that these high-quality games are developed and designed for a long-anticipated longevity, then we are not overly concerned about whether launching this game in this particular month or the next. But all in all, I think, we have more confidence, now given that the license approval has been obtained, that many of these highly anticipated games will be introduced to the gamer community within this year, some might be potentially as early as the first half of this year.
Kenneth Fong
非常感谢。
Kenneth Fong
Thank you, very much.
Operator
由于时间限制,今天的问答环节到此结束。现在我将会议交还给Margaret Shi,进行任何补充或结束发言。
Operator
Due to time constraint, that concludes today's questions-and-answer session. At this time, I will turn the conference back to Margaret Shi, for any additional or closing remarks.
Margaret Shi
再次感谢大家今天参与。如果您有任何进一步的问题,请随时直接联系我们或TPG投资者关系部。祝您有美好的一天。谢谢。
Margaret Shi
Thank you, once again for joining us today. If you have any further questions, please feel free to contact us directly or TPG Investor Relations. Have a great day. Thank you.
Charles Yang
谢谢大家。
Charles Yang
Thank you everyone.
Operator
今天的电话会议到此结束。感谢各位的参与。
Operator
That concludes today's conference. Thank you everyone for your participation.