Operator
各位好,欢迎参加网易2022年第一季度财报电话会议。今天的会议正在录音中。现在,我将会议转交给网易投资者关系总监Margaret Shi女士。请开始,女士。
Operator
Good day, and welcome to the NetEase First Quarter 2022 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,今天的讨论将包含与公司未来业绩相关的前瞻性陈述,这些陈述旨在符合美国《私人证券诉讼改革法案》确立的安全港条款。此类陈述并非对未来业绩的保证,并受制于某些风险、不确定性、假设和其他因素。其中一些风险超出公司控制范围,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。关于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,以及香港证券交易所网站上的公告和文件。除非法律要求,公司不承担更新此前瞻性信息的义务。在今天的电话会议中,管理层还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2022年第一季度财报新闻稿。提醒一下,本次会议正在录音中。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;首席财务官杨昭烜先生以及其他高级管理层成员。我现在将电话转交给杨昭烜,他将代表丁磊宣读准备好的讲话。
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 in this discussion. A general discussion of the risk factors that could affect NetEase 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 and filings on the website of Hong Kong Stock Exchange. The company does not undertake any obligation to update this forward-looking information, except as required by law. During today’s call, management will also discuss certain non-GAAP financial measures for comparison purposes only. For a definition of non-GAAP financial measures as a reconciliation of GAAP to non-GAAP financial results, please see the 2022 first quarter 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, Chief Executive Officer; and Mr. Charles Yang, Chief Financial Officer and other members of the senior management. 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 RMB. We kicked off 2022 with a solid quarter, advancing each of our business lines, with total revenues coming in at RMB23.6 billion, up nearly 15% year-over-year and our net operating profit increased 29% year-over-year to RMB5.5 billion. Online games revenues were RMB17.3 billion, growing by 15% year-over-year. Our flagship titles continue to impress with their remarkable longevity and strength. In the first quarter, revenue from Fantasy Westward Journey Online and new Westwood Journey Online II continued to grow steadily, demonstrating NetEase's competence in operating franchise IPs over an impressive duration and longevity of about 20 years. With immersive festive activities and engaging new expansion packs during the Chinese New Year period, we are thrilled that these epic games remain as attractive and appealing to the players as ever. We are actively growing many other long-lasting franchises in addition to these legacy titles, keeping our content fresh with years of perseverance and dedicated craftsmanship. Take LifeAfter as an example, our open world doomsday survival game, first introduced in 2018 continues to lead its category with its distinctive survival game play, since its operation of more than three years ago, we've been frequently rolling out big updates for LifeAfter on almost quarterly basis, refreshing players' appetite with numerous content updates. In the first quarter, the Spring Festival version of LifeAfter brought the game to the forefront once again on China's iOS top grossing chart. In terms of newly launched titles, nearly one year since its launch, NARAKA: Bladepoint maintains strong engagement levels with fast-paced content updates, including new gameplay, heroes and weapons. Adding to our regular update schedule, we are prepping for a significant update, including the first new map to bring new excitement to the whole player community in the second half of this year, featuring unchained melee combat, Naraka: Bladepoint was a huge breakthrough for us in eSports and has become one of the most popular games on live streaming platforms in China. To round out the games ecosystem, we established a multi-tiered tournament system consisting of scrimmages, regional tournaments and a world championship catering to different player groups including the general public, as well as professional teams across different regions. In January, we concluded the first world championship tournament, the game's highest level of competition, which attracted considerable attention from eSports fans worldwide and brought global players in exciting visual feast. We are also seeing growing momentum with Infinite Lagrange, similar to our original SLG game, Invincible, this next-generation SLG title has begun to show healthy sustainable growth trend in the first quarter. As the game advances, we are steadily gaining more confidence in our ability to extend the success of SLG games to an even broader demographic. In April, we launched Dead by Daylight Mobile in Asia, co-developed with Behavior and published by us, Dead by Daylight Mobile is the mobile version of the famous asymmetrical battle arena game, bringing players unrivaled asymmetrical competitive experiences on mobile platforms. Soon after its debut, Dead by Daylight Mobile tops the iOS download chart in both Japan and Thailand with very strong user engagement. In the second half of the year, we plan to bring to the world more exciting titles, which we hope to thrill our growing global community. In particular, we are extremely excited to have Diablo Immortal slated for release on the 2nd of June in most global markets. And last Friday, at our Annual Game Day event, we announced that the China launch of Diablo Immortal is now confirmed for June 23rd, as one of the gamer communities most anticipated titles this year, Diablo Immortal marks one of the most ambitious game relief in the Diablo franchise's 25-year history, and will bring fans and new players an uncompromised AAA gaming experience. Pre-registration has been exceptional, with more than 35 million people preparing for the battles to come worldwide, including 15 million in China and counting. Diablo Immortal supports both cross-play and cross progression, allowing global players to join the fight with each other regardless of platform, while being able to seamlessly transition between mobile and PC gameplay. We consider the debut of Diablo Immortal a huge opportunity to show the world, particularly western gamer community about NetEase's strong R&D capability. We take a very global view of our online game business and Diablo Immortal truly embodies the sort of worldwide appeal that we hope to possess. Next in the pipeline, we will be introducing Naraka: Bladepoint on console. The development is well on track, and we are definitely excited about its prospects and to welcome console players to our global Naraka: Bladepoint community. Equally exciting is our planned global market launch of Harry Potter: Magic Awakened, which captivated the Chinese market since last September. While we are putting great effort into the global vision, we are also simultaneously working intensively to update the game in China, regularly rolling out new cards, costumes and gameplay to add even more fun. Our rich pipeline goes far beyond these titles, and we continue to initiate new projects on schedule. As usual, we held our 2022 annual game product launch event last Friday on May 20, revealing the latest information about other exciting titles in the pipeline, including the mobile versions of Justice and Naraka: Bladepoint, Eggy Party, a casual game, Raw of War, Vive le Football and Mission Zero. We encourage you to read through our press release about this event or watch last Friday's event replay to get more comprehensive information. In 2022, we have made more solid progress in globalization. We have always been relentless in our drive to invest in and empower our people and we are incredibly excited to have more global talents joining us. After years of strategic planning, we now have a number of first-party overseas studios across Japan and North America, each of them being led by top industry veterans who are using their creativity to forge their best titles on NetEase's platform. For example, our three Japanese studios aim to bring -- aim to build great console games for both the Japanese and global audience. Earlier this month, we also launched our first US studio, Jackalope Games led by industry veterans, Jack Emmert, who has decades of experience in MMO game development. Our idea is to persistently unleash talent potential by enabling them to focus on core mechanics and storylines with creative autonomy, while offering them solid technical support in areas such as coating and art design. Going forward, we hope the world will see more of NetEase relevance on AAA releases in the global market, either through self-development, investment or publishing. Now turning to our education business. NetEase Youdao achieved a solid and sustainable performance in the first quarter after disposing of its academic after-school tutoring businesses. With total net revenues of RMB 1.2 billion and gross margin of 53.1%. Smart learning devices remain the key driver of Youdao's future growth. In the first quarter, Youdao continued to extend its technology offering by launching improved content, features and new products. Net revenues from Youdao smart devices segment reached RMB 253 million, representing an increase of 25% year-over-year. Through partnership with education practices in 11 additional regions, we have added original songs to the Youdao listening part based on various versions of the English learning textbooks. In early April, we introduced a new product named Youdao smart light, Youdao [indiscernible], which integrates AI learning features into a desk lamp. Powered by our robust AI algorithms, it allows users to schedule a plan before they study, look up meanings and translations of words and sentences in Chinese and English during their study time, adding spec and review their homework after they finished studies. By clicking the screen to conduct research, the device helps students develop more independent learning habits and significantly improve their learning efficiency while protecting their eyes. Looking towards growth opportunities in the STEM Education sector, we have worked hard to optimize the functions and user experience for different courses. As a result, for example, gross billings from Youdao chess class increased over 170% quarter-over-quarter. In addition to content upgrades, we have also built a learning community on the Youdao board game academy app. On this platform, students of Go, Chess and Chinese chess courses can interact and compete with AI or their peers of similar levels in a fun and engaging way. To complete the cycle of learning, testing and grading, Youdao has apprised to become an official online testing and certification site for various broad game associations in China to make the skill certification process easier for our students. Looking ahead to the remainder of 2022, Youdao will remain focused on upgrading its diversified portfolio of products and services, and we have confidence in its future development powered by its sophisticated R&D capabilities and persistent drive to empower education with our technology. With NetEase Cloud Music, we maintained steady momentum in the first quarter. MAU for our online services were RMB 182 million, largely stable both year-over-year and quarter-over-quarter. We also continue to improve our monetization capabilities, growing our net revenues by 39% year-over-year to RMB 2.1 billion, driven by healthy membership growth and robust Social and payment services. Our membership paying ratio reached 20% compared with 13% in the same period last year. We made enhancements to our content and introduced more product feature innovations to improve the user experience, which helps us drive paying user growth. Additionally, gross margins more than doubled quarter-over-quarter in the first quarter, reaching over 12% as we continue to optimize our content cost structure. On the new features front, we introduced our innovative Harry Potter Magic Radio, a joint collaboration with NetEase Games team, which allows users and gamers to enjoy Harry Potter-themed podcast content within the game. While we continue to add unique products and capabilities that help redefine our community's music experience, we are also improving our brand awareness and influence with content-oriented and event-driven campaigns. We offer a full spectrum of varied content as the demands of our useful user base are increasingly diverse and personalized. By the end of March 2022, our content library consists of more than 90 million music tracks, including music from established labels as well as independent artists. We are attracting independent music talent at a notable rate and by the end of the first quarter, we have more than 450,000 registered independent artists on our platform. To help independent artists create and promote their music as well as realize commercial value, we continue to nurture music talent with invaluable tools such as support programs, traffic referrals, fan interactions, and multiple monetization methods. Moving on to Yanxuan. April marked its sixth year anniversary. Over the course of the last six years, we have built Yanxuan into an exciting private label consumer lifestyle brand. We have established a strong supply chain system and can accurately profile user preferences with our leading algorithms. Through diversified channels, Yanxuan has launched a number of popular products such as cat food, bathroom fragrance, and ergonomic chairs. As we move ahead, Yanxuan will continue to focus on pets, home cleaning, bedding, and other categories that we excel in, while we continue to launch our regional design products and bring consumers products that facilitate more children pleasant lifestyle. Above all else, NetEase is always a content company with deep rooted internet DNA. Our ability to innovate, create, and leverage our proprietary technology forms a cohesive layer across our different business lines, whether it be games, education, or music within each of these areas of robust content, we are steadfast in our mission. Dedicated to improve our content competitiveness, we will continue to invest and innovate to provide users with excellent products and services through fun, technology, and surprises. At the forefront of each of our business lines is our commitment to social responsibility and charitable endeavors. With the recent pandemic cases in China, each of our businesses have utilized their resources to help the community we are serving. In March, NetEase Group distributed one million copies of anti-pandemic gift packages to cater to people's entertainment, work and consumption needs. More recently, leveraging the advantage of our supply chain, Yanxuan mobilized 50 pounds of fresh vegetables from our fresh food suppliers for people in COVID affected Shanghai areas. Additionally, leveraging the power of music as an inspiring and uniting cause, we distributed another five million Cloud Music’s annual memberships for free to the people in Shanghai and dealing province, with the goal of using music to comfort and inspire those impacted by the pandemic. This concludes William's comments. I will now provide a brief review of our 2022 first 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 further details. Total net revenues for the first quarter were RMB23.6 billion, or US$3.7 billion, representing a 15% increase year-over-year. Net revenues from online game services were RMB17.3 billion, up 15% year-over-year. The additional growth was primarily due to the increased revenue contribution from the launch of new games such as Naraka: Bladepoint and Harry Potter: Magic Awakened. Net revenues from our mobile games accounted for approximately 67% of total games revenue. Youdao's net revenues were RMB1.2 billion, compared with RMB1.3 billion last year same quarter. Youdao discontinued its after-school tutoring services for academic subjects under China's compulsory education system, K-9 since the fourth quarter of last year per regulatory requirement. If we exclude discontinued business, Q1's apple-to-apple revenue stayed relatively stable compared with last year. On the other hand, the smart devices business maintained steady growth trajectory, with net revenues up 25% year-over-year. Net revenues from Cloud Music were RMB2.1 billion, up 39% year-over-year. The increase was primarily due to increased revenues from membership subscription and social entertainment services. Net revenues for innovative businesses and others were RMB3 billion, up nearly 12% year-over-year due to business development and seasonality impact of various lines. Our total gross profit margin was 54.5% in the first quarter, up slightly compared with 53.9% in the first quarter of last year. GP margin for our online game services remained stable at 65.1%. As a reminder, this number is generally stable with some narrow fluctuations based on the revenue mix of mobile and PC titles, as well as self-developed and licensed games. GP margin for Youdao was 53.1% compared with 57.3% in the same period of the last year. The decline was mainly due to the lower revenue proportion from Youdao's learning services which carry a relatively higher margin. GP margin for Cloud Music excel in this quarter, climbing to 12.2% versus 4.1% in the preceding quarter and a negative margin of 3.1% in the same period last year. The significant margin improvement primarily resulted from strong top line growth, as well as improved content cost control. Additionally, this marks our fourth consecutive quarter of positive growth GP margin for Cloud Music. Gross profit margin for innovative businesses and others was 23.3%, flattish compared with 24.1% in the first quarter of last year. Total operating expenses for the first quarter were RMB7.3 billion or 31% of our total net revenues. If you look at our costs in more detail, our selling and marketing expenses as a percentage of net revenues were 12% compared with 13% last year. The change was mainly due to less marketing spending related to Youdao. If we exclude Youdao, our selling and marketing expenses as a percentage of net revenue were 11% compared with 10% last year, mainly due to increased spending on certain games' promotions in the first quarter. Our R&D expenses were RMB3.4 billion or 14% as a percentage of net revenues. We remain committed to investing in content creation and product development, which is core to our revenue growth. Other income was RMB28 million for the first quarter. The quarter-over-quarter and year-over-year decrease resulted from the fact that we had certain publicly traded securities in our current investments and the prices of such securities declined meaningfully in the first quarter. We are required under US GAAP to reflect for these fair value changes. The effective tax rate was 22% for the first quarter. As a reminder, the effective tax rate is presented on an accrual basis and the tax rate differ from each of our entities depending on the applicable policies and our operational results. Our non-GAAP net income attributable to our shareholders for the first quarter of 2022 totaled RMB5.1 billion or US$807 million. Non-GAAP basic earnings per ADS was US$1.23 or $0.25 per share. Our cash position remains strong. As of the quarter end, our total cash, cash equivalents, current and non-current time deposits and short-term investment balance totaled RMB107 billion compared with RMB103 billion as of the year-end of last year. In accordance with our latest revised dividend policy, our Board of Directors have approved a dividend of US$0.0644 per share or US$0.322 per ADS. Lastly, under our share repurchase program, approximately 20.1 million ADS have been repurchased as of the first quarter end for a total cost of approximately US$ 1.9 billion. Thank you for your attention. We would like now to open the call to your questions. Operator, please go ahead to the Q&A.
Operator
好的。谢谢。[操作员指示] 我们将接听来自花旗集团Alicia Yap的第一个问题。
Operator
Okay. Thank you. [Operator Instructions] We will take our first question from the line of Alicia Yap from Citigroup.
Alicia Yap
你好。嗨。是的。谢谢。能听到我说话吗?好的。
Alicia Yap
Hello. Hi. Yes. Thank you. Can you hear me? Okay.
Charles Yang
嗨,Alicia。是的,Alicia。
Charles Yang
Hi, Alicia. Yes, Alicia.
Alicia Yap
是的。嗨。谢谢。是的。[外语] 我的问题是关于你们的海外工作室。鉴于你们最近在美国和日本设立了海外工作室,能否与我们分享一些关于招聘计划、游戏开发计划的信息,以及你们如何看待海外人才和未来游戏增长及增长前景?谢谢。
Alicia Yap
Yes. Hi. Thank you. Yes. [Foreign Language] My question is on your overseas studio. So given your recent establishment of the overseas studio in the US and Japan, could you share some color with us regarding your hiring plans, your games development plans and also how you are viewing the overseas talent and future games growth and growth outlook? Thank you.
William Ding
[外语] 好的。谢谢。我们——海外市场和海外市场发展对我们至关重要。目前,我们约80%的研发资源在中国,约10%至20%在海外市场。展望未来,我们希望看到40%至60%的分摊比例,即40%的研发资源在海外市场。我们正在非常勤奋和积极地与海外开发团队合作,共同开发一些游戏内容。内部我们有一个计划——我们有一个明确的目标,关于如何实现海外市场和中国市场之间的收入分摊。希望中国市场与海外市场都能在我们的收入中占据重要份额。谢谢。
William Ding
[Foreign Language] Okay. Thank you. So we -- the overseas market and the overseas market development is of utter importance to us. So right now, about 80% of our R&D resources is in China and some something between 10% to 20% is in overseas market. And going forward, we think that we want to probably see a 40% to 60% split, having 40% of the R&D resources in overseas markets. We are working very diligently and actively with overseas development teams to codevelop some games content. Internally, we have a plan -- we have a clear goal of how we want to achieve the revenue split between overseas market and the China market. And then hopefully, both the China market and overseas markets will account for a meaningful portion of our revenue. Thank you.
Alicia Yap
谢谢。
Alicia Yap
Thank you.
Operator
好的。我们将接听来自中金公司Yan Bai的下一个问题。您的线路已接通,请继续。
Operator
Okay. We will take our next question from the line of Yan Bai from CICC. Your line is open, please go ahead.
Unidentified Analyst
[外语] 谢谢接受我的提问。[技术困难]
Unidentified Analyst
[Foreign Language] Thanks for taking my question. [Technical Difficulty]
Operator
您是否在使用免提电话?因为您的线路有断断续续的情况。
Operator
Are you on speaker phone because your line is breaking?
Unidentified Analyst
你好,现在能听到我说话吗?
Unidentified Analyst
Hello, can you hear me now?
Margaret Shi
[外语] 那么,他的第一个问题是关于海外游戏市场的影响,这将如何影响我们游戏业务的盈利能力?第二个问题是,除了日本市场,我们还在考虑在哪些其他地区自行发行游戏?
Margaret Shi
[Foreign Language] So, his first question is about the impact of overseas games market, how that would affect our profitability for games business? And the second question was in terms of -- in addition to Japanese market, where other regions we're thinking of publishing ourselves?
William Ding
好的。为了方便起见,我将直接用英语回答这些问题。当我们考虑海外游戏贡献增加时,显然我们正处于一个增长阶段。但随着我们在不同地区推出更多样化的游戏,正如我在前几个季度提到的,在稳定状态下,国内游戏和海外游戏的利润率状况不应有太大差异。相反,它更多地与总流水相关。因此,我们对未来三到五年非常有信心,随着我们继续扩大在海外市场的规模和影响力,当我们拥有多个普遍吸引用户的爆款游戏时,这些游戏将展现出非常非常强劲且与我们在中国一些非常持久的经典游戏所经历的相似的利润率状况。现在,关于您的第二个问题,关于我们的发行能力。您可能已经注意到,网易在主要市场(如日本)以及某些游戏甚至在西方市场,都非常坚定地致力于学习和掌控我们自己的发行能力。这是我们必须逐步建立和学习的东西,以成为一家真正的全球游戏公司。您可能已经注意到,我们已成功在日本自行发行了《荒野行动》、《第五人格》等游戏,我们将在日本发行《哈利波特:魔法觉醒》,我们正在全球发行《指环王》。我认为,展望未来,随着更多内容合作伙伴、更多IP合作伙伴以及更多自主研发或合作开发的游戏,我们的全球发行能力,特别是在主要市场,将进一步加强。接线员,请下一个问题。
William Ding
Okay. So, for convenience, I will answer these questions directly in English. When we think of our overseas games increased contribution, obviously, we are in a ramp-up phase. But as we grow more diversified titles across different geographies, like I mentioned in previous quarters, the margin profile shouldn't be very different between domestic game and overseas game in a steady state. But rather, it is more correlated to the gross billing. So, we are very confident in the next three to five years' time as we continue to expand the scale and presence in the overseas market when we have multiple hit titles that universally are appealing to the users, those games are going to demonstrate very, very strong and similar margin profiles as what we have been experiencing with some of our very long lasting legacy titles here in China. Now, your second question regarding our publishing capability. As you may have noticed that NetEase remains very determined in major markets such as Japan and for some titles, even in the West market, we strive to learn and control our own publishing capability. That is something we have to gradually build up and learn as we become a truly global game company, you may have noticed that we've successfully self-published games like Knives Out, Identity V in Japan, we are going to publish Harry Potter: Magic Awakened in Japan, we are globally publishing Lord of the Rings. I think, going forward, with more content partners, with more IP partners and with more self-developed or co-developed titles, our global publishing capability, particularly in major markets will be further strengthened. Operator, next question, please.
Operator
好的。我们将接听来自野村证券Jialong Shi的下一个问题。您的线路已接通。请讲。
Operator
Okay. We will take our next question from the line of Jialong Shi from Nomura. Your line is open. Please go ahead.
Jialong Shi
[外语] 感谢您回答我的问题。[外语] 尽管第一季度没有推出任何新游戏,但您的游戏递延收入环比增长了1%。您能否说明一下,是什么因素促成了游戏递延收入的这种复苏?我只是想知道这种复苏是否与封锁有关?
Jialong Shi
[Foreign Language] Thanks for taking my question. [Foreign Language] Your game deferred revenue rose by 1% sequentially in 1Q, even though you did not launch any new titles in the first quarter. Could you give us some color what were the factors that have contributed to this recovery in your deferred game revenue? I just wonder if this recovery has anything -- had anything to do with the lockdown?
William Ding
谢谢,Jialong。我将直接用英语回答这个财务问题。顺便说一下,我们将递延收入重新表述为合同负债,只是为了在会计准则下更加精确和准确。是的,正如您可能注意到的,如果不包括有道业务,我们的游戏合同负债略有增加。这主要归因于我们第一季度PC游戏的强劲增长和表现。您可能知道,春节期间通常是PC游戏的季节性高峰,而《梦幻西游》在运营近二十年后,在第一季度创下了季度总流水和季度收入的新纪录。《魔兽世界》在第一季度也表现相当强劲,为我们第一季度记录的强劲游戏合同负债做出了贡献。这是主要原因。接线员,请下一个问题。
William Ding
Thank you, Jialong. I'll answer this financial question directly in English. So by the way, we rephrased deferred revenue into contract liabilities just to be more precise and accurate under the accounting literature. So, yes, as you may have noticed, our contract liabilities increased slightly for games, if you exclude Youdao from that. It's largely attributable to our strong Q1 growth, Q1 performance of PC games. As you may know, Chinese New Year period is typically a seasonality peak for PC games and Fantasy Westward Journey, by the way, after almost two decades of operation have recorded a new record high quarterly gross billing and quarterly revenue in the first quarter. World of Warcraft also performed fairly strong in the first quarter, contributing to our strong game contract liabilities that's been recorded in the first quarter. That's the main reason. Operator, next question, please.
Operator
好的。谢谢。我们将接听来自瑞银Felix Liu的下一个问题。您的线路已接通。请提问。
Operator
Okay. Thank you. We will take our next question from the line from Felix Liu from UBS. Your line is open. Please go ahead.
Felix Liu
谢谢。[外语]感谢管理层回答我的问题。让我自己翻译一下。我的第一个问题是关于《暗黑破坏神:不朽》。首先,祝贺游戏上线。能否分享对该游戏收入或用户指标的预期?网易将在哪些海外市场负责发行?对于游戏上线后与微软和动视暴雪的长期合作有何看法或补充信息?我的第二个问题是关于严选的,更具体地说,COVID-19对严选业务在第二季度的影响以及潜在的转折点?谢谢。
Felix Liu
Thank you. [Foreign Language] Thank you management for taking my questions. Let me translate myself. My first question is on Diablo Immortal. First, congratulations on the launch. Could you share any expectations on revenue or user metrics for this game? And which overseas markets will NetEase be responsible for distribution? And any thoughts or color on the long-term collaboration with Microsoft and Activision, Blizzard post the game launch? My second question is on Yanxuan, more specifically about the COV19 impact to the Yanxuan business in the second quarter and potential turning point? Thank you.
William Ding
好的。谢谢,Felix。我将直接用英语回答您的问题。首先,关于《暗黑破坏神:不朽》,根据合作协议,我们是共同开发商。因此我们从其全球收入中获得共同开发商的份额。在发行方面,网易负责游戏在中国大陆的发行,而暴雪负责世界其他地区的发行。您可能已经注意到,我们与微软也有着非常密切的合作伙伴关系——业务合作关系,因为我们多年来一直是《我的世界》的独家合作伙伴。随着微软宣布收购动视暴雪,我们非常期待网易与更广泛的微软生态系统之间未来加强合作,因为我们是优质内容提供商。他们显然拥有非常优秀的第一方工作室以及Xbox发行平台。因此,未来我们可以在多个领域探索潜在的合作机会。关于您对严选的第二个问题,我们将请严选CEO[听不清]来回答您的问题。
William Ding
Okay. Thank you, Felix. I'll answer your question directly in English. So first of all, Diablo Immortal, while under the partnership agreement, we are a co-developer. So we got a co-developer share of pie from its global revenue. In terms of publishing, NetEase is responsible for the games publishing in Mainland China, whereby Blizzard is responsible for its publishing rest of the world. You may have noticed that we also have very close partnership -- business partnership with Microsoft because we've been the exclusive partner for Minecraft for multiple years. With the announced acquisition of Activision, Blizzard by Microsoft, we are very, very looking forward to a future strengthened partnership between NetEase and the broad Microsoft franchise, because we are a premium content provider. They obviously have very, very excellent first-party studios as well as Xbox distribution platform. So there are multiple areas that we can explore potential partnership down the road. To your second question on Yanxuan, we will have Yanxuan's CEO, [indiscernible] to answer your question.
Unidentified Company Representative
[外语] 所以这涉及到某些区域的交易。我们认为我们的履约和物流系统确实受到疫情的一定影响。自3月底以来,履约时间比之前长了很多。但好消息是,自5月以来,我们看到了更有意义的改善和进展。我们认为这种进展仍在持续。谢谢。
Unidentified Company Representative
[Foreign Language] So it's trading certain regions. And so we do think that our fulfillment and the logistics system has impacted somewhat by the pandemic. And since the end of March, the fulfillment time has been a lot longer than before. But the good news is that, since May, we've seen a much more meaningful improvement and progress. And we think that progress is still ongoing. Thank you.
Charles Yang
接线员,请下一个问题。
Charles Yang
Operator, next question please.
Operator
下一个问题来自高盛的林肯·孔。您的线路已接通,请提问。
Operator
We will take our next question from the line of Lincoln Kong from Goldman Sachs. Your line is open. Please, go ahead.
Lincoln Kong
你好。[外语] 谢谢接受我的提问。问题是关于海外游戏市场以及我们国际游戏的货币化策略。正如我们提到的,《DBT Mobile》在日本有很强的用户参与度,但收入相对较小。我们认为这些国际游戏的货币化措施在其产品生命周期内是均匀分布的。如果是这样,我们应该如何看待下半年那些备受瞩目的国际游戏,尤其是在日本市场?与此相关的是,我们如何看待今年日本移动游戏市场的前景?特别是年初至今的收入似乎比预期稍弱?谢谢。
Lincoln Kong
Hi. [Foreign Language] So thanks for taking my question. The question is about the overseas game market and our monetization strategy for international games. As we noted, strong engagement of DBT Mobile in Japan, but relatively small grossing. So we think that those international games monetization measure is evenly distributed within their product life cycle. If so, how should we think about those future high-profile international titles in the second half, especially higher, broader Japan? And related to that, how do we view the outlook for the Japanese mobile game market this year, especially year-to-date grossing seems to be a little weaker than expected? Thank you.
William Ding
[外语] 是的,海外市场确实与中国市场完全不同。在中国,大部分游戏收入来自移动游戏,而在海外,我们有主机游戏、PC游戏和移动游戏。所以游戏类型不同,摊销模式也非常不同,而且不同国家的摊销方式也不同。但所有这些都不应该对网易构成重大挑战。我们在游戏研发方面有数十年的经验,所以我们应该能很快找到满足不同国家、不同类型设备上用户和玩家的方法。谢谢。请下一个问题。
William Ding
[Foreign Language] Yes, it's true that overseas markets are completely different from the China market. In China, majority of the revenue -- games revenue comes from mobile games, whereas for overseas, we have console, we have PC and we have mobile. So, it's a different type of games, there's very different amortization pattern and for different countries, amortization is different as well. But all of that, it shouldn't be a big challenge for NetEase. We have decades of experience in gaming R&D, so we should quickly find a way to satisfy users and players in different countries, on different types of devices. Thank you. Next question please.
Operator
好的。下一个问题来自海通国际的吴娜塔莉。您的线路已接通,请提问。
Operator
Okay. We will take our next question from the line of Natalie Wu from Haitong International. Your line is open, please go ahead.
Natalie Wu
[外语] 感谢管理层接受我的提问,并祝贺本季度表现非常强劲。我的问题是关于疫情对我们游戏业务的影响。想请问,您能否评论海外市场疫情放开对我们游戏业务的影响?因为一些同行提到由于这个原因出现了疲软。想了解您是否也经历了类似情况。同时,在国内市场,您是否看到在封控期间玩家在游戏上的时间和消费有所增加?谢谢。
Natalie Wu
[Foreign Language] Thanks management for taking my question and congratulations for a very strong quarter. My question is regarding the pandemic impact on our game business. Just wondering, can you comment on the impact of pandemic opening up in overseas markets on your games business? Because some of your peers noted that the weakness coming due to that fact. Just wondering if you also experienced that kind of -- the situation. And in the meanwhile, in terms of the domestic market, did you see increasing time and value spend on your games during the domestic lockdowns? Thank you.
Charles Yang
你好,Natalie,我是Charles。为了节省时间,让我直接用英语回答你的问题。新冠疫情已经持续了——已经超过两年了。坦率地说,我认为每个人都是这次疫情的受害者。游戏行业,或者更广泛地说,娱乐行业可能稍微幸运一些,我们受疫情的影响比许多其他行业要轻一些。目前——坦率地说,我们并没有观察到海外市场有任何疲软迹象,因为我们在那里还相当、相当新。在我们执行雄心勃勃的全球战略的早期阶段,随着我们继续推出更多游戏,我们对增长充满信心,特别是在今年下半年,届时我们许多令人兴奋、备受期待的游戏将向国际游戏观众揭晓。现在,谈到国内市场,过去一个季度,正如我所说,春节是PC游戏的强劲季节性时期,但我们并没有看到移动游戏有任何有意义的所谓增强ARPU或时间支出。移动游戏相对而言,我会说,保持稳定。所以你并没有看到明显的季节性高低起伏或由封锁引起的一次性影响。我认为我们的游戏开发理念相当一致且直接。有很多宏观情况是任何人都无法控制的。我们能做的是尝试观察用户体验偏好的变化,并通过创新、新鲜玩法等勤奋且定期推出内容更新来满足他们不断变化的偏好。我认为这是我们过去二十年来一直采用和运营的公开秘密。从PC屏幕到移动屏幕,无论是经济好还是经济差,我认为如果从新冠疫情或我们过去二十年的经验中学到了什么,那就是只要坚持以用户为中心、以内容为中心,我们就不会偏离轨道太远。主持人?也许我们还有时间回答最后一个问题。
Charles Yang
Hi Natalie, it's Charles. In the interest of time, let me answer your question directly in English. So, the COVID situation has been lasting since -- it's been more than two years. Frankly speaking, I think everyone is a victim of this COVID situation. Game industry or broadly speaking, entertainment industry is probably a little bit more fortunate that we are less severely impacted by the COVID than many of the other businesses. When -- frankly speaking, we do not observe any weakness from our overseas market right now because we are fairly, fairly new. And in our early stage of executing our ambitious global strategy, as we continue to launch more games, we feel pretty confident about our growth, particularly in the second half of this year when many of our exciting highly anticipated games will be unveiled to the international game audience. Now, speaking of the domestic market, for the past quarter, Chinese New Year period is, like I said, a strong seasonality for PC games, but we are not seeing really any meaningful so-called enhanced ARPU or timing spend on mobile. Mobile stayed relatively, I would say, stable. So you are not really seeing any highs and lows of obvious seasonality’s or one-off implications caused by the lockdown. I think our game development philosophy is fairly consistent and straightforward. We -- there's a lot of these macro situations that's beyond anyone's control. What we could do is that try to observe the shifting user experience preferences and try to cater to their shifting references by diligently and regularly rollout content update through innovation, through fresh gameplays, et cetera. I think that is kind of an open secret we've been adopting and operating for the last two decades. From PC screens to mobile screens, through good economies and bad economies, I think that's something -- if anything that we have learned from the COVID or from our past two decades of experience is that the main user-focused and content focused, then we won't go too round off the track. Operator? Maybe we have time for one last question.
Operator
好的。谢谢。我们将接听下一位来自Jefferies的Thomas Chong的提问。您的线路已接通。请开始提问。
Operator
Okay. Thank you. We will take our next question from the line of Thomas Chong from Jefferies. Your line is open. Please go ahead.
Thomas Chong
[外语] 感谢管理层回答我的问题。我想问一个关于网络游戏行业监管环境的问题,关于版号审批的恢复?我们是否应该预期未来会有任何新规定或可能发布的任何内容?在这方面,我们应该如何看待未来几年国内游戏行业的增长势头前景?谢谢。
Thomas Chong
[Foreign Language] Thanks management for taking my questions. May I ask a question about the regulatory environment for the online gaming sector to the resumption of the ban [ph] on approval? Should we expect any new regulations or anything that may be released in the future? And on that front, how should we think about the outlook for the domestic gaming sector in coming years in terms of the growth momentum? Thank you.
William Ding
[外语] 因此我们对中国的游戏市场增长相当乐观。这是年轻一代中非常受欢迎的娱乐形式。正如您所见,四月份已经有一批新的版号获批。我认为未来政策将继续支持那些对游戏玩家有益且具有教育意义的游戏内容。谢谢。
William Ding
[Foreign Language] So we're quite optimistic with the growth of the Chinese gaming market. It's a popular form of entertainment among the younger generation. So as you've seen, you see in April, there's been a batch of new license approval. And I think that going forward, the policy will remain that it supports game content that could be beneficial and educational to the gamers and game players. Thank you.
Margaret Shi
谢谢。非常感谢。我想,这将结束我们的电话会议。接线员?
Margaret Shi
Thank you. Thank you very much. I think that, that will end our call. Operator?
Operator
好的,谢谢。
Operator
Okay thank you.
Margaret Shi
再次感谢。好的。再次感谢大家今天参加我们的会议。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. Okay. 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.
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 participations.