Operator
各位好,欢迎参加网易2024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Piacente Financial Communications总裁Brandi Piacente女士。请开始。
Operator
Good day, and welcome to the NetEase 2024 First Quarter Earnings Conference Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Brandi Piacente, President of Piacente Financial Communications. Please go ahead.
Brandi Piacente
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,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GAAP财务指标,仅用于比较目的。有关非GAAP财务指标的定义以及GAAP与非GAAP财务结果的调节表,请参阅今天早些时候发布的2024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团队成员包括首席执行官丁磊先生和企业发展副总裁庞先生。我现在将电话转交给庞先生,他将代表丁磊先生宣读准备好的讲话。
Brandi Piacente
Thank you, operator. Please note the discussion today will contain forward-looking statements relating to the future performance of the company and are intended to qualify for the safe harbor from liability as established by the U.S. 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 in announcements and filings on the website of the 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 and a reconciliation of GAAP to non-GAAP financial results, please see the 2024 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 the NetEase corporate website at ir.netease.com. Joining us today on the call from NetEase's senior management team are Mr. William Ding, Chief Executive Officer; and Mr. Bill Pang, Vice President of Corporate Development. I will now turn the call over to Bill, who will read the prepared remarks on behalf of William.
Bill Pang
翻译中...
Bill Pang
Thank you, Brandi, 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. 2024 is off to a solid start as we continue growing our NetEase's family of businesses. Our net revenue for the first quarter of 2024 rose to RMB 26.9 billion, accelerating year-over-year, led by our outstanding and increasingly diversified game portfolio, which we're actively extending to players around the world. Leveraging our long-standing advantage in MMORPGs, we continue to innovate new gameplay, foster creativity and explore emerging technologies to persistently expand the boundary of this genre. Our numerous established long-term game franchisees continued an overall high-level popularity with their loyal user base, demonstrating ongoing sustainability. We consistently infuse new innovative content and embrace appealing inherited culture into the games, crafting immersive world for players to engage in. Fantasy Westward Journey Mobile recently celebrated its anniversary at historic Daming Palace National Heritage Park, in Chang'an, the former Capital City of Tang Dynasty, the very setting of our game. As part of the celebration, we unveil thrilling new content and further enhanced popular Autocast gameplay, bringing players reached a variety of entertainment options. With the long-lasting affection from our gaming community, Fantasy Westward Journey Mobile achieved another record high quarterly revenue, 9 years upgrades launch. Meanwhile, we rolled out a new Sim update for Westward Journey Online to celebrate the year of Dragon, featuring the traditional Tongliang Dragon Dance as part of the New Year celebrations. Our ongoing commitment to refreshing these epic titles continues to captivate new players and retain our loyal following. In addition to our achievement in the traditional MMO landscape, we are continually breaking new ground with games we put out, innovating and elevating this genre. For example, Justice Mobile has become a nationwide sensation. The game has joined a wide spectrum of audiences, especially younger generation were new to MMO genre. Our innovative seasonal mechanism and balanced the game experiences like caters to different individual practices are the interest of the pillar of our success. Beyond innovation in game play and mechanics, we are committed to refining and perfecting the game. In the first quarter, Justice Mobile made a name for itself as the first MMO mobile game to implement both retreating and real-time global emulation on iPhone. The dedicated integration of this technology, included in our game update has provided players a more immersive experiences and taken the visuals to new highs. With its success in domestic market, we are preparing to introduce Justice Mobile to new regions and expand this high-quality Eastern Sim Venture games reach cross even broader audiences. In addition to our achievement in MMO this quarter, we continue to make breakthroughs in an extensive area of game genres, such as SLG, asymmetric battle arenas, party games and innovative Martial arts battle height titles. We have consistently introduced new gameplay elements into Infinite Borders, one of China's most popular SLGs. Entering its last year, Infinite Borders continue to capture the interest of younger players and achieved a 3-year revenue high in the first quarter. Meanwhile, Identity V, our iconic domestic asymmetric battle arena game, celebrated its 6th anniversary with record-breaking revenue in the first quarter, a record high DAU in May. This milestone highlights the game's driving ecosystem fueled by higher quality content, successful e-sport event and well-designed IP collaborations. NARAKA: BLADEPOINT has also advanced a robust player community and has been striving since we transitioned game to a free-to-play model. With the latest seasonal update, the game broke its online record on stream, attracting over 370,000 concurrent players. Following the success of the initial test in April, NARAKA: BLADEPOINT mobile was met with overwhelming player enthusiasm. An additional 10 million players engaged in 2 weeks, bringing the accumulated preregistration to over 25 million. As for Eggy Party, after nearly 2 years of operations, Eggy Party has become a household name in the party game genre in China. The game has achieved over 40 million DAUs, and we continue to enrich our content offering and strengthen our UGC ecosystem. In the first quarter, Eggy Party expanded its thematic diversity by recreating the Forbidden Cities [indiscernible] within antiparty wall with an area of captivating Asian dynasty characters and elements to choose from, players eagerly embrace this update. Eggy Party will bring business zootopia into the game, which we announced through our in-game fireworks show during the Chinese New Year. To further support creation and enrich our UGC ecosystem, we launched an app called Learn Programming with Eggy Party, offering players engaging in practical coding tutorial within Eggy Party, making it easier and more enjoyable to create in the game. In the addition to these key titles, the significant breakthrough we made last year in genres like racing and sports brought new attention to previously overlooked genres in China, turning our foray into these genres into blockbuster games. We owe this remarkable achievement to our team's incredible dedication and talent fueled by profound passion for their craft and parallel insights into their domains and an unwavering commitment to the long-term R&D process. They have been the driving force behind our success as we bring new games and genres to the forefront. The racing community in China has embraced Racing Master as we continue to provide players with engaging content, including brand new cars, racing tracks and gameplay experiences. Our seasonal update in April brought players even more challenges to conquer with the addition of the Red Bull Ring racing track, [indiscernible][inaudible 00:08:55] technically demanding talent and hosting of multiple historical world-level events. Racing Master strong performance on the IRS download and grossing chart further highlights its player popularity. In addition to domestic success, Racing Master also hit new record in other regions. Following the April seasonal update, Racing Master once again ranked #1 on the [indiscernible] grossing chart in Taiwan and rose #1 in Macau and #2 in Hong Kong. Dunk City Dynasty continued to dominate the [indiscernible] mobile market in China powered by its innovative design. The game properly translate complex possible maneuvers on to small screens and its casual competition mechanism allow flexibility and innovative game play. While introducing our renowned CBA players to the player rosters, we expanded clear option to include prominent basket players superstars like [indiscernible] and Jayson Tatum. In addition to continually enriching its content, we accretively introduced a PV game mode with a fabric season update and presented player with the chance to experience the journey of legit players evolving into superstars, level by level. We also extended this first reading basketball game to more communities. Upon its launch, Dunk City Dynasty in topped the iOS download chart in Taiwan, Hong Kong and Macau. It also ranked #1 in Taiwan and #2 in Hong Kong on the iOS grossing chart, following its local introduction in local markets in April. Expanding on our cross genre success, we continue to impress the market with new hit titles in 2024. Our female-oriented love simulation game, Shijie Zhi Wai, sort to the top of the download chart following its January release and reached #3 position on China iOS grossing chart following the release of highly anticipated new content update in March. With skillfully crafted narratives that both the emotional resonance and engaging content that captivate and through the devoted and new players, Shijie Zhi Wai has emerged as one of the highly popular game among growing female player community in China. Throughout our genre innovation journey, we have gathered invaluable insights and know-how, establishing a robust foundation to continue pushing boundaries and create games chaired by players from all walks of life, no matter what their background, preferences or interest. In addition to the launch player of NARAKA: BLADEPOINT Mobile we just mentioned, we are actively preparing for the July launch of our new open-world in action adventure RPG game, where wings meet, starting in domestic market as the first half. Integrating Chinese martial art with open war genre, this game pioneers more catering to both single player and multiplayer experiences. Aiming for AAA equality of quality, it is expected to illustrate top performance of Chinese martial art game to our audience. With the pending global launch, this title is geared to entertain a broader audience with games rich ecosystem. Furthermore, we are currently working on several additional exciting titles for global markets. We are particularly excited about the domestic ROC launch of Once Human in the third quarter. Once human is a multiplayer open world survival game set in the strands as post-apocalyptic future. Player can unite with friends to find monster enemies and cover secret plots, compete for resources and build their own territory. Additionally, we are gearing up to introduce Ashfall, for which last seen in the shooting MMORPG and Marvel Rivals, a Superhero team-based PVP shooting game to our player communities in the near future. As we continue to strengthen our R&D capabilities, we also place high value on partnerships with developers worldwide. Our overarching goal is to bring more gaming experiences to a broader audience, both domestically and internationally. During our annual May 20 event, we are thrilled to update our plan to publish in China, Raid: Shadow Legends, a widely popular western fantasy seen car game and one of the best-selling RPG games in the U.S. In addition, we are thrilled to bring Marvel Snap to the Chinese market, a highly acclaimed CCG game that won the best mobile game and began the world and best strategy game at IGN. Furthermore, we are pleased to announce a renewal agreement with Blizzard Entertainment in April to bring beloved title spec to China sequentially beginning this summer, along with a deeper relationship and a strategic partnership with Microsoft gaming based on the share desire to bring new gaming experiences to players across platforms and markets. From our MMORPG rules to our exploration of other genres, we continuously introduce new content for legacy titles and create new titles for our existing culture trends. Through our constantly evolving R&D capabilities and expanding external partnerships, you can count on plenty of exciting new content from NetEase in the near future. Turning to Youdao. In the first quarter, Youdao achieved a healthy development and growth as we strategically prioritized our digital content services, online marketing services and AI-driven subscription services, marking Youdao's first-ever consecutive quarter of positive net income. In our Learning Services segment, our digital content services experienced a strong year-over-year net revenue growth of 11%. We continue to enhance our learning system and advance the way we offer our content. Recent update to our intelligent learning platform by Youdao link should introduce a tiered learning program that tailors teaching approaches and schedules based on different learning processes. Our online marketing services continued on its robust schools track with record-breaking net revenue of over 120% growth year-over-year, reflecting a strong performance of real-time API and rapid expansion of comprehensive advertising services through domestic key opinion leader. Our investment and dedication to AI technology also brought rapid sales growth relied from our AI-driven subscription services across a range of applications. Notably, high-echo stand out as a representative example of AITC technology applied in the domestic education sector, and it was highlighted in the report published by third-party research form for industry-wide recognition. Regarding the Smart Device segment, we remain confident in mid-to-long-term outlook. Underpinned by our commitment to product innovation, our Youdao Dictionary Pen X6 pro launched this quarter, in the first quarter, garnered enthusiasm among consumers. Now, let's move to Cloud Music. During the first quarter, Cloud Music remained steady fast in prioritizing the core music business, including a reason comprehensive product upgrade to the NetEase's Cloud Music app aimed at cultivating a vibrant music-centric ecosystem and forcing a long-term thriving community, with revenue growth from subscription-based membership accelerated in the first quarter compared to the annuals rate of last year. This upward trend was largely attributed to an expanding subscriber base, marking a 2-year high in quarterly net ads, along with largely stable ARPU. Growth in subscription reflects the strength of our continually enhanced music-centric offering, where we have added expensive content, innovative features and broad membership privileges as well as strong program with external partners. To further our commitment to enriching our music libraries through both licensed music and original music, in the first quarter, we entered into agreement with several popular Chinese stores and expanded our music category in key genres like hip-hop and rock. Meanwhile, we are actively broadening our collection of foreign language music. Recently, we entered into a licensing agreement with leading South Korean labels, including JYP entertainment and Kakao Entertainment and expanded our portfolio with premium K-pop content. Beyond music content licensing, many of our in-house produced and promoted music works have been highly successful. In the first quarter, our sales and co-produced sales were featured across the country at various high-profile TV performance shows and Galas, including the CCTV Spring Festival Gala, [indiscernible] TV's Lantern Festival Gala and Beijing TV's New Year East Gala. With an increasingly enriched content ecosystem, we are focused on exploring and advancing our music-oriented monetization initiated. In addition to enhance the premium content offerings, innovations in product features, membership privileges and marketing activities are driving growth in subscriber and revenue. For instance, we entered into a co-branding initiative with a popular toy brand Farmer Ball, offering fashionable IP seen music players. The response from young users not only resulted in an increase in membership subscription and upgrade, but also opened up more monetization opportunities. We also introduced a new interpersonal feature called [ Basty space ], which has bolstered user interaction and social engagement, attracting new members and enhancing user activity levels and stickiness. Turning to Yanxuan. Since first quarter, we have continued to introduce popular products to consumers. Various product categories such as tape products, household cleaning products and office furniture achieved strong sales growth, securing leading positions in sales on several e-commerce platforms. Notably, the recent launch of an economic chair achieved extensive popularity among younger generations, ranking #1 of sales chart across major domestic e-commerce platforms. This success can be attributed to our dedication to Yanxuan's technology-driven product R&D since its inception. The AI technology we have incorporated into product iteration and function enhancement in recent years has improved our capabilities inconsistently delivering market-leading products. Moving forward, we remain committed to leveraging technology to offer consumer premium products. Lastly, we released our 2023 ESG report in late April, marking our fifth annual report. The report showcases our commitment, practice and progress in key ESC areas. Our business longevity make it more crucial to operate responsively and sustainably. We believe it is a gift to be able to give to our communities, especially when it relates to important social issues, such as education illiquidity, desire to recovery, workplace equality, diversity and green and low-carbon development. We are grateful to have a highly diverse and professional board that is increasingly engaged in these issues, including business ethics and cyber security. We're actively exploring ways to make our operation greener, including using more green energy and employing energy saving approaches. In 2023, our greenhouse gas emissions from operations decreased by 11% compared to 2022. We are committed to promoting diversity, equity and inclusion and have again been included in Bloomberg Gender-Equality Index in 2023. Our efforts are recognized by reputable ESG reading agencies globally, where we maintain an A rating from MSCI and remain a low rate company according to analytics latest evaluation. Moreover, we are proud to have been recognized by Forbes as one of the world's best employers for the sixth consecutive year and also by Time Magazine as one of the world's best companies. Across our NetEase family of businesses, we remain committed to innovation and moving the industry research forward. Crafting products and high-quality content that create value for our users and stakeholders will continue to guide us as we extend our global reach. That concludes William's comments. I will now provide a brief review of our 2024 first quarter financial results. Given the limited time on today's call, I'll be presenting some abbreviated financial highlights. We encourage you to read through our press release issued earlier today for further details. Total net revenue for the first quarter were RMB 26.9 billion or USD 3.7 billion, representing a 7.2% increase year-over-year. Total net revenue for our games and related BS were RMB 21.5 billion, up 7% year-over-year. The additional growth was primarily due to increased revenue contribution from newly launched games such as Justice Mobile and sustainably developed titles like Eggy Party. Net revenue from our mobile games accounted for approximately 79% of our total net revenue from online game operations. Youdao's net revenue were RMB 1.4 billion, a year-over-year increase of 19.7%, primarily due to increased revenue contribution from Youdao's online marketing services. NetEase Cloud Music net revenue were RMB 2 billion, a 3.6% increase compared to the same period last year, primarily due to the increased net revenue from membership subscriptions. Net revenue for innovative business and others were RMB 2 billion, up 6.1% year-over-year, mainly due to increased revenue contribution from Yanxuan and some other of our innovative businesses. Our total gross profit margin was 63.4% in the first quarter compared with 59.5% for the same period in 2023. Looking at our first quarter margin in more detail. Gross profit margin was 69.5% for our games and related BS compared with 66.7% in the same period last year. The increase was primarily due to a change of revenue contribution from different platforms and a higher proportion of net revenues contributed by NetEase's self-developed games. Our gross profit margin for Youdao was 49% compared with 51.7% in the same period last year. The decrease was primarily due to the higher revenue portion from its online marketing services with lower gross profit margin profile compared to its other products and services. Gross profit margin for Cloud Music reached 38% versus 22.4% in the same period last year. The margin improvement primarily resulted from the increased net revenue from membership subscriptions, continued cost optimization measures and the one-off adjustments of certain copyright costs. The adjustment of certain copyright costs mentioned above, increased the gross profit margin in the first quarter of 2024 by around 5 percentage points. For our innovative business and others, gross profit margin was 33.4% compared with 25.4% in the first quarter of 2023. The increase was primarily due to margin improvement in Yanxuan and several other businesses included in the segment. Total operating expenses for the first quarter were RMB 9.4 billion or 35% of our net revenue. Taking a closer look at our cost composition. Our selling and marketing expenses as a percentage of total revenue were 15% compared with 11.6% for the same period last year, mainly due to increased spending on gaming promotions during the quarter. Our R&D expenses as a percentage of total net revenue remained stable year-over-year at 15.5% in the first quarter compared with 15% for the same period last year. We remain committed to investing into cost and creation and product development. We also see leverage in our R&D investments long term. The effective tax rate was 16% for the first quarter. As a reminder, the effective tax rate is presented on the accrual basis depending on applicable policies and our operations. Our non-GAAP net income attributable to shareholders for the first quarter totaled RMB 8.5 billion or USD 1.2 billion, up 12.5% year-over-year. Non-GAAP basic earnings per ADS from continued operations for the quarter was USD 1.84 or USD 0.37 per share. Additionally, our cash position remained robust with net cash of approximately RMB 113.4 billion as of March 31, 2024, compared with RMB 110.9 billion at the end of 2023. In accordance with our dividend policy, we are pleased to report that our Board of Directors has approved a dividend of $ 0.99 per share or USD 0.495 per ADS. Lastly, under our current USD 5 billion share repurchase program, which started in mid-January last year, we have repurchased approximately 8.9 million ADSs at March 31, 2024, for a total cost of approximately USD 811 million. Thank you for your attention. We would like now to open the call for your questions. Operator, please.
Operator
[操作员说明] 第一个问题来自瑞银的Felix Liu。
Operator
[Operator Instructions] Your first question comes from Felix Liu with UBS.
Felix Liu
祝贺第一季度业绩表现良好。我的问题是关于备受期待的《NARAKA: BLADEPOINT》手游版。我们注意到这款游戏在4月完成了测试,能否分享测试的关键收获?以及您预计这款游戏何时正式上线?
Felix Liu
Congratulations on the good first quarter results. My question is on your highly anticipated NARAKA: BLADEPOINT mobile version. We noticed this game finished testing in April, then share the key takeaways from your testing? And when do you expect this game to lock?
Bill Pang
好的,我来帮忙翻译。首先,测试实际上反映了玩家群体的高度期待,我们能感受到玩家的热情。在测试过程中,我们验证了游戏中一些任务的[技术问题]。我们收集了足够的数据,以便进行下一轮的持续运营。总体而言,这次测试实际上提升了团队的信心水平,并为游戏上线前的[技术问题]提供了支持。关于上线时间窗口,目前预计在夏季[听不清]。
Bill Pang
Okay. I will help translate. First of all, the test actually reflect the high anticipation from players group, and we can feel the enthusiasm from players. And also during the testing process is actually validated for the [ Technical problem ] of some of the missions we put into the game. And we collect enough data for us to do next round continuous operation for the game. Overall, this time actually boosted the confidence level of the team and for [Technical problem] until the game is launched. And regarding the launching time window so far as to the summer [indiscernible].
Operator
下一个问题来自美国银行的Lei Zhang。
Operator
Your next question comes from Lei Zhang with Bank of America.
Lei Zhang
祝贺强劲的业绩表现。我的问题是关于你们新推出的游戏《Condor Heroes》[听不清],以及近期会有哪些升级计划?我们应该如何看待这款游戏和[听不清]?
Lei Zhang
Congrats on your strong results. My question regarding your newly launched game Condor Heroes [indiscernible] and any near-term upgrade we take and how should we look at the game and [indiscernible]?
Bill Pang
[听不清]的第一阶段结果未能完全满足我们的高期望。现在,随着新任负责人和核心团队的加入,我们正在积极进行修改工作,重点关注几个方面,比如趣味性,让游戏更好玩,例如社交因素以及我们的一些风格。我们正在全力进行各种修改。凭借我们在MMORPG类型游戏方面的经验和专业知识,我们相信能让游戏变得有趣。预计更新后的游戏将在暑假期间推出。
Bill Pang
The stage 1 result of [indiscernible] was not very satisfying to our big expectation. Now, with the new person in charge and the core team, we are doing actively doing the modification work, focusing on a couple of aspects like the fun factor, making the game fun to play as the, for example, the social factor as well as some of our style. We're doing all sorts of modifications as we speak. And we believe with our experience and expertise in MMORPG genre, we can make it fun to play. And the expected time for the updated game to be pushed out is during the summer vacation time.
Operator
下一个问题来自高盛的Lincoln Kong。
Operator
Your next question comes from Lincoln Kong with Goldman Sachs.
Lincoln Kong
我的第一个问题是关于《way we miss》。我们看到PC版已经完成最终测试,计划在7月上线。那么,我们应该如何看待这款游戏的前景?它会在[听不清]市场联合发行吗?您在那里的计划是什么?另外,关于《where we may miss》手游版呢?开发阶段进展如何?目标上线时间是什么时候?第二个问题是关于我们未来的游戏管线,特别是2025年之后。考虑到明年甚至更远的未来,我们目前正在准备哪些领域?是否有任何更新,包括像Project [听不清]或其他类型的游戏?能否提供一些信息?还有关于海外市场呢?今年或明年在高端市场和游戏标题方面,我们应该期待什么?
Lincoln Kong
My first question is about way we miss. So we have seen on the PC version has been doing the final testing and is set to launch in July. So, how should we think about the outlook for this thing? Will it be co-published [indiscernible] market? And what's your plan there? And also related to that, what about where we may miss the mobile version? How is the development stage and what sort of the target launch timeline there? So, second question is about our future game pipeline, especially beyond 2025. So, when we think about next year or even after, what are the areas in general we are currently preparing? So, any updates including such like Project [indiscernible] other type of game? Any color from there? And what about the overseas market? Anything we should expect for this year or next year in terms of the high market and titles?
Bill Pang
好的。首先,感谢您的提问。关于PC端的发布情况,我们已经公布了上线时间,一切准备就绪。团队正忙于筹备发布工作。至于移动端,开发工作实际上已经完成,我们正在进行一些测试和优化工作。正如您所想象的,这款游戏在移动设备上运行需要较多优化工作,因为游戏本身对移动设备来说有点重,我们正忙于进行这些优化。移动版本的发布时间将略晚于PC版本,不会晚太多,只是稍微晚一点。这是一款开放世界游戏,我们相信它在海外市场也有潜力,我们也会在海外市场进行营销和推广。关于您下一个问题,关于2025年之后的产品管线,我们将在适当时机通过我们通常的方式(如发布新闻和通过活动)披露我们的产品管线。感谢您的关注。
Bill Pang
Okay. First of all, thank you for your question. As you know, for where wins made, the PC, we have announced the launching time and everything is ready. The team is busy preparing for the launch. And for mobile, the development, everything actually already done, we're doing some testing and optimization. As you can imagine, this game is a little bit heavy to run on mobile devices, a lot of optimization work needs to be done, and we're busy in doing that. Mobile version release time of mobile version will be slightly later than the PC version. Now too much, slightly. This is an open-world game, and we believe it has potential in the overseas market as well, and we will do marketing and promote the game in overseas market as well. For your next question, regarding the product pipeline beyond 2025, we will disclose our pipeline via our normal was like putting out news and via event when the time is right. Thank you for your attention.
Operator
您的下一个问题来自汇丰银行的Ritchie Sun。
Operator
Your next question comes from Ritchie Sun with HSBC.
Ritchie Sun
首先,关于[indiscernible] PC,这是网易一个稳定且强大的游戏系列,但最近游戏中的付费机制收到了褒贬不一的用户反馈。我也注意到5月20日后有一些调整,管理层能否讨论一下处理用户反弹的策略?您预计游戏表现何时会稳定下来?此外,我注意到最近有更多游戏对游戏内交易机制进行了调整,管理层能否解释这背后的原因?
Ritchie Sun
First of all, regarding [indiscernible] PC, it is a stable and strong game franchise for NetEase, but the twist paid in the game recently received mixed infuser feedback. I would just also notice there are adjustments after 20th of May, could management discuss the strategy to handle the pushback from users? And when do you expect the game performance to stabilize? In addition, I noticed there are more games having adjustments on the in-game trading mechanisms recently, could management explain the rationale behind this?
Bill Pang
是的,我来翻译这一段。是的,《金融之旅》作为我们经典的MMORPG游戏已经运营了20多年。在这20年的运营期间,它受到了大量用户群体的喜爱。这款游戏之所以一直备受喜爱,原因之一是我们始终着眼于长远,确保游戏具有长期的可玩性,让玩家享受在游戏中的体验。最近我们正在进行一些调整,但出于同样的原因,我们正在调整部分系统逻辑,所有调整的目标都是为了让游戏在长期内更有趣,满足用户的需求。这些调整仍在进行中,我们预计将在今年上半年完成。有一点是,您无需过于担心这些短期调整带来的短期波动,因为我们的目标与玩家群体的目标完全一致——都是为了游戏的长期发展。我们确实希望这款游戏能够长期受到玩家的喜爱和持续支持。与此同时,我们的开发团队实际上保持着非常谦逊的态度,愿意倾听来自游戏社区的所有反馈,以便让游戏更具创意、更有趣,在游戏中加入更多有趣的元素。您无需担心的是,整个公司和开发团队都非常重视这一点,这是我们的重点,我们期望在完成这段调整期后,能推出一个更有趣的游戏版本。好的。正如William所说,最近对夏季版本系统的调整也是短期的,同样服务于相同的目标,因为我们长期以来都希望玩家在玩我们的游戏时能获得更多乐趣。
Bill Pang
Yes, I'll do the translation for this one. Yes, financial journey, as you know, has been one of our classic MMORPG games for more than 20 years. And, during the 20 years' time of operation is beloved by massive user base. And one of the reasons that is always beloved is that we always focus on the long term, making sure the game is long-term front to play and players enjoy stay in the game. Recently, we are doing some adjustment, but for the same reason to adjust some of the systems with the logic, everything with the goal of making it more fun to play in the long term, satisfying our users' demand. And that adjustment is still being done, and we expect it will be done within the first half of this year. And one thing is that you don't need to worry too much about this short-term fluctuation brought by this short-term adjustment because the goal are totally aligned between us and our gamer base. It's for the longevity of the game. And we do wish for the goal that the game will be in long-term, be loved, continuously beloved by the players. And in the meantime, our development team are actually holding a very humble attitude, open to listen to all feedback from our game communities. So, to make the game more creative and more fun to play, putting more credit on fun things in the game. One thing you don't need to worry that the whole company and the development team taking this very seriously is our focus, and we expect to have a fun version to play when we finish this period of adjustment. Okay. So, as William said, the recent adjustment for the summer versus system is short term as well. It's also served for the same goal because a long time, we want the players to have more fun in playing our games.
Operator
您的下一个问题来自中金公司的张雪晴。
Operator
Your next question comes from Xueqing Zhang with CICC.
Xueqing Zhang
我的第一个问题是关于燕轩射击游戏。我们注意到公司一直在多个游戏中专注于燕轩射击游戏品类,例如[听不清]以及许多其他正在开发中的游戏。您如何看待这个品类的竞争[听不清]以及我们的策略是什么?我的第二个问题是关于海外工作室。管理层能否与我们分享海外游戏工作室的最新进展,以及您预计海外工作室何时开始推出游戏?
Xueqing Zhang
My first one is about Yanxuan shooting games. We have noted that the company has been focusing on Yaxuan shooting game general in multiple games such as [indiscernible] and many others in development. How do you think about the competition [indiscernible] of this genre and what's our strategy? My second question is about your overseas studios. Could the management share with us the latest development on the overseas game studios and when do you expect the overseas studios to start launching games?
Bill Pang
好的,我来进行这个翻译。首先,关于您提到的射击游戏品类问题,您说得对,射击确实是整个游戏行业的一个大品类,无论是在国内还是全球范围内。在过去,射击并非我们的强项品类,但我们非常重视如何攻克这个品类。这就是为什么从几年前开始,我们就开始在这个品类进行产品研发布局。因此您会看到我们从今年开始有产品陆续推出。我们希望在这个大品类中能够取得一定程度的成功。同时,射击游戏在海外游戏市场也是非常受欢迎、非常流行的品类。我们也希望在这方面能够取得一定的成就。希望通过推出一批高质量的射击游戏,能够体现我们拓宽品类基础、进入更多品类以及全球市场的决心。关于您第二个关于海外工作室的问题。事实上,目前有许多产品正在紧锣密鼓地开发中。但开发一款新游戏需要很多年时间,2年、3年,甚至更久。目前,我们还没有关于海外工作室产品的具体计划和发布日期可以与您分享。但是,正如我们所说,我们正在那里积极开发产品。同时,关于全球市场,我想补充一点:对于我们的中国本土工作室,我们也在积极开发面向全球市场的产品。正如您所看到的,《Racing Master》在大中华区取得了一定程度的成功,《Identity V》在日本取得了成功,《Knives Out》也在日本取得了成功。我们希望您能感受到,我们有足够的资源、决心和态度来开拓海外市场。
Bill Pang
Okay, I will do this translation. First of all, regarding your question about shooting game genre, you're right, shooting is actually a big genre in the whole game industry, both domestically and globally. In our past, shooting was not our strong genre, but we focus very much on how to conquer this genre. That's why starting from several years ago, we started to deploy product development into this genre. And that's why you see we start to have product coming out starting from this year. We hope we can achieve a certain level of success in this big genre. And also, in the meantime, shooting is a very welcoming one, very popular one in overseas gaming market as well. And we hope we can achieve a certain level of achievement as well. Hoping by pushing out a bunch of high-quality shooting games, we can fill our determination into broadening our genre-base and get into more genres and the global market as well. About your second question about overseas studios. The fact is that there are many products been busily developed as we speak. But developing a new game takes many years, 2 years, 3 years, even longer. At this moment, we don't have a plan and release date that we can share with you regarding the product out of our overseas studios. But, as we said, we are actively developing products there. In the meantime, one further comment on the global market is that for our China domestic studios, we are also actively working on titles towards global market as well. As you have seen that Racing Master has achieved a certain level of success in Greater China region and Identity V has been successful in Japan. Knives out has been successful in Japan. We hope you can feel that we have enough resources, determination and attitude to achieve overseas market.
Operator
您的下一个问题来自Jefferies的Thomas Chong。
Operator
Your next question comes from Thomas Chong with Jefferies.
Thomas Chong
我的问题是关于运营费用。管理层能否评论一下我们应该如何看待运营费用趋势,特别是考虑到我们即将推出的产品线较弱,销售与营销费用(SMM)会如何变化?
Thomas Chong
My question is about the operating expenses. Can management comment about how we should think about the OpEx trend in particular for SMM, given that we have a weak pipeline coming up?
Bill Pang
您不会看到我们的销售与营销费用大幅增加,实际上我们已经在营销运营方面非常成熟、经验丰富,而且我们在这个领域实际上正在积累越来越多的经验。事实上,我们的客户获取成本现在正在下降。所以简而言之,未来您不会看到销售与营销费用的大幅增加。
Bill Pang
You won't see a big increase in our sales and marketing expenses, we're actually already very sophisticated, very experienced in marketing operations, and we're actually getting more and more experience in that field. Actually, our customer acquisition cost is going down now. So, in short, you won't see big increase in sales and marketing expenses in the future.
Operator
您的下一个问题来自野村证券的Jialong Shi。
Operator
Your next question comes from Jialong Shi with Nomura.
Jialong Shi
我的问题是关于网易游戏中玩家的消费情况。当前有很多关于中国所谓
Jialong Shi
So my question is about the gamer spending in NetEase's game. There are a lot of charters nowadays about so-called consumption downgrade in China. So, again, such a macro context, just wondering if management noticed any change in the in-game spending pattern of your gamers. What is the trend for the [indiscernible] MMO titles?
Bill Pang
回答您的问题,我们尚未观察到游戏玩家在我们游戏中的消费出现任何有意义的降级,因为我们通过游戏为消费者提供的价值更像是情感价值。玩家花费一定的金钱来获得乐趣,在这里享受放松的时光。这与日常购物数据用户或其他实体产品的消费模式仍然有很大不同。我们相信,消费者认可我们提供的情感价值。再次强调,我们尚未看到这方面出现任何降级。
Bill Pang
To answer your question, we haven't observed any meaningful downgrade in gamer expanding in our game, because the value we're providing to our consumers via game is more like emotional value. Players spend certain money to have some fun, enjoy some time relaxed here. It is still very different from the day-to-day shopping for data users or other consumer model for physical product. We believe, the consumers, they acknowledge the emotional value we provide. And again, we haven't seen any downgrade there.
Operator
您的下一个问题来自摩根士丹利的Alex Poon。
Operator
Your next question comes from Alex Poon with Morgan Stanley.
Chun Poon
我的问题与我们的资本回报有关。去年,我们在2023年支付了大约23亿美元。我们应该如何看待2024年及未来的支付节奏?
Chun Poon
My question is related to our capital returns. Last year, we paid roughly USD 2.3 billion in 2023. How should we think about the pace in 2024 in future?
Bill Pang
回答您的问题,对于回购和股息,我们实际上是按照自己的节奏进行这些活动。您可能已经注意到,在过去一个季度,我们按照自己的节奏进行回购,我们将继续按照自己的节奏进行回购,并像过去习惯的那样支付股息。
Bill Pang
To answer your question, for the repurchase and dividends, we're actually carrying out the activity based on our own pace. You probably noticed that in the past quarter, we're doing repurchase with our own rhythm, and we're going to continue doing that with our own rhythm and paying out dividends as we have been used to doing in the past.
Operator
您的下一个问题来自摩根大通的Daniel Chen。
Operator
Your next question comes from Daniel Chen with JPMorgan.
Qi Chen
首先,祝贺第一季度游戏收入表现非常强劲。我的问题是关于我们最近获得了《蛋仔派对》新游戏的版号。这是一款更真实的游戏。那么,关于这款游戏有什么信息或更新可以分享吗?另外,我们应该如何看待整个《蛋仔派对》生态系统的长期战略前景?
Qi Chen
First of all, congrats on a really strong first quarter gaming revenue. And my question is on we recently got a new license for Eggy Party new game. It's a much real game. So, any information, any update to share on this game? Also, how should we think about the long-term strategic outlook for the whole Eggy Party ecosystem?
Bill Pang
感谢您的问题。您说得对,这款基于《蛋仔派对》IP的游戏,我们花了一些时间开发,很快就会推出。关于您对《蛋仔派对》作为生态系统的问题,是的,《蛋仔派对》是一个非常可爱、迷人的IP,玩家在与这个IP互动时会感到放松和休闲。我们真诚地希望能够用这个IP做更多有创意的事情,打造更多有趣的体验,让每个人都能享受这种派对游戏类型。我们还有很多工作要做,我们非常期待这一点。
Bill Pang
Thank you for your question. You're right that the [indiscernible] game based on the Eggy Party IP, and it took us some time to develop it, and we're going to roll that out soon. And regarding your question about Eggy Party as ecosystem, yes, Eggy Party is a very lovely, adorable IP and players feel relaxed and feel casual when engaging with IP. We truly wish we can do more creative things with the IP and building more fun experience and having everyone enjoying this party game genre. And we have a lot of work to do, and we're very much looking forward to that.
Operator
问答环节到此结束。我想把会议交还给Brandi Piacente,看看是否有任何补充或结束语。
Operator
And that concludes the question-and-answer session. I would like to turn the conference back over to Brandi Piacente for any additional or closing comments.
Brandi Piacente
再次感谢大家今天参加我们的会议。如果您有进一步的问题,请随时通过Piacente Financial Communications或公司联系我们。祝您有美好的一天。
Brandi Piacente
Thank you once again for joining us today. If you have further questions, please feel free to contact us at Piacente Financial Communications or the company. Have a great day.