Operator
各位好,欢迎参加网易2024年第二季度财报电话会议。今天的会议正在录音中。现在,我将会议转交给Brandi Piacente。请开始。
Operator
Good day, and welcome to the NetEase 2024 Second Quarter Earnings Conference Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Brandi Piacente. Please go ahead.
Brandi Piacente
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》确立的安全港责任豁免条款。此类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。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2024年第二季度财报新闻稿。提醒一下,本次会议正在录音中。此外,投资者演示文稿和本次电话会议的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企业发展副总裁潘先生。我现在将电话转交给潘先生,他将代表丁磊先生宣读准备好的讲话。
Brandi Piacente
Thank you, operator. Please note that today’s discussion 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 second 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 are Mr. William Ding, Chief Executive Officer; and Mr. Bill Pang, the Vice President of Corporate Development. I will now turn the call over to Bill, who will read the prepared remark on William’s behalf.
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 we talk about here are based on RMB. Established games, exceptional content, innovation and robust community ecosystems are central to our ongoing growth as we expand our reach domestically and abroad. In the second quarter, we pushed each of these drivers, growing our total revenue to RMB25.5 billion, with our drive for innovation and leading R&D capabilities, we launched morphy (ph) title second quarter, enhancing our appeal to broad audience across diverse game genres. At the same time, we are expanding our brand and international reach, unlocking more avenues for growth. Now looking at some of our game's performance in more detail. Once Human, [Foreign Language], a multiplayer open world survival game set in the post-apocalyptic world, attained over 230,000 peak concurrent users on Steam shortly after its launch and ranked among the top five most played games in the world on Steam in July. The innovative creator design blends supernatural transformations with everyday items, such as the highly popular boss monster, providing players with an incredibly fresh and bizarre refined experiences. As a high quality survival game, it combines multiple layers of objectives to pursue, including exciting open-world exploration, monster fights and house crafting. Shortly after an update in August, One Human ranked number one on Steam's top seller chart in 12 countries and regions, amassing over 10 million worldwide downloads. We also launched our highly anticipated battle royale title, Naraka: Bladepoint Mobile in late July, featuring a fast paced and dynamically focused combat experience. Powered by NetEase Fuxi leading technologies, Naraka: Bladepoint mobile introduced a co-pilot AI system, which enable players to team up with AI allies on instant vocal interactions and immersive battle experiences. Videos featuring co-pilot teammates has been really popular and have spread widely across social media. Upon its release, the game immediately climbed to the number three position on the iOS grossing chart and maintained our number one position on the iOS free download chart for over a week. The new mobile version boosted overall franchise excitement, pushing PC and console DAUs to new highs and setting a record of 380,000 concurrent users on Steam during the game's third anniversary. While we bring players new hit titles with exciting experiences in the diversified genres, content enhancement and the innovative gameplay continue to infuse vitality into our flagship portfolio. Our Fantasy Westward Journey and Westward Journey Online franchises are testament to the longevity and popularity of our legacy titles. In the second quarter, we launched a brand new expansion pack for Fantasy Westward Journey Mobile, adding new content and fresh gameplay that once again drove a record high quarterly revenue. Westward Journey Online Mobile also attracted both long-term fans and new players by reintroducing classic gameplays that was widely placed on the PC version in early days. We also brought innovation to Infinite Borders, [Foreign Language], our flagship Three Kingdoms [indiscernible] SLG title. In April, we launched new update that infuse the concept of four seasons to influence players activity with unique enhancements or challenges. For example, spring is ideal for planting, summer focuses on training troops, autumn leverages harvest for strategic deployments, and winter is best for recovery or surprise attacks. By introducing seasonality into strategic planning, players can experience realistic Asian battles and develop more comprehensive tactics. Along with rich reward offered during the summer campaign in May, if reporters DAU hit a three year high in the second quarter. Identity V, [Foreign Language], continue to propel collaborations with Ronen (ph) renowned IP around the world, winning in mass popularity. In July, it is the number four position on China's iOS top grossing chart. And in August, it ranked number two on the iOS top grossing chart in Japan and number three in China. The momentum resulted record high DAUs in August and record revenue in the second quarter, surpassing last quarter's high. Turning to Eggy Party, [Foreign Language]. The heat game continues to deliver heartwarming experiences to our large player community. In June, we hosted a boss theme (ph) second anniversary events, presenting players with various stages to perform dances, fly or play rhythm games in the festive atmosphere. Beyond gaming, Eggy Party is pioneering the developments of the UGC ecosystem. Our self-developed editor continuously introduced new features, like, new skills and creator screens (ph). We're also expanding the scope and impact of the UGC system by partnering with leading Chinese universities to offer coding courses and college competitions based on our UGC editor. Justice Mobile also achieved exciting success with rich updates that we launched for its first anniversary in late June, featuring brand new content, fresh categories, skins and gameplays across PvE, PvP and PvX areas. Catering to the demands of different type of players, Justice Mobile attracted enthusiastic new players and brought existing players back, driving it to the number three position on the iOS top grossing chart in June. With our innovative seasonal update mechanism, Justice Mobile advanced the MMO genre, attracting a large user base and showcasing its robust potential to become an evergreen game. With a concentration on innovation, we are growing our presence across different genres and platforms worldwide with a strong game pipeline. In June, we completed a new round testing for Where Winds Meet, [Foreign Language], an open world action adventure RPG title and received great feedback from large group of players. During the testing period, number of reservations increased significantly. We currently plan to launch the game on PC and mobile this year. And our first phase of cross platform testing will start on August 28. Marvel Rivals, [Foreign Language], the 6 versus 6 superhero team based PVP shooter, announced its console plan during Sony's State of Play in May and showcased a new cinematic trailer and Marvel games panel at San Diego Game Comic-Con in late July. The panel revealed exclusive behind the scene creation stories along with beloved character Jeff and Thor joining the close beta test. Widely praised during the testing on both PC and consoles, Marvel Rivals proceeded to have a stunning showcase at Gamescom in Cologne this week, where it is accessible at both Microsoft Xbox and NetEase Games Stores and announced its release date for December 6. In June, we announced FragPunk, a fast paced 5 versus 5 pure shooter game at Xbox Game Showcase 2024. Future innovative card mechanics and unique carnival punk style (ph), the game has already gained meaningful attention overseas. Its first post beta test in North America on Steam ended in early July, cumulatively attracting over 2,000 influencers to Stream and trail the game. With extensive acclaim, it became the third most trending game on Steam. FragPunks is scheduled to be released in 2025. To further enhance our strong portfolio, build our robust foundational R&D expertise, we also look forward to delivering more diverse content and games to players worldwide through global partnerships. Since World of Warcraft returned in June, player response has been overwhelming. People were massively excited to return to [indiscernible], praising the enduring charm of the game's classic scenes and quests, and reestablishing their ties within the local community. We look forward to August 27's launch of World of Warcraft: The War Within, with the simultaneous release of this upcoming version in China and all other regions worldwide. On top of this, Hearthstone announced its return on September 25. And to celebrate, all cards from 2023 will be available for free and more engaging China calling events can be expected. Recently, Dunk City Dynasty, [Foreign Language] officially partnered with NBA and secured an official NBA license in China. Legendary players like Dirk Lewinsky and Brad Miller joined the game in July, sparkling great excitement. And our first anniversary in August, beloved star players, Tracy McGrady joined the game, further elevating players' enthusiasm. The game plans to introduce 30 NBA teams with unique basketball culture items, such as jerseys and courts, bringing historic basketball moments to life. Basketball transcends borders and cultures, uniting fans worldwide. We look forward to delivering more collaborative content in the future and will continue to promote and celebrate basketball culture. Marvel Snap, [Foreign Language] developed by a second dealer and featuring a revolutionary game experience within the Marvel Universe, is slated for launch in Chinese market on August 29. Combining innovative tech building strategies and card battle tactics into each exciting game, the well-established title is highly accessible to beginners, yet quite challenging to masters. Following its close beta test in China in June, synergy was movie Deadpool and Wolverine in late July created another hype wave among local fans. With each of our games, we aim to bring innovative lasting experience to players that fuel our growth and invite great players worldwide. By extending our reach across genres and platforms, more players are being introduced to the NetEase experience, both domestically and internationally. Going forward, we will continue to leverage our rich R&D capabilities, key game in different genres, worldwide partnerships and two decades of operating experience to advance our game portfolio and drive the next wave of gaming trends. Turning to Youdao. In the second quarter, Youdao continued to prioritize digital content services, online marketing services and AI-driven subscription services. As a result, it achieved historic high operational cash flow and significantly narrowed its operation loss. Our digital content services achieved healthy revenue growth, fueled by our AI powered products. The recent update to our intelligent learning platform, Youdao Dictionary (ph) provides students with university admission consultation services, including recommendations on which college to apply to, application strategies and personalized study plan tailored to each student's unique capabilities and personality. Cope with our highly regarded personalized learning program, these services renewals continue to reach new highs in the second quarter. The robust growth of our AI driven subscription services reflect our steadfast commitment to investing in technology. The recent update of Pinnacle (ph), our digital human language coaching app, featuring a children's character that engages with students on a range of topics and kids' mini games, has generated great enthusiasm among young learners. As we continue to iterate our products and expand offerings, our AI driven subscription services have experienced six consecutive quarters of rapid sales expansion, with approximately 200% yoy growth in the second quarter. Fueled by multiple drivers, online marketing services' strong growth momentum continued in the second quarter. While our real time API and services expanded our user base across more industries, our KOL-led (ph) advertising services continue to grow both in China and abroad. Notably, our overseas advertising services sales have accelerated with our enhanced international KOL database and meet growing export demand. For smart devices, our Dictionary Pen maintained its leading market position and ranked number one in the sales category on major e-commerce platform in China for five years in a row. Recently, we launched Youdao Dictionary Pen X7, which featured [Technical Difficulty] and capability along with translation services powered by our large language model. This new product won broad recognition soon after release. Turning to NetEase Cloud Music. Cloud Music continue to propel quality development across its music centric ecosystem, further cultivating its unique community and enhancing its music centric monetization. To further nurture our content ecosystem, we continually expand our music offerings to meet diverse audience demand. During the second quarter, we advanced our cooperation with various music labels and steadily extended partnerships with popular musicians, singers and groups. In particular, we amplified our offering in signature music genres by adding content from well-known rappers, rock bands and J-pop artists. We also remained deeply committed to supporting independent artists and continue to enhance our comprehensive support for these artists throughout their journey in the music industry. To further immigrate our unique community with high quality music experiences, we recently upgraded our app, introducing more personalized recommendation functionality, overall framework enhancements and improved content distribution strategy, while also optimizing features like daily recommendations and private DJ. Alongside improving the music listening experience, we strive to foster connections and resonance with our music inspired community. To enhance the value of our iconic comment section, we implemented several upgrades to make this section more intriguing for users to explore across more scenarios. For example, we display selective hot comments on the minor players, while users listen to music and invite users to explore comments on wide areas of music on our innovatively designed Comments Square (ph) section, all of which led to elevated user engagement. Turning to Yanxuan. During the second quarter, Yanxuan continued to launch new products and lead sales across various online categories. During the 618 (ph) festival, our pets food secured top three positions in several vertical category sales chart on major e-commerce platforms. House cleaning products were also top ranked on several platforms, forming the launch of new series featuring an Asian Chinese tale (ph). This product successes highlights our strong R&D capabilities and commitment to innovation. And that is innovation and forward momentum are at the heart of everything we do across our games, music, education and lifestyle brand businesses. We are committed to creating rich ecosystem that bring users exceptional experiences and stakeholder increasing value, as we continue to grow and expand our reach worldwide. That concludes William's comments. I will now provide a brief review of our 2024 second 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. As a reminder, all amounts are in RMB unless otherwise stated. Total net revenue for the second quarter were RMB25.5 billion, or $3.5 billion representing a 6% increase year-over-year. Total net revenue from our games and related VAS were RMB20.1 billion, up 7% year-over-year. The additional growth was primarily due to increased revenue contribution from mobile games such as Identity V and Justice Mobile. Net revenues from our mobile games accounting for approximately 76.4% of our total net revenue from online game operations. Youdao's net revenue were RMB1.3 billion, a year-over-year increase of 10%, primarily due to the increased revenue contribution from Youdao’s online marketing services. NetEase Cloud Music net revenue were RMB2 billion, a 5% 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 RMB2.1 billion, a slight increase compared with the same quarter of 2023, mainly due to increased revenue contribution from Yanxuan and some of our innovative businesses. Our total gross profit margin was 62.9% in the second quarter, compared with 59.9% for the same period in 2023. Looking at our second quarter margins in more detail. Gross profit margin was 70% for our games and related VAS, compared with 67.4% in the same period last year. The increase was primarily due to changes in product mix. Our gross profit margin for Youdao was 48.2%, compared with 47% of same period last year. The increase was mainly due to improvements of gross profit margin from the online marketing services. Gross profit margin for Cloud Music reached 32.1% versus 27% in the same period last year. The margin improvements primarily resulted from increased net revenue from membership subscriptions and continued cost optimization measures. For innovative business and others, gross profit margin was 34%, compared with 29.5% in the second quarter of 2023. The increase was primarily due to the changes in product mix within the segments. The total operating expense for the second quarter were RMB9 billion or 35.5% of our net revenue. Taking a closer look at our cost composition. Our selling and marketing expenses as a percentage of total net revenue was 13.7%, which is relatively flat with the same period last year. Our R&D expenses as a percentage of total net revenue were 17.5% in the second quarter, compared with 16.3% for the same period last year. We remain committed to investing in content creation and product development that keep our product and content at the forefront of the industry. We believe that our investments in R&D will remain a key catalyst for future growth over a longer-term. The effective tax rate was 16% for the second quarter. As a reminder, the effective tax rate is presented on accrual basis, depending on applicable policies and our operations. Our non-GAAP net income attributable to shareholders for the second quarter totaled RMB7.8 billion or $1.1 billion. Non-GAAP basic earnings per ADS for the second quarter were $1.67 or $0.33 per share. Additionally, our net cash totaled RMB116.1 billion, as of June 30, 2024, compared with RMB110. 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 dividends of $0.087 per share, or $0.435 per ADS for the second quarter. Lastly, our current $5 billion share repurchase program, which started in mid-January last year. Under this program, we have repurchased approximately 12 million ADSs as of June 30, 2024, for a total cost of approximately $1.1 billion. Thank you for your attention. We like now to open the call to your questions.
Operator
谢谢。[操作员指示] 第一个问题来自花旗集团的Alicia Yap。请提问。
Operator
Thank you. [Operator Instructions] Your first question comes from Alicia Yap with Citigroup. Please go ahead.
Alicia Yap
你好。谢谢。[外语][口译] 我的问题与《永劫无间》手游相关。管理层应该对上线以来的表现感到满意。请问管理层能否分享并详细说明用户构成和画像?例如,未玩过PC版《永劫无间》的用户比例,以及从未玩过其他网易游戏的全新玩家比例?后续问题是,对于《永劫无间》在不同市场的海外上线时间有何评论?谢谢。
Alicia Yap
Hello. Thank you. [Foreign Language] [Interpreted] My question is related to Naraka: Bladepoint Mobile. During (ph) management -- should be satisfied with the performance so far since the launch. So can management share and elaborate the user breakdown and the profile. For example, the percentage of the user that have not played the PC version of the Naraka and also percentage of the user are brand new gamers to NetEase game, meaning that it has never played other NetEase game in the past? And then follow-up on that is that any comment on the timing of the overseas launch for Naraka in the different market? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。作为一款全新动作类型的手机游戏,我们对当前的留存率非常满意。回答您的问题,提供更多细节:目前不仅已经形成了非常稳定的核心用户基础,这是非常重要且非常成功的,还有其他非常令人满意的指标。例如,手游中的女性玩家比例远高于PC版。在所有玩手游版的玩家中,70%的人以前从未玩过PC版。而且接近一半的玩家实际上是网易的新用户,他们是网易游戏的新玩家。所有这些都非常令人满意。目前,我们的重点是继续优化游戏,确保游戏尽可能完美,并首先专注于国内市场。一旦时机成熟,我们会考虑在其他市场推出游戏。操作员,请下一个问题。
Bill Pang
[Interpreted] Okay. So as a brand new action type of genre of mobile game, we are very happy with the current retention rate. To answer your question, to give you more colors, now not only we can see a very stable core user base has been already formed, which is a very important and very successful and there are other very satisfying indicators as well. For example, the female players percentage on mobile is much higher than on PC. And among all players play the mobile version, 70% of them have never played the PC version before. And close to half of them are actually new to NetEase. They're new NetEase games players. So all these are very satisfying. And for now, our focus is to keep optimizing the game, making sure the game is as perfect as possible and focusing on domestic market first. And one opportunity services (ph) will consider launching the game in other markets. Operator, next question please.
Operator
谢谢。下一个问题来自野村证券的Jialong Shi。请提问。
Operator
Thank you. Your next question comes from Jialong Shi with Nomura. Please go ahead.
Jialong Shi
[外语][口译] 我将翻译我的问题。我有几个关于PC版《FWJ》的问题。对于网易今年对PC版《FWJ》所做的所有调整,通过这些调整您希望达到什么目的?您预计何时能实现这个目标?这些调整是否与游戏监管机构的指示有关?另外,我想了解这些调整对PC版《FWJ》的财务影响?我们知道今年上半年PC版《FWJ》虚拟货币的价格有所下降。想知道虚拟货币价格的下降是否与总流水有关?您预计PC版《FWJ》的总流水何时能完全恢复?
Jialong Shi
[Foreign Language] [Interpreted] So I will translate my questions. I'll have a few questions about the legacy PC version of FWJ. So for all these adjustments NetEase has down to PC FWJ since this year, what is the purpose that you want to achieve through these adjustments? When do you expect to achieve this targeted purpose? If these adjustments have anything to do with the instruction from the game regulators? Also, I would like to understand the financial impact from these adjustments on PC FWJ? We know that the price of the virtual currencies for TC FWJ declined in first half this year. Just wonder whether this decline in prices of virtual currency has any correlation with against gross billings? When do you expect the gross billings for PC FWJ to fully recover?
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 我来翻译。首先,感谢您对我们财务历程的兴趣和更深入了解。但我也想强调,网易现在是一家更加成熟、成长起来的公司。我们拥有多款游戏,拥有非常健康的游戏组合。我们有《永劫无间》,我们有《第五人格》,我们有各种——我可以说基本上各种大型游戏。而《梦幻西游》作为我们的旗舰产品之一,已经运营超过20年。在这过去的20年里,我们时不时会对游戏内容进行一些升级,刷新游戏系统,调整游戏系统,这是时常发生的。这对我们来说很正常,因为某些玩法在一段时间内很有趣,但多年后可能就不再那么有趣了。所以我们会持续——我们从未改变《梦幻西游》的品牌,但游戏内部的玩法在过去20年里已经刷新了很多很多次。所以调整的目的是为了让游戏持续发布,确保质量、游戏体验等各方面越来越好,让玩家从游戏中获得更多乐趣。这就是目的。因此,对于任何基于社区的产品(不仅是游戏)的任何调整,都会有一些短期的波动,可能也会有一些短期的阵痛,这是常见的情况。根据我们的经验,这相当常见,并且是短期、暂时性的。这将成为过去。再次感谢您对《梦幻西游》的关注,我们也鼓励您广泛地关注我们丰富的游戏组合。谢谢。主持人,请下一个问题。
Bill Pang
[Interpreted] I'll do the translation. First of all, thank you for your interest and understanding more details of financial journey. But I would also like to emphasize that NetEase is now a much more grown up mature company. We have multiple games. We have very healthy portfolio of games. We have Naraka: Bladepoint. We have Identity V. We have all sorts of and I give partly all sorts of large games. And Fantasy Westward Journey, as one of our flagship titles has been in operation for more than 20 years. And from time -- in this past 20 years from time-to-time we'll do some upgrade in the game place and refresh the game system, tune in the game system, that's happening from time-to-time. It's kind of normal to us, because certain gameplay is fun for a period of time and maybe it's no longer that fun after many years. So we'll keep -- we never change brand and Fantasy Westward Journey, but the gameplay inside the game has been refreshed many, many times in the past 20 years. So the goal of the adjustment is to keep publishing the game, making sure the quality, the experience of the gameplay, everything is better and better and the gamers enjoy more fun from playing the game. That's the purpose. So as of any adjustments to any community based product, not only games, any community based product will be some short term turbulence and maybe some short term pain as well, that's a common thing. In our experiences that's quite common and a short term temporary thing. And it will be behind us. And again, thank you for your interest in Fantasy Westward Journey and we also encourage, again, we also encourage you to broadly look at our broad portfolios as well. Thank you. Operator, next question please.
Operator
谢谢。您的下一个问题来自汇丰银行的Ritchie Sun。请提问。
Operator
Thank you. Your next question comes from Ritchie Sun with HSBC. Please go ahead.
Ritchie Sun
[外语] [口译] 谢谢管理层回答我的问题。首先,关于《第五人格》,我们看到其收入排名超出了市场预期。我们采取了哪些措施来成功推动这款游戏的收入增长?管理层如何看待非对称对抗类游戏的潜力以及是否存在竞争?其次,关于《逆水寒》手游,游戏推出了新赛季。我们看到7月份其收入排名飙升至前十,但8月份以来有所下降。背后的主要原因是什么?是因为对新赛季的反馈褒贬不一,还是来自《永劫无间》的竞争影响,或者是MMO游戏的自然回落?管理层计划如何提升这款游戏的生命周期?谢谢。
Ritchie Sun
[Foreign Language] [Interpreted] Thank you, management for taking my questions. First of all, regarding Identity V, we have seen the grossing rank are surprising the expectation of the market. What have we done to successfully drive the revenue growth of this game and how does management assess the potential for the asymmetrical battle genre and whether there are competition? Second of all, regarding Justice Mobile, the game has launched a new season. We see the grossing rank in July, surging to top 10, but it has declined since in August. What are the key reasons behind? Is it because the mix response was a new season or more competition impacts from Naraka: Bladepoint or naturally came from MMO? And how does management plan to improve the longevity of this game? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译]好的。我来翻译这两个问题的回答。首先,关于您对《第五人格》的提问。《第五人格》是一款已经运营超过六年的游戏。在这六年期间,我们一直在不断探索和更新游戏,确保游戏品质和体验,让玩家每天都能获得更好的游戏体验。这是团队在过去六年中持续投入开发和运营游戏的不懈努力。当然,我们很高兴看到在第二季度取得了一些出色的成绩,我们想说,这些成绩是持续努力的体现,也是网易长期运营游戏、保持游戏生命力的能力的体现。同时,我们也在让游戏[技术性困难]日臻完善。实际上,不仅《第五人格》,我们对所有游戏都在持续这样做,我们希望有一天您也能看到我们其他游戏取得类似的巨大成功。关于您的第二个问题《正义手游》。首先,《正义手游》新赛季包含了大量新内容,重新吸引了大批职业玩家回归游戏,这非常有帮助。目前,游戏已进入稳定运营阶段。与其他实时MMO游戏相比,该游戏在整体玩家活跃度方面表现出非常强的稳定性。我们现在的重点是保持玩家的活跃度以及生态系统的多样性。我们致力于提供公平的游戏体验,营造轻松的游玩环境,不过度增加玩家负担,并持续重视他们的意见,旨在打造一款移动平台上人们前所未见的常青MMO游戏。主持人,请下一个问题。
Bill Pang
[Interpreted] Okay. I will translate this two -- for the answer of these two questions. First, regarding your question to Identify V. Identify V is a game that's been their operation for more than six years. And during these six years, we have been keep exploring and publishing the game, making sure the game is the quality and experience, playing the game is better and better every day. That's a continuous effort the team has put into developing and operating the game for the past six years, that's a non-stop effort. And of course, we are happy to see that in Q2. We saw some great result and we want to say that, that result is the reflection of the continuous effort and also a reflection of NetEase's capability of running the game in the long-term better -- keeping the longevity of the game. And in the meantime, making the game [Technical Difficulty] day by day. And actually not only Identify V, we're keeping doing this for all our games and we hope someday you can see similar great success of our other games as well. And to your second question regarding Justice Mobile. First of all, the new season of Justice Mobile features in mass amount of new content, re-engage a large pro players back to the game, which is very helpful. Currently, the game has stepped into a stable operation phase. Compared to other real time MMO titles, the game has demonstrated very strong stability on overall players' activeness. From this -- our priority now is to maintain the players' activeness as well as the diversity of the ecosystem. We remain committed to provide a fair gaming experiences, enable a casual environment without too much burden on players and continuously value their opinions aiming to build an evergreen MMO on the mobile platform that people have never seen before. Operator, next question please.
Operator
谢谢。下一个问题来自中金公司的杨白。请提问。
Operator
Thank you. Your next question comes from Yang Bai with CICC. Please go ahead.
Yang Bai
[外语] [口译]您好,管理层。感谢回答我的问题。我有两个关于我们游戏业务的问题。首先,我们观察到公司拥有多元化的产品组合,如《永劫无间》和《蛋仔派对》等游戏都实现了高日活跃用户数。我们应该如何理解我们在竞争激烈的高日活游戏市场中实现差异化并脱颖而出的策略?我的第二个问题是关于我们的海外游戏业务。我们应该如何跟踪未来海外游戏业务的发展趋势?管理层能否分享更多关于海外市场新游戏发布时间表的细节?谢谢。
Yang Bai
[Foreign Language] [Interpreted] Hi, management. Thank you for taking my questions. I have two questions related to our game based business. First, we observed that the company has a diverse portfolio of products achieving high DAU such as Naraka and Eggy Party. How should we think about our strategy to differentiate and outperform in this highly competitive high DAU game market? My second question is about our overseas game business. How should we track the development trend of our overseas game business in the future? And could management share more color about the release timeline of new titles in overseas market? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 是的。首先,关于您提到的高日活产品矩阵问题。实际上,我们内部并没有特别定义所谓的高日活游戏,这种分类方式并不存在。我们实际上并不从这个角度看待游戏产品,因为我们的核心理念是:只要我们能够制作出高质量、足够有趣的游戏,玩家自然会来。所以高日活不是设计目标,而是高质量、有趣游戏的结果体现。正如您所知,多年来我们一直在不断尝试、探索不同类型的游戏,不同品类。我们从MMO起步,但现在已扩展到体育游戏、PVP游戏、射击游戏。我们正运用自身专长,在多个品类、多个方向上探索,看看能为玩家提供何种有趣且高质量的游戏,这才是我们的指导方向和关注重点。关于全球市场,正如您所见,我们对《Once Human》的成绩非常满意,这反映了我们设计和开发游戏的能力,不仅受到中国玩家喜爱,这款游戏在全球玩家社区中也引起了共鸣,这是一个非常好的迹象。呼应前一点,我们仍在继续探索多种游戏品类,要找到适合全球市场的游戏风格还需要更多时间。这需要一些时间,但从早期结果来看,我们确实有信心做到这一点。
Bill Pang
[Interpreted] Yeah. So first, regarding your question on the high DAU product matrix. As a matter of fact, we don't -- internally we don't specifically define this again the high DAU game, that game is not. We actually don't look at game product from this lens, because our fundamental belief is that, as far as we can make a high quality, fun enough game, players will come. So high DAU is not a spectrum of per design, it's a result reflection of your high quality fun to play game. As you know that over the years, we have been keep trying, keep exploring different type of game, different genres. We started from MMO, but now we extend into sports, we extend into PVP game, we extend into shooting games. We are trying with our expertise to develop, to explore on multiple genre, multiple fronts, what kind of fun and high quality game we can provide to the players, that will guide us and that's our focus. And regarding the global market, as you can see, we are perfectly happy with the result of Once Human, which is a reflection of our capability to design and develop game, not only Chinese players, like, but the game does have a resonance among the global gamers community, that's a very good sign. And echo to the previous point, we are still keep exploring multiple genres and it will take more time for us to explore our style of games suitable for the global market. It will take some time, but from the early result, we do have confidence to do that.
Yang Bai
谢谢。
Yang Bai
Thank you.
Bill Pang
主持人,请提下一个问题。
Bill Pang
Operator, next question, please.
Operator
谢谢。下一个问题来自美国银行的Lei Zhang。请提问。
Operator
Thank you. Your next question comes from Lei Zhang with Bank of America. Please go ahead.
Lei Zhang
[外语]
Lei Zhang
[Foreign Language]
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。我来翻译一下。首先,团队目前正忙于为游戏添加更多内容,增加有趣的可玩内容。关于您的问题,PC版和手机版是否会同时发布。实际上,在我们看来,这并不是最重要的问题。无论是同时发布还是相隔一个月左右,这并不重要。真正重要的是,我们能否为玩家提供一款长期有趣可玩的游戏。我们还要强调,《Where Winds Meet》不是一款单人游戏。这是一款我们计划运营多年的开放世界游戏。内容方面——内容量远超传统单人游戏的预期。另外我想指出的一点是,PC版和手机版之间会有差异,因为平台特性不同。为了让游戏在PC和手机上都有趣可玩,需要进行大量调整和优化工作。请多些耐心,给我们一些时间发布游戏。目前的计划是在今年内发布游戏。谢谢。主持人,请提下一个问题。
Bill Pang
[Interpreted] Okay. I'll do this -- the translation. First of all, the team is very busy adding more content, fun to play content to the game as we speak. As a matter of fact, to your question, whether or not the PC version and mobile version will be launched the same time. Actually, in our eyes that is not the most important question. It's either same time or apart from each other about a month or so. It doesn't really matter. What really matters is to, can we provide a game that is fun to play in the long-term to our players. We also emphasize that, Where Winds Meet is not a single player game. It's an open world game that we plan to run for multiple years. And the content side is -- the size of content is much more than a traditional expectation on the single player game. And one other point I want to point out is that, there will be differences between the PC version and the mobile version because the platform differences. And to make it fun to play both on PC and mobile, a lot of changes and optimization work need to be done. Please be more patient, give us some time to publish the game. The plan on record now is to release the game within this year. Thank you. Operator, next question please.
Operator
谢谢。下一个问题来自高盛的Lincoln Kong。请提问。
Operator
Thank you. Your next question comes from Lincoln Kong with Goldman Sachs. Please go ahead.
Lincoln Kong
[外语] [口译] 感谢管理层回答我的问题。我的问题是关于《蛋仔派对》的。从一些第三方数据来看,我们看到这款游戏在过去几个月面临一些收入压力。管理层能否分享背后的原因,以及我们应该如何确保这款游戏的长期运营?关于更广泛的休闲游戏类别,无论是派对游戏还是放置类游戏,我们公司在这方面有什么研发策略和方向可以分享?谢谢。
Lincoln Kong
[Foreign Language] [Interpreted] So thank you, management for taking my question. My question is about Eggy Party. From some third-party data, we see some grossing pressure in the past few months for this game. So can management share the reason behind it and how should we ensure the longer term operation of this game? And regarding to the broader leisure category, no matter party games, idle games, what's our company's R&D strategy and direction here we can share? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的,我来翻译。是的,您说得对。《蛋仔派对》是网易用户基数最大的游戏之一。从我们这边来看,我们也确实看到这款游戏的收入与用户数量的比率相对于其他游戏来说相对较低。但我们也想请您放心,不必过于担心这一点。我们正在积极探索如何改变这种情况,因为我们想再次强调,最重要的事实是,这是一款有趣的游戏。关键在于我们的用户是否喜欢这款游戏。从目前我们看到的情况来看,用户非常喜欢这款游戏。他们每天都在积极参与游戏。这为我们提供了一个基础,让我们能够随着时间的推移探索一种平衡,一种平衡用户规模和收入水平的新方式,请放心,我们正在探索这个问题,我们会找到解决方案的。谢谢。主持人,下一个问题?
Bill Pang
[Interpreted] Okay. I'll do the translation. So yes, you're right. Eggy Party is one of the biggest game of NetEase in terms of the user base. And from our end, we do see that the ratio between the revenue versus user numbers is relatively low compared to other games. But we also -- we want you to be rest assured that no need to be too worried about this one. We're actively exploring how to change this, because again we want to emphasize again, the most important fact is, it's a game fun to play. It's -- our users like the game or not. So far from what do we see, the users are like the game -- they like the game very much. They are actively participating game every day. And that give us a ground that we can over time to explore a balance, a new way to balance the size of users and the level of revenue, please to be rest assured, we're exploring that and we will figure that out. Thank you. And operator, next question?
Operator
谢谢。下一个问题来自瑞银的Felix Liu。请提问。
Operator
Thank you. Your next question comes from Felix Liu with UBS. Please go ahead.
Felix Liu
[外语] [口译] 感谢管理层回答我的问题。我的问题是关于你们即将推出的产品线。管理层能否分享2024年剩余时间以及展望2025年,有哪些关键的产品线值得我们关注?更具体地说,我注意到你们最近获得了漫威系列游戏《漫威对决》和《漫威瞬战超能》的版号。你们对它们在国内的发布有什么期望?此外,你们在Xbox发布会上展示了一款名为《FragPunk》的新游戏。对此有什么评论吗?谢谢。
Felix Liu
[Foreign Language] [Interpreted] Thank you, management for taking my questions. My question is on your upcoming pipeline. So can management share for the remaining 2024 and looking into 2025, what are the key pipeline that we should watch out for? And more specifically, I noticed that you recently got [indiscernible] to Marvel series, Marvel Rivals and Marvel Snap. What are your expectation on their domestic launch? And also, you showcased a new game called FragPunk in Xbox showcase. Any comment on that one? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 是的,您说得对。我们不仅获得了卡牌游戏《漫威瞬战超能》和英雄射击游戏《漫威对决》的版号,而且我们还在开发其他新一代游戏,比如您提到的PC射击游戏《FragPunk》,我们刚刚开始在海外市场进行测试,以及如我们在脚本中提到的,我们将在下个月推出《炉石传说》。我们想指出的一点是,所有这些特殊游戏都不是我们传统类型的游戏。它们是竞技游戏。每一款都是高质量制作的竞技游戏。我们对这些特殊游戏寄予厚望并充满信心。正如我们所说,这些特殊游戏将从最近几个月到明年开始陆续推出,我们希望它们能成为成功的特殊游戏。谢谢。主持人,请下一个问题。
Bill Pang
[Interpreted] Yeah. You're right. Not only we received approval for Marvel Snap, which is card game, Marvel Rivals, which is the hero shooter game, but also we are working on other new generation titles like you mentioned the FragPunk, which is the PC shooter game, which we just started testing in the overseas market as well as the -- as we mentioned in script that we're going to have Hearthstone launch in next month as well. One thing we want to point out is, all these special games, they are not our traditional type of game. They are competitive games. And every single one of them are actually from high production quality competitive games. We have high hope and confidence about this special game. And as we said, the game start -- the special game will start to launch from latest months to next year and we hope they can be a successful special games. Thank you. And operator, next question please.
Operator
谢谢。下一个问题来自Jefferies的Thomas Chong。请提问。
Operator
Thank you. Your next question comes from Thomas Chong with Jefferies. Please go ahead.
Thomas Chong
[外语] [口译] 感谢管理层回答我的问题。我的第一个问题是关于AI。管理层能否分享AI如何提升我们的游戏制作和工作效率?我的第二个问题是关于运营费用的趋势。我们应该如何看待研发费用的趋势?是否因为AI而预期会增加?对于营销费用,我们应该如何看待未来几个季度的支出?谢谢。
Thomas Chong
[Foreign Language] [Interpreted] Thanks management for taking my question. My first question is about AI. Can management share about how AI enhance our game production and work efficiencies? And my second question is about the trend in operating expenses. How should we think about the trend in R&D expense? And should we expect it to step up because of AI? For marketing expenses, how should we think about the spending over the next few quarters? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。我来翻译一下。首先,网易实际上长期以来一直在积极拥抱AI。AI技术已经广泛应用于我们游戏开发的整个流程和各个学科的工作中,比如设计或编程等每个学科。例如,在一些原本劳动密集型的枯燥工作中,在某些领域,AI替代率已经达到90%左右。这实际上将解放开发人员,使他们能够专注于探索更有趣的游戏玩法,真正专注于游戏开发的创意部分,而不是劳动密集型部分。关于对研发成本的影响,AI将从劳动工作中解放部分人力资源,但我们会将这些开发资源重新投入到游戏玩法的探索和创意部分。因此,研发支出应该会保持在合理的长期范围内。谢谢。主持人,我们可能还有时间再回答一个问题,请继续。
Bill Pang
[Interpreted] Okay. Let me do the translation. First of all, NetEase has actually been actively embracing AI for a long time. And AI technology has been widely applied throughout our game development process and works from all disciplines like design or programming, every discipline. And for example, in some of the boring work, used to be labor intensive boring works, in some of the areas, AI replacement rate has already 90% or so. And that actually will free up people development people, so they can be focused on to explore more fun gameplay, really creative part of game development instead of the labor intensive part. And regarding the R&D -- impact on the R&D cost, AI will free some of the human resources from the labor work, but we'll reinvest into this development resources, our exploration of gameplay and the creative part. So the R&D spending should stay in the reasonable range for long-term. Thank you. And operator, we probably have time for one more question, please.
Operator
谢谢。最后一个问题来自美国银行的Lei Zhang。请提问。
Operator
Thank you. Your final question comes from Lei Zhang with Bank of America. Please go ahead.
Lei Zhang
[外语] [口译] 感谢提供跟进提问的机会。我的问题是关于《魔兽世界》。关于新用户和老用户有什么反馈,以及收入贡献如何?能否与我们分享其他游戏回归的时间表?以及未来与暴雪的合作计划?谢谢。
Lei Zhang
[Foreign Language] [Interpreted] Thanks for the follow-up opportunity. My question is regarding World of Warcraft. Any feedback regarding the new user and the old user and how to say the revenue contribution? And can you share with us the timeline for the other game to come back? And any future cooperation with Blizzard down the road? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
[口译] 好的。谢谢。我来进行翻译。感谢您的提问。自《魔兽世界》回归以来,实际上玩家们非常积极地重返游戏,所有指标都超出了我们的预期。新玩家与服务器关闭前现有玩家的比例大约是四比六,这表明游戏不仅吸引了老玩家回归,还具备吸引新玩家的能力。关于对财务方面的影响,这肯定会增加PC端收入。谈到其他游戏,我们将逐步展开,关于其他暴雪游戏的回归。我们很高兴看到我们已经建立了密切的关系并达成了共识,与每个暴雪产品团队,因为我们坚信回归不仅仅是恢复服务,它应该远不止于此。应该是——我们已经做好充分准备,确保为玩家提供比以往更好的体验。在暴雪游戏回归之际,暴雪方面的开发团队与网易雷火已经建立了非常深入的合作和信任,基于点对点的团队合作基础,这为未来深入合作奠定了深厚的互信基础和可能性。谢谢。
Bill Pang
[Interpreted] Okay. Thank you. I will do the translation. Thank you for your question. Since the return of World of Warcraft, actually, the players have been very actively returning to the game, as all metrics are actually exceeding our expectations. The split actually between the new players and existing players before server shutdown is about four to six, which demonstrate that the game not only attracting old players back, but has the capability of capturing new players as well. And regarding the impact on the financial side, for sure, it will increase the PC revenue. And talking about other games will unfold the class and on this unfolding return of other Blizzard games. We're happy to see we have built up close relationship and reach consensus, which each Blizzard product team, because we strongly believe the return is not only just reporting the service, it should be far beyond that. It should be -- we get fully prepared to ensure even better experiences to other players than before. And upon this returning of Blizzard games, the development teams from Blizzard side and maybe NetEase ThunderFire has directly built up very deep cooperation and trust on the point to point teamwork base, which laying the foundation of deep mutual trust and future possibilities for deep cooperations in the future. Thank you.
Operator
谢谢。问答环节到此结束。现在我将会议交还给Brandi Piacente,请她进行任何补充或结束语。
Operator
Thank you. That concludes the question-and0answer session. I would now 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。如果您有任何进一步的问题,请随时直接联系我们,祝您有美好的一天。非常感谢。
Brandi Piacente
Thank you once again for joining us today. If you have any further questions, please feel free to contact us directly, and we hope you have a great day. Thank you so much.