Operator
各位好,欢迎参加网易2024年第四季度及2024财年业绩电话会议。今天的会议正在录音。现在,我将会议转交给Brandi Piacente。请开始。
Operator
Good day and welcome to the NetEase 2024 Fourth Quarter and Fiscal Year 2024 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》所确立的安全港条款。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、假设及其他因素的影响。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,以及在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年第四季度及2024财年业绩新闻稿。提醒一下,本次会议正在录音。此外,投资者演示文稿和本次电话会议的网播重播将在网易公司网站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;企业发展副总裁潘文杰先生。现在我将电话转交给潘文杰,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 my ability 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 certain comparison purposes only. For a definition of non-GAAP financial measures and a reconciliation of GAAP to non-GAAP financial results, please see the fourth quarter 2024 and 2024 fiscal year earnings news release issued earlier today. As a reminder, this conference is being recorded. In addition, an investor presentation and a webcast replay of this conference call will be available on NetEase's corporate website at ir.netease.com. Joining us today on the call from NetEase's senior management are Mr. William Ding, Chief Executive Officer; Mr. Bill Pang, the Vice President of Corporate Development. I will now turn the call over to Bill, who will read the prepared remarks 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 will remind everyone that all percentages are based on RMB. At NetEase, we are dedicated to innovation and strive for continuous breakthroughs across our businesses. While 2023 was a year of expanding our portfolio across various game genres, 2024 was about pushing boundaries with both innovation and accelerating our brand awareness in the global market. These strategic steps reinforce our foundation for sustainable long-term growth. By the end of year, our total net revenue reached RMB105.3 billion, with RMB83.6 billion from games and related value ad services, both marking new record highs. Notably, this marks the 22nd consecutive year of revenue growth from our online games operations. The successful launch of new blocks of titles in the fourth quarter, advanced each of our growth drivers, innovation, diversification, and globalization. By redefining gameplay and setting new industry standards for premium quality, we have created tremendous player enthusiasm. Our games captured attention across genres, within and beyond the traditional gaming community and on both domestic and global scale. Let's start today by reviewing our new games performance, then we'll take a look at our broader portfolio and pipeline. Marvel Rivals, our fast-paced Superhero shooting game spark massive excitement across global markets following its launch. It claimed the number one spot on Steam's top seller chart within four hours of its release, attracting over 10 million players in its first 72 hours and 20 million players in the first two phases. With over 40 million players accumulated so far. Marvel Rivals is redefining the Hero shooter experience through its unique lifestyle, innovative combat system and ever-changing battlefields. Its key team of ability and a dynamic layer of immersive interactions among players, while recreating iconic Marvel moments with our fresh take that adds a new dimension to the Marvel universe. During the Season 1 update, Marvel Rivals once again topped Steam's top seller and most-played charts. Our collaboration with Marvel Comics also bought Marvel Rivals to live for comic fans through our Infinity comic series of Marvel Unlimited. The synergy not only amplified the game's momentum but also bridge the world of gaming and other media forms, captivating audience beyond the gaming community and solidifying Marvel Rivals as a corporate phenomenon. With more superheroes and exciting events on the horizon, Marvel Rivals will continue to evolve. We are thrilled to be even more new experiences to the game that keeps players engage and inspire. At the end of December, we launched our highly anticipated open-world action adventure RPG, Where Winds Meet. Within four days of its PC launch in China, the game has amounted 3 million downloads and topped the iOS download chart for around two weeks following its mobile launch. The booming mobile version drove total players across PC and mobile to over 10 million within a week and over 50 million after two weeks. Rooted in the rich crafted world with deep historical backdrop, Where Winds Meet innovatively introduced the Chinese martial arts in the open-world exploration experience. On top of that, we pioneered a mode that caters to both single player and multiplayer preferences, which reinterpret our [indiscernible] story in a brand-new way. Players can immerse themselves in the interline conflict of Asian cities like [indiscernible], witness characters contrasting fate during historical changes and develop social network with other people along the journey. Building on the single player experience, the game seamlessly integrates challenges that encourage social exchange, while continuously refining the experiences, we aim to create a compelling blend of solar and multiple elements, offering players a diverse way to experience the world with community high price, we expect the audience of Where Winds Meet to continue expand over time with the game becoming another flagship evergreen title. Our plans to build on the game's initial success are underway. We are currently working to bring Where Winds Meet to console platforms and introduce the Saga to players in more regions. In addition to our new game launches, the return of Blizzard game to China has been highly successful, with a strong momentum throughout the fourth quarter. The return of or World of Warcraft has consistently spared tremendous enthusiasm from the community, supported by our diverse localized events that are driving the franchise to new highs. Shortly after Hearthstone's return, we quickly reorganized the highly anticipated Hearthstone go series in China. The events set new records, drawing in over 10,000 fans in person and more than 10 million players gather to watch online. Just yesterday, Overwatch 2 made its return to China, reigniting player excitement as present portfolio gradually returns to Chinese markets. We are further strengthening our partnership with Blizzard, exploring localization opportunities and bring more exciting content for China's robust game community. Whether developing or operating title, we are always committed to innovation and operational excellence, we apply this across our portfolio and continue to see the results of our dedication reflected in our new and legacy franchises. With operations across decades, our beloved legacy franchises continue to set new records and advance fans serving players with enduring popularity. Turning to Westward Journey, continues to bring players fresh experiences through well-timed events and new content in the fourth quarter. The firewall expansion pack featuring the iconic transformation abilities of Monty King Sifu introduced all new skills and some on this. Meanwhile, the swing festival event plan turn around the year of snake, brought the community of vibrant new year atmosphere. For Fantasy Westward Journey in mobile, we continue to infuse new content into the game, which gained heightened popularity throughout the year led to the record high revenue for 2024, nearly a decade after its launch. Westward Journey Online II also achieve record high annual revenue, driven by enriched gameplay and activities, as well as refresh the gaming experience powered by new servers. Players flock to the in-game ceremony for account benefit [indiscernible] and explore new maps and missions set into driving Asian cities of [indiscernible]. Stepping into 2025. We also introduced our major new annual server update for Westward Journey Online mobile. We continue to updates with the sharing system. It generated a significant new community interest and further strengthens balance among players, while keeping long-term fans coming back for more. Identity V is another testament to our long-term operational success with our established titles. After second consecutive new quarterly records in the first three quarters both in terms of player numbers and revenues, Identity V achieved record high revenue in 2024. In the fourth quarter, we sustained intense player activity with our comprehensive operational strategy, which players love. For example, in November, we launched across branding campaign with Persona 5 Royal, introducing the beloved [indiscernible] of heart to our game. Fans appear in group for the crossover event driving Identity V to number two position on the iOS top revenue chart. Naraka: Bladepoint franchise also continued to impressive with action-based comeback community. With the December update, Naraka: Bladepoint partnered with City product rep for special crossover on the [indiscernible], Wild Hunt introducing more beloved characters through new customs and in-game events. Most recently, our January collaboration with King of Fighters brought iconic TLF characters [indiscernible] into the game, bringing a high level of player interest. Naraka: Bladepoint Mobile has also been growing its player base since its launch in the third quarter and surpassed 50 million players in December. For [indiscernible], we continue to nurture its dynamic GDC ecosystem. The community is highly connected to innovate supply and demand for content creation. The platform consistently and diverse game modes to build on its rich content offerings, allowing players to enjoy relaxing and hard warming moments with their buddies. So far, we have successfully introduced several popular game modes, including mobile, Asymmetrical Battle Arena, Werewolf, [indiscernible] each cultivated a large audience within the Eggy Party community. Our innovative MMO Justice Mobile maintained its large and active player base in the fourth quarter. In late December, Justice Mobile hold a groundbreaking virtual concert for its cross-year celebration, emerging players in festivities and inviting them to participate in an attractive pace. The event created a truly unforgettable audiovisual experience by emerging cutting-edge technology with Asian art. Beyond conventional concept, all players who join their in-game characters embarking on exposure journey through various immersive scenes. The concert ignited consider robust among players, attracting over 3 million concurrent viewers online. The robust community engagement and related since content updates per cloud-dated Mobile to number two on the list of top grossing chart shortly after the event. Since its launch in July, Once Human has cultivated a dedicated survival player fan base around the world, and we continue to build on this. The new PVP TV scenario we introduced in the fourth quarter, sparked a player surge. The spike in total concurrent users drove Once Human to rank on Steam's top 10 Most played chart and to number three on Steam's Top Sellers chart. Anticipation on the much awaited mobile version is also mounting. We now have over 10 million pre-registrations as we finalize the game's mobile version with global launch in this April. With the addition of a mobile version, we expect to attract even more fans worldwide. Adding to our ever expanding and increasing diverse portfolio, we have a great lineup of new titles in our pipeline with several key games planned to hit key markets in the coming months. The global launch for FragPunk, our fast paced five versus five tactical shooter game is set to begin on March 6th. We expect the game to become a dynamic force in the shooting experiences for fans worldwide. Featuring an innovative free car system with shifting combat dynamics and a colorful punk art style through meticulous game development. FragPunk is set to disrupt the traditional shooting experience with all new rule breaking gameplay that we think players will love. Next up is Destiny: Rising, which successfully concluded its first closed beta test in December. The community's broad enthusiasm one Destiny: Rising Pocket Gamers annual most anticipated game award. Using the valuable insight we gained from early tests in target regions, we are currently working to make the game even better. Our goal is to bring this fresh shooting adventure set in an alternative Destiny timeline to players around the globe. Lastly, I'd like to highlight our superhero team based tactical RPG, MARVEL Mystic Mayhem. It just finished closed beta cross-country testing in January with a unique art style, rich cast of characters, and varied and rewarding gameplay that thrilled the community. Sweeping positive player feedback gives us confidence that players will love Mystic Mayhem experience as they fight with beloved Marvel characters across various bizarre dreamlands. As many of you know, we have been steadily expanding into new game categories over recent years. Diversifying our portfolio has allowed us to carve a path beyond the traditional MMO game that defined our early journey in the gaming industry. Along the way, we have achieved significant milestones and gained invaluable insights into genres that were once new to us. Each successful vertical we enter reinforces our ability to craft impactful games across diverse categories. Moreover, our diversified game portfolio has strengthened our global presence, enabled our games to reach and resonate with audience worldwide. As we expand our game offerings, upholding superior quality and stay agile in our operational iterations, we're confident that we can continue captivating global audience with new innovative titles and grow our international reach. Now let's move to Youdao. With its continued focus on technology-driven innovation and profitability enhancement, Youdao's operating profit increased by over 10% year-over-year in the fourth quarter, and it achieved its first-ever annual operating profit in 2024. In the fourth quarter, Learning Services revenue declined as we further focused on long-term growth, balancing revenue and profitability. By prioritizing high-demand courses, we achieved healthy development and reinforced profitability. Notably, Youdao flagship course, featuring tiered learning videos and AI-powered support, continue to thrive. With strong engagement and loyalty, it achieved a retention rate of over 70% in the fourth quarter. Recently, we launched Confucius-o1, China's leading step-by-step reasoning model for education. As a 14B lightweight model, it supports deployment on consumer-grade GPUs and delivers detailed problem-solving processes. With its high accuracy and robust reasoning capabilities, Confucius-o1 has been seamlessly integrated into our AI learning assistant, Mr. P AI Tutor, earning excellent user feedback and surpassing 100 million users. Youdao's online marketing services has also continued to advance. Domestic performance-based advertising reached record-breaking revenue, led by gaming and the AI tool sector. Internationally, we recently established an official partnership with Google, laying a solid foundation for further expansion. We have also sharpened our technology edge in overseas KOL marketing. By developing an evaluation model, we can precisely match KOL selection with specific demands, driving high conversion rates. Our smart devices segment maintains healthy growth. Our flagship Youdao Dictionary Pen solidified its leading position in the W11 online shopping festival, dominating the top position in this category on JD and TMOS sales chart for five consecutive years. Building on this success, we launched Youdao Dictionary Pen A7 Pro in January, featuring higher performance to further fuel growth ongoing. Turning to NetEase Cloud Music, NetEase Cloud Music continue to drive quality development across its music-centric ecosystem, searching a unique community and distinctive content offerings. We continue reinforcing our signature music consumption experiences while expanding consumption scenarios and brand awareness. We launched and iterated several innovative features to improve users enjoy and interface with music and music inspired contents in Q4. For example, our new feature Lyric Book allow users to highlight the favorite lyrics, create a personalized lyric collection and share that unique Lyric Book with others. Additionally, Lightbulb enhanced users' music discovery journey, offering recommendations that flow naturally with each user's distinctive taste. These functions were highly popular with music fans and increase user engagements, building our compelling consumption experiences. We continue diversifying music consumption scenarios. For example, co-branding activities in cooperation with our game division helped expand our existing audience while introduced an enhanced music-inspired social interaction features in games further extended our brand process. Expanding our music library also allows us to keep bringing users the best range of licensed and original music. In Q4, we deepened our partnership with Kakao Entertainment and strengthened our Chinese music collection is generated by collaborating with renowned artist Lee Chan [ph] brining his full discography back to our platform, including many beloved concerts. On the in-house music side, we step up our efforts as well, several tracks gained widespread recognition in Q4, including Heat Follow. We're also growing our corporate collaboration with popular artist, generate tens digital album [indiscernible] rebuilding on our platform, selling over 1 million copies within 24 hours. In Q4, we celebrated the tenth anniversary of our independent decision platform with special events highlighting our musicians journeys, helping to deepen the connection between artists and fans. As of December, our platform voted over 770,000 registered audits, making it one of China's top platforms for independent physicians. As we continue to improve our music-focused model innovation, subscription-based membership remains an important driver of online music revenue growth to further optimize our premium offering, we enhance our content appeal, introduce cutting-edge features, added membership privileges for subscribers and we find our cohesive marketing strategy. This effort boosted subscriber growth and deep engagement, laying solid foundation for more sustainable growth. Finally, let's look at Yanxuan. Yanxuan continues to focus on key categories and drive growth through best-selling products. In 2024, core categories like pet products and home claim recorded solid growth, reinforcing the market leadership. Meanwhile, other key categories keep getting popularity through its star products, our [indiscernible] Down Jackets known for exceptional quality and strategic marketing, remain a standout performer in the fourth quarter, breaking into top five position for mass ware on Tmall sales chart, across our NetEase family of businesses, we pursue innovation that advances our company and the industries we serve. We are extending this to our global aspiration for our games as we further diversify our portfolio and bring the live titles to fans worldwide in 2025 and beyond. We believe these initiatives will fuel lasting value creation across our business and for players, partners and shareholders level. This concludes William's comments. I will now provide a brief review of with a focus on the fourth quarter, given the limited time of today's call, I will present 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 RMB unless otherwise stated. Our total net revenue for 2024 were RMB 105.3 billion, were US$14.4 billion, representing a 2% increase year-over-year. For the fourth quarter, total revenue were RMB 26.7 billion or US$3.7 billion. For 2024, net revenue from games and related BES were RMB 83.6 billion, up 3% from 2023 and up 2% year-over-year in Q4 to RMB 21.2 billion. Specifically, net revenues from online games were RMB 80.4 billion, up 6% from 2023 and up 5% year-over-year in Q4 to RMB 20.5 billion. Through 2024, our PC client games delivered strong performances, achieving 17% year-over-year growth with an impressive 57% increase in Q4, with the Q4 growth was primarily driven by titles such as NARAKA: BLADEPOINT is we Westward Journey Online II and several licensed titles. While the positive momentum in PC games have shifted our revenue mix mobile games remain a significant part of our business. In the fourth quarter, they accounted for approximately 65% of our total net revenue from online games and operations -- online game operations and for the full year, it made up about 73%. Youdaon's net revenue for 2024 were up about 4% for the year to RMB 5.6 billion, primarily due to revenue growth from online marketing services. They declined 9.5% year-over-year in the fourth quarter to RMB 1.3 billion primarily due to the decline in learning services revenue as we focus on the business that serve our long-term growth objective with better profitability. NetEase Cloud Music's net revenue were up a little over 1% at RMB 8 billion for the full year, and RMB 1.9 billion in the fourth quarter, a 5% decrease year-over-year. As discussed in previous quarters, the decline reflects lower revenue from social entertainment service, which aligns with our refined focus on sustainably improving profitability. Net revenue for innovative business and others were only RMB 8.1 billion for the year and RMB 2.3 billion for the quarter, down 6% and 17%, respectively, year-over-year. The decline was mainly due to decreased revenue -- advertising services and some other innovative businesses. For the year, our total gross profit margin was 62.5%. In the fourth quarter, our gross profit margin slightly decreased year-over-year to 60.8%. Looking at our fourth quarter margin in more detail. Gross profit margin was 66.7% of games and related BES compared with 69.5% in the same period last year. The decrease was primarily attributable to a higher proportion of net revenue from license game, which carried lower margin than our self-developed titles. Our gross profit margin for Youdao 47.8% and compared with 49.9% in the same period last year. The decrease was mainly due to reduced revenue contribution from learning services. Gross profit margin for NetEase Cloud Music was 31.9% in the fourth quarter, versus 30.3% in the same period a year ago. The margin improvement primarily resulted from increased revenue from membership subscriptions and continued cost management improvements. For our innovative business and others, gross profit was 37.8% compared with 34.4% in the fourth quarter of 2023. The increase was primarily a result of margin improvement indenture. The operating expenses for the fourth quarter were RMB8.5 billion or 32% of our total net revenue. Taking a closer look at our cost composition. Our selling and marketing expenses as a percentage of total net revenue were 10.5% for the fourth quarter compared with 15.6% for the same period last year, mainly due to decreased spending on gaming promotions during the quarter. On a full year basis, selling and marketing expenses accounted for 13.4% of net revenue, relatively stable with 13.5% in 2023. Our R&D expenses as a percentage of total net revenue also remained stable year-over-year at 16.7% in the fourth quarter compared with 16.5% for the same period last year. On a full year basis, R&D expenses accounted for 16.6% [ph] of net revenue, up slightly from 15.9% in 2023. We remain committed to investing into content creation and product development. We are also seeing leverage in our R&D investments longer term. The effective tax rate was 15.3% for the full year and 13.4% for the fourth quarter. As a reminder, the effective tax rate is presented on an accrual basis and the tax credit deferred for each of our activities at different time periods, depending on applicable policies and our operations. Our non-GAAP net income attributable to shareholders for the fourth quarter totaled RMB9.7 billion or $1.3 billion, up 31% year-over-year. Non-GAAP business earnings per ADS for the quarter was $2.09 or $0.42 per share. For the full year, non-GAAP net income attributable to shareholders was up 3% to RMB33.5 billion, $4.6 billion, which is $7.17 per ADS or $1.43 per share. Additionally, our cash position remains strong. As of year-end, our net cash position was about RMB131.5 billion compared with RMB110.9 billion at the end of 2023. In accordance with our dividend policy, we're pleased to report that our Board of Directors has approved a dividend of US$0.2424 per share or US$1.22 per ADS for the fourth quarter. Lastly, under our current US$5 billion share repurchase program starting in mid-January last year, we have repurchased approximately RMB21.2 million ADS as of December 21, 2024 for a total cost of approximately US$1.9 billion. Thank you for your attention. We would like now open the call to your questions. Operator, please?
Operator
谢谢。[操作员指示] 第一个问题来自中金公司的杨白。
Operator
Thank you. [Operator Instructions] Your first question comes from Yang Bai with CICC.
Yang Bai
[外语] 作为一个持续的趋势,管理层能否分享更多关于其数据测试成果、当前发布准备情况以及发布后运营重点的信息?公司对射击游戏细分市场的竞争有何看法?谢谢。
Yang Bai
[Foreign Language] As a continuing trend, could management share more color on it’s data test achievement, current preparations for launching and post-launch operational priorities, what’s the company's perspective on competition within the shooter game market segment? Thank you.
William Ding
[外语] 好的。我来做英文翻译。AI赋能[ph]已经进行了大规模测试,包括国内和海外市场,反馈符合我们的预期。玩家对我们的创新玩法和系统设计给予了高度评价,并提供了许多宝贵建议。经过数月的迭代,我们现在已准备好发布。发布后,我们将一如既往地持续监控玩家反馈,更新内容,优化关卡,提供新角色,并打击作弊行为,为玩家构建健康的游戏环境。目前,我认为射击游戏品类中有多款表现良好的射击游戏——射击是一个大品类,我们的研发团队拥有丰富的经验。这实际上增强了我们对游戏的信心,无论是操控手感、系统设计还是较少的叙事元素,包括其非常独特的风格。所有这些都具有独特的标志性特征,将吸引现有和新玩家,我们有信心这款游戏会取得成功。谢谢。操作员,下一个问题。
William Ding
[Foreign Language] Okay. I'll do the English translation. The AI-power [ph] has come the large-scale testing, both domestically and oversees market, which feedback met our expectations. Players gave high appraisal to our innovative gameplay and system design and provided a lot of valuable advices as well. After months of iteration, we're now ready to launch. After launch, as always it will continue to monitor player feedback, updates, better levels, provide new characters and crackdown cheating behaviors, building a healthy gaming environment for the players. Currently, I say, there are multiple well-performing shooting titles in the shooting genres -- shooting is big genre which our R&D teams had truly experience. This actually reinforce our confidence in our game no matter the control feelings, the system design for the fewer narratives, including it's a very unique style. Everything is this unique signature and will be appealing to existing and new players, we do have confidence that the game will be successful. Thank you. Operator, next question.
Operator
下一个问题来自摩根士丹利的杨柳。
Operator
Your next question comes from Yang Liu with Morgan Stanley.
Yang Liu
[外语] 我将翻译我的问题。首先,我祝贺《Where Winds Meet》获得玩家的积极反馈,我们看到相当积极的指标,如留存率、日活跃用户等,但我们也听到很多反馈,期待公司改进游戏中的外观装饰和多人在线玩法。因此,我想问这款游戏下一阶段的商业化策略是什么?我们可以在哪些方面看到改进?另外,我想问一下这款游戏的海外发布计划,将在哪些市场和地区推出?谢谢。
Yang Liu
[Foreign Language] I will translate my question. First, I congratulate the positive feedback from the gamers on Where Winds Meet and we see quite positive metrics or retention DAU, et cetera, but also we hear a lot of feedback to expect the company to improve the cosmetics and also the multi-play game play in the game. So, I would to like ask what is the next stage monetization strategy for this title? And where could we see improvement? And also, I would like to ask about the overseas launch plan for this title, where and what market? Thank you.
William Ding
[外语] 好的。谢谢,William。我来翻译一下。《燕云十六声》,感谢您的提问。《燕云十六声》自上线以来表现稳健,各项指标强劲。游戏同时包含单人和多人模式,满足了不同类型玩家的需求。以装饰性道具为核心的商业化策略也广受欢迎。此外,我们以轻松、低压力的游戏体验为特色的内容生态,为长期运营奠定了健康的基础。未来,我们将继续专注于注入新内容,扩展地图以丰富我们的开放世界,创造多样化的高品质服装,为玩家打造各种有趣且创新的单人和多人游戏体验。并且,我们会不时地与玩家面对面交流,收集他们的反馈,持续修改和打磨我们的游戏。关于您提到的海外计划问题,我们注意到《燕云十六声》因其独特的开放世界风格和对[听不清]内容的独特诠释而获得广泛好评,这也为我们赢得了海外观众的广泛关注和期待。目前,我们已经开始着手开发海外版本。我们希望能在2025年内将其呈现给海外玩家。谢谢。感谢您的提问。主持人,请下一个问题。
William Ding
[Foreign Language] Okay. Thank you, William. I will do translation. Where Winds Meet, thank you for your question. Where Winds Meet is why the client since its launch, demonstrating a solid performance with robust metrics. The inclusion of both single player and a multi-player mode has created a diverse demand of players. And the monetization strategy centered around cosmetics was widely welcomed. Furthermore, our content ecosystem featuring casual and low-pressure gaming experience lays the healthy foundation for long-term operation. In the future, we will continue to focus on infusing new content, our maps to enrich our open world, creating diversified quality, costumes, crafting various interesting and innovative single player and multi-player experience for single player and multi-player game plays for gamers. And we'll -- from time to time, we will talk to players face-to-face, collect their feedback to keep modifying, keep polishing our game. Regarding your question on the overseas plan, we notice that Where Winds Meet's wide appraisal of its unique open-world style and the unique interpretation of [indiscernible] content, which actually gained us wide attention and anticipation from overseas audience as well. Currently, we have started working on the overseas version. We hope we could present that to oversee players within 2025. Thank you. Thank you for your question. Operator, next question please.
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
谢谢管理层回答我的问题。我有两个问题,第一个是关于《漫威争锋》的。关于4000万用户,能否分享更多关于付费倾向/付费率的信息?我们接下来的增长策略是什么?我们会扩大市场营销、发展电竞,甚至与漫威电影联动来进一步扩大用户基础吗?谢谢。
Ritchie Sun
Thank you management for taking my question. I have two, but the first one is about Marvel Rivals. Regarding the 40 million users, can you share more about the paying propensity paying ratio? And what is the next growth strategy that we're looking at? Will we expand the marketing or e-sports or even connectivity with the Marvel movies to further expand our user base? Thank you.
Bill Pang
感谢您的提问。《漫威争锋》,特别是在第一赛季之后,获得了全球玩家的广泛好评。这是我们计划在开发和营销方面持续投入的产品。我们相信这款产品将持续运营、持续增强、持续投入10年甚至更久。关于您的问题,是的,团队确实有电竞计划,我们将公布我们的电竞计划,希望这个电竞计划能进一步强化整体的游戏生态系统。关于您的问题,是的,未来我们将与其他媒体进行大量的联动活动和推广。这是我们将持续投入的关键产品。感谢您的关注。主持人,请下一个问题。
Bill Pang
Thank you for your question. Marvel Rivals, especially after Season 1, has gained wide appraisal from worldwide players. And this is a product we're going to keep investing both on development and marketing. And we do believe this product, we're going to keep operating, keep enhancing, keep investing for 10 years and beyond. To your question, yes, the team does have plans for eSports, and we're going to announce our eSports plans, hope to have this eSports plan to further enhance the overall gaming ecosystem. And to your question, yes, we're going to do a lot of crossover events and promotions with other media in the future. And this is a key product we'll keep investing. Thank you for your attention. Operator, next question, please.
Operator
您的下一个问题来自花旗集团的Alicia Yap。
Operator
Your next question comes from Alicia Yap with Citigroup.
Alicia Yap
你好。谢谢。[外语] 我的问题与《守望先锋》相关,鉴于该游戏昨天在中国重新上线。公司目前对这款游戏有何预期?网易将如何平衡《漫威争锋》和《守望先锋》?谢谢。
Alicia Yap
Hi. Thank you. [Foreign Language] So my question is related to Overwatch, given the games relaunching China yesterday. So what are the company's current expectations for the game? And how will NetEase strike a balance between Marvel Rivals and Overwatch? Thank you.
William Ding
[外语] 感谢您的提问。关于我们对《守望先锋》的预期,这与《魔兽世界》和《炉石传说》类似。我们的目标不仅是恢复原有运营,更是要真正重振产品并达到新的高度。从昨天上线首日的数据和用户反馈来看,我们很高兴看到我们正朝着这一趋势发展。《漫威争锋》和《守望先锋》都是这一品类中优秀的超级英雄射击游戏,设计精良且由出色的开发团队支持。我们将各自努力满足各自玩家社区的多样化需求。我们相信市场足够大,能够容纳两款优秀的游戏。谢谢。主持人,请下一个问题。
William Ding
[Foreign Language] Thank you for your question. Regarding our expectations for Overwatch, it's similar to those for World of Warcraft and Hearthstone. We aim not only to just restore the operation as is, we aim to really revitalizing the product and reaching new highs. We are encouraged to see that from the day one we launched yesterday from the data, from the user feedback, we are happy to see that we are on that trend. Both Marvel Rivals and Overwatch are excellent superhero shooters in this category and both well design and supported by outstanding development teams. We will each strive to meet diversified demand of our respective player community. We believe the market is large enough to accommodate two excellent games in the market. Thank you. Operator, next question please.
Operator
下一个问题来自汇丰银行的Ritchie Sun。
Operator
Next question is from Ritchie Sun with HSBC.
Ritchie Sun
[外语] 感谢管理层再次接受我的提问。能否讨论一下《魔兽世界》和《炉石传说》在积压需求带来的强劲初期推动后,用户和增长趋势如何?在这次正常化之后,提高这些游戏长期生命力的下一步措施是什么?谢谢。
Ritchie Sun
[Foreign Language] Thank you management for taking my question again. Can you discuss how does the user and growth trend look like for World of Warcraft and Hearthstone after a strong initial boots from the pent-up demand? And after this normalization, what is the next step to improve the longevity of these titles? Thank you.
William Ding
[外语] 感谢您的提问。《魔兽世界》和《炉石传说》回归六个月后的表现仍然远优于历史上任何其他游戏。当然,如您所言,在发布期间,相比发布时的情况会趋于正常化,这并不罕见。我们已与暴雪合作伙伴密切合作,规划即将到来的内容计划。我们相信我们将重新点燃玩家的参与度。长期来看,我们已与暴雪开发团队建立了牢固的信任关系,并致力于根据中国玩家的反馈,以本地化的方式改善他们的游戏体验。感谢您的提问。主持人,请下一个问题。
William Ding
[Foreign Language] Thank you for your question. Your six months profits to return to World of Warcraft and Hearthstone are still performing far better than any other title in the history. Of course, as you mentioned, that during the launch time, it's not uncommon that things will normalize and -- compared to the release time. We have closely collaborated with our partners at Blizzard to plan upcoming content plan. And we believe we will reignite players' engagement. And in the long-term, we have established a strong trust with Blizzard development team and are committed to addressing the feedback from Chinese players to provide -- to improve their gaming experience in the local way. Thank you for your question. Operator, next question, please.
Operator
下一个问题来自高盛集团的Lincoln Kong。
Operator
Next question is from Lincoln Kong with Goldman Sachs.
Lincoln Kong
[外语] 感谢管理层接受我的提问。我的第一个问题是关于我们的海外市场。在《漫威争锋》取得成功以及我们海外工作室的一些调整之后,我们应该如何看待我们在海外市场的未来扩张策略?我们是否会更倾向于像《漫威争锋》和《Fragpunk》这样的自研游戏方向?我们应该如何看待我们在海外市场的优势?第二个问题是关于AI和游戏。在DeepSeek取得成功以及成本大幅下降之后,网易将如何将我们的AI整合到当前游戏组合以及未来产品线中?管理层能否在游戏玩法创新、用户互动、生产效率或成本控制等与AI相关的任何方面与我们分享更多信息?谢谢。
Lincoln Kong
[Foreign Language] So, thank you management for taking my question. So, my first question is about our overseas market. After the Marvel Rivals' success and also some of the adjustment of our overseas studios, how should we think about our future expansion strategy in overseas market? So, we follow more direction as some Marvel Rivals and Fragpunk, those are self-developed games. How should we think about our advantage in the overseas market? The second question is about the AI and the game. So, after the success of DeepSeek and a huge influence cost dropping, how would NetEase integrate our AI versus our current game portfolio as well as our future pipeline? Could management share with us more around the gameplay innovation, a user's interaction or production efficiency or cost discipline any aspects related to AI. Thanks.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
好的。我来进行翻译。关于您的问题,海外市场的用户需求、用户偏好与中国市场确实不同,我们认识到这一点。实际上,我们非常重视对海外工作室的支持。我们致力于支持海外市场的创作者发挥创意——创作符合海外市场本地需求的内容。因此,支持真正高质量的工作室和大师级创作者为海外市场打造极具创意的游戏,这是我们的战略承诺。这一点没有改变。是的。以上就是第一个问题的回答。第二个问题,关于AI。AI已经并将继续显著提升研发流程和开发管线中的效率,这一点毫无疑问。我们一直在这样做,未来也会继续推进。此外,AI在游戏领域还有许多其他应用。例如,它可以帮助用户更好地参与内容、更好地理解内容,帮助新玩家上手游戏内容,我们也在大规模探索这些方向。我们相信,AI对于游戏行业的研发流程和创意过程将做出巨大的积极贡献。我们对此非常乐观。感谢您的提问。主持人,请下一个问题。
Bill Pang
Okay. I will do the translation. So to your question, the user demand, their preference in oversea market are not the same as the user demand preference in China market, we realize that. And we actually pay a lot of attention to support our overseas studios. To support the creators in the overseas market to be creative -- to create content to meet the local demand in the overseas market. So as commitment to support the really high-quality studios and really master creators to create a very creative game for oversea market, that is our strategy. There's no change on that. Yeah. So that's the answer to the first question. And the second question, regarding AI. AI is and will significantly increase the efficiency in the R&D process in the development pipeline. There's no doubt about that. We have been doing that and we're going to do that in the future. And also, there are many, many other applications of AI in gaming. For example, games, it could help the users to better engage with the content, better understand the content that our onboarding on content for new gamers, and we're exploring that in massive way as well. And we believe AI for the R&D process, the creative process of gaming industry is going to make huge positive contributions. We are very positive about that. Thank you for your question. Operator, next question, please.
Operator
下一个问题来自美国银行的[indiscernible] Zeng。
Operator
Next question is from [indiscernible] Zeng with Bank of America.
Unidentified Analyst
[外语] 感谢管理层回答我的问题。我的第一个问题是关于之前获得版号的[indiscernible]游戏,我们是否应该预期它在2025年上线?考虑到ACD游戏的竞争格局,我们如何看待它的定位和差异化?其次,关于销售和营销费用,第四季度出现了显著下降,我想了解背后的驱动因素以及我们是否改变了销售和营销策略?展望未来,我们应该如何看待2025年销售和营销费用的趋势?谢谢。
Unidentified Analyst
[Foreign Language] Thanks management for taking my question. My first question is regarding the game of [indiscernible] which got game approval previously, should we expect it to be launched in 2025? And giving the competitive of ACD game, so how do we think about its positioning and the depreciation here? Secondly, one follow-up on the sales and marketing expense, which had a meaningful reduction in Q4, so I want to know the driver and whether we change the sales and marketing strategy? And going forward, how should we look at the sales and marketing trend in 2025? Thank you.
William Ding
[外语] 那么,我先翻译第一个问题。好的。是的。我们在今年1月完成了[听不清]的线下测试。反馈说实话相当积极。开发工作正在非常顺利地进行中,团队规模也在按订单需求增长。关于竞争,我们认为竞争是件好事。这实际上反映了市场对这一类型游戏的兴趣,以及那里未被满足的需求。只要我们满足明确的期望,我们有信心能够提供出色的产品。目前,我们正专注于完善内容,持续开发产品。当我们准备好时,我们计划邀请更多玩家进行测试。谢谢。那么,关于第四季度市场支出减少的问题。如您所知,我们不断创新我们的市场引擎,探索更高效的方式、工具和系统来进行营销运营。这实际上反映了我们在营销运营方面效率的提高。谢谢,主持人。下一个问题,请。目前,我们可能还有时间再回答一个问题,请。
William Ding
[Foreign Language] So, I will translate the first question first. Okay. Yes. So, we have completed an offline test for [indiscernible] this January. And the feedback is honestly quite positive. The development is undergoing in a very smooth way on track and the team is growing in the order demand as well. For competition, we believe competition is a good thing. And it actually reflects that the market, there's interest in the market in this genre of games, and there's unmet demand there. As long as we meet the clear expectations, we're confident that we can deliver outstanding products. Currently, we are focusing on refining our content to keep developing the product. And we plan to invite more players for testing when we are ready. Thank you. So, regarding the market spending decrease in Q4. As you know, we keep innovating our market engine and exploring higher efficient ways and tools and systems to operating -- to do the marketing offering. And this actually is a reflect of our improved efficiency in terms of marketing operation. Thank you, operator. Next question, please. For the time being, we probably have time for one more question, please.
Operator
谢谢。下一个问题来自瑞银的Felix Liu。
Operator
Thank you. The next question comes from Felix Liu with UBS.
Felix Liu
[外语] 让我自己翻译。谢谢管理层回答我的问题。我的问题是关于近期组织架构调整的消息。我们注意到我们国内和海外工作室都有不少变动。管理层能否分享这些变动背后的原因和考量?我们应该如何看待你们在新游戏方面的中长期投资计划?谢谢。
Felix Liu
[Foreign Language] Let me translate myself. Thank you management for taking my question. My question is on the news of recent organizational changes. We noted there have been quite a few changes within both of our domestic and overseas studios. Could management share the reason and consideration behind these changes? And how should we think about your mid- and long-term investment plan for new games? Thank you.
William Ding
[外语]
William Ding
[Foreign Language]
Bill Pang
好的。我来做翻译。当我们在不同工作室的不同产品之间分配资源时,无论是国内还是包括我们的海外工作室,我们非常关注一些关键属性,例如作品的质量,以及作品在几年后发布时是否能满足玩家的未来需求,还有作品的生产效率等各个方面。所以,如果某些项目我们可以预见,当产品几年后面向市场时,很可能无法满足玩家需求,我们不会——我们会非常坚决地——用个词就是踩刹车。而如果某些产品质量确实很高,能满足未来市场需求,实际上我们会加倍投入。所以这完全取决于产品本身的质量、开发效率,以及它是否能满足不断增长的用户期望,因为游戏开发是一个长周期,是三、四、五年的周期。当我们启动一个项目时,我们有一些假设。在开发过程中,我们会持续监控,看产品是否能够满足未来需求,并进行资源分配调整。这是游戏开发过程中的正常环节。我们长期以来一直以这种方式运作。谢谢你的问题。
Bill Pang
Yeah. Okay. I will do the do the translation. When we allocate resources among different products across different studios, no matter domestically or including our overseas studios. We pay a lot of attention a lot of key attributes, for example, the quality of the work. And it's work going to meet the future demand of players when the work is releasing market years later as well as the production efficiency of the work, everything. So if some projects we can foresee that when the product face market years later, it's likely not to be of players. We will not -- we'll very firmly -- we then use word press the break. And if some product -- if they're really high quality, meeting the future market demand, actually, we're going to double down. So it's all about the product itself, the quality, the development, efficiency, is it going to meet the ever-growing user expectation because game development is a long cycle, it’s a three-year, four-year, five-year cycle. When we charge a project, we have some assumptions. And doing that development process, we'll keep monitoring to see if the product is going to be able to meet the future demand and to do resource allocation adjustment. That's a normal course of game development elements. We have been doing that for a long time in that that way. Thank you for your question.
Operator
问答环节到此结束。现在请将会议交还给Brandi Piacente,进行任何结束语。
Operator
And that concludes the question-and-answer session. I would like to turn the conference back over to Brandi Piacente, for any closing comments.
Brandi Piacente
再次感谢大家今天参与我们的会议。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。谢谢。
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.
William Ding
谢谢。
William Ding
Thank you.