The document discusses Nintendo Switch sales tracking and forecasts. It provides actual and forecasted weekly sales figures for Nintendo Switch in Japan, with cumulative sales totals. It notes that if Switch follows a similar pattern to 3DS, global sales could reach 18 million units by the end of 2017. The document also lists some notable software releases on Switch and how they correlate with sales upticks. Overall it analyzes Switch sales trends over time to understand how the platform is diffusing in the market.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171203James Chin-Kai Yeh
This document tracks Nintendo Switch sales data from launch through December 2017. It provides weekly sales figures for Japan, estimates global cumulative sales, and notes major game releases. Analysis suggests Nintendo may meet its goal of 18 million Switch sales by end of fiscal year based on the system following a similar sales pattern to the 3DS in Japan. Overall the data shows strong sales growth over time as the install base and software library expand.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171125James Chin-Kai Yeh
This document tracks Nintendo Switch sales data and forecasts over time. It provides weekly sales figures for Japan, estimates the global cumulative sales based on an assumed 24% share for Japan, and notes any major game releases that could impact sales. The analysis compares Switch sales patterns to other Nintendo platforms like the 3DS to examine similarities and differences. It also incorporates adjustments to the forecast to account for potential production increases to meet holiday demand. The tracking aims to gain insights on Switch sales momentum and the overall install base buildup in the key first year.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171231James Chin-Kai Yeh
The document discusses Nintendo Switch sales tracking and forecasts. It provides actual weekly sales data for Japan, compares it to forecasts, and notes when major game releases occurred. Overall sales have exceeded initial forecasts. By the end of 2017, global cumulative sales were estimated at 11.7 million units, with Japan making up an estimated 24% of total sales. The document examines sales patterns and how incorporating potential production boosts for holiday seasons could impact forecasts.
Nintendo Investment Thesis before Switch Launch 20171116James Chin-Kai Yeh
- The document discusses Nintendo Switch sales projections and tracking actual sales data from launch. It provides cumulative sales figures for Japan over time and compares the Switch's sales pattern to other Nintendo consoles like the 3DS.
- The data shows strong initial Switch sales that exceeded projections. By the end of 2017, global cumulative sales reached over 14 million units, around 3.5 million of which were in Japan.
- Key software releases are noted that may have contributed to sales boosts. Holiday season adjustments are also made to the 3DS sales pattern to incorporate potential production increases for Switch.
Nintendo Investment Thesis before Switch Launch 20171111James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and provides analysis on key considerations and risks, potential advantages, and a plan for tracking sales data. It outlines concerns around the Switch's power and price competitiveness. Potential advantages discussed include different play modes using Joy-Cons, mobility enabling local multiplayer, and higher units per household. Sales tracking plans include analyzing software lineup expansion, third party support, and using sales data to estimate total addressable market size over time.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180203James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and initial performance tracking. It provides sales data for Nintendo Switch in Japan, comparing the sales trajectory to other Nintendo consoles like 3DS. It notes the Switch is performing similarly to 3DS's launch pattern. The document estimates the Switch could reach 18 million global units sold by the end of 2017 if production constraints are mitigated and it follows 3DS's holiday sales boost. Overall the analysis indicates the Switch is performing well in its early launch with room to meet expectations.
Nintendo Investment Thesis before Switch Launch 20171103James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and early performance. It identifies potential concerns like being less powerful than competitors and supply issues. However, it also notes positive factors like the three play modes, mobility, and potential for local network effects. Initial sales results are tracked, with Japan sales exceeding forecasts. The install base is estimated using diffusion models. Overall the analysis finds the Switch is performing well in its early launch with room for continued growth.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180121James Chin-Kai Yeh
- The document tracks Nintendo Switch sales data and forecasts from before launch through early 2018.
- Early concerns about the Switch included its power compared to competitors and software lineup. However, features like its hybrid design and local multiplayer were seen as potential advantages.
- Sales data from Japan showed steady weekly sales increases. A model estimated the Switch could reach 18 million cumulative sales in Japan by the 2017 holiday season if supply constraints were mitigated.
- Global sales forecasts were updated regularly based on actual sales numbers from Japan and other markets. By early 2018, the Switch was exceeding early installation base targets.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171203James Chin-Kai Yeh
This document tracks Nintendo Switch sales data from launch through December 2017. It provides weekly sales figures for Japan, estimates global cumulative sales, and notes major game releases. Analysis suggests Nintendo may meet its goal of 18 million Switch sales by end of fiscal year based on the system following a similar sales pattern to the 3DS in Japan. Overall the data shows strong sales growth over time as the install base and software library expand.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171125James Chin-Kai Yeh
This document tracks Nintendo Switch sales data and forecasts over time. It provides weekly sales figures for Japan, estimates the global cumulative sales based on an assumed 24% share for Japan, and notes any major game releases that could impact sales. The analysis compares Switch sales patterns to other Nintendo platforms like the 3DS to examine similarities and differences. It also incorporates adjustments to the forecast to account for potential production increases to meet holiday demand. The tracking aims to gain insights on Switch sales momentum and the overall install base buildup in the key first year.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171231James Chin-Kai Yeh
The document discusses Nintendo Switch sales tracking and forecasts. It provides actual weekly sales data for Japan, compares it to forecasts, and notes when major game releases occurred. Overall sales have exceeded initial forecasts. By the end of 2017, global cumulative sales were estimated at 11.7 million units, with Japan making up an estimated 24% of total sales. The document examines sales patterns and how incorporating potential production boosts for holiday seasons could impact forecasts.
Nintendo Investment Thesis before Switch Launch 20171116James Chin-Kai Yeh
- The document discusses Nintendo Switch sales projections and tracking actual sales data from launch. It provides cumulative sales figures for Japan over time and compares the Switch's sales pattern to other Nintendo consoles like the 3DS.
- The data shows strong initial Switch sales that exceeded projections. By the end of 2017, global cumulative sales reached over 14 million units, around 3.5 million of which were in Japan.
- Key software releases are noted that may have contributed to sales boosts. Holiday season adjustments are also made to the 3DS sales pattern to incorporate potential production increases for Switch.
Nintendo Investment Thesis before Switch Launch 20171111James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and provides analysis on key considerations and risks, potential advantages, and a plan for tracking sales data. It outlines concerns around the Switch's power and price competitiveness. Potential advantages discussed include different play modes using Joy-Cons, mobility enabling local multiplayer, and higher units per household. Sales tracking plans include analyzing software lineup expansion, third party support, and using sales data to estimate total addressable market size over time.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180203James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and initial performance tracking. It provides sales data for Nintendo Switch in Japan, comparing the sales trajectory to other Nintendo consoles like 3DS. It notes the Switch is performing similarly to 3DS's launch pattern. The document estimates the Switch could reach 18 million global units sold by the end of 2017 if production constraints are mitigated and it follows 3DS's holiday sales boost. Overall the analysis indicates the Switch is performing well in its early launch with room to meet expectations.
Nintendo Investment Thesis before Switch Launch 20171103James Chin-Kai Yeh
The document discusses Nintendo Switch's launch and early performance. It identifies potential concerns like being less powerful than competitors and supply issues. However, it also notes positive factors like the three play modes, mobility, and potential for local network effects. Initial sales results are tracked, with Japan sales exceeding forecasts. The install base is estimated using diffusion models. Overall the analysis finds the Switch is performing well in its early launch with room for continued growth.
Nintendo Investment Thesis/Analysis/Research before Switch Launch 20180121James Chin-Kai Yeh
- The document tracks Nintendo Switch sales data and forecasts from before launch through early 2018.
- Early concerns about the Switch included its power compared to competitors and software lineup. However, features like its hybrid design and local multiplayer were seen as potential advantages.
- Sales data from Japan showed steady weekly sales increases. A model estimated the Switch could reach 18 million cumulative sales in Japan by the 2017 holiday season if supply constraints were mitigated.
- Global sales forecasts were updated regularly based on actual sales numbers from Japan and other markets. By early 2018, the Switch was exceeding early installation base targets.
- The document analyzes Nintendo Switch sales data from launch through late 2017. It finds that Switch sales in Japan are tracking similarly to the pattern of 3DS sales, reaching around 4 million units sold in Japan by the end of 2017.
- Global Switch sales are estimated to reach around 14.6 million units by the end of 2017, with Japan accounting for about 24% of total sales. Major game releases like Mario + Rabbids and Super Mario Odyssey are correlated with increases in Switch sales.
- The analysis provides a framework for continuing to track Switch sales on a weekly basis and estimates sales may reach 18 million units globally by the end of the first year.
Nintendo investment thesis before the launch of Switch James Chin-Kai Yeh
A rough analysis on Nintendo's business and it's brand new console before the launch. The best timing to bet on the success of new console is the first year of its life cycle. There's updated slides to this because slideshare does not allow re-upload anymore
The document discusses Garena Free Fire, a battle royale mobile game. It provides an overview of Free Fire's product, market fit, monetization model, and user metrics. Free Fire started in SEA markets and has since expanded globally. The document also compares Free Fire to other battle royale games and outlines Free Fire's conceptual roadmap, including possibilities to transition from a game to a social platform. Key metrics like monthly active users, paying conversion, and average revenue per user are examined across core and non-core markets over time.
Netflix proposes entering the game streaming industry by leveraging its existing brand, infrastructure, and customer base. The game streaming market is growing rapidly but lacks a dominant player. Netflix's competitive advantages include its algorithms, content library, loyal customer base, and massive content delivery network. Entering this new market would allow Netflix to continue innovating and growing beyond its core video streaming business. Financial projections estimate startup costs of $377 million but positive net income by 2021 as revenues grow from $1.462 billion in 2020 to $7.402 billion in 2024. Risks include licensing issues, streaming quality differences, and rapid technology changes from competitors like Microsoft and Google who are also pursuing game streaming.
TGCC Global Round Winning Slides.pdf winningChaviSingh7
Sony faces three key issues: gaming is seen as isolating, console hardware becomes obsolete quickly, and the industry is extremely competitive. The document recommends that Sony revitalize its mobile app to increase connections and monetization, create an environment to develop exclusive games through a developer think tank, and transition to cloud gaming to mitigate risks from obsolete hardware. This would connect more users, generate $510 million in additional app revenue and $380 million in profit from exclusive games by 2023, and earn $450 million from cloud gaming by 2021.
The document summarizes key themes in the video game industry as identified by an investor at Bessemer Venture Partners. It notes that the industry is large and growing, with trends toward digital distribution, connected and multiplayer games, and freemium business models. Traditional console game publishers face challenges with high development costs and reliance on hits. Digital distribution poses risks but also opportunities for new models to emerge.
Nintendo YOO - The next generation of Console GamingNintendoYoo
Nintendo is analyzing its strategic position and considering recommendations. It currently has strengths in popular franchises and a history of innovation. However, its popularity may have peaked and it does not appeal to serious gamers. It faces threats from Microsoft's Project Natal and social/mobile gaming. Nintendo is considering partnering with other companies and focusing on online gaming, social networking integration, and targeting the mobile segment. Its long term strategy is to continue its leadership in product innovation through empowering employee teams and strategic alliances. It forecasts continued revenue growth from the launch of its new console, Nintendo YOO.
How Streaming , OTT's and SMART TV's will change the rules to provide digital content in the near future : One example the CLOUD GAMING new rules .
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How Streaming , OTT's and SMART TV's will change the rules to provide digital content in the near future : One example the CLOUD GAMING new rules .
28/1/2016 -PGW PPT deck : Conference with Anuman (Loick TANGUY), LG, Samsung, Orange, SFR, Blacknut, EMTEC, Gamestream
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Anshar Studios is a game development studio looking to enter the hardcore gaming sector. It has experience developing award-winning games but lacks experience in hardcore games. The gaming industry is very competitive and changing rapidly with new technologies and platforms. Anshar will need to leverage its capabilities, develop niche games, and build a fan base to succeed in the hardcore sector long-term.
This document provides a strategic analysis and recommendations for Nintendo. It begins with an overview of Nintendo's vision and current state, including strengths around popular franchises and a focus on gaming. However, weaknesses include not appealing to serious gamers. Opportunities exist in leveraging home networking, while threats include competition from Microsoft's Project Natal. Recommendations include catering to a wider demographic and focusing on online gaming. Long-term strategies center around continued product leadership and innovation.
Video games, by the numbers - Michael Pachter, Wedbush SecuritiesLondonGamesConference
Slides from Michael Pachter's keynote at November 2013's London Games Conference.
Michael, Research Analyst at Wedbush Securities shares insights and analysis on both the state of the video games market and where the opportunities are
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
PlayX should pivot its business model away from retail towards an investment and advisory focus in the growing mobile gaming segment. In the near term, it should source indie talent through game jams and provide a support hub to help indie developers overcome challenges. It should also begin assessing games for investment potential and providing seed funding and marketing support to promising startups. This will allow PlayX to capitalize on the opportunity in mobile gaming while moving away from its declining retail operations.
The document analyzes the declining prospects for GameStop as the video game industry shifts to digital distribution. It notes that major publishers are increasingly prioritizing digital sales over physical discs, and that the upcoming PlayStation 4 and Xbox One consoles will emphasize digital games. To hedge against GameStop's risks, the author proposes a paired trade - shorting GameStop stock while taking long positions in major publishers Electronic Arts, Activision Blizzard, and Take-Two Interactive, who stand to benefit from the digital transition.
Hunting the Next Supercell | Alexis BonteJessica Tams
The document discusses the attractiveness and dynamics of the games sector for investment. It notes that the global games market is worth over $100 billion and growing annually at 8%. Games companies can see fast returns, with some achieving 10x growth in 3-5 years. Successful games studios are also highly cash efficient and can become long-term franchises. Europe is highlighted as a source of strong gaming talent and several major games companies.
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptxDataScienceConferenc1
Siyu Sun presented on applying data science in the gaming industry. Some key applications discussed include optimizing monetization through improving in-app purchases, ads, and subscriptions. Specific use cases covered predicting payers versus non-payers, ad trigger points, and subscription tier and pricing optimization. Challenges with A/B testing large changes over long durations were also noted. Reinforcement learning applications and the future of generative AI and text-based games were briefly discussed at the end.
TapTap is a game community and distribution platform owned by XD Inc. The platform allows gamers to connect with each other through social features like forums and user-generated content. It also helps developers distribute and publish games. The platform benefits from network effects as more users and games are added. Its success depends on continuing to scale the user base. Building development tools and supporting third-party developers can help attract and retain them on the platform long-term. Financial metrics and more detail on TapTap can be found through XD Inc.'s investor materials or the URL provided.
To celebrate the launch of Ring Fit Adventure, I put together a slide to explore the potential of Ring Fit Adventure and make some comparison to Peloton.
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Netflix proposes entering the game streaming industry by leveraging its existing brand, infrastructure, and customer base. The game streaming market is growing rapidly but lacks a dominant player. Netflix's competitive advantages include its algorithms, content library, loyal customer base, and massive content delivery network. Entering this new market would allow Netflix to continue innovating and growing beyond its core video streaming business. Financial projections estimate startup costs of $377 million but positive net income by 2021 as revenues grow from $1.462 billion in 2020 to $7.402 billion in 2024. Risks include licensing issues, streaming quality differences, and rapid technology changes from competitors like Microsoft and Google who are also pursuing game streaming.
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Sony faces three key issues: gaming is seen as isolating, console hardware becomes obsolete quickly, and the industry is extremely competitive. The document recommends that Sony revitalize its mobile app to increase connections and monetization, create an environment to develop exclusive games through a developer think tank, and transition to cloud gaming to mitigate risks from obsolete hardware. This would connect more users, generate $510 million in additional app revenue and $380 million in profit from exclusive games by 2023, and earn $450 million from cloud gaming by 2021.
The document summarizes key themes in the video game industry as identified by an investor at Bessemer Venture Partners. It notes that the industry is large and growing, with trends toward digital distribution, connected and multiplayer games, and freemium business models. Traditional console game publishers face challenges with high development costs and reliance on hits. Digital distribution poses risks but also opportunities for new models to emerge.
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Nintendo is analyzing its strategic position and considering recommendations. It currently has strengths in popular franchises and a history of innovation. However, its popularity may have peaked and it does not appeal to serious gamers. It faces threats from Microsoft's Project Natal and social/mobile gaming. Nintendo is considering partnering with other companies and focusing on online gaming, social networking integration, and targeting the mobile segment. Its long term strategy is to continue its leadership in product innovation through empowering employee teams and strategic alliances. It forecasts continued revenue growth from the launch of its new console, Nintendo YOO.
How Streaming , OTT's and SMART TV's will change the rules to provide digital content in the near future : One example the CLOUD GAMING new rules .
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This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Anshar Studios is a game development studio looking to enter the hardcore gaming sector. It has experience developing award-winning games but lacks experience in hardcore games. The gaming industry is very competitive and changing rapidly with new technologies and platforms. Anshar will need to leverage its capabilities, develop niche games, and build a fan base to succeed in the hardcore sector long-term.
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Nintendo Investment Thesis/Analysis/Research before Switch Launch 20171224
1. Nintendo (7974 JP / NTDOY)
before Switch launch
Yui Nausicaa
2017/2/21, Last update 2017/12/24
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
Updates:
Feb.26; Mar.8,10,13, 14,15,16,18,23,24,25
29,30; Apr.6,9,29; May 7, 15; Jun.30; Sep. 2, 4, 10,15, 24
Oct. 5, 19; Nov. 3, 11,16,25; Dec. 3, 24
2. Thesis Nintendo Switch
Concerns/risks
• Less powerful and less
price competitive than
other home console
competitors
• Software lineup at launch
• Shrinking game console
market
• Production/supply issue
• Bet on Nintendo Switch
• The stage of first year
install base buildup is
very rewarding for
financial investors
• Improvements in smart
device business after the
release of FEH
Tracking
• 3 play modes with Joy-Con
-> new user experience
• The mobility and physical
interaction-> local network
effect
• Unit per household might
be higher than those of
other home consoles
• Software lineup expansion
since mid-January
• Better third party software
support
• Better pipeline mgmt
• TVCMs target demographic
groups suitable for initial
adopters
• Nintendo: 2M shipment in
1Q17
• Won’t sell at loss
• Users’ feedback
• Hardware and
software sell-
through
• Information about
supply/production
• Re-estimate TAM
once results come
in
Other
• Boom/bust?
Why Nintendo
3. Revenue/profit contribution
• Has experimented different gaming styles w/ different
monetization methods
• Mario Run: huge downloads but less favorable conversion
• FEH has decent downloads and grossing in JP and US -> show
capability to utilize its IP
• 2-3 games on smart devices per year
Console Type Life cycle Install base (M) Plan Concern
Switch Hybrid About to start ??? Difussion
3DS Handheld PostMain/Later 65.3 Extension
Wii U Home About to end 13.56 Phase out
FC/NES Home End NM Fullfil demand
Cannibalization
• Product still has room to diffuse
• Large install base to distribute software
Stable rev stream w/
growth potential
SmartdevicebizGameconsolebiz
1-3QFY16 1-3QFY17 YoY
20.5 6.5 -68.3%
amiibo Figure Sell-In (M units) • Need time to destock?
• Might be fueled by BotW
4. Nintendo Switch
Shrinking market sizeFeatures: Hybrid X Jon-Con Other players in the market
Software lineup has been expanding
3 play modes
Development
Dev kits: $450
Sharing/social/face-to-face
Potential demand side network effect
driven by “local network”
Switch: less powerful and probably less
price competitive than other home console
competitors
5. Platform, network and product diffusion
1st Party 3rd Party
Nintendo Switch
Player
Start-upor
Chicken-eggproblem
Software
NX
NXNX
NX NX Global & virtual
Local & physical
due to mobility
Connectivity
Custom acquisition and initial diffusion
Young adults
• Reasonable to choose this
demographic group as initial
adopter
• TVCMs are aligned with
diffusion plan
Age
Things to do
0. Start-up problem
1. Install base build-up
2. Software distribution
Characteristics unseen on other home consoles
1. Higher penetration per house hold . In other
words, the average number of NX might be higher
than those of other home consoles with statistical
significance
2. Higher contact rate in diffusion due to mobility
3. Additional demand side network effect due to
physical interaction in local network
Gaming console is a platform
1. Nintendo is a platform builder/governor
2. Control of hardware is key
What is the most lucrative
part in the market for
financial investors of a
gaming platform builder?
6. Fiscal year 7-Mar 8-Mar 9-Mar 10-Mar 11-Mar
eps 1.45 2.5 2.79 2.46 0.93
Fiscal year 12-Mar 13-Mar 14-Mar 15-Mar 16-Mar
eps -0.51 0.07 -0.22 0.37 0.15
Nintendo's eps w/o non-recurring items
Probably not for value investorThe build-up of install base in first year looks lucrative
Difficult to estimate
• Heavily depends on product cycle
• Requires assumptions such as TAM, adoption
pattern , tie ratio … for console business and MAU,
ARPPU, paying user… for mobile gaming
• Switch just about to launch and mobile gaming just
about to take off : might be too early
• DCF-based or earnings multiple-based valuation
method, timeframe will be relatively long
Installment Year1: lucrative and less risky to bet on the success of NX
Built up installed base
or platform => gaining
shares from other home
console s
Avg eps last 10 years 0.999
P/E 20.0x
=Earnings power value 19.98
+Net cash per shr 6.78
Equity value per shr 26.76
Obsession w/ valuation?
Some analysts maintain
detailed models.
Multiple expansion /
trading “at premium”
7. Diffusion and total addressable marketAconceptualcausalloopdiagram
Total Addressable Market : Methods to Estimate a Company’s Potential Sales by Mauboussin and Callahan
Asimpleway:Bassmodel
8. 0
20
40
60
80
100
120
4Q06
2Q07
4Q07
2Q08
4Q08
2Q09
4Q09
2Q10
4Q10
2Q11
4Q11
2Q12
4Q12
2Q13
4Q13
2Q14
4Q14
2Q15
4Q15
Millioninstalledbase
Wii Model Training
Wii installed base Estimate Wii installed base
0
2
4
6
8
10
12
14
16
4Q12
1Q13
2Q13
3Q13
4Q13
1Q14
2Q14
3Q14
4Q14
1Q15
2Q15
3Q15
4Q15
1Q16
2Q16
3Q16
4Q16
Millioninstalledbase
Wii U Model Training
Wii U installed base Estimate Wii U installed base
0
50
100
150
200
4Q04
3Q05
2Q06
1Q07
4Q07
3Q08
2Q09
1Q10
4Q10
3Q11
2Q12
1Q13
4Q13
3Q14
Millioninstalledbase
DS Model Training
DS installed base Estimate DS installed base
0
10
20
30
40
50
60
70
Millioninstalledbase
3DS Model Training
3DS installed base Estimate 3DS installed base
Home console Handheld console
Internal reference model to estimate p & q
9. Model Type p* q* Lifecycle Note
Wii Home 0.027 0.186 End
Wii U Home 0.000 0.236 End Weak p
DS Handheld 0.009 0.207 End
3DS Handheld 0.042 0.048 PostMain/Later TAM 80m assumed
Switch Hybrid 0.03 0.20 Initial stage Arbitrary p q
Seed 1Q17 2m Forecast by Nintendo
p 0.03
q 0.20
Assumptions in the model
* Assume no supply issue
Benchmark TAM 1st year 2nd year Growth
Wii U 13 4.2 3.4 -19.5%
20 5 5.1 2.2%
40 7.2 9.6 33.8%
60 9.3 14.0 50.5%
80 11.5 18.3 59.3%
Wii 100 13.6 22.6 66.3%
125 16.2 28.0 72.7%
PS2 155 19.4 34.4 77.4%
200 24.1 44.0 82.7%
Current street
estimates implied
TAM range
Implied TAM
1st year 8-10m 45-65m
By end of 2020 40m 47.5m
Analyst forecasts
Some results
Insights from this exercise Post-investment management: tracking
• If traction of NX to be : 2m/3m/3m/5m in
1Q/2Q/3Q/4Q17 -> very promising
• Local network effect might be detected by
exponential growth and weak seasonality
• One year might be enough to determine TAM
• Key risk: supply/production issue
• Get actual result to check p, q and TAM
• Get user experience feedback and check social part
of news about NX after launch
• Focus on information about supply/production if any
• If it delivers better than expect, be prepared for a
boom-bust cycle
10. Stuffs not discussed in detail
Yui Nausicaa
Update 2017/2/26
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
11. Home-based Mobile-based
Game
console
Spec
Tech
Teardown
Game
Even look into NVDA
Software lineup BOTW, GOTY???
AAA…
Positioning/Customer acquisition & reactivation
Non-
console
Supply-chain
Budget
Number of developer
Product
performance
Time
High-end
Low-end
Performance demand/supply & constrain on software development
AdvertisingPricing
Competitors
Most popular: tech/game/pricing
12. Valuation in concept
Yui Nausicaa
Update 2017/3/10
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
13. “Peripherals”
“Console” gaming
Online service
Nindies
Subscription
Console Software
1st Party
3rd Party
Mobile gaming
IP portfolio
NWC
Intangible
“Idle” “cash”
NPPE
LT-Investment
Talent
Brand & history
Fan base
AccountingvalueEconomicvalue
“Normalized”valueofoperatingasset
Other opportunities (just for example)
Growth opportunity from underlying biz
Valuefrom“future”(strategic)
Valuepalyw/call
So… What’s the value of Nintendo???
• Valuation for this company is difficult if
possible
• Target price is possible, just check with
your favorite analyst
• No TP for this thesis but a target horizon
• Some might try to estimate private market
value, liquidation value or rebuild value.
Nice exercise if you think those events will
happen in the foreseeable future or you
have a way to unlock the value …
• Value estimated above (liquidation value…)
should only be used as upside potential
rather than downside protection ( might
become a value trap)
Mkt price close to or
below NAV: value
investment for patient
capital provider
14. Mobility & sharing:
real life example
Yui Nausicaa
Update 2017/3/8
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
15. Mobility & sharing: higher contact rate with user experience
Next step: local network effect…
18. Weekly traction: Sell-through Japan only, as of Sep 2, 2017
Find anything interesting?
Source: ?
300000
1300000
2300000
3300000
4300000
5300000
6300000
JP Cumulative sell-through
Switch PS4 WiiU 3DS VITA Wii NS Ln Pred
NS Week 26
If forecasted as linear
19. Why does 3DS’ pattern look different from those of others?
300000
1300000
2300000
3300000
4300000
5300000
6300000
JP Cumulative sell-through
Switch 3DS NS Ln Pred
3DS launched on 2011/2/26
Holiday season: Nov. 2011- Mid Jan. 2012
20. Incorporate potential production boost for holiday season
3,481,632
4,156,316
300000
1300000
2300000
3300000
4300000
5300000
JP Cumulative sell-through
Switch 3DS NS Ln Pred NS Ln Pred w/ Holiday Adj
3DS launched on 2011/2/26
NS launched on 2017/3/3
If NS follows 3DS’ pattern &
supply constraints mitigated
Holiday season
It seems 18mm is not
just a bs number…
As of September 4, 2017
Timing
NS Cum. Unit
Sold (MM)
JP units (MM) JP Share(%)
Jun 2017 4.7 1.12 24%
Dec 2017 14.6 3.48 24%
Week 52 17.4 4.16 24%
22. Attach Rate Breakdown as of 3Q17
FY End Mar 31, 2017
Calendar Year 1Q17 2Q17 3Q17 4Q17 1Q18
Cum. SW Sales (M) Guidance (New)
Zelda 2.76 3.92 4.7
1-2 Switch N/A (to Others) 1.22 1.37
MK8 Deluxe 3.54 4.42
ARMS 1.18 1.35
Splatoon 2 3.61
Mario + Rabbids N/A (to Others)
Mario Odyssey
Others 2.7 3.74 12.03
Cum. SW Sales (M) 5.46 13.6 27.48 55.46
Cum. HW Sales (M) 2.74 4.71 7.63 16.74
Cum. Attach Rate 1.99x 2.89x 3.60x 3.31x
Zelda 1.01x 0.83x 0.62x
1-2 Switch N/A (to Others) 0.26x 0.18x
MK8 Deluxe 0.75x 0.58x
ARMS 0.25x 0.18x
Splatoon 2 0.47x
Mario + Rabbids N/A (to Others)
Mario Odyssey
Others 0.99x 0.79x 1.58x <- Due to Mario + Rabbis
Fiscal Year Ending March 31, 2018
23. Global traction: different sources
NX shipment Software Note
Nintendo_target 2m by end of Mar17
Rumor_target 2.5m+ by end of Mar17
IHS Markit 2.4-2.6m by end of Mar17
Nintendo_actual 2.74m 5.46m by end of Mar17
Nintendo_target 10m 35m during Apr17-Mar18
NX sell-through Zelda Date in press Source
SuperData_1 1.5m 1.34m 2017/3/14 gamesindustry.biz
SuperData_2 2.4m 2017/4/14 venturebeat.com
Ace Research Institue 2.3m 2017/4/14 WSJ
IHS Markit 2.3m 2017/4/26 IHS
NX shipment Software Note
Nintendo_actual 1.2m 2.86m by end of Mar17
NX sell-through Zelda Date in press Sourse
NPD 906K 925K 2017/4/13 businesswire.com
NX shipment Software Note
Nintendo_actual 600K 890K by end of Mar17
NX sell-through Note Sourse
Famitus 555.6K Cum. Week 5 Famitsu
US traction
Japan traction
Global traction
27. For those who love charts
• If Nintendo does nothing and stays at
25000 Yen, MA25 will reach MA75 on
3/29
• Information and events during this
period that might make price depart
from 25000 Yen:
• Sell-through
• Management interview
• Splatoon 2 Global TestFire 3/24-26
• Restock at My Nintendo Store 3/27
Revisit after 3/29
28. Fund flow from specific firm
Yui Nausicaa
Update 2017/3/23
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
29. LT confidence enhancement from established investor
Next day: mkt participants taking profit?
ADR was relatively strong
Comment
• Large long position from active management firm (are they?) is generally positive
• As they need more time to accumulate and then to distribute, they are more likely to focus on longer term
• The stock should be well researched (hopefully) before building meaningful position so it might be an
opportunity to free ride their work
• However, large position might be viewed as stock price driver before disclosing so stock price might be volatile once
specific manager’s position is reported. This might attract more buyers or signals short term profit taking
opportunity to sellers
30. Beginning of TAM consensus revision
Yui Nausicaa
2017/3/18, Last update 4/6
Reminder: this is an intellectual exercise
yuinausicaa@yahoo.com
31. WSJ as the first one to report the “production expansion”
• Apr17-Mar18
Production plan: 8m->16m at least
Suggesting Nintendo believes to sell significantly
more than 10m in this period
First year 10m is regarded a threshold
Production plan beats most analysts’
expectation
• Mar17 shipment might be 2.5m or more
Takeaway
Comment
• “First year”(depending on definition) estimation
ranges from 5m-10m clustering around 8m-10m
• First year sales consensus gets moved by this
news. After incorporating positive sell-through
and business briefing in April, consensus will
quickly gravitate to a new one. Might be described
as following the Wii path and eventually leading to
TAM consensus revision
• Information sources -> first year consensus -> TAM
consensus. Upward revision is more likely but
should focus on actual execution and adoption