20141113-巴黎银行证券-The_game_isn_t_over_12页_527kb
报告摘要
TENCENT 700 HK Summary
Core Content
- Target Price: HKD153.00
- Current Price: HKD129.20
- Upside: +18.4%
- Prior Target Price: HKD158.00
- Change in TP: -3.2%
- Market Recommendation: Positive (41%), Neutral (10%), Negative (1%)
Main Disappointment
- 3Q14 Results Missed Expectations: Revenue was 3% below estimate, operating profit 7% below, and net profit 10% below.
- Mobile Game Revenue Decline: Mobile game revenues dropped sequentially to RMB2.6b (-13% q-q), marking a reversal from three quarters of growth.
- Reason for Decline: Delays in game upgrades to comply with iOS requirements, which were completed by October.
Positive Aspects
- Advertising Growth: Strong performance in advertising, with a 76% year-on-year increase, driven by video content (e.g., Voice of China 3, FIFA World Cup) and mobile ads (Qzone performance-based ads and WeChat official accounts).
Monetisation Potential
- Mobile Apps: Tencent's mobile security app reached 585 million activated installations (+92% y-y), and its app store market share increased to 24% from 8% in 20 months.
- Future Upside: These assets are considered under-monetised, offering potential for growth in the coming quarters.
Investment Thesis
- Competitive Advantage: Tencent's dominant traffic platforms (QQ IM on PC, WeChat on mobile) allow it to flexibly monetise its user base.
- Monetisation Capabilities: Strong revenue growth despite shifts in revenue mix from mobile VAS to community VAS and online games.
- WeChat as a Platform: WeChat is evolving into a complete mobile platform, capturing significant monetisation potential with 468 million monthly active users (MAU).
Catalysts
- WeChat Growth: Continued increase in WeChat user numbers and new monetisation opportunities are expected to be positive catalysts.
- New Mobile Games: Introduction of new mobile games is anticipated to boost confidence in Tencent's mobile platform strategy.
Risks
- Market Growth Slowdown: Potential slowdown in online game market growth.
- Monetisation Delays: Slower-than-expected monetisation of the mobile platform.
- Regulatory Impact: Changes in regulations or mobile OS ecosystems (iOS and Android) could affect WeChat's status as a free mobile communication service.
- Weak Execution: Poor performance in new businesses and investments could undermine the investment case.
Company Background
- Founded in 1998 in Shenzhen: Primarily engaged in Internet, mobile, and telecommunication value-added services in China.
- Public Listing: Listed on the Hong Kong Stock Exchange in 2004.
- Segments: Value-added Services (Online Games and Social Networks), Online Advertising, E-commerce Transactions, and Others.
Financial Highlights
- Revenue: RMB19.81b (3% below BNPP estimate)
- Operating Profit: RMB7.52b (7% below BNPP estimate)
- Net Profit: RMB5.66b (10% below BNPP estimate)
- Gross Margin: 63.8% (up from 61.6% in 2Q14)
- OP Margin: 37.9% (down from 39.7% in 2Q14)
Segment Performance
- Online Games: RMB11.32b vs. BNPP estimate of RMB11.84b.
- Social Networks: RMB4.72b vs. BNPP estimate of RMB4.88b.
- Online Advertising: RMB2.44b vs. BNPP estimate of RMB2.21b.
- E-commerce Transactions: RMB0.46b vs. BNPP estimate of RMB0.90b due to traffic shift to JD.com.
Operating Metrics
- WeChat MAU: 468 million (+7% q-q, +39% y-y)
- QQ and Qzone MAU: Slight decline (-1.1% and -2.5% q-q) but continued mobile growth (+4.1% and +1.9% q-q).
- Fee-based VAS Subscriptions: Increased sequentially for the first time in six quarters, indicating a potential bottoming out of the PC slowdown.
Key Financials
- Recurring EPS (RMB): 1.69 (2013A), 2.52 (2014E), 3.20 (2015E), 3.89 (2016E)
- EPS Growth (%): 21.5 (2013A to 2014E), 48.6 (2014E to 2015E), 27.1 (2015E to 2016E)
- Recurring P/E (x): 60.3 (2013A), 40.6 (2014E), 31.9 (2015E), 26.2 (2016E)
- Dividend Yield (%): 0.2 (2013A), 0.4 (2014E), 0.5 (2015E), 0.6 (2016E)
- EV/EBITDA (x): 39.5 (2013A), 25.3 (2014E), 20.3 (2015E), 16.5 (2016E)
- Price/Book (x): 16.1 (2013A), 11.5 (2014E), 8.5 (2015E), 6.4 (2016E)
- Net Debt/Equity (%): -69.0 (2013A), -82.0 (2014E), -90.3 (2015E), -95.4 (2016E)
- ROE (%): 31.2 (2013A), 33.2 (2014E), 30.6 (2015E), 27.9 (2016E)
Earnings Sensitivity
- Total Revenue Increase: 10% would raise 2014E/2015E EPS by 25.5% / 24.6%.
- EBIT Margin Increase: 5ppt would raise 2014E/2015E EPS by 25.5% / 24.6%.
- Total Revenue Decrease: 10% would reduce 2014E/2015E EPS by 22.8% / 22.0%.
- EBIT Margin Decrease: 5ppt would reduce 2014E/2015E EPS by 22.8% / 22.0%.
Revenue Mix
- Online Games: Dominant revenue segment with consistent growth.
- Social Networks: Significant growth driven by mobile item sales and subscription revenues.
- Online Advertising: Strong performance due to video and mobile advertising.
- E-commerce: Decline due to traffic shift to JD.com, but improved gross margin.
Key Assumptions
- Online Game Revenues (RMB m): 31,965 (2013), 44,351 (2014E), 54,122 (2015E), 63,823 (2016E)
- Social Network Revenues (RMB m): 13,020 (2013), 18,366 (2014E), 26,342 (2015E), 32,263 (2016E)
- Online Advertising (RMB m): 5,034 (2013), 8,126 (2014E), 10,411 (2015E), 12,875 (2016E)
- E-commerce Transactions (RMB m): 9,796 (2013), 4,907 (2014E), 2,454 (2015E), 2,699 (2016E)
- Gross Profit Margin (%): 54 (2013), 61 (2014E), 63 (2015E), 62 (2016E)
- EBIT Margin (%): 32 (2013), 39 (2014E), 39 (2015E), 40 (2016E)
Key Executives
- Ma Huateng: Executive Director, Chairman and Chief Executive Officer (Age: 42, Joined: 1999)
- Zhang Zhidong: Executive Director, Chief Technology Officer (Age: 42, Joined: 1999)
- Lau Chi Ping Martin: Executive Director, President (Age: 40, Joined: 2005)
Conclusion
- Target Price Adjustment: The lower target price reflects reduced earnings estimates, not changed assumptions.
- Overall Outlook: Reiterate BUY, with confidence in Tencent's ability to leverage its dominant platforms for monetisation.
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