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Sohu.com Reports Second Quarter 2020 Unaudited Financial Results

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Sohu.com Limited, China’s leading online media, video, search and gaming business group, reported unaudited financial results for the second quarter ended June 30, 2020.

Second Quarter Highlights[1]

The privatization of Changyou was completed on April 17, 2020. After the effectiveness of the transaction, Changyou’s net income/loss was wholly attributable to Sohu.com Limited. For the second quarter of 2020, Changyou recognized an additional accrual of withholding income tax of US$88 million, as Changyou changed its policy for its PRC subsidiaries with respect to distribution of cash dividends after the completion of the privatization.

Total revenues were US$421 million[2], down 9% year-over-year and 3% quarter-over-quarter.
Brand advertising revenues were US$38 million, down 14% year-over-year and up 48% quarter-over-quarter.
Search and search related advertising revenues[3] were US$241 million, down 13% year-over-year and up 1% quarter-over-quarter.

Online game revenues were US$106 million, up 4% year-over-year and down 21% quarter-over-quarter.
GAAP net loss attributable to Sohu.com Limited was US$80 million. Excluding the impact of the additional accrual of withholding income tax described above, GAAP net income attributable to Sohu.com Limited was US$8 million, compared with a net loss of US$35 million in the second quarter of 2019 and a net loss of US$20 million in the first quarter of 2020.
Excluding the impact of the additional accrual of withholding income tax described above, non-GAAP net income attributable to Sohu.com Limited was US$11 million. Further excluding the loss generated by Sogou, non-GAAP net income attributable to Sohu.com Limited was US$12 million, compared with a net loss of US$41 million in the second quarter of 2019 and a net loss of US$8 million in the first quarter of 2020.

Dr. Charles Zhang, Chairman and CEO of Sohu.com Limited, commented, “In the second quarter of 2020, our brand advertising business performed well, the brand advertising revenue had a decent increase, up 48% quarter-over-quarter. Both the brand advertising revenue and bottom line exceeded our prior guidance. During the quarter, we integrated our Media Portal’s brand advantage and influence with Sohu Video’s advanced broadcast technologies. These initiatives allowed us to more effectively generate and distribute our high-quality original content, and further enhanced our credibility by reflecting the attitude and values of Sohu. For Changyou, the privatization was completed on April 17, 2020, and after that Changyou’s net income/loss was wholly attributable to Sohu.com Limited. During the second quarter of 2020, online game revenues met our prior guidance and declined quarter-over-quarter, mainly due to the resumption of work following the easing of COVID-19 restrictions. For Sogou, it delivered in-line results in the second quarter with Search maintaining a steady share of traffic and Mobile Keyboard further expanding its DAU base.”

[1] As Changyou’s cinema advertising business ceased operations during the third quarter of 2019, its results of operations have been excluded from the Company’s results from continuing operations in the condensed consolidated statements of operations and are presented in separate line items as discontinued operations. Retrospective adjustments to the historical statements have been made in order to provide a consistent basis of comparison. Unless indicated otherwise, results presented in this release are related to continuing operations only, and exclude results from the cinema advertising business.

[2] On a constant currency (non-GAAP) basis, if the exchange rate in the second quarter of 2020 had been the same as it was in the second quarter of 2019, or RMB6.81=US$1.00, US$ total revenues in the second quarter of 2020 would have been US$438 million, or US$17 million more than GAAP total revenues, and down 5% year-over-year.

[3] Search and Search related advertising revenues exclude intra-Group transactions.

Second Quarter Financial Results

Revenues

Total revenues for the second quarter of 2020 were US$421 million, down 9% year-over-year and 3% quarter-over-quarter.

Total online advertising revenues, which include revenues from the brand advertising and search and search-related advertising businesses, for the second quarter of 2020 were US$279 million, down 13% year-over-year and up 6% quarter-over-quarter.

Brand advertising revenues for the second quarter of 2020 totaled US$38 million, down 14% year-over-year and up 48% quarter-over-quarter. The year-over-year decrease was mainly due to the continuous negative impact on the brand advertising industry from the outbreak of the COVID-19 in the first quarter of 2020. The quarter-over-quarter increase was mainly due to the increased revenues in our portal and video advertising businesses as a result of our continuing efforts to boost our revenues and the easing of the impact of COVID-19.

Search and search-related advertising revenues for the second quarter of 2020 were US$241 million, down 13% year-over-year and up 1% quarter-over-quarter.

Online game revenues for the second quarter of 2020 were US$106 million, up 4% year-over-year and down 21% quarter-over-quarter. The quarter-over-quarter decrease was mainly due to a decrease in player engagement as a result of work resumption during the quarter following the easing of COVID-19 restrictions in China.

Gross Margin

Both GAAP and non-GAAP[4] gross margin was 41% for the second quarter of 2020, compared with 46% in the second quarter of 2019 and 37% in the first quarter of 2020.

Both GAAP and non-GAAP gross margin for the online advertising business for the second quarter of 2020 was 23%, compared with 33% in the second quarter of 2019 and 10% in the first quarter of 2020.

Both GAAP and non-GAAP gross margin for the brand advertising business in the second quarter of 2020 were 40%, compared with 28% in the second quarter of 2019 and nil in the first quarter of 2020. The year-over-year margin improvement was mainly due to decreased video content cost. The quarter-over-quarter margin improvement was mainly due to increased revenues in the portal and video advertising businesses.

Both GAAP and non-GAAP gross margin for the search and search-related advertising business in the second quarter of 2020 were 21%, compared with 34% in the second quarter of 2019 and 11% in the first quarter of 2020. The year-over-year decrease primarily resulted from an increase in traffic acquisition cost as a percentage of search and search related advertising revenues. The quarter-over-quarter increase was due to a decrease in traffic acquisition cost as a percentage of search and search related advertising revenues due to normalized user traffic following the easing of COVID-19 restrictions in China.

GAAP gross margin for online games in the second quarter of 2020 was 77%, compared with 82% in the second quarter of 2019 and 79% in the first quarter of 2020. Non-GAAP gross margin for online games in the second quarter of 2020 was 78%, compared with 82% in the second quarter of 2019 and 79% in the first quarter of 2020. The year-over-year decrease in gross margin was mainly due to an increase in revenue-sharing payments related to TLBB Honor, which was launched during the third quarter of 2019.

[4] Non-GAAP results exclude share-based compensation expense; non-cash tax benefits from excess tax deductions related to share-based awards; changes in fair value recognized in the Company’s consolidated statements of operations with respect to equity investments with readily determinable fair values; a one-time impairment charge recognized for an investment unrelated to the Company’s core businesses; income/expense from the adjustment of contingent consideration previously recorded for acquisitions; dividends and deemed dividends to non-controlling preferred shareholders of Sogou; a one-time income tax expense recognized in the fourth quarter of 2017 as a result of the one-time transition tax (the “Toll Charge”) imposed by the U.S. Tax Cuts and Jobs Act signed into law on December 22, 2017 (the “TCJA”); the subsequent re-evaluation for the fourth quarter of 2018 and adjustment of the tax expense previously recognized for the Toll Charge; the resulting recognition of a previously unrecognized tax benefit and recording of an uncertain tax position related to the balance of the Toll Charge; and interest accrued in relation to the previously unrecognized tax benefit. Explanation of the Company’s non-GAAP financial measures and related reconciliations to GAAP financial measures are included in the accompanying “Non-GAAP Disclosure” and “Reconciliations of Non-GAAP Results of Operation Measures to the Nearest Comparable GAAP Measures.”

Operating Expenses

For the second quarter of 2020, GAAP operating expenses totaled US$194 million, down 13% year-over-year and up 4% quarter-over-quarter. Non-GAAP operating expenses were US$187 million, down 14% year-over-year and up 3% quarter-over-quarter. The year-over-year decrease in operating expenses was mainly due to decreased marketing expenses.

Operating Loss

GAAP operating loss for the second quarter of 2020 was US$23 million, compared with an operating loss of US$11 million in the second quarter of 2019 and an operating loss of US$24 million in the first quarter of 2020.

Non-GAAP operating loss for the second quarter of 2020 was US$16 million, compared with an operating loss of US$7 million in the second quarter of 2019 and an operating loss of US$20 million in the first quarter of 2020.

Income Tax Expense

GAAP income tax expense was US$85 million for the second quarter of 2020, compared with income tax expense of US$4 million in the second quarter of 2019 and income tax expense of US$14 million in the first quarter of 2020. Non-GAAP income tax expense was US$82 million for the second quarter of 2020, compared with income tax expense of US$2 million in the second quarter of 2019 and income tax expense of US$11 million in the first quarter of 2020. For the second quarter of 2020, Changyou recognized an additional accrual of withholding income tax of US$88 million, as Changyou changed its policy for its PRC subsidiaries with respect to distribution of cash dividends after the completion of the privatization of Changyou.

Net Income/(Loss)

GAAP net loss attributable to Sohu.com Limited for the second quarter of 2020 was US$80 million, or a net loss of US$2.04 per fully-diluted ADS. Non-GAAP net loss attributable to Sohu.com Limited for the second quarter of 2020 was US$77 million, or a net loss of US$1.96 per fully-diluted ADS.

Excluding the impact of the additional accrual of withholding income tax described above, GAAP net income attributable to Sohu.com Limited for the second quarter of 2020 was US$8 million, or a net income of US$0.20 per fully-diluted ADS; non-GAAP net income attributable to Sohu.com Limited for the second quarter of 2020 was US$11 million, or a net income of US$0.27 per fully-diluted ADS.

Liquidity

As of June 30, 2020, cash and cash equivalents and short-term investments held by the Sohu Group, minus short-term bank loans, were US$1.35 billion, compared with US$1.51 billion as of December 31, 2019.

Supplementary Information for Changyou Results

Second Quarter 2020 Operational Results

For PC games, total average monthly active accounts[5] were 1.9 million, a decrease of 5% year-over-year and 10% quarter-over-quarter. Total quarterly aggregate active paying accounts[6] were 0.9 million, flat year-over-year and a decrease of 10% quarter-over-quarter. The quarter-over-quarter decreases were mainly due to a decrease in player engagement as a result of the resumption of work during the quarter following the easing of COVID-19 restrictions in China.

For mobile games, total average monthly active accounts were 3.1 million, an increase of 15% year-over-year and a decrease of 9% quarter-over-quarter. The year-over-year increase was mainly due to the contribution of TLBB Honor, which was launched during the third quarter of 2019. Total quarterly aggregate active paying accounts were 0.6 million, flat year-over-year and a decrease of 40% quarter-over-quarter. The quarter-over-quarter decreases were mainly due to a decrease in player engagement as a result of the resumption of work during the quarter following the easing of COVID-19 restrictions in China.
[5] Monthly active accounts refers to the number of registered accounts that are logged in to these games at least once during the month.

[6] Quarterly aggregate active paying accounts refers to the number of accounts from which game points are utilized at least once during the quarter.

Second Quarter 2020 Unaudited Financial Results

Total revenues for the second quarter of 2020 were US$109 million, an increase of 3% year-over-year and a decrease of 20% quarter-over-quarter. Online game revenues were US$106 million, an increase of 4% year-over-year and a decrease of 21% quarter-over-quarter. Online advertising revenues were US$3 million, a decrease of 16% year-over-year and an increase of 23% quarter-over-quarter.

GAAP and non-GAAP gross profit for the second quarter of 2020 were both US$85 million, a decrease of 2% year-over-year and 21% quarter-over-quarter.

GAAP operating expenses for the second quarter were US$51 million, an increase of 10% year-over-year and a decrease of 6% quarter-over-quarter. The year-over-year increase in operating expenses was mainly due to an increase in share-based compensation expenses as new share-based awards took effect in the fourth quarter of 2019. The quarter-over-quarter decrease was mainly due to a decrease in marketing and promotional spending for TLBB Honor.

Non-GAAP operating expenses for the second quarter were US$48 million, a decrease of 1% year-over-year and 6% quarter-over-quarter.

GAAP operating profit for the second quarter of 2020 was US$33 million, compared with an operating profit of US$40 million in the second quarter of 2019 and US$52 million in the first quarter of 2020.

Non-GAAP operating profit for the second quarter of 2020 was US$37 million, compared with a non-GAAP operating profit of US$38 million in the second quarter of 2019 and US$56 million in the first quarter of 2020.

Recent Developments

On July 27, 2020, Sohu’s subsidiary Sogou announced that its board of directors (the “Sogou Board”) received a letter containing a preliminary non-binding proposal (the “Proposal”) from Tencent Holdings Limited (including its affiliates, “Tencent”) for Tencent to acquire all of the outstanding ordinary shares, including ordinary shares represented by ADSs, of Sogou that are not already owned by Tencent for US$9.00 in cash per ordinary share or ADS (as the same may be amended from time to time, a “Proposed Transaction”). The Proposed Transaction, if completed, would result in Sogou becoming a privately-held, indirect wholly-owned subsidiary of Tencent, and Sogou’s ADSs would be delisted from the New York Stock Exchange.

On July 31, 2020, the Sogou Board established a special committee of the Sogou Board, composed solely of independent directors, to consider the Proposal.

Sohu’s board of directors has not had an opportunity to review and evaluate the Proposal in detail, or to make a determination as to how to respond to the Proposal or as to whether or not the proposed acquisition of Sogou would be in the best interests of Sohu, in its capacity as Sogou’s controlling shareholder, and Sohu’s shareholders for Sohu to approve or reject the Proposal or a Proposed Transaction.

Business Outlook

For the third quarter of 2020, Sohu estimates:

Brand advertising revenues to be between US$37 million and US$42 million; this implies an annual decrease of 9% to 20% and a sequential decrease of 3% to a sequential increase of 11%.
Online game revenues to be between US$85 million and US$95 million; this implies an annual decrease of 12% to 21% and a sequential decrease of 10% to 20%.
Excluding the profit/loss generated by Sogou, non-GAAP net loss attributable to Sohu.com Limited to be between US$10 million and US$20 million; and GAAP net loss attributable to Sohu.com Limited to be between US$15 million and US$25 million.
For the third quarter 2020 guidance, the Company has adopted a presumed exchange rate of RMB7.00=US$1.00, as compared with the actual exchange rate of approximately RMB6.99=US$1.00 for the third quarter of 2019, and RMB7.08=US$1.00 for the second quarter of 2020.

This forecast reflects Sohu’s management’s current and preliminary view, which is subject to substantial uncertainty, particularly in view of the potential ongoing impact of the COVID-19 virus, which remains difficult to predict.

About Sohu.com

Sohu.com Limited (NASDAQ: SOHU) is China’s premier online brand and indispensable to the daily life of millions of Chinese, providing a network of web properties and community based/web 2.0 products which offer the vast Sohu user community a broad array of choices regarding information, entertainment and communication. Sohu has built one of the most comprehensive matrices of Chinese language web properties and proprietary search engines, consisting of the mass portal and leading online media destination www.sohu.com; interactive search engine www.sogou.com; developer and operator of online games www.changyou.com/en/ and online video website tv.sohu.com.

Sohu’s corporate services consist of online brand advertising on Sohu’s matrix of websites as well as bid listing and home page on its in-house developed search directory and engine. Sohu also provides multiple news and information services on mobile platforms, including Sohu News App and the mobile news portal m.sohu.com. Sohu’s online game subsidiary Changyou develops and operates a diverse portfolio of PC and mobile games, such as Tian Long Ba Bu (“TLBB”), one of the most popular PC games in China. Changyou also owns and operates the 17173.com Website, a game information portal in China. Sohu’s online search subsidiary Sogou (NYSE: SOGO) has grown to become the second largest search engine by mobile queries in China. It also owns and operates Sogou Input Method, the largest Chinese language input software. Sohu, established by Dr. Charles Zhang, one of China’s internet pioneers, is in its twenty-fourth year of operation.

SOURCE Sohu.com Ltd.

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Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com

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Absolute Sports, a subsidiary of Nazara Technologies and the parent company of Sportskeeda.com, announced today that it has signed definitive agreements, subject to closing conditions, to acquire two IPs, TJRWrestling.net and ITRWrestling.com. These business assets will be acquired from Titan Insider Digital. These IPs add to the already dominant global position of Absolute Sports in the combat sports publishing industry.

TJRWrestling and ITRWrestling established in 2009 and 2020 respectively, have built a robust audience base within the wrestling fan community through their high-quality and in-depth combat sports news and content coverage. Together, they currently attract 1.7 million monthly active users and generate 4.6 million monthly pageviews, predominantly from North America. They generated $722K (~INR 6.1 crore) in revenue in 2024.

The transaction, valued at $1.25 million (~INR 10.5 crore), will be an all-cash asset purchase via the company’s U.S. subsidiary, Sportskeeda Inc., and is expected to close within the next 45 days.

This strategic acquisition bolsters Sportskeeda’s position in the combat sports segment and expands its presence in the U.S., home to the world’s largest pro-wrestling fanbase. The integration of these platforms will also create deeper engagement opportunities for fans and advertisers across digital formats.

Ajay Pratap Singh, CEO of Absolute Sports, commented: “ITRWrestling and TJRwrestling are two of the most respected voices in the global wrestling community. This acquisition aligns perfectly with our vision to be the leading go-to destination for wrestling content worldwide. It also reinforces Absolute Sports’ dedication to expanding its footprint in the fast-growing U.S. media market through a targeted and impactful M&A strategy.”

The post Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com appeared first on European Gaming Industry News.

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BMM INNOVATION GROUP REINFORCES ASIA-PACIFIC LEADERSHIP AT G2E ASIA MAY 7-9, CONTINUING TO DRIVE GROWTH THROUGH TRUSTED PRODUCT COMPLIANCE AND DIGITAL GAMING SERVICES

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Company’s focus is on leading, protecting, and powering the future of gaming in the world’s fastest-growing gambling market

BMM Innovation Group, a technology conglomerate focused on land-based and online gaming product compliance testing, cybersecurity solutions, and virtual training for the global gaming industry, today announced its support and participation in G2E Asia May 7-9 at The Venetian Macao.

With a legacy spanning over four decades serving the Asia-Pacific region, the BIG Group continues to lead the region’s land-based and online gaming product compliance market, supporting the growth and integrity of the region’s regulated gaming markets.

Through its core business BMM Testlabs, BIG delivers industry-leading certification testing, quality assurance testing, compliance consultation, mathematical analysis, inspection, and training services. Its long-standing relationships with regulators, suppliers, and operators across Asia-Pacific have solidified its reputation as the most experienced and trusted product compliance partner in the market.

BMM is also meeting the market’s increasing demand for online gaming services with product transfers internationally to markets including Europe, North America, and now Brazil. BMM’s services include certification and QA testing for iGaming platforms, sports betting platforms, mobile and web-based gaming applications, RNG evaluations, and security assessment tailored to regulated online environments.

BMM’s President, Land-Based Gaming & Inspections Kirk White said, “Asia-Pacific is one of our most important markets, and we remain deeply committed to supporting its growth. Our legacy here is built on integrity, innovation, and performance — values that continue to drive everything we do today.”

The Company has offices and test labs throughout the region in Macau, Singapore, and Sydney and Melbourne, Australia, with additional offices positioned strategically around the world for global market coverage.

BMM’s regional leadership team will be at the show to connect with customers, regulators, and partners to discuss the market’s evolving needs and how BIG is positioned to help the fast-growing market continue to thrive through integrity, regulation, and innovation.

The post BMM INNOVATION GROUP REINFORCES ASIA-PACIFIC LEADERSHIP AT G2E ASIA MAY 7-9, CONTINUING TO DRIVE GROWTH THROUGH TRUSTED PRODUCT COMPLIANCE AND DIGITAL GAMING SERVICES appeared first on European Gaming Industry News.

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IGT Unveils Advanced Product and Solutions Portfolio at G2E Asia 2025

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International Game Technology PLC (IGT) announced that the Company will unveil its latest portfolio of solutions for the Asia-Pacific market at G2E Asia 2025 at The Venetian Macao, May 7-9 in stand A801. IGT will display a tailored suite of regionally attuned multi-level progressive link and standalone titles, along with the IGT ADVANTAGE casino management system (CMS). IGT’s innovative G2E Asia 2025 portfolio is designed to deliver enhanced player entertainment, increase customer loyalty, drive performance and meet the needs of the local market.

“Over the past 12 months, IGT has seen clear results in our realigned focus for Asia, and at G2E Asia 2025, we will expand upon this successful strategy with a product portfolio designed to deliver even more depth and entertainment to operators and players. IGT’s global strength, paired with our localized focus, allows us to develop compelling offerings that provide variety across casino floors and will help increase our regional footprint for our electronic gaming machine and systems portfolios,” said Dallas Orchard, IGT Senior Vice President & Chief Operating Officer, Gaming APAC.

“With the recent appointment of new talent and partnerships, IGT remains focused on strengthening our commitment to the region by delivering a compelling product portfolio at G2E Asia. In addition to new multi-level progressive links, like the global sensation Tiger and Dragon and the locally developed Ying Fu Wa Fa Fa Fa, which takes our proven Ying Fu Wa to the next level, plus the revolutionary IGT ADVANTAGE CMS, we are set to write a new chapter in Asia by enabling our customers to diversify their gaming floors and drive performance,” said Charles Seo, IGT Senior Director of Commercial Strategy, Asia.

Some key highlights for G2E Asia attendees to discover in IGT’s stand will include:

• Tiger and Dragon Link: An extension of IGT’s global hit Tiger and Dragon, this regionally attuned link powers up performance and gameplay with Cash on Reels and a lock and respin bonus with a unique betting structure that unlocks larger values and more win opportunities. Available on IGT’s PeakSlant49, PeakCurve49 and CrystalCurve cabinets, Tiger and Dragon Link also offers the chance to multiply wins up to 10x and includes the popular multi-pot collection feature for an entertaining gameplay experience.

• Ying Fu Wa Fa Fa Fa Link: This innovative link takes an IGT proven performer to the next level. Building on classic and player-favorite Ying Fu Wa gameplay, this new evolution includes a revolutionary ‘888 Feature’ and the addition of a new progressive jackpot that accumulates rewards throughout gameplay. Available in two game titles, Blessing Fortune and Overflowing Joy, with free games for variety and entertainment, Ying Fu Wa Fa Fa Fa Link is available on IGT’s PeakSlant49, PeakCurve49, PeakSlant32 and PeakDual27 cabinets.

• Rising Rockets Link: This multi-level progressive link is currently boosting player entertainment and performance on casino floors across Asia. Available in two complementary game titles, Emperor and Empress, Rising Rockets Link offers three different lock and respin bonuses, scalable bonuses, multi-denomination options and multiple jackpot opportunities during the bonus features. It is available on the PeakSlant49, PeakCurve49 and CrystalCurve cabinets.

• Money Gong Link: Packed with entertainment and a variety of gameplay experiences, the new Money Gong Link offers an innovative lock and respin bonus feature that includes three different gameplay modifiers, ‘Multiplier’, ‘Vortex Pays’ and ‘Prize Boost,’ for more chances to win. With a unique Money Gong bonus play-off for the chance to win the Money Gong jackpot, this new link is available on IGT’s PeakSlant49 and PeakCurve49 cabinets.

In addition to IGT’s demonstration of the exciting gaming portfolio covering more than 60 individual game titles, the IGT Systems team will demonstrate the differentiating features of IGT ADVANTAGE, including exciting bonusing options for Asia and IGT’s award-winning Cardless Connect and Resort Wallet solutions. Offering a modular design that supports convenience-driving apps, IGT ADVANTAGE drives the player experience forward while helping optimise casino operations. Through IGT’s HTML-based M5 technology, operators can deliver personalised real-time promotions, bonuses and more to the player via the cabinet’s service window.

The post IGT Unveils Advanced Product and Solutions Portfolio at G2E Asia 2025 appeared first on European Gaming Industry News.

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