์๋ ํ์ธ์. ์ฃผ์ํ์ฌ ์์จ์ํํธ IR์ค์ฅ ์ด์ฅ์ฑ์ ๋๋ค. ์ค๋ ์์จ์ํํธ 2022๋ 2๋ถ๊ธฐ ์ค์ ๋ฐํ์ ์ฐธ์ฌํด ์ฃผ์ ์ ๋๋จํ ๊ฐ์ฌํฉ๋๋ค. Good morning. I am Jason Lee, Head of IR at NCSOFT. Thank you very much for joining the Company's Second Quarter 2022 Earnings Presentation. ๊ทธ๋ผ ๋ฐ๋ก 2๋ถ๊ธฐ ์ค์ ๋ง์๋๋ฆฌ๊ฒ ์ต๋๋ค. I will begin with the highlights of Second Quarter Earnings. 2๋ถ๊ธฐ ๋งค์ถ์ก์ ๋ฆฌ๋์งW์ ์ถ์๋ก ์ ๋ ๋๊ธฐ ๋๋น 17% ์ฆ๊ฐํ 6,293์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. ๋ฆฌ๋์งW์ ๋งค์ถ ํํฅ ์์ ํ์ ๋ฐ๋ผ ์ ๋ถ๊ธฐ ๋๋น๋ก๋ 20% ๊ฐ์ํ์ต๋๋ค. Second-quarter sales was up 17% year-over-year to KRW 629.3 billion on Lineage W launch, while on a Q-on-Q basis there was 20% decline on stabilization of Lineage W revenue. ์์ ์ด์ต์ ๋ชจ๋ฐ์ผ ๊ฒ์ ๋งค์ถ ์ฑ์ฅ์ผ๋ก ์ ๋ ๋๊ธฐ ๋๋น 9% ์ฆ๊ฐํ 1,230์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. ๋งค์ถ ๊ฐ์ ๋ฐ ๋ง์ผํ ๋น ์ฆ๊ฐ ๋ฑ์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น๋ก๋ 50% ๊ฐ์ํ์ต๋๋ค. On the mobile game revenue growth, operating profit was up 9% year-over-year, reporting KRW 123 billion. On lower revenue and rise in marketing expense, there was 50% decline Q-on-Q. ์ธ์ ์ด์ต์ ์ ๋ ๋๊ธฐ ๋๋น 33% ์ฆ๊ฐ, ์ ๋ถ๊ธฐ ๋๋น 30% ๊ฐ์ํ 1,631์ต์, ๋น๊ธฐ์์ด์ต์ ์ ๋ ๋๊ธฐ ๋๋น 26% ์ฆ๊ฐ, ์ ๋ถ๊ธฐ ๋๋น 29% ๊ฐ์ํ 1,187์ต์์ ๋๋ค. Pre-tax income was up 33% year-over-year and down 30% Q-on-Q to KRW 163.1 billion. Net income was up 26% year-over-year and down 29% Q-on-Q to KRW 118.7 billion. ์ด์ด์ ๊ฐ ๊ฒ์๋ณ ๋งค์ถ์ ๋ํด์ ์ค๋ช ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ฃผ์ ๋ชจ๋ฐ์ผ ๊ฒ์๋ค์ ๋งค์ถ์ ์ ๋ ๋๊ธฐ ๋๋น 35% ์ฆ๊ฐํ 4,752์ต์์ ๋๋ค. ์ ๋ถ๊ธฐ ๋๋น๋ก๋ 26% ๊ฐ์ํ์ต๋๋ค. Next, I will go over the sales of each game. Sales from the major mobile games was up 35% year-over-year KRW 475.2 billion, while on a quarter-over-quarter basis there was 26% decline. ๋ฆฌ๋์งW๋ ์ ๋ถ๊ธฐ ๋๋น 40% ๊ฐ์ํ 2,236์ต ์์ ๋งค์ถ์ ๊ธฐ๋กํ์ผ๋ฉฐ, ์ง๋ํด 11์ ์ถ์๋ถํฐ ์ฌํด 7์ ์ค ๋์ ๋งค์ถ 1์กฐ ์์ ๋ํํ์ต๋๋ค. ๋ฆฌ๋์งW๋ ๋น์ฌ์ ์ ์ ๋ชจ๋ฐ์ผ ๊ฒ์๋ค๊ณผ ์ ์ฌํ ํํฅ ์์ ํ ๊ณผ์ ์ ๊ฑฐ์น๊ณ ์๊ณ , DAU, PCU ๋ฑ ์ฃผ์ ํธ๋ํฝ ์งํ ๋ชจ๋ ๋งค์ฐ ๊ฒฌ์กฐํ๊ฒ ์ ์ง๋๊ณ ์์ต๋๋ค. 8์ 10์ผ์๋ ์ธ ๋ฒ์งธ ์ ๋ฐ์ดํธ๊ฐ ์ฑ๊ณต์ ์ผ๋ก ์ ์ฉ๋๋ฉด์ ํ๋ฐ๊ธฐ์๋ ๊ฒฌ์กฐํ ์ฑ๊ณผ๋ฅผ ์ด์ด๊ฐ ์์ ์ ๋๋ค. Lineage W sales were down 40% on quarter to KRW 223.6 billion. Since its release last November, we broke KRW 1 trillion in cumulative sales as of July this year. Lineage W is following the trajectory of moderation and stabilization following the steps of our previous mobile game titles. While major traffic related indicators such as DAU and PCU continue to be quite solid. On August the 10th, we had a successful third update, following which we expect there to be solid performance as we enter the second half. ๋ฆฌ๋์งM์ ์ ๋ ๋๊ธฐ ๋๋น 5%, ์ ๋ถ๊ธฐ ๋๋น 22% ์ฆ๊ฐํ 1,412์ต ์์ ํธ์ค์ ์ ๊ธฐ๋กํ์ต๋๋ค. 6์ 8์ผ๋ถํฐ ์งํ๋ 5์ฃผ๋ ๊ธฐ๋ ์ ๋ฐ์ดํธ๋ ๋ง์ ํด๋ฉด ๊ณ ๊ฐ๋ค์ ๋ณต๊ท์ ์์ ์ ์ ๋ค์ ์์ฑํ ํธ๋ํฝ์ ์ด๋์ด๋์ต๋๋ค. ์ด์ฒ๋ผ ์ถ์ํ ์ง 5๋ ์ด ๊ฒฝ๊ณผํ ๋ฆฌ๋์งM์ ๋งค์ถ์ด ์ง๋ ๋ถ๊ธฐ์ ์ด์ด ์ด๋ฒ ๋ถ๊ธฐ์๋ ์ฐ์ด์ด์ ํฐ ํญ์ผ๋ก ์์นํ ๊ฑด ๋งค์ฐ ๋ป๊น์ ์ฑ๊ณผ๋ผ๊ณ ์๊ฐํฉ๋๋ค. ๋ฆฌ๋์งM์ ์ฌ์ ํ ๊ตญ๋ด ๊ฒ์ ์์ฅ 1์์ ์๋ฆฌ๋ฅผ ๊ตณ๊ฑดํ ์ ์งํ๋ฉฐ ๊ณ ๋ฌด์ ์ธ ์ฑ๊ณผ๋ฅผ ๋ณด์ฌ์ฃผ๊ณ ์์ต๋๋ค. ํ๋ฐ๊ธฐ์๋ ๊ฒฌ์กฐํ ์ฑ๊ณผ๋ฅผ ๋ณด์ฌ๋๋ฆด ์ ์์ ๊ฒ์ผ๋ก ๊ธฐ๋ํฉ๋๋ค. Lineage M sales were up 5% year-over-year and 22% Q-on-Q, reporting a good performance of KRW 141.2 billion. Through the fifth year anniversary update, which started from June the 8th, we were able to drive higher traffic from high-end users and drive many dormant users to return to the game. The fact that Lineage M is posting such a steep growth this quarter back-to-back following last quarter's trends is quite meaningful, all the more so considering that the title was launched five years ago. Lineage M is showing such an encouraging result, keeping its number one domestic market position, and we expect to see solid results as we head into the second half as well. ๋ฆฌ๋์ง2M์ ์ผ๋ณธ, ๋๋ง ์ถ์๊ฐ ์์๋ ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ 56%, ์ ๋ถ๊ธฐ ๋๋น๋ก๋ 24% ๊ฐ์ํ 962์ต ์์ ๋งค์ถ์ ๊ธฐ๋กํ์ต๋๋ค. ๊ตญ๋ด ์๋น์ค 2๋ ์ด์์ ๊ธฐ๊ฐ์ด ๊ฒฝ๊ณผํ๋ฉด์ ๋งค์ถ์ ์์ฐ์ ์ธ ๊ฐ์๊ฐ ๋ฐ์ํ๊ณ ์์ง๋ง, ์ถฉ์ฑ ๊ณ ๊ฐ ๊ธฐ๋ฐ์ ๊ฒฌ๊ณ ํ ํธ๋ํฝ์ ์ ์งํ๊ณ ์์ผ๋ฉฐ, 4๋ถ๊ธฐ์ ์์ ๋์ด ์๋ 3์ฃผ๋ ์ ๋ฐ์ดํธ๋ฅผ ํตํด ๋งค์ถ ๋ฐ๋ฑ์ ์์ํ๊ณ ์์ต๋๋ค. Lineage 2M was down 56% versus last year when there was Japan and Taiwan release, while falling 24% on quarter to KRW 96.2 billion. There was a natural revenue erosion with the lapse of more than two years since the servicing of the game in the domestic market. We are maintaining solid traffic underpinned by loyal customer base, and we look forward to a rebound from the third year anniversary update slated for the fourth quarter. ๋ธ๋ ์ด๋ ์ค ์์ธ 2๋ ๋งค์ถ ํํฅ ์์ ํ์ ๋ฐ๋ผ ์ ๋ถ๊ธฐ ๋๋น 42% ๊ฐ์ํ 142์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. Blade & Soul 2๋ 8์ 24์ผ ์ถ์ ์ผ์ฃผ๋ ์ ๋ฐ์ดํธ๋ฅผ ํตํด ์์ผ๋ก ๋ณด๋ค ์์ ์ ์ธ ๋งค์ถ ํ๋ฆ์ ์ ์งํ๋ ค ํฉ๋๋ค. Driven by moderation of sales, Blade & Soul 2 revenue was down 42% Q-on-Q to KRW 14.2 billion. We're planning an update in time for the first year anniversary on August the 24th, so as to maintain a more steady top line trend going forward. PC ๊ฒ์ 5์ข ์ ๋งค์ถ์ ์ ๋ ๋๊ธฐ ๋๋น 10% ๊ฐ์, ์ ๋ถ๊ธฐ ๋๋น 3% ์ฆ๊ฐํ 959์ต ์์ ๋๋ค. Sales from five PC games were down 10% year-over-year and up 8% quarter-over-quarter, reporting KRW 95.9 billion. ๋ฆฌ๋์ง๋ ์ฌ๋ฌ ์ฝํ ์ธ ๋ฆฌ๋ด์ผ์ ํตํด ํธ๋ํฝ ์งํ๊ฐ ๊ฐ์ ๋์์ผ๋ฉฐ, ์ ๋ถ๊ธฐ ๋๋น 2% ๊ฐ์ํ 257์ต ์์ ๊ธฐ๋กํ๋ฉฐ ์์ ์ ์ธ ๋งค์ถ์ ์ด์ด๊ฐ๊ณ ์์ต๋๋ค. Lineage One saw its traffic metrics improve on various content renewals, with its sales down 2% quarter-on-quarter to KRW 25.7 billion, maintaining a stable trajectory. ๋ฆฌ๋์ง2๋ ์ ๋ถ๊ธฐ ๋๋น 4% ๊ฐ์ํ 226์ต ์, ์์ด์จ ๋งค์ถ์ ์ ๋ถ๊ธฐ ๋๋น 12% ๊ฐ์ํ 142์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. Lineage II was down 4% quarter-on-quarter, reporting KRW 22.6 billion in revenue. Aion sales were down 12% quarter-on-quarter to KRW 14.2 billion. Blade & Soul ๋งค์ถ์ 61์ต ์์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น 13% ๊ฐ์ํ์ง๋ง, ์ถ์ 10์ฃผ๋ ์ ๋ง์ดํ ์ ๋ฐ์ดํธ๋ก ์ ์ ๋ฆฌํ ์ ์ด ๊ฐ์ ๋์๊ณ , ํ๋ฐ๊ธฐ์๋ ๋ณด๋ค ์์ ์ ์ธ ์ฑ๊ณผ๋ฅผ ๋ฌ์ฑํ๊ณ ์ ํฉ๋๋ค. Blade & Soul sales came in at KRW 6.1 billion, down 13% Q-over-Q. User retention did improve on the back of the tenth year anniversary update, and we plan to bring a more steady performance in the second half of the year. ๊ธธ๋์2 ๋งค์ถ์ ์ ๋ ๋๊ธฐ ๋๋น 70%, ์ ๋ถ๊ธฐ ๋๋น 34% ์ฆ๊ฐํ 272์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. 2์ 28์ผ ์ถ์๋ ์ธ ๋ฒ์งธ ํ์ฅํฉ์ ๋งค์ถ์ด ๋ณธ๊ฒฉ์ ์ผ๋ก ๋ฐ์๋์์ผ๋ฉฐ, 8๊ฐ ๋ถ๊ธฐ ์ฐ์์ผ๋ก ์ ๋ ๋๊ธฐ ๋๋น ์ฑ์ฅ์ ๋ฌ์ฑํ๊ณ ์์ต๋๋ค. ๋ํ ๊ธธ๋์2๋ ์ฐ๋ด Steam ์ถ์๋ฅผ ์ํ ์ค๋น๋ ์์กฐ๋กญ๊ฒ ์งํํ๊ณ ์์ผ๋ฉฐ, ์์ผ๋ก ๋ค์ํ ์๋์ ๋ณํ๋ฅผ ์ง์ํ ์์ ์ ๋๋ค. Guild Wars 2 sales were up 70% year-over-year and 34% quarter-over-quarter, reporting KRW 27.2 billion. We are seeing the impact from the third extension pack released on February twenty-eighth come through on the revenue figures, with year-over-year growth continuing for eight consecutive quarters. Also, preparations to launch Guild Wars 2 on the Steam platform before the end of the year is also ongoing smoothly. As such, we will attempt at new changes as we stride forward. ๋ก์ดํฐ ๋งค์ถ์ ์ ๋ ๋๊ธฐ ๋๋น 16%, ์ ๋ถ๊ธฐ ๋๋น 7% ๊ฐ์ํ 360์ต ์์ ๋๋ค. ๋๋ง ๋ฆฌ๋์งM ๋ก์ดํฐ์ ๊ธฐํ PC ๋ฐ Licensing ๊ฒ์๋ค์ ๋ก์ดํฐ๊ฐ ์๊ฐ์ด ๊ฒฝ๊ณผํจ์ ๋ฐ๋ผ ์์ฐ์ค๋ฌ์ด ๊ฐ์์ธ๋ฅผ ๋ณด์ด๊ณ ์์ต๋๋ค. Royalty revenue was down 16% year-over-year and 7% quarter-over-quarter, coming in at KRW 36 billion. This is due to Taiwan's Lineage M royalties and other PC and licensing game royalties declining naturally over time. ๋ค์์ ๋น์ฉ์ ๋ํด์ ๋ง์๋๋ฆฌ๊ฒ ์ต๋๋ค. 2๋ถ๊ธฐ ์์ ๋น์ฉ์ ์ ๋ ๋๊ธฐ ๋๋น 19% ์ฆ๊ฐ, ์ ๋ถ๊ธฐ ๋๋น 7% ๊ฐ์ํ 5,063์ต ์์ผ๋ก ์ง๊ณ๋์์ต๋๋ค. Next is on the expenses. Second quarter's operating expense was up 19% year-over-year and down 7% quarter-over-quarter to KRW 506.3 billion. ์ธ๊ฑด๋น๋ ํน์ด์ฌํญ ์์ด ์ ๋ถ๊ธฐ ๋๋น 5% ๊ฐ์ํ 2,066์ต ์์ ๊ธฐ๋กํ์ต๋๋ค. Labor cost was down 5% quarter-on-quarter to KRW 206.6 billion with no particular items that needs to be noted. ๋ค, ๋ง์ผํ ๋น๋ ์ ๋ฐ์ ์ธ ์ฌ์ ํ๋์ด ๊ฐํ๋๋ฉด์ ์ ๋ ๋๊ธฐ ๋๋น 8%, ์ ๋ถ๊ธฐ ๋๋น 44% ์ฆ๊ฐํ 599์ต ์์ผ๋ก ์ง๊ณ๋์์ต๋๋ค. Marketing expense was up 8% year-on-year and 44% quarter-on-quarter to KRW 59.9 billion on stronger business activities across the board. ๋งค์ถ ๋ณ๋๋น ๋ฐ ๊ธฐํ ๋น์ฉ์ ๋ชจ๋ฐ์ผ ๊ฒ์ ๋งค์ถ ์ฆ๊ฐ๋ก ์ ๋ ๋๊ธฐ ๋๋น 33% ์ฆ๊ฐํ 2,130์ต ์์ ๋๋ค. ์ ๋ถ๊ธฐ ๋๋น๋ก๋ ๋ชจ๋ฐ์ผ ๊ฒ์ ๋งค์ถ ๊ฐ์๋ฅผ ๋ฐ์ํด 18% ๊ฐ์ํ์ต๋๋ค. Variable cost and other expenses were up 33% year-on-year to KRW 213 billion, driven by a mobile game revenue. on a Q-over-Q basis, there was 18% which reflects mobile game revenue decline. 2๋ถ๊ธฐ๋ ๋ฆฌ๋์งM, ๊ธธ๋์2 ๋ฑ ๋น์ฌ์ ๋ํ ๊ฒ์๋ค์ด ์ ์ ํ๋ฉด์ ๋น์ฌ์ MMORPG Lifecycle ํ์ฅ ๋ฅ๋ ฅ์ ๋ค์ ํ๋ฒ ํ์ธํ ์ ์์์ต๋๋ค. During the second quarter, we saw our co-titles, including Lineage M, Guild Wars 2, display robust performances, yet again showcasing the company's capabilities in extending the life cycle of MMORPGs. ์ด๋ฌํ ์ญ๋์ ๊ธฐ๋ฐํด์ ์ง์ญ์ ์ผ๋ก๋ ๊ตญ๋ด ๋ฐ ์์์์ ์ง์ค๋์ด ์๋ ๋น์ฌ์ ํ๊ฒ ์์ฅ์ ๋ถ๋ฏธ, ์ ๋ฝ ์ง์ญ์ผ๋ก ํ๋์ํค๊ณ , ํ๋ซํผ์ ์ผ๋ก๋ PC, ๋ชจ๋ฐ์ผ์ ๋์ด ์ฝ์ ํ๋ซํผ๊น์ง ํ๋์ํค๊ธฐ ์ํ ์ค๋น๊ฐ ๋นํ์์ด ์งํ๋๊ณ ์์ต๋๋ค. Based on these capabilities, in terms of geographical expansion, we are broadening our target markets from domestic and Asia into North America and Europe, and making thorough preparations to go beyond PC and mobile to the console platforms. ๋จผ์ Throne and Liberty๋ ๊ธ์ฃผ ์ฌ๋ด ์ง์ 3,000์ฌ ๋ช ์ด์์ด ์ฐธ์ฌํ๋ ๋๊ท๋ชจ ํ ์คํธ๋ฅผ ์ฑ๊ณต๋ฆฌ์ ์งํํ์ผ๋ฉฐ, ๊ธ๋ก๋ฒ ์์ฅ์์์ ํฅํ ๊ธฐ๋๊ฐ ๋ํ ๊ณ ์กฐ๋๊ณ ์์ต๋๋ค. ์กฐ๋ง๊ฐ Throne and Liberty๋ฅผ ๊ธ๋ก๋ฒ ๊ฒ์ด๋จธ๋ค์๊ฒ๋ ์ ๋ณด์ผ ์๋ฆฌ๊ฐ ์์ ๋์ด ์์ต๋๋ค. ๋ง์ ๊ด์ฌ๊ณผ ์ฌ๋ ๋ถํ๋๋ฆฝ๋๋ค. Now for TL, we successfully ran a large scale test this week with more than 3,000 company employees taking part in the test, building anticipation for a successful run on the global markets. We have scheduled to reveal TL to our global gamers in the near future, and we look forward to your interest, so stay tuned. [Foreign language] We also have plans to launch four mobile games in the global market in 2023, including action RPG Blade & Soul S and an action battle royale game Project R. There will also be subsequent launches of multitude of PC and console-based new projects starting 2024, and the development of which is taking place at full speed as we speak, which will give more depth and variety to the company's portfolio. [Foreign language] We look forward to your support and interest in our passionate endeavors, and we hope to come back with more news to share. Thank you. [Foreign language] The first question will be presented by Eric Cha from Goldman Sachs. Thank you. I would like to ask two questions. First, can you provide us with an update on the timeline of the TL launch? Are you still targeting to release TL within, with, before the end of this year? And also regarding how you're going to publish TL or distribute TL, have you decided on which platform you're going to use or any outside partners or publishers that you're going to work with? If you can't give us a specific answer to that question, can you at least provide some of your analysis on pros and cons of different options that you can take? My second question relates to Lineage W. We've seen moderation and normalization or the stabilization of the top-line revenue. The information you gave us previous quarter gave us color on making projections about the Q2 trajectory. Could you also do the same for Q3 as well? Can you provide us with some color so that we could more or less have a sense as to what the Q-on-Q trends would look like in the third quarter? Thank you. Yeah. Thank you. I will respond. I'm CFO Willy Hong. I will respond to your question about TL, and I will hand it over to Jason to respond to the question about Lineage W. First, you asked about the timeline, the release timeline for TL, and there has been a recent press coverage on this topic as well. At this point, we are conducting discussions to come up with the best strategic approach in terms of timing as well as the partner that we will cooperate with in bringing TL to the global market. The reason why we are highly focused on this aspect is because it is TL itself is a very important and critical title in that it's taking this domestic game MMORPG capabilities successfully to the global market is going to have a significant implication for the company. Rather than utilizing our past conventional approaches under that open innovation that we communicated in numerous times over other quarters, we would think very hard about ways to actually cooperate and bring out synergies by fully leveraging all the elements that we could leverage both internally and with the outside partners. That's why we are very deeply thinking about the best strategic direction forward. Based upon those discussions and decisions on the strategy, we are at this point targeting for first half of 2023 for TL release. Yes, this is Jason. You asked about the Q3 trend for Lineage W. I'm sure what the market does or the analysts do is that they look at the percent of decline from the existing or previous games, looking at Lineage M and Lineage 2M and use that percentage to project for the upcoming quarter. We've seen a certain trend up to Q3, and we think that trend will continue on into Q3 regarding Lineage W. There's one thing that we need to be mindful of, which is that we've conducted a update on August the eleventh, the Kiren update, and that has brought quite a positive results. We've seen the returning of the dormant users 3 times higher compared to our previous update. The paying user figure also after the Aden update in February did increase. Therefore, we believe that with the updates of the game titles, we will be able to at least match the percentages of erosion that we've seen from other previous games, but we are expecting and we are hoping for a better performance going forward. [Foreign language] The next question will be presented by Kim Jingu from Kiwoom Securities. [Foreign language] Thank you for taking my question. My first question relates once again to TL. What are the levels of in-game sales that you're expecting, including the items as well? And also what's the timeline like for Aion 2 release? And I know it's a little far into the future, but what about Project E and other interactive movie titles? Regarding Lineage W, just a follow-up question. When do you think you will start to see normalization of the daily revenue for Lineage W? And what is your schedule for release, the second phase release into different markets, and what are your plans for adopting NFT? Yes, I will respond about the TL first and the business model that is going to be used. Of course, later on when the time comes, we will be able to provide you with more details regarding how the portfolio of items that we will be offering. Of course, we are going to make sure that we actually really focus on pay-to-win to make sure that we minimize the gap across the users as much as possible. I would also like to add that there has been changes in the overall global game market regarding the monetization models. Previously, people in North America and Europe, they were very negative and critical about the monetization BMs, but we now see a gradual acceptance of, for instance, battle passes, DLCs and in-game items, even in these markets. These large game studios, since the development period is very long and because development of game titles entails significant level of investment, they also, like NCSOFT, by providing the live services, do wish to continuously create the revenue stream, and that has become a very important differentiating factor. Of course, we will stay away from pay-to-win as much as possible. However, in the meantime, strike a good balance so that we can bring about a good and robust performance from the game titles. Now, regarding Aion 2, yes, it is the next big thing, next big mobile MMO game that we are developing currently based on Unreal Engine 5. We have made the decision to do a concurrent global launch across markets and across geographies. With regards to when that specific timing is, it's too early to say. We will make sure that we set a separate opportunity to share that additional information later. Regarding Project E, what I can tell you that is that it shares the universe of TL, and its backdrop is Oriental, and it is a next generation MMO title. Once again, we would have another separate opportunity to share and reveal more information. In terms of Project M, it is being developed with console platform in mind. We've previously shared a teaser video, and as you would have seen from that video, the preparations are underway. Once again, we will be able to share with you additional information at a later date. [Foreign language] The normalization timing for Lineage W's revenue, if you look at Lineage M and Lineage 2M, basically it took them a little more than one year to go through that downward stabilization of the top line. If Lineage W were to follow the trajectory that had been shown by Lineage M and Lineage 2M, it will be around one year. By the end of this year or beginning of next year would be that normalization timing. NFT ์ ๋ต์ ๋ํด์ ๋ง์์ ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ ์์๋ค์ํผ, ์ ํฌ๋ ๋ค๋ฅธ ์ฌ๋ฌ NFT ์ ๋ต๊ณผ ๋ฌ๋ฆฌ ์ฌ๋ฌ ๋ฒ ๋ง์๋๋ ธ์ต๋๋ค๋ง๋ Pay-to-Win ๋ชจ๋ธ์ ์ ํฌ๊ฐ ์ถ๊ตฌํ๊ณ ์์ง ์๊ณ , ์ ์๋ ๋ง์๋๋ ธ๋ค์ํผ ์ ํฌ ๊ฒ์ ๋ด์ ์ฌ๋ฌ ๊ฐ์ง ์ฌํ๋ฅผ NFTํ ํด์ ๊ฒ์ ๋ด์์ ์ํํ ์ ์๊ณ , ๋ ๋ค๋ฅธ ๊ฒ์๊ณผ ํธํ๋ ์ ์๋ ๊ทธ๋ฐ ์ ๋ต์ ์ถ๊ตฌํ๋ ๊ฑฐ๋ ์ง๋๋ฒ์ ๋ง์๋๋ฆฐ ๋ฐ์ ๊ฐ์ต๋๋ค. Now I am the CFO to talk about that NFT-related strategy. Unlike the NFT strategies of other companies, as I've mentioned before, we are not focusing on pay-to-win model at all. What we are focused on is to take that in-game currency and make that into an NFT so that it could actually be used in the game and also be interoperable or compatible with other games outside. ์ง๋ ์ค์ ๋ฐํ ๋๋ ๋ง์์ ํ๋ฒ ๋๋ ธ์ต๋๋ค๋ง๋ ๋จ์ํ๊ฒ ๊ฒ์ ๋ด์ ์ฌํ๋ฅผ ๊ตํํ๊ณ ํ๋ NFT, ๋จ์ํ NFT ๊ฐ๋ ์ด ์๋๊ณ , ์ ํฌ๊ฐ ์ถ๊ตฌํ๊ณ ์๋ ๊ฑฐ๋ ๊ฒฐ๊ตญ์ Web3๋ผ๋ ๊ฐ๋ ์ ๊ธฐ๋ฐํด์ ๊ฒ์ ์ ์ ๊ฐ ์ด๋ค ๊ทธ ์ฌํ๋ ์ด๋ฐ ๊ฑฐ, ๊ทธ๋ค์์ ํนํ ๋ ๊ฒ์ ์์ฒด๋ ๊ฒ์ ์ ์ ๊ฐ Intro ํ ์ ์๋ ๊ทธ๋ฐ ๊ฐ๋ ์, ์ข ํฐ ๊ฐ๋ ์ ๋น์ ์ ๊ฐ์ง๊ณ NFT์ ๋ Crypto ๊ด๋ จํ ๊ทธ ๊ฒ์ ์ธก๋ฉด์์ ์ ๊ทผ์ ํ๊ณ ์์ต๋๋ค. As I mentioned previously, once again, the NFTs, we are not just thinking of NFT as a means of currency to purchase and sell goods in the game or the merchandise or the items in the game. What we are thinking of is much of a broader vision and more high level approach where users based on Web 3.0 would be able to use the NFTs within the game itself, as well as part of the goods that are being used within the game. It is we are thinking of it as an NFT or a Crypto asset or cryptocurrency that is not just constrained within the bounds of the game itself. ์ง๊ธ ๋ง์๋๋ฆฐ ์ ๋ต์ ์คํ์ผ๋ก ์ฎ๊ธฐ๋ ๋ฐ ์์ด์ ๊ธฐ์ ์ ์ผ๋ก ๊ฐ์ฅ ์ ํฌ๊ฐ ์ง๊ธ ์ค์ ์ ๋๊ณ ์๋ ๊ฒ Mainnet์ ์ด๋ค ์์ผ๋ก ๊ฐ์ ธ๊ฐ ๊ฑด์ง, Mainnet์ ์ด๋ค ์ ๋ต์ ์ง์ ์ค๊ณํ๋ ๊ฒ๋ ์๊ฒ ๊ณ ์. ์ด๋ค ๊ฑฐ๋ Mainnet์ ์ด๋ค ์์ผ๋ก ํ๋ ฅ์ ํ๋ ๊ฒ๋ ์์ ํ ๋ฐ, ๊ทธ Mainnet ๊ด๋ จ๋ ๊ธฐ์ ์ ์ธ ์ธก๋ฉด์ ์ด๋ค ์์ผ๋ก ํด๊ฒฐํ ๊ฑด์ง์ ๋ํ ๊ณ ๋ฏผ์ ๊ต์ฅํ ๋ง์ด ํ๊ณ ์๊ณ ์. ๊ทธ๊ฑฐ ๊ด๋ จํด์๋ ํ์ฌ ๋ด์์ ๋ ผ์๋ก๋ง ๋๋๋ ๊ฒ ์๋๊ณ , ์ง๊ธ ์ฌ๋ฌ ๊ฐ์ง ๊ฐ์์ ์ธ ์ง์ ์ด ์ด๋ฃจ์ด์ง๊ณ ์์ต๋๋ค. ๊ด๋ จํด์๋ ์ ํฌ๊ฐ ์ ๋นํ ์์ ์ ๊ฐ์์ ์ผ๋ก ๋ง์ฝ์ ๋ฐํํด ๋๋ฆด ์ ์์ ๋๋ ๋ฐํํ๋ ค๊ณ ํ๊ณ ์. ๊ฒฐ๊ณผ์ ์ผ๋ก ๋ง์๋๋ฆฌ๋ฉด, ํ์ฌ Crypto Winter๊ฐ ์์ ๋ญ๊ฐ ๋ฆ๊ณ ์ด๋ฐ ๊ฐ๋ ์ด ์๋๊ณ , ์ ํฌ๊ฐ ๋ง์์ ์ฌ๋ฆฐ ์ด๋ฐ ํฐ Web3 ๊ธฐ๋ฐํ ์ ๋ต์ ํ ๋ ๊ธฐ์ ์ ์ผ๋ก ๊ฐ์ฅ ๊ธฐ๋ฐ์ด ๋๋ Technology๋ฅผ ํด๊ฒฐํ๊ณ , ๊ทธ๊ฑฐ๋ฅผ ์ ํฌ๊ฐ ์ถ๊ตฌํ๋ ๊ฒ์ ์ ๋ต์ ์ ๋ชฉ์ํฌ ์ ์๋ ๊ฑฐ์ ์ง๊ธ ํฌ์ปค์ค๋ฅผ ํ๊ณ ์๋ค, ๊ทธ๋ ๊ฒ ๋ง์์ ๋๋ฆฌ๋ฉด ๋ต๋ณ์ด ๋ ์ง ๋ชจ๋ฅด๊ฒ ์ต๋๋ค. Right now we're in the phase where we're implementing that strategy. At this point, we have a strong focus on the Mainnet itself, how we're going to configure that Mainnet. Are we going to be designing that ourselves or would we require cooperation with other partners? At this point, what's of priority for us is to find a technical solution to creating that Mainnet. That discussion is ongoing and once we come up with and we are undertaking some concrete steps, and once the time comes for us to be able to share with you more information on this, we will definitely do so. Some people say that the Crypto Winter has come, but for us what's important is once again based on the Web 3.0, for us to employ the strategy and really come up with a solution for the technical basis to all of these NFT related endeavors and bring that technical solutions and embody that in our game strategy. I hope this answered your question. ํ ๊ฐ์ง๋ง ์ ๊ธฐ clarify ๋๋ฆฌ๋ฉด Mainnet์ ์ ํฌ๊ฐ ๊ณ ๋ฏผํ๋ ๊ฒ ์๋๊ณ Mainnet๊ณผ ์ฐ๊ฒฐ๋ ์ ํฌ ๊ฒ์ ์์คํ ์ ์ง๊ธ ๊ณ ๋ฏผํ๊ณ ์๋๋ฐ, ๊ทธ์ค์ ๊ฐ์ฅ ๊ธฐ๋ฐ์ด ๋๋ ๊ทธ critical, ๋ญ๋ผ ๊ทธ๋ฌ์ฃ ? Threshold, ๊ทธ๊ฒ Mainnet ๋ฌธ์ ๋ผ๋ ๊ฑฐ์ฃ . ์ฌ๋ฌ๋ถ๋ค ์ ์์์ง๋ง ๊ฐ์ฅ ํฐ ์ด์ ๋ speed, ๊ฑฐ๋ ์ฒ๋ฆฌ ์๋, ๊ทธ๋ค์์ ์์ ์ฑ. ๊ธฐ์ ์ ์ธ ๊ฑธ ์ฌ๊ธฐ์ ๋ง์๋๋ฆฌ์ง ์๊ฒ ์ต๋๋ค๋ง๋ ๊ทธ๋์ Mainnet ์์ฒด๋ฅผ ๊ณ ๋ฏผํ๋ ๊ฒ ์๋๊ณ Mainnet์ผ๋ก ๊ธฐ๋ฐ์ผ๋ก ํ์๋๋ ๊ฒ์ ๊ด๋ จ๋ technology๊ฐ ๋์ค์ ์ ๋๋ก ๋์๊ฐ ์ ์๋๋ก. ์๋ํ๋ฉด ์ด๊ฒ ๊ฒ์ ํ๋์ ์ ๋ชฉํด์ ๋๋๋ ๊ฒ ์๋๊ณ ์ ํฌ๊ฐ ์๊ฐํ๋ Web3๋ผ๋ ๊ทธ๋ฐ ๊ฐ๋ ์์ ๊ฒ์์ด ๋์๊ฐ ์ ์๋๋ก ์ค๋น๊ฐ ๋ผ์ผ ๋๋ ๊ฑฐ๊ธฐ ๋๋ฌธ์. Okay. I just apologize. I just want to clarify one thing, which is that it's not that we, you know, we're thinking about designing the mainnet ourselves. What we are looking at is the game system that's going to be connected to the mainnet. Let me clarify that aspect, because mainnet, that is the very foundation and that's a critical threshold. That was why I was mentioning mainnet. Once again, our focus is on the game system, not on the designing of the mainnet itself. The reason I say that is because the various different technical parameters are important. For instance, processing speed and the stability of the system itself. You know, I wouldn't go into all the details of the technology aspect, but this is important because we are not going to just apply NFT to one single game. It's actually going to be for the comprehensive, you know, game titles that we offer, which will have a strong underpinning of Web 3.0. [Foreign language] The next question will be presented by Mike Hong from CGS-CIMB. ๋ค, ์๋ ํ์ธ์. ์ง๋ฌธ ๋๋ฆด๊ฒ์, ๊ฐ์ฌํฉ๋๋ค. ๋ ๊ฐ์ง์ธ๋ฐ์. ์ด ๋ถ๊ธฐ ๋ง ์ฐ๊ฒฐ ์ง์ ์ ๊ณต์ ํด ์ฃผ์๋ฉด ์ข์ ๊ฒ ๊ฐ๊ณ ์. ๋ ๋ฒ์งธ๋ Throne and Liberty ํธ๋ ์ผ๋ฌ ๊ด๋ จ์ธ๋ฐ, ์ด๊ฒ ์ ํฌ ์์ฒด ์ฑ๋์ ์ฌ๋ผ๊ฐ ์์์์? ๊ทธ๋์ YouTube Studio์์ ์ ๊ณตํ๋ ํด๋น ์์์ ์ ์ ์งํ ๊ณต์ ์ข ๋ถํ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์์ฒญ ์ง์ ์๊ฐ์ด ๋ช%์ธ์ง, ์๋๋ฉด ์ง์ญ, ์์ฒญ ์ง์ญ ๊ฐ์ ๊ฒ๋ค ๋ง์ํด ์ฃผ๋ฉด ์ข์ ๊ฒ ๊ฐ๊ณ ์. ์ฌ์ญค๋ณด๋ ์ด์ ๋ ์กฐํ์๊ฐ ์ง๊ธ ๊ฑฐ์ 900๋ง์ธ๋ฐ ๋๊ธ์ ์ ํฌ๊ฐ 500๊ฐ ์ ๋๋ฐ์ ํ์ธ์ด ์ ๋๊ณ ์์ด์, ์ค์ ์์๋ก ์ผ๋ง๋ ์ฐ๊ฒฐ๋ ์ง direction์ ์ฃผ์๋ฉด ์ข ๋์์ด ๋ ๊ฒ ๊ฐ์ต๋๋ค. ๊ฐ์ฌํฉ๋๋ค. Thank you for taking my question. I would like to first ask you about your consolidated basis number of headcount as of the end of the second quarter. For the TL trailer that's uploaded on your channel, it's on YouTube Studio. Would like to understand what the user metrics trends look like. For instance, what's the viewer? How many people have viewed it? What's the time spent on viewing that video? It will be helpful if you could share with us those user-related metrics, because I see that there's been nine million views already, but the comments that's been written is only about 500. I'm asking for an insight because I think this will help us understand what the demand is going to look like going forward. ๋จผ์ ์ ์ฒด ์ธ์์๋ถํฐ ๋ง์์ ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ ํฌ๊ฐ ์ง๊ธ ์ด ๋ถ๊ธฐ ๋ง ํ์ฌ ์ ์ฒด ์ธ์์๋ 5,420๋ช ์ ๋๋ค. We'll respond to the question about number of headcount. As of end of Q2, it is total of 5,420. ์ ํฌ๊ฐ ํ์ฌ ํ์ฌ ์ฐจ์์์ human resource ์ธก๋ฉด์์ ์ด๋ป๊ฒ deploy๋ฅผ ํ๋ ๊ฒ ๊ฐ์ฅ ํจ์จ์ ์ผ์ง, ์์๋ค์ํผ ์ด๊ฑฐ๋ ๋ฏธ๊ตญ์ฒ๋ผ ์ฐ๋ฆฌ๋๋ผ๊ฐ ์ธ๋ ฅ์ ๊ตฌ์กฐ์กฐ์ ํ๊ณ ํ ์ ์๋ ๊ทธ๋ฐ ์ํฉ์ด ์๋๊ธฐ ๋๋ฌธ์, ์ด๋ป๊ฒ ๋ณด๋ฉด ๊ฐ์ฅ ์ง๊ธ ์๋ ์ธ๋ ฅ๋ค์ IP๋ณ์ด๋ ์๋๋ฉด ๊ฐ๋ฐ์ด๋ ์ฌ์ ์ด๋ ๊ณตํต ์ชฝ์ด๋ resource ๋ฐฐ๋ถ์ ์ด๋ค ์์ผ๋ก ํ๋ ๊ฒ ๊ฐ์ฅ ํจ์จํ๋ฅผ ํ๋ ๊ฑด์ง์ ๋ํด์, ์ ํฌ ๋ด๋ถ์ ์ธ๋ถ์ ์ฌ๋ฌ ๊ฐ์ง ๋์์ ๋ฐ์์ ์ง๊ธ ์ฌ๋ ์๊ฒ ๋ณด๊ณ ์์ต๋๋ค. Just one thing I would also like to add. At this point, we are very closely looking at the most efficient way to deploy and allocate the headcount and human resources that we have. Because you would appreciate it is not as easy for us to go through with restructuring as people do in the United States. What we're doing is we're looking at how best to allocate the resources that we have in the most efficient manner. For instance, by IPs or by different types of development projects or business, or even for the common functions of the company. We are really deeply looking into ways to bring more efficiencies, both internally and also with partnerships with experts outside. ๊ฒฐ๊ตญ์ ์ง๊ธ ์ด๋ฐ ๋ ผ์์ ์๋๊ฐ ๋ ผ์๋ง ํ๋ ๊ฒ ์๋๊ณ ๋ฐ๋ก ์ ํฌ ํ์ค์ ์ ๋ชฉ์ด ๋๊ธฐ ๋๋ฌธ์, ์ ํฌ๋ 3๋ถ๊ธฐ, 4๋ถ๊ธฐ๋ถํฐ ์ด๋ฐ ์๋๊ฐ, ํจ์จํ์ ๋ํ ์๋์ ์ ๋ชฉ์ด, implementation์ด ์ด๋ค ๋น์ฉ์ด๋ผ๋ ์ง ํ์ฌ ์ฑ๊ณผ์ ๋ฐ์์ด ๋ ๊ฑฐ๋ผ๊ณ ์๊ฐ์ ํ๊ณ ์ง๊ธ ์งํ์ ํ๊ณ ์์ต๋๋ค. We're not just at the discussion phase. This, the outcome of that discussion will of course be applied and implemented in practice. You'll be able to see that efficiency improvement or different attempts at different changes come through as we enter Q3 and Q4. The outcome of that implementation will of course show through in our expenses or in the results or the financial performances that we bring. ์ ์ ๊ด๋ จํด์ ์ ํฌ๊ฐ NCing์ด๋ผ ๊ทธ๋์ NCing์ธ๊ฐ์? ์ค๋ง์ด? ๋ค, NCing์ด๋ผ ๊ทธ๋์ ์ด์ ๊ณ์ ์ง์์ ์ผ๋ก ์ ํฌ๊ฐ ์ ์์ ๋ํ ํฐ์ ์์ํ๊ณ ํธ๋ ์ผ๋ฌ ์์์ ๊ณต๊ฐ๋ฅผ ํ๊ณ ์๋๋ฐ์. ์ฌํด ๋ค์ด์ TLํ๊ณ Project E์ธ๊ฐ์? ๊ทธ๋ฆฌ๊ณ ๊ทธ์ ์ ๋ง์ ์ฃผ์ Project M. ๋ญ ์ด๋ฐ ์์ผ๋ก ์ ํฌ๊ฐ ๋ค ๊ฐ ์์์ ๊ณต๊ฐํ๊ณ , ๊ทธ๊ฒ ์ ํฌ๊ฐ ๊ณต์์ ์ผ๋ก ํฉ์ฐ YouTube ์กฐํ์๊ฐ 2,200๋ง ์กฐํ์๊ฐ ์์ด์ ๊ต์ฅํ ์ ํฌ๋ ๊ณ ๋ฌด์ ์ผ๋ก, ๊ฐ๋ฐํ๋ค๋ ๊ณ ๋ฌด์ ์ผ๋ก ๋ฐ์๋ค์ด๊ณ ์๊ณ ์. ํนํ ์กฐํ์๊ฐ ํด์ธ์์ ์ฃผ๋ก ๋์ค๊ณ ์๊ณ , ๊ทธ๋ค์์ ์กฐํํ๋ ๊ทธ ์ฐ๋ น์ธต์ด 20๋, 30๋ ์ ์ ๊ฒ์ด๋จธ๋ค์ ๋น์ค์ด ์์ฃผ ํฌ๊ฒ ์ฌ๋ผ์ค๊ณ ์๋ ๊ฑฐ๋ฅผ ์ ํฌ๋ ๊ณ ๋ฌด์ ์ผ๋ก ์๊ฐ์ ํ๊ณ ์์ต๋๋ค. For our new upcoming titles, we call it NCing. Through that what we do is we've been continuously reviewing our trailers and teaser videos. Within this year, we have already revealed four, I think, including TL, Project E and Project M as well. The combined total views of these different trailers and teasers amounts to 21 million, which I think is very encouraging, and our developers are very much encouraged at these numbers as well. Especially what's also worthy of noting is that views mostly came from the global markets, and they comprise mostly of young gamers in their twenties and thirties. ์ ํฌ ์ง๊ธ ์ ๋ ๊ฐ์ด ๋ฐํ ์งํํด ์ฃผ์ Jason ์ ๋ฌด๋์ด ๋ฉฐ์น ์ ์ ์ ํ๊ณ ๋ ผ์ํ์๋ฉด์ ํ์ ๋ง์ ์ค์ ์ ๊ฐ ๊ต์ฅํ insightfulํ๋ค๊ณ ํด์ ์ฌ๊ธฐ์ ๊ผญ ๊ณต์ ๋๋ฆฌ๊ณ ์ถ์ ๊ฒ ํ๋ ์๋๋ฐ์. ๊ทธ ์กฐํ์๊ฐ ๋ช ๋ง์ด๋, ๊ทธ๊ฒ ํด์ธ๋, ์ ์ ์ธต์ด๋, ๊ทธ๊ฒ๋ ์ค์ํ์ง๋ง, ์ง๊ธ๊น์ง์ console์ MMORPG๋ผ๋ ๊ฑฐ๋ ํ๊ตญ๊ณผ ๋ช๋ช ํน์ ์ง์ญ์์ ์ด๋ค ์ด๊ฒ ์ ์ฉ์ด ๋ ์ ์๋ ๊ฒ์์ด๊ณ , ์๊ตฌ์์๋ ์ด๊ฑฐ์ ๋ํด์ ๋ณ๋ก ๋ฉ์ธ ์ฅ๋ฅด๊ฐ ์๋๊ณ , ์ด๋ฐ ์ฌ๋ฌ ๊ฐ์ง ๊ณ ์ ๊ด๋ ์ด ๋ง์ด ์์๋๋ฐ, ์ต๊ทผ์ ์ฌ์ค์ ์๊ตฌ๋ ์ ์ ๊ฐ์ธ ์ ์ ๋ผ๋ ์ง, ๊ผญ ๊ฐ์ธ ์ ์ ์๋๋ผ๋ ๋ชจ๋ SNS์ ์ธ ์ ์ ๋ค์ด ๊ธฐ๋ณธ์ ์ผ๋ก ์ด๋ฐ ๋ชจ์ฌ์ ๋ญ๊ฐ ํ๋ ๊ฑฐ์ ๋ํ, ๋ ๊ทธ ๊ณผ์ ์์ ์ด๋ค ๊ฒฝ์๊ณผ ๋ ๊ฐ์ด ๋ญ ์ฑ์ทจํ๋ ๊ฑฐ์ ๋ํ ๋์ฆ๊ฐ ์ ํฌ๋ ๋ถ๋ช ํ ์๋ค๊ณ ๋ด ๋๋ค. ๊ฒฐ๊ตญ์ MMORPG๊ฐ ํด์ธ์์ ์ ํตํ๋ ๊ฒ ์๋๊ณ , ๊ทธ๋ฐ ๋์ฆ๋ฅผ ์๋ฅผ ๋ค์ด์ ์ด์ฅ์ฑ ์ ๋ฌด๋์ด ๋ง์ํ์ ๊ฒ์ฒ๋ผ ๋ชจ๋ฐ์ผ ์์ผ๋ก, PC ์์ผ๋ก, ์ฌ์ค ๋ชจ๋ฐ์ผ ์์ MMORPG๋ผ๋ ๊ฒ ์์์์๋ ์์๋ค์ํผ ์ฝ๊ฒ ๋ค๊ฐ์ฌ ์ ์๋ ๊ฑด๋ฐ, ๊ทธ๊ฒ ์ ํฌ๊ฐ ์ง๊ธ ์๋ํ๋ ์ฌ๋ฌ ๊ฐ์ง console์ด๋ผ๋ ์ง, ๊ธฐ์กด์ console์ ์๊ฐํ๋ค๋ฉด console ๊ฒ์์ MMORPG๊ฐ ์ด๋ป๊ฒ ์ ์ฉ์ด ๋ ๊น? ์ ํฌ๋ผ๋ฆฌ ๋ ผ์ํ์ง๋ง console ์์ฒด์ ๊ธฐ์ ๋ ฅ์ด๋ ์ฌ๋ฌ ๊ฐ์ง ์ ํ๋ฆฌ์ผ์ด์ ์ด ๊ณผ๊ฑฐ์ console์ด ์๋๊ธฐ ๋๋ฌธ์ ์ถฉ๋ถํ ๊ทธ๋ฐ ์ธก๋ฉด์์ ์ ํฌ๊ฐ ์๊ฐ์ ๋ฌ๋ฆฌํ ๋งํ ์ฌ์ง๊ฐ ์๋ค๋ ๊ฒ ์ ํฌ๊ฐ ๋ ผ์ํ๋ฉด์ ํ๋ ๋ถ๋ถ์ธ๋ฐ, ๊ต์ฅํ ์ ๋ ๊ทธ๊ฑฐ๋ฅผ insightfulํ๋ค๊ณ ๋๊ผ๊ณ , ๊ทธ๋์ ๊ทธ๋ฐ ์ธก๋ฉด์์ ์ ํฌ๊ฐ ๊ฐ์ธ์ ์ธ ์๊ฐ์ ์๋๊ณ , ์ง๊ธ TL์ ๊ธฐ์ ์ผ๋ก ํด์ ์ ๊ทผ์ ํด ๋๊ฐ๋ฉด ์ด๋ค ๊ธฐ์กด์ stereotype๊ณผ ๋ค๋ฅธ ์ ๊ทผ์ ํ ์ ์์ง ์์๊น, ๊ทธ๋ฐ ์๊ฐ๋ ์ฌ์ค์ ํ๊ณ ์์ต๋๋ค. One thing, I would like to share with you. I had a conversation with Jason a couple days ago, and I thought that what he told me was quite insightful. Of course, all these metrics, you know, whether there's been 10,000 views or, you know, was watched by a lot of global people or young people, of course, those are important to a certain extent, but I felt what was more critical is that people had this stereotype or a prejudice that MMORPG only works in a handful number of countries, including Korea, and that it wouldn't really work in the Western markets because MMORPG has never been a mainstream genre in the Western market. We see that even in the West, there's a lot of now, you know, social network, SNS users and a lot of people in this day and age, they all want to come together, compete, so, with one another and, achieve certain things together. There is no reason why MMORPG cannot work in other overseas markets. It's just that the Western players were not as familiarized with this mobile platform-based MMORPGs. People questioned whether MMORPG could actually work on a console platform because that was not possible in the past. The console platform itself is totally different from the consoles of the past. I think that it is very important for us to have a new perspective and a fresh perspective, and I felt that this, therefore was quite insightful. We want to use TL as a important watershed or a trigger point for us to bring that change in people's minds and change the stereotype and the prejudice that exists. ๋ค์์ผ๋ก ์ง๋ฌธํด ์ฃผ์ค ๋ถ์ ๋ค์ฌํฌ์์ฆ๊ถ์ ๊นํ์ ๋์ ๋๋ค. The next question will be presented by Hajung Kim from Daol Investment & Securities. ๋ค, ์ง๋ฌธํด ์ฃผ์ ์ ๊ฐ์ฌํฉ๋๋ค. ๊ฐ๋จํ๊ฒ ํ ๊ฐ์ง๋ง ์ฌ์ญค๋ณด๋๋ก ํ๊ฒ ์ต๋๋ค. ๊ฒ์ผ๋ก ๋๋ฌ๋๋ ๋ฐ์ดํฐ์์ผ๋ก ๋ณด๋ฉด ๋ฆฌ๋์งW๊ฐ ์ํฅ ์์ ํ๋๋ ์์ ์์ ๋ฆฌ๋์งM์ด ์ข ์ฌ๋ผ์ค๋ ๋ชจ์ต์ ๋ณด์ฌ์ฃผ๊ณ ์๋๋ฐ, ๋ง์ ์ฃผ์ ํค์ผ๋ก๋ ๋ฆฌ๋์งM์ด ๊ฒฌ์กฐํ ๋ชจ์ต์ ๊ธฐ๋ํ๋ค๊ณ ํ์ ์ M์ด 4, 5, 6์ ์ค์ ๊ณ์ ์ฌ๋ผ์ค๋ ํธ๋ ๋์๋ค ๋ณด๋๊น, ์ด๊ฒ ๋ง์ฝ์ ์ฌ๋ผ์ค๋ ํธ๋ ๋๊ฐ ์ ์ง๊ฐ ๋๋ค๋ฉด ๋ฆฌ์ ์ด ํ๋ฐ๊ธฐ์ ์กฐ๊ธ ๋ ๋๊ฒ ๊ธฐ๋ํ ์ ์์ง ์์๊น๋ผ๊ณ ์๊ฐ์ ํ๊ณ ์๋๋ฐ, ์ค์ ๋ก๋ ๋ฐ์ดํฐ๊ฐ ๊ทธ๋ ์ง ์์์ง, ๊ทธ๋์ ๋ฆฌ๋์งM์ ๋ํด์๋ ํ๋ฐ๊ธฐ์ ๋ํ ์ ๋ง์ ๊ณต์ ํด ์ฃผ์๋ฉด ๊ฐ์ฌ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ด์์ ๋๋ค. Just one quick question. This question relates to what your outlook is for Lineage M's second half revenue guidance because we see that the decline or the normalization of the Lineage W has some of a correlational impact vis-a-vis Lineage M. We've seen that number quite solid in this quarter and have actually seen it uptick in the month of June. Could you provide some more color on what your projections are for Lineage M for the second half? ์์๋ ๊ฒ์ฒ๋ผ ์ผ๋จ ์ ํฌ ๊ฒ์๋ค์ ํ ์ผ ๋ ์ด์, ์ถ์ ์์ ๋ถํฐ ์ผ ๋ ์ ๋๊ฐ ๊ฒฝ๊ณผ๋๊ณ ๋๋ฉด์ ์ผ๋จ ์์ ํ ๊ณผ์ ๋จ๊ณ์ ์ง์ ์ ํ์์์. ๊ทธ ์ดํ๋ถํฐ๋ ์ฌ์ค ์ด๋ค ๋ฐฉ์์ผ๋ก ์ ๋ฐ์ดํธ๋ผ๊ณ , ์ด๋ค ๋ฐฉ์์ผ๋ก ์๋ก์ด ์ฝํ ์ธ ๋ค, ๊ทธ๊ฒ ์ ๊ท ๋ง์คํฐ ๋์ ์ด๋ ์ด๋ฐ ๊ฒ๋ค์ ๊ณ์ ์ด๋ค ํ์ด๋ฐ์ ๋ด๋๋์ ๋ฐ๋ผ์ ๊ณ์ fluctuation์ด ์์ด์. ๊ทธ๋ฐ๋ฐ ์ ํฌ๋ค์ด ์์ฆ์ ๋๋ผ๋ ๊ฑฐ๋ ์ผ๋จ ๋ฆฌ๋์งM ์ค ๋ ์ฐจ ๋๋ฉด์ ์ฌ์ค ์ ํฌ๋ค์ด ์ ๊ณตํ ์ ๋ฐ์ดํธ๋ ์ด๋ฐ ๊ฑฐ์ ์ด๋ค ์ง, ๋ ํ์ด๋ฐ, ์ด๋ฐ ๊ฒ๋ค์ด ๋๊ฒ ์ข์์ ธ์ ์ ๋ฐ์ดํธํ ๋๋ง๋ค ์ฑ๊ณผ๋ค์ด ๊ต์ฅํ ์ข ์ข๊ฒ ๋์ค๋ ๊ฒ ๊ฐ์์. ์ฌ์ค ๊ทธ๊ฑฐ๋ฅผ ๊ธฐ๋ฐ์ผ๋ก ํ๋ค๊ณ ๊ทธ๋ฌ๋ฉด์ ๋ญ ์ ํฌ๊ฐ ์ผ ๋ ๋ค์๋ ์ด๋ป๊ฒ ๋ ์ง ๋ชจ๋ฅด๊ฒ ์ง๋ง์ ์ผ ๋ถ๊ธฐ, ์ฌ ๋ถ๊ธฐ ์ ๋ horizon์์ ์์์ ํด๋ณด๋ฉด ๊ต์ฅํ ์์ ์ ์ธ ์ค์ , ๋ ์ข์ ์ค์ ์ด ๋์ค์ง ์์๊น ์กฐ์ฌ์ค๋ฝ๊ฒ ํ๋ฒ ์์์ ํ๊ณ ์์ต๋๋ค. Yes. As you would appreciate, after a game is launched, and after about a year, that game revenue goes under a stabilization phase. What happens afterwards depends on the updates and the contents that are being renewed or added. For instance, like the major dungeon. It also depends on the timing of those content updates as well. Depending on that, there is a bit of a fluctuation. For Lineage M, in its fifth year, we've done an update, which was of very high quality and which drove good performance from that update. We won't be able to provide a definitive picture of what's gonna happen after one year, but at least we can provide you with some color for Q3 and Q4. We believe that although cautious, we would be able to see some, you know, good or steady performance coming from Lineage M. ๋ค์์ผ๋ก ์ง๋ฌธํด ์ฃผ์ค ๋ถ์ ์ ์งํฌ์์ฆ๊ถ์ ์ ์ํ ๋์ ๋๋ค. The next question will be presented by Chung Eui-hoon from Eugene Investment & Securities. ๋ค, ์๋ ํ์ธ์. ์ ์งํฌ์์ฆ๊ถ ์ ์ฐ์ค์ ๋๋ค. ์ ๋ ๊ฐ์ง๋ง ์ง๋ฌธ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ด ๋ถ๊ธฐ ๊ฒ์์ฌ ์ค์ ๋ค ๋ณด๋ฉด ๊ณตํต์ ์ผ๋ก ํ์จ ๋ณ๋์ผ๋ก ์ธํด์ ์์ ์ธ์์ ์์ต ๋ณ๋์ด ์ฌํ๋ฐ, ํน์ ์์จ์ํํธ๋ ์ด๋ ์ ๋ ํ์จ์ ๋ ธ์ถ๋์ด ์๋์ง, ๊ทธ๋ฆฌ๊ณ ํ๋ฐ๊ธฐ๋ ์ด๋ป๊ฒ ๋ณด์๋์ง ์ข ์ฌ์ญค๋ณด๊ณ ์ถ๊ณ ์. ๋ ๋ฒ์งธ๋ 4๋ถ๊ธฐ์ ์ ์ ์ผ์ , ์ง์ญ ํ์ฅ IP ๋ ๊ฐ๋ ๊ทธ๋ฆฌ๊ณ ๋ด๋ ์ด์ TL์ด ์๋๋ฐ, ์๋ฌด๋๋ ์ง๋ํด ์ฐ๋ง ๋ฆฌ๋์งW์์ ๋ง์ผํ ์ธ๊ฑด๋น๊ฐ ๋ง์ด ๋์๋๋ฐ, ์ด ๋ถ๊ธฐ ๋๋ 1๋ถ๊ธฐ๋ณด๋ค ๋ง์ผํ ๋น๊ฐ ์ข ์ฆ๊ฐํ ๊ฒ ๊ฐ๊ณ , ๊ทธ๋์ ํ๋ฐ๊ธฐ ๋ ์ธ๊ฑด๋น๋ผ๋ ์ง ๋ง์ผํ ๊ด๋ จํด์ ์ข ์ฝ๋ฉํธ ์ฃผ์๋ฉด ๊ฐ์ฌํ๊ฒ ์ต๋๋ค. ๊ฐ์ฌํฉ๋๋ค. Thank you for taking my question. I would like to ask you two questions. If you look at the game company's earnings in Q2, many of them have been exposed to FX fluctuations, and there has been a big fluctuation on their non-operating line item. We'd like to understand what NCSOFT exposure is to FX fluctuations and what's your forecast for the second half. In Q4, in terms of your global geographical releases, as well as the upcoming TL, considering all of that, we would like to understand what your expectation is for marketing costs to increase. There's been a Q-on-Q increase from Q1 and Q2. What's your projection for the second half, including labor cost and marketing cost? ์ธํ, ์ ํฌ๋ ์ฌ์ค์ ๋ถ์ฑ๊ฐ ๊ฑฐ์ ์๋ ํ์ฌ์ด๊ธฐ ๋๋ฌธ์, ํนํ ์์ฐ ์ค์์ ์ธํ ์์ฐ์ด ๊ฝค ๋ง์ต๋๋ค. ์ ๊ฐ ๋ญ ์ ํํ ์ซ์๋ฅผ ์ฌ๊ธฐ์ ๋๋ฆด ์๋ ์์ต๋๋ค๋ง๋, ์ธํ ํ์ ์์ฐ์ด ์ ํฌ๊ฐ 6,000์ต ์ ๋์ ๋๋ค. ๊ทธ๋ ๊ฒ ๋ง์์ ๋๋ฆฌ๊ณ ์. ๊ทธ๋ ๊ธฐ ๋๋ฌธ์ ๋น์ฐํ ๊ทธ ์ธํ๋ก ์ธํ ์ฐจ์ต์ด ์ด ๋ถ๊ธฐ์ ๋ง์ด ๋ฐ์ํ๊ณ ์. ์ง๊ธ ์ถ์ธ๊ฐ ์งํ๋๋ค๋ฉด ์ ํฌ ์ ์ฅ์์๋ ๊ทธ ์ธํ ์ฐจ์ต์ด ์ง์์ ์ผ๋ก ๋ฐ์ํ๊ณ ์๋ ์ํฉ์ ๋๋ค. ์ ํฌ๊ฐ ๊ทธ ๊ณต์๋ฅผ ํตํด์ ๋ฐํ๋ฅผ ๋๋ฆด ๊ฑฐ๊ณ ์. ์ ๊ฐ ์ด์ ํ์ฌ ์ฐจ์์์ ๊ณ ๋ฏผํ๋ ๊ฑฐ๋ ์์๋ค์ํผ ์ด๊ฑฐ๋ฅผ ์ ํฌ๊ฐ ๋ญ ๋ณธ์ ์ด ์๋ ํ ๊ฐ์ง๊ณ ์ ํฌ๊ฐ ๊ณ์ ๋์ ๋ฒ๋ ๊ฑฐ๋ ๋ฒ ๋ ์ข์ง๋ง ๋ ๊ฑฐ๊พธ๋ก ๊ฐ ๋๊ฐ ์๊ธฐ ๋๋ฌธ์, ์ง๊ธ ํ์ฌ ์์ฅ ๋ํฅ์ ๋ฐ๋ผ์ ์ ํฌ๊ฐ ํ exposure๋ฅผ ์๊น ๋ง์๋๋ฆฐ ๊ทธ ์ฃผ๋ก USD์ธ๋ฐ์. USD๋ก exposure ๋ ์์ฐ์ ์ด๋ ์ ๋๋ก ๋ ๋ฒจ์ ์กฐ์ ํ๋์ง์ ๋ํด์ ๋ฉด๋ฐํ ๊ณ ๋ฏผ์ ๋ง์ด ํ๊ณ ์๊ณ , ๋ ๊ฑฐ๊ธฐ์ ๋ํด์ ๋ง์ถฐ์ ์์ ์ ์ผ๋ก ์ด์์ ํ๋ ค๊ณ ํ๊ณ ์์ต๋๋ค. In terms of the FX exposure, you know that we are a company that has a very minimum level of liabilities. We actually have a significant amount of foreign currency denominated assets in the amount of around KRW 600 billion. In terms of this FX rate changes on a Q-on-Q basis, we do actually have more gains based on FX, and then we think that trend will continue going forward. We will be able to disclose that specific information later on through announcements. Since our business is not in FX trading or anything, what we are at this point thinking very hard about is to adjust and maintain the appropriate level of dollar denominated exposure, because most of our FX exposure is in U.S. dollars, so that we could actually manage this exposure in a steady and stable manner. In terms of the labor cost, we don't have any significant personnel or labor related adjustments that we are expecting in Q3, so it's going to be quite flattish versus Q2. In terms of the marketing cost, as I mentioned previously, all of our preparations around TL from a strategic perspective has all been prepped. It's just a matter of timing and the partners that we'll collaborate with in taking this to the market, and that's the reason why we have pushed this to next year. In light of that, our marketing spend is going to go down on a Q-on-Q basis. While doing that, we are also at the same time carrying out across the company effort to make our marketing spend much more efficient. On a per year basis, we are going to work to make sure that our marketing spend doesn't go above 10% against our revenue, and we expect we will be able to keep to that. The next question will be presented by Junhyun Kim from HSBC. [Foreign language] Thank you for taking my question. I would like to ask you for further information on TL. Any TL showcase related information and any schedules or timelines for new trailers upcoming? Do you also have to have those trailers or teasers not just on YouTube, but in other game shows or other platforms? Regarding also, in terms of selecting a partner for TL, what are some of the key requirements you will be looking to gain or you will be looking to review for these potential partners? ์ด๋ค์ง ๊ฒ๋๋ค. ๊ทธ๋์ ๊ทธ ์ ์ ์ฌ๊ธฐ์ ์ด ์ ๋๋ก ๋ง์๋๋ฆฌ๊ณ ๊ณง ๋ณด์๊ฒ ๋์ค ๊ฒ์ ๋๋ค. ๋จ์ํ๊ฒ ๊ทธ๋ฅ ๋ญ YouTube๋ก ์ฌ๋ฆฌ๋ ๊ฒ ์๋๋ผ ์ฌ๋ฌ ๊ฐ์ง ๊ทธ ๋ฐฉ๋ฒ์ด ๊ธฐ์กด ๋ฐฉ์ํ๊ณ ์กฐ๊ธ ๋ค๋ฅด๊ฒ ํ๋ ค๊ณ ํฉ๋๋ค. Now, regarding TL, as Jason Lee previously mentioned, we've run a quite extensive test within the company in-house against 3,000 employees, and that was quite successful. Of course, we have outside tests that is also planned as well. We will soon have an opportunity to showcase TL to our global gamers. In terms of platforms other than YouTube, although we cannot say here today what those are, soon in the very near future, through not just one channel, but through multiple avenues, we will be able to showcase and reveal TL. Once again, in the very near future, other than from the YouTube platform, we will be able to use these different channels or different platforms, which we have not done in the past or for quite long time. You can stay tuned. ํํธ๋์ฌ์ ๋ํด์๋ ์ ํฌ๊ฐ ์ง๊ธ ๋ ผ์๊ฐ ๊ต์ฅํ ์กํฐ๋ธํ๊ฒ ์งํ๋๊ณ ์๊ธฐ ๋๋ฌธ์ ์ ๊ฐ ๋ญ๋ฅผ ์ค์์ํ๊ณ ๋ญ๋ฅผ ํ๋์ ๋ํด์ ์ฌ๊ธฐ์ ์ธ๊ธ๋๋ฆฌ๋ ๊ฒ ๊ต์ฅํ ๋ฏผ๊ฐํ ์ฌํญ์ด๋ผ์ ๊ทธ ์ ์ ์ข ์ ๊ฐ ๋ง์, ์ ๋ง๋ก ์ ๋ investor-friendlyํ๊ฒ ํ๋ ค๋ ์์ง๋ฅผ ๊ฐ์ง๊ณ ์๋ ์ฌ๋์ด๊ธฐ ๋๋ฌธ์ ์ ๋ง ์๋ ค๋๋ฆฌ๊ณ ์ถ์๋ฐ, ๊ฒฐ๊ตญ์ ์กฐ๊ธ ํฐ ๊ทธ๋ฆผ์์ ๋ง์์ ๋๋ฆฌ๋ฉด ์๊ฒ๋งํผ์ ์ข ์ดํด๋ฅผ ๋ถํ์ ๋๋ฆด๊ฒ์. ์ ์ผ ์ค์ํ ์ ์ ์ ํฌ๊ฐ ์๊น ๋ง์๋๋ฆฐ ์ด TL์ด๋ผ๋ ์ด IP ํ๋ฌ์ค์ ์ฅ๋ฅด๋ฅผ ์ ํฌ๊ฐ ์ง๊ธ ์๋ํ๋ ์๋ก์ด ํ๋ซํผ์ผ๋ก ๋ถ๋ฏธ์ ์ ํฌ๊ฐ ์ง๊ธ๊น์ง ํ์ง ์์๋ ์์ฅ์ ์ด๋ป๊ฒ ์์ฐฉ์ ์ ๋๋ก ์์ผ์ค ์ ์๋์ง, ๊ทธ๊ฒ ์ฌ์ค ์ ์ผ ์ค์ํ ํํธ๋ ์ ์ ๊ธฐ์ค์ด๋ผ๊ณ ๋ง์์ ๋๋ฆฌ๊ฒ ์ต๋๋ค. Yes. In selecting a partner company, we're currently in active discussions as we speak, and it will be quite sensitive for me. It would be quite sensitive information for me to say as to what the important criteria are. You know, that I want to be as friendly as possible to our investors. But there is a limit as to what I can disclose at this point in time because there are discussions that's ongoing. What I can tell you is that from our partner, what's most important is for us to successfully take TL, an IP and Ujong to the markets like North America and other new markets for the company, and to be able to successfully land this title in these new markets through the platform that we have chosen. It is in that light, the efforts or the capabilities of our partners will be viewed as quite important. ์ง๊ธ ๋ฒ์จ 8์์ด๋๊น 9, 10, 11, 12์, 4๊ฐ์ ๋จ์๋๋ฐ์. 4๊ฐ์ ๋์ ์ ๊ฐ ์ฝ์๋๋ฆฐ ์ถ๊ฐ์ ์ธ IP์ ๋ํด์ ํธ๋ ์ผ๋ฌ์ ๊ณต๊ฐ๊ฐ ์ ํฌ๊ฐ ์ฝ์๋๋ฆฐ ๋๋ก ํ ๊ฑฐ๊ณ ์. ์๊น ๋ง์๋๋ฆฐ ๊ฒ์ฒ๋ผ NCing์ด๋ผ๋ ๊ฑฐ๋ฅผ ํฌํจํด์ ๋ ์ฌ๋ฌ ๊ฐ์ง ์ ํฌ๊ฐ ์ด๋ฐ ๊ฐ๋ฐ ๊ณผ์ ์์ ์คํํด์ feedback์ ๋ฐ๋๋ค๋ ๊ฑฐ๋ ์ฝ์์ ๋๋ฆฐ ๊ฑฐ๊ณ , ์ ํฌ๊ฐ ํ์ฌ ์ฐจ์์์ ๊ณต์ธ์ ํ ๊ฑฐ๊ธฐ ๋๋ฌธ์, ์ ํฌ๊ฐ ๊ฝค ๋ง์ ์์ IP๊ฐ ์ฌํด ๋ด์ ๋ ์ถ๊ฐ์ ์ผ๋ก ๊ณต๊ฐ๋๋ ์๋ฆฌ๋ฅผ ๊ฐ๋๋ก ํ๊ฒ ์ต๋๋ค. ๊ธฐํ๋ฅผ ๊ฐ๋๋ก ํ๊ฒ ์ต๋๋ค. It's August already, and we have four months left until the end of the year, and we will be revealing the trailers for these additional IPs that we have previously committed to through that NCing, which I mentioned before. We've made the commitment that we will open and share our development process and gain feedback from the greater market, and we will live up to that commitment. There will be many trailers or many glimpses that the users could actually take regarding the additional IPs that we will be revealing going forward. ์ค๋ ๋ง์ง๋ง์ผ๋ก ๋ง์๋๋ฆฌ๊ณ ์ถ์ ๊ฑฐ๋ ์ ํฌ ํ์ฌ ์ ์ฅ์์๋ ์ง๊ธ๋ถํฐ ๋์ค๋ IP๋ค์ด ์ ํฌ ํ์ฌ ์ ์ฅ์์ ๋ฌผ๋ก ๋ชจ๋ IP๊ฐ ์ค์ํ๊ณ ํ์ง๋ง, ๊ต์ฅํ ๋ฐฉํฅ์ฑ์ด๋ ์ด๋ฐ ์ธก๋ฉด์์ ์ค์ํ ์ ์๋ค์ด ๋ง์ด ๋์ค๊ณ ์์ต๋๋ค. ๊ทธ๋์ ๊ทธ ์ ์ ๋ํด์ ์ ํฌ๋ ์ถฉ๋ถํ ์์ฅ์ ๊ณต์ ๋ฅผ ๋๋ฆฌ๊ณ ๋ ์๊ฒฌ์ ๋ฐ๊ณ ํ๋ ๊ณผ์ ์ ๊ฑฐ์น ํ ๋๊น์. ์ ํฌ ๊ฐ๋ฐํ๋ ๊ทธ๋ ๊ฒ ํ ๊ฑฐ๊ณ ์. ์ ํฌ ํนํ IRํ์ด ๋ญ, ์ ๋ง ๊ทธ๋ ๊ฒ ๋๋ผ๋์ง ๋ชจ๋ฅด๊ฒ ์ต๋๋ค๋ง๋ ์ ๋ ๊ต์ฅํ investor-friendlyํ๋ค๊ณ ๋ ๊ทธ๋ ๊ฒ ๋ ธ๋ ฅํ๊ณ ๊ณ์๋ ๋ถ๋ค์ด๊ธฐ ๋๋ฌธ์, ์ ํฌ IRํ ํตํด์๋ ์ฌ๋ฌ ๊ฐ์ง feedback์ ์ฃผ์๋ฉด ์ ํฌ IRํ์ด ๊ฐ๊ฐ ์์ด ํ์ฌ์ ์ฌ๋ฌ ๋ถ๋ถ์ ์ ๋ฌ์ ํ๋๋ก ํ๊ฒ ์ต๋๋ค. ๊ทธ๊ฒ ์ ๊ฐ ๋ณผ ๋๋ ํญ์ ๊ฐ์กฐํ๊ณ ์๋ ์ ๋ต์ ์ธ IR์ด๋ผ๊ณ ๋ณด๊ฑฐ๋ ์. ๊ทธ๋์ ๊ทธ๋ฐ ์ธก๋ฉด์์ ์ ํฌ IRํ ๋ง์ด ์ง์ํด ์ฃผ์๊ณ ๋ถํ๋๋ฆฌ๊ฒ ์ต๋๋ค. Well, in closing, I would just like to emphasize that we have upcoming IPs that we are currently developing, and the launch of these upcoming new titles is very critical for the company's overall strategic direction. We are open to sharing or receiving feedback from the market and sharing that internally with our organization. Also for our IR team, I dare say that we are a very investor-friendly IR team. We are happy to take any of your feedback so that we can, at the end of the day, share that with the greater company. I think that is at the very heart of the so-called strategic IR, which I strive to live up to. I look forward to your continued support, and thank you very much.
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