Good afternoon. I'm Claire Lee from KRAFTON's IR team. We're grateful to analysts and investors, both domestic and from overseas for joining us today, 2022 earnings conference call. Please note that today's earnings presentation is K-IFRS consolidated estimates, and hence business and financial information are subject to change following the independent auditor's review. Also, forward-looking estimates are based on assumptions, and actual results may differ from figures included in today's presentation. With that, I will invite our Chief Financial Officer, Dong-Keun Bae to provide business and financial highlights. Good afternoon. This is Chief Financial Officer Dong-Keun Bae of KRAFTON. Outdoor activities that were halted with COVID saw earnest recovery in Q3 2022, and KRAFTON, a global gaming company, was faced with changing business conditions. With post-COVID reopening, the global gaming market that has seen years of expansion, saw an overall market size decrease. From a macro perspective, the environment has become more challenging. However, with platform, service, and region-tailored strategies to meet the expectations of gamers, KRAFTON was able to record a stable quarterly result in the new given environment. I believe the game industry will face a new chapter. In the past years, an important driver of game industry growth was bringing PC and console-tested games to the mobile platform. Going forward, the mobile platform, just like other platforms, will have to approach the gamers with new game ability and content. We look forward to the day that our competitiveness that comes from the pursuit of original creative and new game ability over multi-platforms be recognized in the market. Throughout all the platforms, including the PC, console, and mobile, KRAFTON has provided fundamental value centering on the user and focused on new game ability. We believe continued creation of original creative is the way to cement our position as a global top tier game company. I sincerely thank investors and analysts who constantly support our challenges and worthy attempts, and all the staff and management of KRAFTON and independent studios. Now, I will brief you on our major business results. First, on the PC business, our PC revenue in Q3, with the growth of PUBG PC, grew 48% QOQ at KRW 131.1 billion. This is the largest quarterly revenue in three years. PUBG PC traffic remains solid after transition to free-to-play, and acquisition of new players continue. The Deston map that was introduced in Q3 is receiving enthusiastic response in the western market, especially from the North American market, leading to traffic increase from the region. The company is seeing inflow of new users from diverse regions after the transition, and we will increase map launches and event content that will resonate with users in different regions. In our last earning session, we briefed you on the popularity of the workshop content that was introduced in July. Time-limited seasonal shop in September introduced McLaren supercar collaboration on the PC platform for the first time, leading to very enthusiastic responses. PUBG PC is ranked as the number one weekly top seller game for 17 consecutive weeks since July 12th on the Steam platform with only in-game sales. Q4 is a low season, so the company is executing strategies for a large winter concept update that could enhance user, also increase contact with gamers both in offline and online spaces. I believe that you are well aware of the fact that there are only a few titles eligible for esports. PUBG Esports is a content that could be enjoyed by the fans and the one that encourages communication. It is positively influencing user return. On the invitation from the Dubai government, KRAFTON is hosting the PUBG Global Championship. 32 teams from around the globe have participated all offline. It is the first PUBG PC esports to take place in the Middle East and expected to present MENA region and global PUBG fans a new esports experience. As is proven with results after the transition to free play, with a leveled up live service and attractive content, PUBG PC service is expected to continue growth. Uh, Now to our mobile business. Mobile revenue decreased 12% QOQ and 26% YOY at KRW 282.4 billion. The revenue decrease with Indian BGMI service halt is the more regrettable. Mobile revenue in Q3 recorded a similar level to Q3 2020, when the pandemic had already spread. The influence from reopening was relatively greater in Korea and in Japan, but the other regions showed similar traffic levels compared to the previous quarter. Paying users and ARPU all showed growth and still holds a favorable position to other battle royale genre games. The game in-game concert of Blackpink in July and September's introduction of new map Nusa with strength in short play time led to traffic enhancement and high value product skin increased revenue growth. PUBG Mobile will increase users with entry-level phones in new emerging markets through lightweighting of builds. With map content for different regions will continue increasing traffic. For paid content, the company hopes to focus on content that will get the attention of game users, and with new in-house sports car skin and collaboration with world-class football stars such as Messi and premium super cars. λν μ€λ¨λ BGMI μλΉμ€ μ¬κ°λ₯Ό μν΄ νμ¬ λ€κ°λλ‘ λ Έλ ₯νκ³ μμΌλ©°, μΈλ κ²μ μμ₯μ λ°μ μ μν κΈ°μ¬ ν¬μλ₯Ό κ³μν΄ κ°κ³ μμ΅λλ€. To restart the BGMI service, the company is making efforts in diverse ways and continues to contribute and invest for the development of the Indian game market. μ΄μ΄μ μ½μ λΆλΆμ λν΄ μ€λͺ λλ¦¬κ² μ΅λλ€. ν¬λνν€μ TERA, PUBGμ μ΄μ΄ Unknown Worldsμ SubnauticaκΉμ§ μ§λ 17λ μ΄λ νκ΅ κ²μμ¬ μ€ κ°μ₯ λ§μ μ½μ κ²μμ μλΉμ€νκ³ μμ΅λλ€. μ΄λ² 3λΆκΈ° μ½μ λΆλΆ λ§€μΆμ μ λΆκΈ° λλΉ 22%, μ λ λκΈ° λλΉ 134% μ±μ₯ν β©117μ΅μ κΈ°λ‘νμλλ°μ. Subnautica μ리μ¦μ μμ μ λ§€μΆκ³Ό PUBG: Deston Mapκ³Ό Passκ° μ½μ μ μ μΈ΅μμ μ’μ λ°μμ μ»μΌλ©° μ±μ₯μ 견μΈνμ΅λλ€. μ°Έκ³ λ‘ 3λΆκΈ° νμ¬ ν¬λνν€μ PC μ½μ λ§€μΆμ ν©μ° λΉμ€μ 33%μ λ¬ν©λλ€. μμ§κΉμ§λ μ½μ λ§€μΆ κ·λͺ¨κ° ν¬μ§ μμΌλ ν₯ν μ΄ λΉμ€μ ν¬κ² λμ΄λ κ²μΌλ‘ μμν©λλ€. Now on to our console business. KRAFTON is servicing the most number of console titles since 2017, including TERA, PUBG, and Unknown Worlds' Subnautica. Console revenue in Q3 grew 22% QOQ and 134% YOY at KRW 11.7 billion. Stable revenue of Subnautica and PUBG's Deston Map and Pass received good response from the console users, leading growth. For your reference, the combined PC and console revenue accounts for 33% in Q3. Console revenue is not big now, but is expected to grow huge in the future. μ€λ 12μ 2μΌ μΆμλ₯Ό μλκ³ μλ The Callisto Protocolμ μ§λ 10μ μ΄ κ°λ° μμ±λμ λν΄ μ΄λ―Έ κ²μ¦μ λ§μΉ μνμ΄λ©°, κΈλ‘λ² κ²μ μμ₯, νΉν λ―Έκ΅κ³Ό μ λ½ μ§μμμ λμ κΈ°λλ₯Ό λ°κ³ μμ΅λλ€. μ§λ 10μ μ§νλ μ μΈκ³ 150κ° λ§€μ²΄ λμ λ―Έλμ΄ ν리뷰μμλ νλ μ΄ λ΄λ΄ μμν λκ»΄μ§λ κΈ΄λ°ν¨κ³Ό κΈ΄μ₯κ°μ΄ κ΅μ₯ν μ μ νλ€λ λ°μμ΄ λ§μμ΅λλ€. λν κΉμ΄ μλ κ·Όμ , μ거리 μ ν¬ λ°©μμ λν΄μλ νΈνμ΄ λ§μλ λ§νΌ, μλ°μ΄λ² νΈλ¬ μ₯λ₯΄μ μ§νλ₯Ό μ£Όλνλ©° μ‘μ νΈλ¬, λμκ° μ‘μ μ΄λλ²€μ² κ²μ μ μ μΈ΅μλ μ μ ν μ¬λ―Έλ₯Ό μ λ¬νκ³ μ ν©λλ€. λ€κ°μ€λ μ§μ€νμμλ λΆμ€ μμ°μ΄ κ°λ₯ν λ§νΌ λ§μ λΆλ€μ κ΄μ¬μ λΆνλ립λλ€. Callisto Protocol is to be launched in December 2nd. The development completeness has been verified in October. There is much anticipation for the game from our global audience, especially the game markets in the US and Europe. A media preview took place last October with the presence of 150 press. The general feedback on the play was that it is very fresh and new, lively with high tension level and excitement. In-depth close and remote combats were well received too. The company wishes to lead the evolution of the survival horror genre and deliver fresh fun to the action horror and also action adventure game users as well. Booth demonstration is possible in the upcoming G-Star event, so I look forward to your interest. ν¬λνν€μ The Callisto Protocol μ΄μΈμλ PUBG: Black Budget, Project Rome, Subnautica 2 λ± λ€μν μ₯λ₯΄μ μ μλ€μ PCμ μ½μλ‘ κ°λ°νκ³ μμ΅λλ€. ν¬λνν€μ μμΌλ‘λ Triple-A PC λ° μ½μ νμ΄ν κ°λ°μ μ§μμ μΌλ‘ μΆμ§νμ¬ κ²½μ μ°μλ₯Ό νλν΄ λκ° κ³νμ λλ€. Aside from The Callisto Protocol, the company is working on many new titles in different genres for the PC and console platform, including PUBG: Black Budget, Project Rome, and Subnautica 2. KRAFTON is going to enhance their competitive edge with continued Triple-A PC and console title development. ν¬λνν€μ μ§μλ³ κ°λ° μλ ν보μ IP νμ₯ μμ κ³μν΄ λκ°κ³ μμ΅λλ€. λΆλ―Έ μ§μμμλ μ§λ 2019λ Striking Distance Studiosλ₯Ό μ€λ¦½, 2021λ μλ Unknown Worlds μΈμμ μ΄μ΄μ νμ¬ Project Windlessμ κ°λ°μ μν΄ μΊλλ€μ μλ‘μ΄ μ€νλμ€ μ€λ¦½μ μΆμ§ μ€μ μμ΅λλ€. Project Windlessμ κ°λ°μ λ΄λΉν κΈλ‘λ² κ°λ° μΈλ ₯ λν μ΄λ―Έ μμ νμμ΅λλ€. μ¬ν΄ μ΄λΆν°λ μ λ½ μ§μμμλ μ€νλμ€ μ§λΆ ν¬μλ₯Ό ν΅ν΄ μν₯λ ₯μ λν μμ΅λλ€. μ§λ 3μμλ ν΄λλμ μμΉν Covenant.devμ ν¬μλ₯Ό μ§ννμ¬ μν μ₯λ₯΄ μ μμ νΌλΈλ¦¬μ± μ°μ κΆμ ν보νμκ³ , 9μμλ μ€μ¨λ΄ μμ¬ Neon Giantλ₯Ό μΈμνμμ΅λλ€. We also continue to secure regional development capabilities and IP expansion. In North America, we established Striking Distance Studios in 2019 and acquired Unknown Worlds in 2021. We are working on a new studio formation in Canada to work on the development of Project Windless. Global developers to work on the project has already been recruited. We have been expanding our presence in Europe as well, with equity investment in the region studios. The company executed our investment in March to Covenant.dev in Poland, securing publishing rights to new shooting genre new titles, and acquired Neon Giant in Sweden in September. Neon Giantκ° μλ μΆμν PC μ½μ κ²μ The Ascentλ λ€μμ 맀체μμ κ²μμ ν보μ μ€λ₯΄λ©° κ²μμ±μ μΈμ λ°μ κ²μμ λλ€. κΈλ‘λ² λ©μ΄μ κ²μμ¬μμ Triple-A κ²μ μ μμ ν΄μ¨ μλ λμ κ°λ°μ§μΌλ‘ ꡬμ±λ Neon Giantλ νμ¬ μ€νμλ FPS μ₯λ₯΄μ μ°¨κΈ°μμ κ°λ° μ€μ μμ΅λλ€. μ΄μΈμλ ν¬λνν€ λ΄λΆ μ μ κ°λ° μΉμΈ κ³Όμ μ ν΅κ³Όν μ‘μ μ΄λλ²€μ² μ μμ΄ μ λ½κ³Ό νκ΅ μ§μμμ PC μ½μ λ²μ μΌλ‘ κ°λ°λ μμ μ λλ€. The Ascent, a PC console game released by Neon Giant, was recognized for its gameplay with nominations to game awards by various media. The talent there has worked on development of Triple-A titles in global majors. These talents are currently working on their next release in the open world FPS genre. New action-adventure titles that have passed our internal new development approval process will be developed for the PC and console platform in Europe. ν¬λνν€μ νμ¬ νλ«νΌ, μ§μ, μ μ IPμ νμ₯κΈ°μ μμ΅λλ€. κΈλ‘λ² IPλ₯Ό λ§λ€μ΄λ΄κΈ° μν΄μλ λμμλ λμ κ³Ό μλκ° νμνλ€κ³ μκ°ν©λλ€. μ΄λ₯Ό μν΄ ν¬λνν€μ μΈκ³ μ¬λ¬ μ§μμ κΈλ‘λ² κ°λ°μ§κ³Ό ν¨κ» μλ‘μ΄ IPλ₯Ό μ°½μνκΈ° μν μλλ₯Ό λμ¬κ°λ μ€μ΄λ©°, ν¬λνν€μ μ°¨λ³νλ μ 체μ±κ³Ό κΈλ‘λ² κ²½μλ ₯μ λ°νμΌλ‘ κΈλ‘λ² IPλ₯Ό νμ₯ν΄ λκ°κ³ μ ν©λλ€. KRAFTON is in an expansion phase for platforms, regions, and new IPs. Ceaseless challenges and attempts must take place to create a global IP. To this end, KRAFTON is accelerating speeds together with global developers across diverse regions. With our differentiated identity and global competitiveness, we hope to expand our global IP. λ€μμΌλ‘ 2022λ 3λΆκΈ° μ¬λ¬΄μ€μ μ λν μ€λͺ μ λλ¦¬κ² μ΅λλ€. Now on to our financial results for Q3 2022. 3λΆκΈ° μ°κ²° λ§€μΆμ‘μ 4,338μ΅μμΌλ‘ μ λΆκΈ° λλΉ 2% μ±μ₯, μ λ λκΈ° λλΉ 17% κ°μνμμ΅λλ€. Q3 consolidated revenues stood at KRW 433.8 billion. This is a growth by 2% on a QOQ basis, and a decrease by 17% on a YOY basis. μ΄μ΄μ 3λΆκΈ° μ°κ²° μμ λΉμ©μ μ λΆκΈ° λλΉ 321μ΅ μ¦κ°, μ λ λκΈ° λλΉ 332μ΅μ κ°μν 2,935μ΅μμ κΈ°λ‘νμμ΅λλ€. Now on to our OP. On a consolidated basis, our third quarter OP recorded KRW 293.5 billion, which is an increase by KRW 32.1 billion QOQ basis, and a decrease by KRW 33.2 billion on a YOY basis. μΈκ±΄λΉμ κ²½μ° μ¬μ μ μ±μ₯μ λ°λ₯Έ μΈμ μ¦κ° μν₯μΌλ‘ μ λΆκΈ° λλΉ 52μ΅ μ¦κ°ν 1,021μ΅μμ κΈ°λ‘νμμ΅λλ€. μ λ λκΈ° λλΉλ‘λ 213μ΅μμ΄ μ¦κ°νμμ΅λλ€. Now on to our labor costs. With our business growth, there have been an increase in our headcount. Compared to the previous quarter, it has seen a rise by KRW 5.2 billion at KRW 102.1 billion. Over the previous year, it was an increase by KRW 21.3 billion. μ± μμλ£ λ§€μΆμ‘ νλͺ©μ μ λΆκΈ° λλΉ 23μ΅μ, μ λ λκΈ° λλΉ 119μ΅μ κ°μν 478μ΅μμ κΈ°λ‘νμλλ°, μ΄λ μ ν¬κ° μ§μ νΌλΈλ¦¬μ±μ νκ³ μλ μΈλ BGMI μλΉμ€ μ€λ¨μ μ£Όλ‘ κΈ°μΈν©λλ€. μ§κΈ μμλ£ λΉμ©μ 12μ μΆμλ₯Ό μλ 칼리μ€ν νλ‘ν μ½μ λ°μΉ μ€λΉκ° 본격νλλ©΄μ μ μ μ€λΉμ κ΄λ ¨λ μΈμ£Ό λΉμ© λ±μ μ¦κ°λ‘ μ λΆκΈ° λλΉ 38μ΅μ, μ λ λκΈ° λλΉ 155μ΅μ μ¦κ°ν 855μ΅μμ κΈ°λ‘νμμ΅λλ€. Now on to our app commissions and cost of sales. Well, this item has seen a decrease by KRW 2.3 billion on a QOQ basis, and then on a YOY basis, it was a decrease of KRW 11.9 billion at KRW 47.8 billion. It's mainly due to the service halt of BGMI for which we do direct publishing. Now on the commissions paid. With earnest preparation for a The Callisto Protocol launch in December, there had been increase in our outsourcing costs. Compared to the previous quarter, it has seen a rise by KRW 3.8 billion and KRW 15.5 billion increase compared to the previous year at KRW 85.5 billion. κ΄κ³ μ μ λΉλ λ§μΌν νλ νλλ‘ μ λΆκΈ° λλΉ 84μ΅μ μ¦κ°νμμΌλ©°, μ λ λκΈ° λλΉλ‘λ 7μ΅μ κ°μν 197μ΅μμ κΈ°λ‘νμμ΅λλ€. μ£Όμ 보μ λΉμ©μ κ²½μ° μ λΆκΈ°μλ νμ μ΄ λ°μνμΌλ, 3λΆκΈ°μλ 78μ΅μμ κΈ°κ° μλΆμ λ°λΌ μΈμνμμΌλ©°, μμ₯ μ§ν μ£Όμ κΈ°μ€ λ³΄μ μ μ©μ λ°λ₯Έ μΌνμ± λΉμ© μΈμμ΄ μμλ μ λ λκΈ° λλΉλ‘λ 628μ΅μ κ°μνμμ΅λλ€. Now to our advertisement expenses. Due to more marketing activities, it has seen a rise by KRW 8.4 billion over the previous quarter. On a YOY basis, it was a decrease by KRW 0.7 billion at KRW 19.7 billion. As for share-based compensation expenses, there was a reversal in the previous quarter, but in the third quarter, there had been a proportionate recognition amounting to KRW 7.8 billion. Right after the listing, there was a one-off expense recognition according to the share-based compensation scheme. Compared to the previous year, we have seen a decrease by KRW 62.8 billion. κ²°κ³Όμ μΌλ‘ 3λΆκΈ° μμ μ΄μ΅μ μ λΆκΈ° λλΉ 14%, μ λ λκΈ° λλΉ 28% κ°μν 1,403μ΅μμ κΈ°λ‘νμμΌλ©°, 3λΆκΈ° μμ μ΄μ΅λ₯ μ 32%μ λλ€. ννΈ, μ£Όμ 보μ λΉμ©μ λ°μν μ‘°μ EBITDAλ 1,709μ΅μ, μ‘°μ EBITDA μ΄μ΅λ₯ μ 39%λ₯Ό κΈ°λ‘νμμ΅λλ€. In conclusion, our operating profit for Q3 has seen a change by 14% on a QOQ basis. On a YOY basis, it has seen a decrease by 28% at KRW 140.3 billion. The third quarter operating margin rate stands at 32%. As for adjusted EBITDA reflecting share-based compensation expenses, it has recorded a number of KRW 170.9 billion, and the adjusted EBIT of profit rate stands at 39%. μ΄μ΄μ μμ μΈ μμ΅μ λν΄ λ§μλλ¦¬κ² μ΅λλ€. κΈ°ν μμ΅κ³Ό κΈμ΅ μμ΅μ ν¬ν¨νλ μμ μΈ μμ΅μ λ¬λ¬ κ°μΈλ‘ μΈν μΈν κ΄λ ¨ μ΄μ΅μ΄ μ¦κ°νλ©° 1,691μ΅ μμ κΈ°λ‘νμμ΅λλ€. λ§μ§λ§μΌλ‘ 3λΆκΈ° μ°κ²°λΉκΈ°μμ΄μ΅μ μμ μΈ μμ΅ μ±μ₯μΌλ‘ μΈν΄ μ λΆκΈ° λλΉ 325μ΅ μ¦κ°, μ λ λκΈ° λλΉ 481μ΅ μ¦κ°ν 2,264μ΅ μμ κΈ°λ‘νμμΌλ©°, λΉκΈ°μμ΄μ΅λ₯ μ 62%μ λλ€. Now on our non-operating profit and loss. Well, the non-operating numbers include other, losses and income and also financial losses and income. Due to the stronger dollar, we've seen a gain in our foreign currency related profits, and thus our number recorded KRW 159.1 billion. Lastly, to our net profit numbers. On a consolidated basis in Q3, our net profit has recorded KRW 226.4 billion. It has seen on a Q-over-Q basis, a rise of KRW 32.5 billion, thanks to the increase in our non-operating numbers. Compared to the previous year, it was an increase by KRW 48.1 billion. The net profit rate stood at 52%. μ΄μμΌλ‘ 2022λ 3λΆκΈ° μ€μ μ λν μ€λͺ μ λ§μΉκ³ μ§μμλ΅ μκ°μ κ°λλ‘ νκ² μ΅λλ€. μ§λ¬Έμ΄ μμΌμ λΆμ λ§μ λΆνλ립λλ€. This concludes our results presentation for Q3 2022. Now we will be entertaining your questions. κ·ΈλΌ μ§κΈλΆν° μ§μμλ΅μ μμνκ² μ΅λλ€. μ§λ¬Έμ νμ€ λΆμ μ νκΈ° λ²νΌμ λ³νμ μΌ λ²μ λλ¬μ£ΌμκΈ° λ°λλλ€. λ³νμ μΌ λ²μ λλ₯΄μ μμλλ‘ λ°μΈ κΈ°νλ₯Ό λλ¦¬κ² μ΅λλ€. μ§λ¬Έμ μ·¨μνμλ €λ©΄ λ³νμ μ΄ λ²μ λλ¬μ£Όμλ©΄ λ©λλ€. Now Q&A session will begin. Please press star one, that is star and one, if you have any questions. Questions will be taken according to the order you have pressed the number star one. For cancellation, please press star two, that is star and two on your phone. μ²μμΌλ‘ μ§λ¬Έν΄ μ£Όμ€ λΆμ ν€μμ¦κΆμ κΉμ§κ΅¬ λμ λλ€. The first question will be provided by Kim Jin-gu from Kiwoom Securities. Please go ahead with your question. λ€, μ§λ¬Έ κΈ°ν κ°μ¬ν©λλ€. κ°λ¨ν λ κ°μ§ μ§λ¬Έμ μ’ λλ¦΄κΉ νκ³ μ. 첫 λ²μ§Έλ 칼리μ€ν νλ‘ν μ½μ λν μμ½ νλ§€ νν©μ λν΄μ μ’ λ§μ λΆνλλ¦¬κ² κ³ μ. λ λ²μ§Έ μ§λ¬Έμ λ°°νκ·ΈλΌμ΄λ λͺ¨λ°μΌκ³Ό κ΄λ ¨λ μΈλ banμ΄ λ 건μΈλ°, μ΄κ±° κ΄λ ¨ν΄μ κ·Έ μ΄νμ λ³νμ¬ν, κ·Έλ¦¬κ³ μ¬μΈ‘μ΄ κΈ°λνμλ μ μν μμ μ μΈμ λ‘ λ³΄μλμ§ μ΄λ° κ±°μ λν΄μ λ§μ λΆνλ리λλ‘ νκ² μ΅λλ€. κ°μ¬ν©λλ€. Yes, I have two questions. First is on your presales for Callisto Protocol. What was it like? This is my first question. My second question is related to BGMI ban. Could you please give us an update of what's happening on the ground and when do you think things will be back to normal? 첫 λ²μ§Έ 칼리μ€ν μμ½ νν©μ λν΄μ μ§λ¬Έ μ£Όμ ¨λλ°μ. μ€μ λ‘ μ ν¬κ° μ΄μ μΊ νμΈμ ν΅ν΄μ μ νμ λν μΈμ§, κ·Έλ¦¬κ³ μ΄μ νκ² μ μ μΈ΅κ³Ό κ°μ΄ μ΄μ κΈ°λμΉλ₯Ό μ μμκ°κ³ μμ΅λλ€. μ«μκ° κΆκΈνμ€ μλ μλλ°, μ«μ μ체λ μ ν¬κ° μ§κΈ μ§ν μ€μΈ λ§μΌν μ μ΄μ μν₯μ μ€ μ μκΈ° λλ¬Έμ, λ§μλ리기λ μ΄λ ΅κ³ μ. λ€λ§ μ ν¬κ° μ΄μ μ§μλ³λ‘λ λ―Έκ΅κ³Ό μ λ½μ΄, κ·Έλ¦¬κ³ νλ«νΌλ³λ‘λ PlayStation 5μμ κ°μ₯ λμ λΉμ€μ μ°¨μ§νκ³ μμ΅λλ€. μΌλ¨ μ ν¬κ° 보기μλ μ΄μ μμνλ κ²λ³΄λ€λ μ‘°κΈ λ μ’μ νν©μ΄μ΄μ μΌλ¨μ κΈμ μ μΌλ‘ λ°λΌλ³΄κ³ μμ΅λλ€. Yes. On to your first question related to Callisto Protocol presales, well, we are working hard to build up the awareness of our new title. We are also building up expectations for the target users. As to the concrete numbers, since revealing them could somewhat influence our marketing numbers, I am not at liberty to disclose to you any number-wise information. I can safely say that it is getting much enthusiastic response from the U.S. and European market, and on a platform basis, the focus is with PlayStation 5. The result to date is better than our expectations, so we have high hopes for it. λ λ²μ§Έ μ§λ¬Έ μ£Όμ BGMI ban κ΄λ ¨ νν©, κ·Έλ¦¬κ³ μ μν μμ μ λν΄μ λ§μ μ£Όμ ¨λλ°μ. μ μμκ² μ§λ§ μΈλλ μ ν¬ ν¬λνν€νν λ λλ¨ν μ€μν μμ₯μ΄κ³ , μ¬μ€ μλΉμ€κ° μ€λ¨λμ§λ§ μ¬μ ν μΈλμ μ μ λ€μ SNSλ μ΄λ° κ±Έ ν΅ν΄μ μλΉμ€ μ¬κ°λ₯Ό μμ², μꡬ, μ§μ§νκ³ μλ μν©μ λλ€. λΉμ°ν μ ν¬ νμ¬λ‘μλ μλΉμ€ μ¬κ°λ₯Ό μν΄μ λ€μν μ±λμ ν΅ν΄μ μΈλ κ΄κ³λΉκ΅κ³Ό λ§μ λνλ₯Ό νκ³ μκ³ μ. κ·Έμ λμμ μ¬μ€ ν₯νμλ μΈλ κ²μ μμ₯μμ ν¬λνν€μ΄ λ°μ μ±μ₯, μΈλ κ²μ μμ₯μ μ±μ₯μ μν΄μ κ³μ κΈ°μ¬νλ κ·Έλ° λͺ¨μ΅μ 보μ΄κ³ λ μμ΅λλ€. λ€λ§ κΆκΈν΄νμλ κ²μ²λΌ μΈμ μ―€ μ μνλ κ±°λ, μ΄ λΆλΆμ μ ν¬κ° μλ¨ν΄μ λ§μλ리기λ μ’ μ΄λ ΅κ³ μ. λ€λ§ λΆμ§λ°ν κ΄κ³λ λΆλ€κ³Ό λ Όμλ₯Ό κ³μνκ³ μκ³ , μ ν¬κ° μ€μ λ‘ κ΅¬μ²΄μ μΈ μ§μ μ¬νμ΄ μμΌλ©΄ λΉ λ₯΄κ² μ λ°μ΄νΈ λ리λλ‘ νκ² μ΅λλ€. Now to the second question, which was on the BGMI situation, what is the current situation? What was the progress? When do we think things will be back to normal? Well, India is a very important market for KRAFTON and, well, we've seen a service ban or service halt in that important market. However, the Indian users, they are requesting unbanning of our title, and, they are expressing their support for our titles through various channels, including the SNS. We are doing our best to resume our services in the Indian market, and we are using various channels to communicate with the involved parties. Well, Indian market is a very important one to us, and we are going to contribute to the development of the Indian gaming industry. As to the timing of normalization, well, I cannot give you a pinpoint date on that. Once again, we are engaging in earnest discussion with all the involved parties. Should there be much of a progress, we will be making sure to deliver the news to you. λ€, λ€μ μ§λ¬Έ λ°κ² μ΅λλ€. Next question, please. λ€μμΌλ‘ μ§λ¬Έν΄ μ£Όμ€ λΆμ μΌμ±μ¦κΆμ μ€λν λμ λλ€. The following question will be presented by Dong-hwan Oh from Samsung Securities. Please go ahead with your question. λ€, μ§λ¬Έ κ°μ¬λ립λλ€. λ κ°μ§ μ§λ¬ΈμΈλ°μ. 첫 λ²μ§Έλ μ΄μ μ¬λΆκΈ° ν λ¬ μ’ λκ² μ§νμ΄ λλλ° λ°°κ·Έ PCλ λͺ¨λ°μΌμ μΆμ΄κ° μ΄λ€μ§ μ’ κΆκΈνκ³ μ. νΉν μ€κ΅ μ§μ κ°μ κ²½μ°λ μμ§κΉμ§ μ λΆμ κ·μ μν₯μ΄ λ§μ΄ λ¨μ μλμ§κ° κΆκΈν©λλ€. λ λ²μ§Έλ μ°¨κΈ°μ λΌμΈμ μ§λ¬ΈμΈλ°μ. Project Windless κ°λ°μ΄ μ€λ¨λ κ±Έλ‘ μκ³ μλλ° κΈ°μ‘΄μ Project FFλ‘ μλ €μ‘λ κ²μλ μ€λ¨λλ κ±΄μ§ μ’ κΆκΈνκ³ , κ·Έλ λ€λ©΄ 2024λ μΆμ μμ μΈ PUBG: Black Budget μ΄μ μ λμ€λ μ μμ μλ κ±΄μ§ κΆκΈν©λλ€. Yes, I have two questions. We are a month into the fourth quarter, so could you give us the directionality of your PC games and also mobile games? This is my first question. Also, I would like to say or hear something more about your Chinese operations. Is the influence from the Chinese government still being heavily felt? Now on your next titles, I've heard that there was a stopping of your next project in the pipeline, Project FF. Does that mean that there will be no introduction of new titles before the mentioned Black Budget project? 첫 λ²μ§Έλ μ¬λΆκΈ°μ PC, λͺ¨λ°μΌ κ·Έλ¦¬κ³ μ€κ΅ κ·μ μν₯ μ§μ μ¬λΆμ λν΄μ λ§μν΄ μ£Όμ ¨λλ°μ. μΌλ¨ μκΉ λͺ¨λμ μ€λͺ λ릴 λ λ§μλλ Έμ§λ§ μ ν΅μ μΌλ‘λ μ¬λΆκΈ°κ° μ’ λΉμκΈ°μ΄κΈ΄ ν©λλ€. κ·Όλ° μ ν¬ κ΅¬μ λ§μ νμλ κ·Έ McLaren collaborationμ΄ μμκΉμ§ μ’ μ΄μ΄μ§λ νμλ μκ³ , κ·Έλ¦¬κ³ λ μ ν¬κ° μλ² κ²¨μΈμ λ ꡬ체μ μΈ κ±΄ μ κ° λ§μλ리기λ μ΄λ €μ΄λ° μ΄μ¨λ μλ‘μ΄ κ²μ κ²½ν κ·Έλ¦¬κ³ μλμ»΅ μ΄λ²€νΈ κ·Έλ¦¬κ³ κ²¨μΈ μμ¦ μ€μ¬μΌλ‘ λΌμ΄λΈ μλΉμ€λ₯Ό ν΄μ νΈλν½μ΄λ λ§€μΆ λ°©μ΄λ₯Ό νκ³ μ νλ λ Έλ ₯μ νκ³ μμ΅λλ€. μ΄λ κ² κΈμ μ μΌλ‘ μ’ λ°λΌλ³΄κ³ μκ³ μ. λͺ¨λ°μΌκ³Ό κ΄λ ¨ν΄μλ μ¬λΆκΈ° νΈλν½ λΉμκΈ°λΌλ κ±°λ μ΄λ―Έ μμ€ κ±°κ³ , λ€λ§ μ ν¬κ° μ κ· λͺ¨λλ₯Ό μ‘°κΈ μΆμν΄λ³Ό 건λ°μ. μ κ· λͺ¨λλ λ§μ°¬κ°μ§λ‘ μλμ»΅ ν λ§ νμ©ν΄μ μ λ°μ΄νΈλ₯Ό ν κ±°κΈ° λλ¬Έμ μΌλ¨ κΈ°λ³Έμ μΌλ‘λ νΈλν½ λ°©μ΄μ λ§μ λ Έλ ₯μ μ’ νλ €κ³ μκ°νκ³ μμ΅λλ€. Yes. On your question on the directionality of our PC and mobile performances in the fourth quarter, and now also on the Chinese regulation. Well, as was mentioned during the presentation, the fourth quarter is typically a low season, and we have started our McLaren supercar collaboration in the end of September. This collaboration work will continue in or has continued into the month of October. I'm not at liberty to give you much detail, but we have plans for the upcoming winter season. We are going to provide new game experiences, and we're going to use the Football World Cup games. So we're going to use that theme too. With stronger live services, we hope to defend our revenue and traffic in the low season. Same thing can be said for the mobile platform as well. It is a low season for our mobile games as well, with lower traffic, compared to the previous quarters. With an introduction of a new mode and also using the World Cup theme, we hope to defend our traffic when it comes to mobile platform. μ€κ΅ κ·μ μν₯ μ§μ μ¬λΆ λ§μν΄ μ£Όμ ¨λλ°, μ€κ΅ μλΉμ€λ₯Ό μ ν¬κ° μ§μ νκ³ μμ§λ μμΌλκΉμ. μ¬λ¬ μ λ¬Έκ°λ€, λ€μν μ¬λλ€λ‘λΆν° μ κ° μ΄ν΄νκΈ°μλ μ΄μ¨λ μ§κΈκΉμ§ μ΄μ΄μ¨ κ·μ λ κ³μ μ’ μ§μλ κ±°λΌκ³ 보λ μκ°λ€μ΄ μ’ λ§μ κ² κ°κ³ μ. λ€λ§, μ ν¬κ° μ€μ λ‘ μ΄λ κ² μ±κ³Όλ€μ κ·Έλμ 보면 κ·Έλ° κ·μ νμμ νλͺ νκ² μλΉμ€νλ λ°©λ²λ€, μ΄λ° λΆλΆλ€μ λ§μ΄ μ ν¬ ννΈλμ¬κ° μ μ°Ύμμ μ΄λ κ² μ΄μν΄ μ€κ³ μκΈ° λλ¬Έμ, μ§κΈκ³Ό κΈκ²©ν λ³νκ° μμΌλ¦¬λΌκ³ λ μκ°νμ§λ μμ΅λλ€. As to the second part of your question regarding the Chinese government influence or the regulators influence, well, we do not directly engage in providing our services in the Chinese market. Many experts say that the regulations are to remain as they are. This is a majority view of the export experts. If you look at our results, even with the given regulatory environment, our partner companies have found clever and wise ways to provide their services in that given market. Yes. Now moving on to the lineup related question. Well, the gist of the question, I believe, is will there be new titles prior to the release of Black Budget? Well, we do mention some titles during our earnings session, but not all, because some projects, they may be dropped if they do not meet the expectation, internal expectations during the development phase. If a core game ability is not proven with the project, we could drop it. That is why we do not disclose all the projects that we are working on. But at KRAFTON, we have set up a structure of development with our independent studios and independent studios plus KRAFTON. We are working on various projects. To the core of your question, will there be a new title before Black Budget? There could be one. Of course, you would be curious as to what kind of project it is. Well, I could say that as of today, we are working on 20+ projects. I am not at liberty to disclose you any more information on them. In 2023 earnings session, I think we will be able to give you a more clearer and more tangible picture of our future lineup and the regions and platforms that we will be focusing on. Next question, please. The following question will be presented by Soyun Shin from Credit Suisse. Please go ahead with your question. Uh, Yes, I have two questions. First is on the ex-China PUBG Mobile grossing expectations. Well, compared to year 2021, we have seen a relatively weaker figure for non ex-China PUBG Mobile grossing in 2022 because the pandemic situation, it was changed now into an endemic situation. What will be your revenue expectation for next year when things will be more back to normal pre-pandemic? Will this segment see a stop in the downward movement? Do you expect to see a rebound and another growth going into the future? This is my first question. My second question is related to your new IP, The Bird That Drinks Tears. Well, in our previous earnings session, you did mention about putting together a development team. I would like to hear about the current development status. Are the graphics ready? Well, will there be a teaser release? Uh, λ΄λ μ μ΄λ»κ² λ κ²μΌλ‘ μμνλλλΌκ³ μ§λ¬Έ μ£Όμ ¨λλ°μ. μμλ€μνΌ μ 체 κΈλ‘λ² κ²μ μμ₯ μ¬μ΄μ¦κ° μ’ μΆμκ° λκ³ , κ·Έλ° λΆλΆμ λν μ°λ €λ€μ λ§μ κ²λ μκ³ μκ³ , λΉμ°ν λ°°νλ‘μ μ₯λ₯΄, κ·Έλ€μμ κ·Έ μμ μλμ μΈ μ°μλ₯Ό μ νκ³ μμ§λ§ PUBG λͺ¨λ°μΌλ μν₯μ λ°μμ΅λλ€. κ·Έλμ κ·Έκ² μΌλ§λ λ λ¨μ΄μ§ κ²μ΄λ, μλλ©΄ μ΄κ² λ°λ₯μ΄ λκ³ λ€μ μ¬λΌκ° κ±°λ, μλ¨νκΈ°λ μ΄λ €μ΄λ°, μ ν¬ νμ¬λ‘μλ μ¬μ€μ κ³Όκ±°μλ 보면 PUBG PC μλΉμ€λ κ·Έλ¬κ³ , μ ν¬ BGMI μΈλ μλΉμ€λ κ·Έλ¬κ³ , μ ν¬ μκ°μλ μΌμμ μΌλ‘ μ΄λ° μ’ νΈλν½μ΄λ λ§€μΆμ μν₯μ΄ μμλ κ²½νλ€μ΄ μμ΅λλ€. κ·Όλ° κ²°κ³Όμ μΌλ‘ μ ν¬κ° λ³΄μ ¨λ€μνΌ κ·Έκ±Έ ν΄μ΄λΌμ΄λ ν΄μ λμ¬ μ¨ κ²½νλ€μ΄ λ§κ³ μ. μ ν¬ PUBG λͺ¨λ°μΌ κΈλ‘λ² κ°μ κ²½μ°μλ μλ μ ν¬λ μ€λ¦¬μ§λ리ν°μ λν μλΆμ¬μ΄ λκ² μ’ μκΈ° λλ¬Έμ, μμ λ§ν΄μ pay-to-winμ΄λ μ΄λ° κ²λ€μ μ΄μ λλ¨ν λ§μ΄ μ§μν΄ μμμ΅λλ€. μ΄μ¨λ λΉμ¦λμ€λ‘μ PUBG λͺ¨λ°μΌ κΈλ‘λ²μ΄ μ±μ₯νλ κ²λ μ€μν΄μ, κ·Έλ° μμλ€μ λ£κ² λ€λ λ»μ μλμ§λ§, λ§€μΆ ν¨μ¨μ λ λμ΄λ ꡬ쑰 μ΄λ° λΆλΆμ λν΄μ μ§κΈ λ§μ΄ κ³ λ―Όνκ³ , λ κ°λ° μ€μ μκ³ μ. λ μκΉ μ κΉ λ§μλ릴 κΈ°νκ° μμλ κ² κ°μλ°, μ ν¬κ° μ΄μ 보면 νΉνλ μ ν¬ PUBG λͺ¨λ°μΌ κΈλ‘λ²μ΄ λ€λ₯Έ κ²½μμ λλΉν΄μλ μ‘°κΈ μ©λμ΄ ν€λΉν κ²½ν₯μ΄ μ’ μμ§ μμ μμ΅λλ€. κ·Έλμ κ·Έ λΆλΆλ μ ν¬κ° μ΄μ κ²½λν λ Έλ ₯μ μ’ ν΄μ, 4λΆκΈ°μλ κ·Έλμ PUBG λͺ¨λ°μΌ κΈλ‘λ²μ΄ μννκ² λΏμ§ λͺ»νλ κ·Έλ° μ§μμ μ μ λ€μ 곡λ΅ν κ²μΌλ‘ μκ°νκ³ μκΈ° λλ¬Έμ, λΉμ°ν μ ν¬λ μ¬κΈ°μ μ΄μ PUBG λͺ¨λ°μΌ κΈλ‘λ²μ΄ λ€μ μ’ μ΄λ κ² μ±μ₯μΈλ‘ λμμ€ κ²μΌλ‘ μμνκ³ μμ΅λλ€. Yes, now on to the next part of your question, which was with PUBG Global's expectation for next year. As was mentioned during the presentation, and as you're well aware, the global gaming market has seen a deep, and I know that investors and analysts have concerns over this macro element. PUBG, we have the upper edge, relative upper edge in the battle royale genre and has things bottomed out for this genre and title. Will there be a rebound going into the future? I cannot say for sure, but we have various experiences of turning things around as you have witnessed with our PUBG PC experience and also BGMI experience. Even if there were a temporary downward drop in terms of traffic and revenue, we successfully saw a turnaround of the situation. We do have such experience. As for PUBG Mobile Global, we are quite proud in the originality of this title. In the past, we tried to stay away from approaches such as pay-to-win. We have this basic stance in place, but going forward, we are going to think about adding more revenue efficiency to our game structure. We are currently working on it. Compared to our competing titles, I know that PUBG Mobile Global is a little heavy, so we are working on lightweighting the title to approach new user bases that we did not really service in the past. In the first quarter, this lightweighting effort will continue in earnest. With that, we do hope to see a turnaround and even a growth in our numbers. λλ¬Όμ λ§μλ μ κ΄λ ¨ν΄μ κ°λ° νν©, μμ κ³΅κ° μΌμ λ±μ λν΄μ λ§μ μ£Όμ ¨λλ°μ. μμλ λκ² μ±κ²©μ΄ κΈνμ κ² κ°μ΅λλ€. μ§κΈ μ ν¬κ° μ€νλμ€ μ€λ¦½νκ³ Executive PD, κ·Έλ€μμ κ° μμλ³λ‘ μ€μν μΈλ ₯, ν΅μ¬ μΈλ ₯, μΈμ¬λ€μ μμ μ νκ³ , κ·Έ μ μ μ ν¬κ° 9μμ λλ¬Όμ λ§μλ μ κ΄λ ¨ν΄μ λΉμ£ΌμΌ 컨μ νΈλ μΌλ¬λ₯Ό μ΄λ―Έ νλ² κ³΅κ°νκ³ , μλΉν μ’μ λ°μλ€μ λ§μ΄ λ°μμμ΅λλ€. 11μ μ€μΌλ‘λ μνΈλΆ μΆμ, κ΅λ΄μμ λ¨Όμ μνΈλΆ μΆμνκ³ , κ·Έ μ΄νμ ν΄μΈμμ κ·Έλν½ λ ΈλΈλ μΆμλ₯Ό ν κ³νμ΄ μκ³ μ. μμ μλ λ§μλλ Έλ κ²μ²λΌ μ΄μ¨λ νκ΅μμλ λ무 μ λͺ ν μνμΈλ°, κ²μμ΄ λμ€μ λμ€κΈ° μ μ ν΄μΈμμλ μΈμ§λλ₯Ό λμΌ μ μλλ‘ λ€λ₯Έ transmedia μ€μ¬μΌλ‘ λ¨Όμ μΈμ§λλ₯Ό λμ¬κ°λ μμ μ νκ³ μκ³ μ. λ§μνμ λΆλΆμ΄ μΈκ²μ μνΈ μμμ 곡κ°λ₯Ό λ¬ΌμΌμ κ±°λΌλ©΄ κ·Έκ±°λ μ’ κΈ°λ€λ¦¬μ μΌ λ κ² κ°μ΅λλ€. Yes, to your second question, which is on Project Windless, you've asked on how the development is going, well, you are far ahead of us, because we've just recruited our Executive PD, and we successfully recruited the core personnel and is working on the studio. We've disclosed our visual concept trailer in September and received good response, according to it. There will be an update release in Korea in November this month. We are going to work on introducing graphic novels to the global audience. It is quite a famous IP in Korea, but we have to work on enhancing global awareness of this IP. We will be working in a transmedia way to get awareness up. Well, for in-game art, I think that you were asking about in-game art. In-game art. You would have to wait a while to see our in-game art. Due to time constraints, we will entertain one last question. The last question will be presented by Jae-min Ahn from NH Investment & Securities. Please go ahead with your question. Yes. Yes. The Callisto Protocol is soon to be launched. What will be your marketing plans? Could you give us your expected marketing expense for Q4 and then next year? Uh, Okay. Yes, now to your question related to our marketing expense with Callisto Protocol launch. Well, we are taking a different approach, as you may have felt. Well, it's not a use of existing IP, so we are going to take a different approach to it. We're working on the State of Play. Well, we will be participating in global events such as State of Play and Summer Game Fest and other important events and gatherings. We hope to enhance the target audience group, including core horror fans, and we want to expand this basis to include action horror users as well. Widening of the target audience is also something that is on top of our minds. I mean, to that end, we have to enhance the awareness of Striking Distance, and we will also be working with the disclosure of story trailers. There will be a TV ad featuring the main character of this game title. We will take the marketing in stages and according to different markets and countries. We do get support and help from our platform partners. As for our marketing expense, on a yearly basis, we spend about mid-single digit compared to our revenue. This execution, half of it is geared towards the fourth quarter. We will be working with Striking Distance The Callisto Protocol mostly in the fourth quarter. Yes, I am a PC game player, not much of a console player. I'm going to buy a console set. I'm going to buy the game pack to enjoy the ultimate horror, and I hope you do so too. This concludes the earnings session for Q3 2022. I once again thank you for taking time out of your very busy schedules.
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