์๋ ํ์ธ์, ํฌ๋ํํค IR ํ ํ์ข ๋ฏผ์ ๋๋ค. 2023๋ 2๋ถ๊ธฐ ์ค์ ๋ฐํ ์ปจํผ๋ฐ์ค ์ฝ์ ์ฐธ์ฌํด ์ฃผ์ ๊ตญ๋ด์ธ ํฌ์์ ๋ฐ ์ ๋๋ฆฌ์คํธ ์ฌ๋ฌ๋ถ๊ป ๊ฐ์ฌ์ ๋ง์์ ๋๋ฆฝ๋๋ค. ๋ณธ ์ค์ ๋ฐํ๋ KIFRS ๊ธฐ์ค, ์ฐ๊ฒฐ์ค์ ์ ๋ํ ์ ์ ์น๋ฅผ ๊ธฐ๋ฐ์ผ๋ก ํ๊ณ ์์ผ๋ฉฐ, ๋ณํญ ์ค์ ๋ฐ ์ฌ๋ฌด์ ๋ณด๋ ์ธ๋ถ ๊ฐ์ฌ์ธ์ ๊ฒํ ๊ฒฐ๊ณผ์ ๋ฐ๋ผ ์ผ๋ถ ๋ณ๊ฒฝ๋ ์ ์์ต๋๋ค. ๋จผ์ ๋ฐฐ๋๊ทผ CFO์ ์ฃผ์ ์ฌ์ ๋ฐ ์ฌ๋ฌด ์ฑ๊ณผ์ ๋ํ ์ค๋ช ์ด ์๊ฒ ์ต๋๋ค. Good afternoon. I'm Jongmin Hyun from KRAFTON's IR team. I would like to extend my appreciation to analysts and investors from both home and abroad for joining KRAFTON's second quarter 2023 earnings release. Please note that today's earnings presentation is based on KIFRS consolidated estimates, and business and financial information are subject to change upon the independent auditor's review. I would now like to invite our CFO, Dongkeun Bae, to run through the highlights of the company's business and financial results. ์๋ ํ์ธ์. KRAFTON CFO Dongkeun Bae์ ๋๋ค. KRAFTON์ ๊ธ๋ก๋ฒ IP์ธ PUBG์ ์์ ์ ์ธ ์ฅ๊ธฐ ์๋น์ค๋ฅผ ์ง์ํ๋ ํํธ, Scale-Up the Creative๋ผ๋ ์๋ก์ด ์ ๋ต์ ์๋ฆฝํ๊ณ , ๋ด๋ ๋ถํฐ ๋ณธ๊ฒฉ์ ์ผ๋ก ๊ฐ์ํ๋ ์ ์ ํ์ฅ๊ธฐ๋ฅผ ์ค๋นํ๊ณ ์์ต๋๋ค. PUBG PC๋ ์ถ์ 7๋ ์ฐจ์์๋ ์ง์์ ์ธ ์ฑ๊ณผ๋ฅผ ์ฐฝ์ถํ๊ณ ์์ผ๋ฉฐ, 2๋ถ๊ธฐ PUBG PC ๋งค์ถ์ ์ ๋ ๋๊ธฐ ๋๋น 35% ์ฑ์ฅํ์์ต๋๋ค. ๋ํ May 29th์๋ ์ค๋จ๋์๋ India BGMI ์๋น์ค๋ฅผ ์ฌ๊ฐํ์ฌ ban ์ด์ ์ ์ ์ ํธ๋ํฝ์ ํ๋ณตํ์์ผ๋ฉฐ, India์ ๊ตญ๋ฏผ ๊ฒ์์ผ๋ก ์ฌ๋๋ฐ๋ BGMI์ ์์์ ๊ณต๊ณ ํ ํ์์ต๋๋ค. Good afternoon. I'm Dongkeun Bae, KRAFTON's CFO. While continuing on with a steady long-term service of global IP, PUBG, under a new strategy of Scale-Up the Creative, we are preparing for a period of expansion for new titles, which will start to materialize as we enter into next year. Despite its seventh year of service, PUBG PC revenue in the second quarter was up 35% year-on-year, sustaining its performance uptrend. On May the 29th, we also announced resumption of BGMI India service, and regained pre-ban user traffic, and solidified its positioning as a national game, beloved by gamers in India. ํ์ฌ KRAFTON์ ์ฝ 20๊ฐ ์ด์์ ํ์ดํ๋ผ์ธ์ ์ค๋น ์ค์ด๋ฉฐ, ์ง์์ ์ธ ์คํ๋์ค ํฌ์์ ์ธ์ปจ๋ ํํฐ ํผ๋ธ๋ฆฌ์ฑ ๊ฒ์ ํ๋ณด๋ฅผ ํด๋๊ฐ๊ณ ์์ต๋๋ค. ์ด๋ฒ 2Q์๋ ์ ๊ท๋ก 3๊ฐ์ ๊ธ๋ก๋ฒ ์คํ๋์ค์ ํฌ์๋ฅผ ์งํํ์์ผ๋ฉฐ, ์์ฅ ์ดํ KRAFTON์ด ํฌ์ํ ์คํ๋์ค์ ์๋ ์ด 15๊ฐ๋ก ํ์ฅ๋์์ต๋๋ค. There are currently more than 20 titles in the pipeline, and we are continuously making investments into game studios and sourcing game titles for second-party publishing. Since going public, number of studios KRAFTON invested in expanded to 15 in total, following three investments made into global studios during the second quarter. ํฌ๋ํํค์ ๋์ ๊ณผ ๋ณํ์ ํญ์ ๊ฒฉ๋ คํด ์ฃผ์๋ ํฌ์์ ๋ฐ ์ ๋๋ฆฌ์คํธ ์ฌ๋ฌ๋ถ, ์ด์ ๊ณผ ๋ ธ๋ ฅ์ผ๋ก ํ์ ํด ์ฃผ์๋ ํฌ๋ํํค๊ณผ ํฌ๋ฆฌ์์ดํฐ๋ธ ์คํ๋์ค์ ๋ชจ๋ ๊ตฌ์ฑ์๋ถ๋ค๊ป ์ง์ฌ์ผ๋ก ๊ฐ์ฌ์ ๋ง์์ ๋๋ฆฝ๋๋ค. I would like to take this opportunity to thank investors and analysts who have always shown their support for KRAFTON's transformation and the challenges it embarked on. Also to everyone working hard with dedication at KRAFTON and Creative Studios. ์ด์ด์ ์ฃผ์ ์ฌ์ ์ฑ๊ณผ์ ๋ํด ๋ง์๋๋ฆฌ๊ฒ ์ต๋๋ค. Let's now move on to key highlights of the business. ์ด๋ฒ ์ด ๋ถ๊ธฐ PC Console ๋ถ๋ถ์์๋ PUBG ์ธ๊ฒ์๊ณผ ์์๊ฒ์์์ ์๋ก์ด ์ฆ๊ฑฐ์์ ์ ์ฌํ๊ธฐ ์ํด ๊ธฐ์กด์ ๋ณผ ์ ์์๋ ์ ์ ํ ํ๋ ์ด ์์๋ฅผ ์๋น์ค์ ๋์ ํ์์ต๋๋ค. ์ ์ ์ฅ๋น ์์คํ ์ถ๊ฐ์ ๊ฑดํ๋ ์ด ์ ๋ฐ์ดํธ๋ก ๋ณด๋ค ๋ค์ํ ํ๋ ์ด๊ฐ ๊ฐ๋ฅํด์ก๊ณ , ์์ผ์ด๋ ์ผํฐ ์ ์ค์ ํตํด Team Deathmatch, Intense Battle Royale, Bluebomb Rush์ ๊ฐ์ด battle royale ์ธ ๋ค์ํ ๊ฒ์ ๋ชจ๋๋ฅผ ์์ ์ ๊ณตํ ์ ์๊ฒ ๋์์ต๋๋ค. In the second quarter for PC and consoles, in order to offer new elements of entertainment for PUBG's in and out game experience, we introduced fresh gameplay elements, quite different to what people are used to seeing. Tactical gear system was added with gunplay updates, enabling diverse array of plays. With the new setup of the arcade center, many game modes, including Team Deathmatch, Intense Battle Royale, Blueb omb Rush, can now be offered on a continual basis. ์ฑ๊ณต์ ์ธ ๋ฌด๋ฃํ ์ ํ ์ดํ Pay to Win ์์๊ฐ ์์์๋ ๋ถ๊ตฌํ๊ณ , ๋๊ท๋ชจ ํธ๋ํฝ๊ณผ ๊ณ ๋ํ๋ ๋น์ฆ๋์ค ๋ชจ๋ธ ๋๋ถ์ ์ ๋ฃํ ์ฑ๊ณผ๊ฐ ์ง์๋๊ณ ์์ต๋๋ค. ์ 2 million ๋ช ์ด์์ ์ ๊ท ์ ์ ๋ค์ด ๊พธ์คํ ์ ์ ๋๋ฉฐ, PUBG์ ํ๋ถํ ๊ฒ์ ์ฝํ ์ธ ๋ฅผ ์๋กญ๊ฒ ๊ฒฝํํ๊ณ ์์ต๋๋ค. ์๋ก์ด ์ฝํ ์ธ , ๊ณ ๋ํ๋ ์ ๋ฃํ, ์ง์์ ์ธ ์ ๊ท ์ ์ ์ ์ ๋ฑ์ ํตํด PUBG๋ ๊ธ๋ก๋ฒ ์์ฅ์์ ์ง์ ์ฑ์ฅ ๊ฐ๋ฅํ ์๋น์ค์์ ์ฆ๋ช ํด ๊ฐ๊ณ ์์ต๋๋ค. Following successful migration to free-to-play, despite there being no pay-to-win elements, underpinned by large-scale traffic and sophisticated business model, monetization is ongoing. While more than 2 million new users every month are onboarding the game, experiencing rich game content that PUBG has to offer. Through new content, scaled-up monetization, and continuous new user inflow, PUBG is proving to be a service that brings sustainable growth from the global market. ํ๋ฐ๊ธฐ์๋ PUBG PC Console์ ํ๋ฆฌํฐ ๋์ IP ์ฝ๋ผ๋ณด๋ ์ด์ , ์์ฆ๋ ์ ์์ ๋ฐ supercar ์ฐจ๋ ์ฝ๋ผ๋ณด, ๊ธฐ์กด ๋งต ์ ๋ฐ์ดํธ ๋ฐ ์ ๊ท ๋งต ์ถ์...... Survivor Pass...โ In the second half, we anticipate PUBG PC and console to drive meaningful traffic and revenue performances, powered by high quality IP collaboration, seasonal workshops, and supercar collaboration, updates of the current map, and rollout of new maps, as well as a revamp of the Survivor Pass. In the mobile business, besides the major markets in Q2, we saw growth continue from the new regions. Progressive Skin and Royale Pass, which was revamped on every 2-month basis, secured steady revenue stream, and rebound in traffic is continuing, driven by UGC Mode, World of Wonder, and Dinoground Theme Mode. BGMI service was resumed on May 29th, thanks to the raving acceptance by gamers in India, traffic recovered to pre-ban level. In the second half, our target is to bring growth through full-fledged localized content offerings and large-scale esports event. India is a critical global market to KRAFTON, as BGMI is beloved by Indians, we will make investments in order to promote India's game ecosystem and grow side by side with it. Last week, on August third, we had a global launch of four player mobile PVP tower defense game, Defense Derby, was globally launched. It is a new strategy defense game with fierce psychological warfare and four-player PVP battles. Since its soft launch on July 6th, user reactions have been very positive, since the global launch on the 3rd of August, the feedback we are getting is also quite positive. As it is a new service, we are putting in corporate-wide efforts to make this game into a new revenue source. KRAFTON will continue to showcase different types of such quirky games like Defense Derby through the mobile platform. We will continue to showcase different types of such quirky games like Defense Derby through the mobile platform. Under the strategic direction of Scale-Up the Creative, KRAFTON carried out organizational revamp in the first half in order to focus on its publishing capabilities. We have made changes to our organization to set in place a system whereby a champion is named and assigned for each studio from KRAFTON, so that they may work to support and complement the decision-makings of the studios. In order to accelerate the process of exploring the creative that can be expanded into a global IP and deliver fresh game experience, our new game title proposal system, which was previously called The New and The Potential, has now been changed to The Creative. The Creative The Creative is a new game proposal process at KRAFTON HQ. Projects that go through the process and passes the requirements will be developed by a separate subsidiary for a soft launch. Depending on the outcome of the soft launch, KRAFTON will decide on whether or not to formally publish the game. The goal of The Creative process is to have no more than 30 people in the development team to bring a game to soft launch within 1.5 years, and increase the likelihood of success by scaling up the game through a small but efficient group. Creative๋ฅผ ๋ฐ๊ตดํ๊ณ ์ฑ๊ณผ๋ฅผ ์ฐฝ์ถํ๊ธฐ ์ํ ์กฐ์ง ์ฒด๊ณ๋ก์ ์ ํ์ ํตํด, ์์ผ๋ก ๋ณด๋ค ๋ง์ ๊ฒ์์ ํ์์ ์ธ์ฐ๊ณ , ๋์ ํ๋ฆฌํฐ์ ์ ์ ๊ฒ์์ ๊ฐ๋ฐํ๊ณ ํผ๋ธ๋ฆฌ์ฑํ์ฌ ์ฌ๋ฌ ๊ฐ์ ๊ธ๋ก๋ฒ IP๋ฅผ ๋ณด์ ํ๋ ์๋๋ฅผ ์ ๊ทน์ ์ผ๋ก ์ ๊ฐํ๊ณ ์ ํฉ๋๋ค. We transitioned into an organizational structure to better discover The Creative and to bring tangible results. Going forward, KRAFTON will line up more games in the batter's box by developing and publishing new and high-quality titles to own multiple number of global IPs. KRAFTON Deep Learning Division, Deep Learning technology is being introduced to operations, contributing to increased production efficiency, such as reducing Concept Art production time, and researching various technologies with the goal of discovering new gameplay. The entire company has also actively adopted Deep Learning services, and currently 97% of all members are using Deep Learning services. Deep Learning technology is also critically applied in the open-world UGC game platform, Migaloo, which is being co-developed with NAVER Z and is scheduled for a soft launch at the end of the year. Migaloo becomes a platform that provides interactive content to users, and by enabling content creation and distribution using Sandbox tools for creators, it aims to build a Web3-based creator ecosystem. KRAFTON's Deep Learning Division is carrying out technological research into various different areas to explore new gameplay elements while adapting deep learning technology to our business, helping to save time spent on concept art workflow, which has enhanced our production efficiency. We have also been quite proactive in adopting deep learning, and currently, 97% of the KRAFTON members are making use of deep learning service. Migaloo, which is an open world UGC game platform co-developed with Naver Z and soon to be soft launched end of 2023, also is mainly powered by deep learning technologies. Migaloo will become a platform offering interactive content to the user base, enabling creators to make and distribute content using Sandbox tools, all of which will lead to forming of a Web 3.0 based ecosystem for creators. This was a brief update on Q2 2023 key business highlights. We now move on to financial performance in greater detail. 2023๋ ๋ 2๋ถ๊ธฐ ์ฐ๊ฒฐ ๋งค์ถ์ก์ KRW 387.1 billion์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น 28%, ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ 9% ๊ฐ์ํ์์ต๋๋ค. ๊ณ์ ์ ๋น์๊ธฐ ์ํฅ๊ณผ ์ฃผ์ ์ฝํ ์ธ ๋ค์ ์ถ์ ์ผ์ ์ด ๋๋ถ๋ถ ํ๋ฐ๊ธฐ์ ์ง์ค๋์ด ์์ด ๋ถ๊ธฐ๋ณ ๋ณ๋ํญ์ด ํ๋๋์์ต๋๋ค. Consolidated revenue for the second quarter of 2023 was $387.1 billion, which is a decline of 28% Q on Q and 9% year-over-year. As major contents are mostly scheduled for release in the second half of the year, there was greater extent of quarterly fluctuation. ์ด์ด์ ์ฐ๊ฒฐ ๊ธฐ์ค ์ฃผ์ ์์ ๋น์ฉ ํญ๋ชฉ๊ณผ ์์ ์ด์ต์ ๋ํด ๋ง์๋๋ฆฌ๊ฒ ์ต๋๋ค. 2๋ถ๊ธฐ ์ฐ๊ฒฐ ์์ ๋น์ฉ์ KRW 255.6 billion์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น KRW 100 million ๊ฐ์, ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ KRW 2.1 billion ๊ฐ์ํ์์ต๋๋ค. ์ธ๊ฑด๋น์ ๊ฒฝ์ฐ, ํต์ฌ ๊ฐ๋ฐ ์ธ๋ ฅ ์ฑ์ฉ์ ์ง์คํ๋ฉฐ ์ ๋ถ๊ธฐ ๋๋น ์ํญ ์ฆ๊ฐํ KRW 103.2 billion์ ๊ธฐ๋กํ์์ต๋๋ค. ์ฑ ์์๋ฃ, ๋งค์ถ ์๊ฐ ํญ๋ชฉ์ PC ๋งค์ถ ๊ฐ์์ BGMI ์๋น์ค ๋งค์ถ ์ค๋จ ์ํฅ์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น KRW 14.6 billion, ์ ๋ ๋๊ธฐ ๋๋น KRW 17.9 billion ๊ฐ์ํ KRW 32.2 billion์ ๊ธฐ๋กํ์์ต๋๋ค. ์ง๊ธ ์์๋ฃ ๋น์ฉ์ e-์คํฌ์ธ ๊ด๋ จ ํฌ์ ๋น์ฉ๊ณผ ์์ฒด Creative ์ฝํ ์ธ ์ ์, ๊ฒ์ ๊ฐ๋ฐ์ ๊ด๋ จ๋ ์ธ์ฃผ ๋น์ฉ, ์๋ฒ ๋น์ฉ ๋ฑ์ ํฌํจํ๋ฉฐ, ์ ๋ถ๊ธฐ ๋๋น KRW 9 billion ์ฆ๊ฐ, ์ ๋ ๋๊ธฐ ๋๋น KRW 11 billion ๊ฐ์ํ KRW 70.6 billion์ ๊ธฐ๋กํ์์ต๋๋ค. 2023 2Q์๋ PGS 1 ๋ํ๋ฅผ ๊ฐ์ตํ๋ฉฐ ์ ๋ถ๊ธฐ ๋๋น ๋น์ฉ ์ฆ๊ฐ๊ฐ ์์์ผ๋ฉฐ, ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ EGMI ์๋น์ค ์ค๋จ ๊ธฐ์ ํจ๊ณผ, TCP ๊ฐ๋ฐ ์ข ๋ฃ๋ก ์ธํ ์๋ฒ ๋น์ฉ ๊ฐ์ ๋ฑ์ผ๋ก ์ธํด ๋น์ฉ ๊ฐ์๊ฐ ์์์ต๋๋ค. Next is on the consolidated operating expense breakdown and operating profit. Q2 consolidated operating expense was KRW 255.6 billion, down KRW 0.1 billion Q-over-Q, and KRW 2.1 billion year-over-year. Labor cost was up marginally Q on Q, reporting KRW 103.2 billion, due to the focus placed on hiring developers. Platform fees and cost of revenue reported KRW 32.2 billion, down KRW 14.6 billion Q-over-Q, and KRW 17.9 billion year-over-year on PC revenue erosion and suspension of BGMI service revenue. On the back of esports-related investments and in-house creative content production, outsourcing costs for game development and server costs, commissions paid reported KRW 70.6 billion, up KRW 9 billion Q-over-Q, and down KRW 11 billion year-over-year. In the second quarter, with the hosting of PGS 1, commissions increased versus the first quarter, but there was year-over-year decline due to the base effect from suspension of BGMI services and lower server costs following the completion of TCP development. ๊ด๊ณ ์ ์ ๋น๋ BGMI ์๋น์ค ์ฌ๊ฐ๋ฅผ ์ํ ๋น์ฉ ์งํ ๋ฑ์ผ๋ก ์ ๋ถ๊ธฐ ๋๋น KRW 3.6 billion ์ฆ๊ฐํ์์ผ๋, ์ ์ฌ์ ์ธ ๋ง์ผํ ๋น ํจ์จํ ๋ ธ๋ ฅ์ ๊ธฐ์ธํ์ฌ ์ ๋ ๋๊ธฐ ๋๋น KRW 2.6 billion ๊ฐ์ํ KRW 8.7 billion์ ๊ธฐ๋กํ์์ต๋๋ค. ์ฃผ์๋ณด์ ๋น์ฉ์ ๊ฒฝ์ฐ ์ฃผ๊ฐ ์์นํญ์ด ์ ๋ถ๊ธฐ ๋๋น ๊ฐ์ํ๋ฉฐ KRW 1 billion ๊ฐ์ํ์์ผ๋, ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ 2022 2Q ์ฃผ๊ฐ ํ๋ฝ์ผ๋ก ์ธํ ํ์ ๋น์ ํจ๊ณผ๋ก KRW 17.5 billion ์ฆ๊ฐํ์์ต๋๋ค. ๊ฒฐ๊ณผ์ ์ผ๋ก 2Q ์์ ์ด์ต์ ์ ๋ถ๊ธฐ ๋๋น 54% ๊ฐ์ํ KRW 131.5 billion์ ๊ธฐ๋กํ์๊ณ , ์์ ์ด์ต๋ฅ ์ 34%๋ฅผ ๋ฌ์ฑํ์์ต๋๋ค. ์ฃผ์๋ณด์ ๋น์ฉ์ ์ ์ธํ ๊ฒฝ์ฐ 2Q ์์ ์ด์ต์ KRW 140.5 billion์ผ๋ก ์ ๋ ๋๊ธฐ KRW 157.5 billion ๋๋น 11% ๊ฐ์ํ์์ต๋๋ค. ์ฃผ์ ๋ณด์๋น์ฉ, ์๊ฐ๋น ๋ฑ ๋ณ๋๋น๋ฅผ ๋ฐ์ํ ์กฐ์ EBITDA๋ ์ ๋ ๋๊ธฐ ๋๋น 5% ๊ฐ์ํ KRW 167.7 billion์ ๊ธฐ๋กํ์์ต๋๋ค. Marketing expense was up KRW 3.6 billion Q-over-Q, spent for the purpose of restarting BGMI service and on efforts to bring marketing efficiencies corporate-wide, it fell KRW 2.6 billion year-over-year, reporting a total of KRW 8.7 billion. For stock-based compensation, due to a smaller increase in the share price versus last quarter, there was KRW 1 billion decline, while on a year-over-year basis, due to the base effect of reversal from equity price dip in Q2 of 2022, there was an increase of KRW 17.5 billion. All in all, Q2 operating profit reported KRW 131.5 billion, down 54% Q on Q on revenue declines impacted by seasonality. OPM posted 34%. Excluding stock-based compensation, Q2 operating profit was KRW 140.5 billion, down 11% year-over-year from 2022 figure of KRW 157.5 billion. Adjusted EBITDA, which accounts for depreciation and stock-based compensation, came in at KRW 167.7 billion, down 5% year-over-year. ์ด์ด์ ์์ ์ธ ์์ต์ ๋ํด ๋ง์๋๋ฆฌ๊ฒ ์ต๋๋ค. ๊ธฐํ ์์ต๊ณผ ๊ธ์ต์์ต์ ํฌํจํ๋ ์์ ์ธ ์์ต์ ๋ฌ๋ฌ ๊ฐ์ธ๋ก ์ธํ ๊ด๋ จ ์ด์ต์ด ๋ฐ์ํ์ผ๋, ๊ทธ ๊ท๋ชจ๋ ์ ๋ถ๊ธฐ ๋๋น KRW 51.4 billion ๊ฐ์ํ KRW 28 billion์ ๊ธฐ๋กํ์์ต๋๋ค. ๋ง์ง๋ง์ผ๋ก 2Q ์ฐ๊ฒฐ๋น๊ธฐ ์์ด์ต์ ์ ๋ถ๊ธฐ ๋๋น KRW 138.7 billion ๊ฐ์, ์ ๋ ๋๊ธฐ ๋๋น๋ก๋ KRW 65.4 billion ๊ฐ์ํ KRW 1,285์ ๊ธฐ๋กํ์์ผ๋ฉฐ, ๋น๊ธฐ์์ด์ต๋ฅ ์ 33%์ ๋๋ค. On the non-operating side, comprising of other and financial revenue, there were FX gains from strong dollar, it was down KRW 51.4 billion Q-over-Q, coming in at KRW 28 billion. Lastly, Q2 consolidated net profit was down KRW 138.7 billion Q-on-Q, and 65.4 billion year-over-year, coming in at KRW 128.5 billion, while net income margin posted 33%. ์ด์์ผ๋ก 2023๋ 2๋ถ๊ธฐ ์ค์ ์ ๋ํ ์ค๋ช ์ ๋ง์น๊ณ ์ง์์๋ต ์๊ฐ์ ๊ฐ๋๋ก ํ๊ฒ ์ต๋๋ค. ์ง๋ฌธ์ด ์์ผ์ ๋ถ์ ๋ง์ ๋ถํ๋๋ฆฝ๋๋ค. This ends earnings presentation for the second quarter of 2023. We will now entertain your questions. ๊ทธ๋ผ ์ง๊ธ๋ถํฐ ์ง์์๋ต์ ์์ํ๊ฒ ์ต๋๋ค. ์ง๋ฌธ์ ํ์ค ๋ถ์ ์ ํ๊ธฐ ๋ฒํผ์ ๋ณํ์ ์ผ๋ฒ์ ๋๋ฅด์๊ธฐ ๋ฐ๋๋๋ค. ๋ณํ์ ์ผ๋ฒ์ ๋๋ฅด์ ์์๋๋ก ๋ฐ์ธ ๊ธฐํ๋ฅผ ๋๋ฆฌ๊ฒ ์ต๋๋ค. ์ง๋ฌธ์ ์ทจ์ํ์๋ ค๋ฉด ๋ณํ์ ์ด๋ฒ์ ๋๋ฅด์๋ฉด ๋ฉ๋๋ค. Now, Q&A session will begin. Please press star one, 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. ์ฒ์์ผ๋ก ์ง๋ฌธํด ์ฃผ์ค ๋ถ์ Kiwoom Securities์ Jingu Kim๋์ ๋๋ค. The first question will be provided by Jingu Kim from Kiwoom Securities. Please go ahead with your question. ๋ค, ์ง๋ฌธ ๊ธฐํ ๊ฐ์ฌ๋๋ฆฝ๋๋ค. ๋ ๊ฐ์ง ์ง๋ฌธ์ ๋๋ฆฌ๋๋ก ํ๊ฒ ๊ณ ์. ์ฒซ ๋ฒ์งธ๋ก, PUBG PC์ User Engagement ์งํ์ ๊ฒ์ ๋ด Interaction ์ฆ๊ฐ๋ฅผ ์ํด ํ์ฌ๊ฐ ์ด๋ค ๋ ธ๋ ฅ์ ์ข ์งํ ์ค์ด์ ์ง, ๊ทธ๋ฆฌ๊ณ ์ด์ ๊ด๋ จ๋, ํฅํ ๊ฐํ ๊ณํ์ด ์์ผ์๋ฉด ๋ง์์ ์ข ๋ถํ๋๋ฆฌ๊ฒ ๊ณ ์. ๋ ๋ฒ์งธ๋ก, ์ฐจ๊ธฐ ์ ์์ธ, ๋๋ฌผ์ ๋ง์๋ ์ IP ๊ด๋ จ๋ ์ ์์ ๊ฐ๋ฐํ ์ ์ ์งํ ์ํฉํ๊ณ ์, ๊ฐ๋ฐ ๋ฐฉํฅ์ฑ ๊ทธ๋ฆฌ๊ณ ์ฅ๋ฅด ์ค์ ๋ฑ์ ๋ํด์ ์ข ์ธ๊ธ์ ํด์ฃผ์๊ณ , ๊ฐ๋ฐ ๊ณผ์ ์ ์ฒดํฌํ ์ ์๋ ์๋ค๋งํฑ ๋๋ ์ธ๊ฒ์ ์์ ๊ณต๊ฐ ๊ณํ์ด ์์ผ์๋ฉด์ ์ถ๊ฐ๋ก ๋ง์์ ๋ถํ๋๋ฆฌ๋๋ก ํ๊ฒ ์ต๋๋ค. ๊ฐ์ฌํฉ๋๋ค. ๊ฒ์ ์๋น์ค์ ์ด์ ๊ตฌ์ฒด์ ์ธ ๋ด์ฉ์ ๋ํด์ ์ง๋ฌธ์ ์ฃผ์ ์ ๊ฐ์ฌ๋๋ฆฌ๊ณ ์. User Engagement๋ฅผ ๋์ด๊ธฐ ์ํด์ ์ฌ์ค์ ๋๊ฒ ๋ค์ํ ํ๋๋ค์ ํฉ๋๋ค. ๊ทธ์ค์ ์ข ํน์ง์ ์ธ ๊ฑฐ ๋ช ๊ฐ์ง๋ฅผ ๋ง์๋๋ฆฌ๋ฉด, ์ฒซ ๋ฒ์งธ๋ ์ ํฌ๊ฐ ์ด์ ๊ทธ๋์ ์ด์ ์ ์ ๋ค์ด ์นํ ์ง์ธ๋ค, ์ด๋ ๊ฒ ํ๋ ์ด๋ฅผ ํด์๋๋ฐ, ์ ํฌ ์ด์ PUBG PC ๋ด์ ํด๋์, ๋ณธ๊ฒฉ์ ์ผ๋ก ํด๋ ์์คํ ์ ๋์ ํด์์, ๋ณด๋ค ์ด ์ด์ฉ์๋ค์ด ์คํ๋ผ์ธ์์ ์์ง ๋ชปํ๋ ์ฌ๋๋ค๊ณผ๋ ํด๋์์ผ๋ก์ ๊ฐ์ด ๊ฐ์ ํด์, ์๋ก ๊ฐ์ด ๊ทธ ๊ต์ ๋ ํ๊ณ , ๊ฒ์๋ ํ๊ณ , ๊ทธ๋ฆฌ๊ณ ๋ค์ํ ํํ ๋ณด์ํ ์ ์์ด์ ์ด๊ฒ ์ด์ User Engagement๋ฅผ ๋๋ฆฌ๋๋ฐ ์๋กญ๊ฒ ์ด์ ์ ํฌ๊ฐ ๋์ ํ ์์คํ ์ด๊ณ ์. Thank you for asking a question regarding the specifics of our game servicing. In order to further enhance user engagement, there are many activities that we engage in. If I may highlight some of the key aspects, usually the users of PUBG PC, they in the past, they played with their friends and people that they know with. However, we for the PUBG PC, by adopting a clan system, people, the gamers can now play with people that they do not know, that who are not their own friends in an offline world. By having these gamers all become a member of a certain clan, based on which they can engage in warfield combats and play the game together, and at the same time be rewarded and compensated with their various different types of game benefits. These are some of the efforts that we are putting in to enhance user engagement. ์ ์ ์ฅ๋น ๊ฐํธ์ด ์์์๋๋ฐ์. ์ด๊ฒ๋ ์ด์ PUBG PC์ ๊ฒ์ ํ๋ ์ด์ ์ข ์น์ํ์ จ๋ค๋ฉด ์กฐ๊ธ ์ดํด๊ฐ ์ฌ์ฐ์ค ์ ์๋๋ฐ, ๊ธฐ๋ณธ์ ์ผ๋ก ์ด์ ์ ํฌ๋ฅผ ํ๊ธฐ ์ํด์ ๋ณดํต ์ด์ ์ฃผ ๋ฌด๊ธฐ 2๊ฐ ์ฅ์ฐฉํ๊ณ , ๊ถ์ด ๋ค๊ณ , ๊ทธ๋ค์์ ์ด์ ์๋ฅํ์ด๋ ์ด์ ํฌ์ฒ๋ฌผ์ ์ง๋๊ณ ์ด์ ๊ต์ ๊ฒ์ ํ๋ ์ด๊ฐ ์งํ๋๋๋ฐ, ์ ์ ์ฅ๋น ๊ฐํธ์ ํตํด์ ์ฌ์ค์ ์ด ํฐ ๊ฐ๋ฐฉ ์์ ๋ญ ์๋ฅผ ๋ค์ด์, ๊ทธ ๋ญ๋ผ ๊ทธ๋์ผ ๋๋? ๋ฐ์ฃผ์นดํฌ ๊ฐ์, ์ด๋ฐ ๋ฌด๊ธฐ๋ ์ด์ ํ์ฌํ ์๊ฐ ์๊ณ ์. ์ฌ๋ฌ ๊ฐ์ง ์ด์ ํํฐ์ปฌํ ์ฅ๋น๋ค์ ๋์์ ์ด์ ํฌํจํ ์ ์์ด์ ์ด๋ ๊ฒ ๋๋ค ๋ณด๋๊น, ๋๋ก ๊ฐ์ ๊ฒ๋ ์๊ณ ์. ๋๋ก ๋ ๋ฃ์ ์๋ ์๊ณ , ๋ ์ด์ ์๊ธ ์ฅ๋น ๋ฑ์ ํตํด์ ์ด์ ํ๋ณต์ด ํจ์ฌ ๋ ๋น ๋ฅธ ํน์ฑ์ ๊ฐ์ง ์๋ ์๊ณ . ๊ธฐ์กด์ ์ด์ ์ฃผ ๋ฌด๊ธฐ๋ฅผ ํ์ฉํด์ ๊ต์ ํ๋ ๊ฑฐ์์ ์ฌ๋ฌ ๊ฐ์ง ์ด์ ์ ์ ์ฅ๋น๋ฅผ ํตํด์, ๋ ์ค์ฟผ๋๋ผ๋ฆฌ ์ ์ ์ฅ๋น๋ฅผ ์ด๋ ๊ฒ ๋๋ ์ ๊ฐ๊ณ , ํ๋ ์ดํ๋ ๊ฒ๋ ๊ฐ๋ฅํด์ง๋ฉด์, ์ข ๊ฒ์ ํ๋ ์ด์ ๋ฉํ๊ฐ ๋ค์ํด์ก๋ค. ์, ๊ทธ๋ฐ ๋ถ๋ถ๋ค์ด ์ด์ ์ ์ ์ธ๊ฒ์ด์ง๋จผํธ์ ๊ด๋ จํด์ ์ ํฌ๊ฐ ๊ฒ์ ํ๋ ์ด์์ ๊ฐ์ ํ๊ณ ์๋, ๋ฐ์ ํ๊ณ ์๋ ๋ถ๋ถ์ ๋๋ค. We've made some enhancements and improvements on the tactical gear, and if you've played the game, it will be easier for you to understand. When a gamer engages in a certain combat, he will be working with two main weapons and also be, will be equipped with a hand shotgun and hand grenade and different types of ammunition. These were the gameplays of PUBG. What we did was, we had an enhancement made and revamping of the tactical gear bag, so-called, in which you could actually carry like a bazooka, you know, ammunition, and also even drones, as well as some emergency equipment and gear that will help the game character recover and recoup from any damage that it experiences. These are some of the tactical gears that have now been added into and revamped into, into this, you know, big weapons bag. Also the squads could share these different types of tactical gear amongst themselves. These are some of the ways in which we want to diversify the gameplay, through which we wish to further enhance user engagement. Second ์ด์ ์ง๋ฌธ ์ฃผ์ จ๋ ๋๋ฌผ์ ๋ง์๋ ์ ๊ด๋ จํด์๋์. ๋ญ, ์ง๋๋ฒ์ ์ด์ ์ ๊น ์ธ๊ธ ๋๋ฆฐ ์ ์ด ์์๋๋ฐ, ์ ํฌ๊ฐ ์บ๋๋ค ๋ชฌํธ๋ฆฌ์ฌ์ ํฌ๋ํํค ๋ชฌํธ๋ฆฌ์ฌ ์คํ๋์ค๋ฅผ ์ด์ ์ค๋ฆฝํ๊ณ ์. ํต์ฌ PD๋ฅผ ๋น๋กฏํ ํต์ฌ ๊ฐ๋ฐ ์ธ๋ ฅ๋ค์ ๋ญ, ์ด๋ฏธ ์ฑ์ฉ๋ผ์ ์ค์ ๋ก ๊ฒ์ ๊ฐ๋ฐ์ ์ํ ์ฌ๋ฌ ๊ฐ์ง ์ ๋ฌด๋ค์ ์งํ ์ค์ ์์ต๋๋ค. ์ง๊ธ ๋ญ, ํ์ฌ ๊ฐ๋ฐ ์ํฉ์ ๋ํด์ ์ข ๊ตฌ์ฒด์ ์ผ๋ก ๋ง์๋๋ฆฌ๊ธฐ๋ ์ด๋ ต๊ณ ์. ๋ค๋ง, ์ด ๋๋ฌผ์ ๋ง์๋ ์๋ผ๋ ์์ค ์์์ด ์๋ ์ด์ ๋ ํนํ ๋ด๋ฌํฐ๋ธ๊ฐ ์๋ ์ํ์ด๊ธฐ ๋๋ฌธ์, ๊ฒ์์ด๋๊น ๋น์ฐํ ์ด์ ๊ฒ์์ฑ๋ ์ค์ํ์ง๋ง, ์ด ์์ค ์์ IP๋ฅผ ์คํ ๋ฆฌ๋ฅผ ์ ์ ๋ฌํ๋ ๋ฐฉ๋ฒ์ด ๋ฌด์์ผ๊น? ๋ญ, ์๋ฅผ ๋ค๋ฉด, ๊ทธ๊ฒ ์ด์ ์คํ์๋์์ ๋ญ, ์ด๋ ๊ฒ ์ฌ๋ฌ ์ฃผ์ธ๊ณต๋ค์ด ํ๋ ์ดํ๋ ์ฅ๋ฅด๊ฐ ๋ ์๋ ์๊ณ , ์๋๋ฉด ์คํ ๋ฆฌ๋ฅผ ๋ฐ๋ผ๊ฐ๋ ๋ญ, ์ก์ RPG์ฑ์ด ๋ ์๋ ์๋๋ฐ, ์ด์จ๋ ์ด ๋๋ง์ IP๋ฅผ ์ ์ด๋ ค์, ์ด ํ๊ตญ์ IP๊ฐ ์ข ๊ธ๋ก๋ฒํ๊ฒ ์๋ ค์ง ์ ์๋๋ก, ์ฑ๊ณตํ ์ ์๋๋ก ํ๋ ๊ณ ๋ฏผ ์ค์ ์๊ณ ์. Regarding your second question on the game, The Bird That Drinks Tears. We've actually set up a KRAFTON Montreal Studio in Canada already, and we've have in place, we've engaged the main PD as well as some of the core developers have already been hired. They are in place, and they are currently working on this game title. At this point, it's quite difficult to tell you, with, the details as to the update of how things are going for this game title. What I can elaborate is that The Bird That Drinks Tears is a novel IP, and it has a very distinct narrative and storyline to it. Of course, when developing a game, game ability is a critical point, but we're also thinking hard as to how we could best deliver the storyline and the narrative of this original novel IP. Would the best way be for us to implement this into a game that is an open world, where there are multiple number of characters in the game? Or would the better approach be coming up with an action RPG game that follows the narrative of this novel, novel, the original IP. At this point, we are putting in a lot of thoughts into this. We want to be able to find the best way possible going forward, so that we can bring this Korea's IP into and make it into a global success. ์ธ๊ฒ์ ์์๊ณผ ์ด์ ์๋ค๋งํฑ์ ๋ํด์ ๋ง์ ์ฃผ์ จ๋๋ฐ์. ์ ํฌ๊ฐ ์ง๊ธ ์ด์จ๋ ๋ฐ์นญ ์์ ๊ณํํ๊ณ ์๋ ๊ฑฐ๋ ์ด์ 2026๋ ์ดํ์ด๊ธฐ ๋๋ฌธ์, ๋ญ, ์ง๊ธ ๋ญ, ๊ฐ๋ฐ ์ด๊ธฐ ๋จ๊ณ์์ ์๋ค๋งํฑ, ์ธ๊ฒ์ ์์ ๊ณต๊ฐ ๊ณํ์ ๋ํด์ ๋ง์๋๋ฆฌ๊ธฐ๋ ์ข ์ด๋ ต๊ณ , ๋ค๋ง ์๋ ์ ์๋ง ๋ณด์ จ์ ๊ฒ ๊ฐ์๋ฐ, ์๋ ์ ์ ํฌ๊ฐ ์ด์ ๋น์ฃผ์ผ ์ฝ์ ํธ ํธ๋ ์ผ๋ฌ ๊ณต๊ฐํ ์ ์ด ์๊ณ ์. ๋ญ ์ํธ๋ถ๋ ์ด์ ๊ณต๊ฐํ ์ ์ด ์๋๋ฐ, ํนํ ๋ญ ์ ํฌ ์ปจ์ ํธ๋ ์ผ๋ฌ์ ๊ฒฝ์ฐ์๋ ๋ญ ์ง๊ธ๋ ์๋ง YouTube์ ์์ ํ ๋ฐ, ๊ฐ์ ๋ณด์๋ฉด ์, ๋ญ ๋๊ธ๋ค์ด๋ ์ด๋ฐ ๋ถ๋ถ์์ ์ฌ์ค์ ์ด ๋๋ฌผ์ ๋ง์๋ ์๋ผ๋ IP์ ๋๊ฒ ์ถฉ์ฑ์ค๋ฐ ์, ์, ๋ ์๋ค์ด ์ด ์ ํฌ ์ด ํธ๋ ์ผ๋ฌ์ ํ๋ฆฌํฐ๋ ์๋๋ฉด ๊ทธ ๋ํ ์ผ์ ๋ํด์ ๋๊ฒ ๊ธ์ ์ ์ผ๋ก ๋ฐ๋ผ๋ณด๊ณ ์๋ ๊ทธ๋ฐ ๋ญ ๋ด์ฉ๋ค์ด ์๊ธฐ ๋๋ฌธ์, ์์ผ๋ก ์ด์ ๊ฐ๋ฐํด ๊ฐ๋ฉด์ ์ ํฌ๊ฐ ์ด์ ์์ฑ๋ ์๋ ์์ ์ด ๋์ ๋, ์, ๋ญ ์ , ์ง๋ฌธํด์ฃผ์ ๊ทธ ์ธ๊ฒ์ ์์์ด๋ ์๋ค๋งํฑ ๊ณต๊ฐํ๋ ๊ฑฐ๋ ๊ณ ๋ฏผํด ๋ณด๋๋ก ํ๊ฒ ์ต๋๋ค. Now, in response to the question about when we will be able to showcase the in-game trailers or the cinema, cinematics, because currently the slated date for the launch of this title is after 2026. It is too early for you, for us to be able to share that specific timing. Having said that, last year, we showcased the, the visual content trailer, and there is also an art book for, for this title as well. If you go to YouTube, you will be able to see that, how people responded, the comments that people wrote. These readers who are very loyal to the IP, The Bird That Drinks Tears, and who are very faithful to this IP, have really provided a positive feedback with regards to the quality of the trailers that we have provided. As we carry on with the development of this game title, once we are able to reach a certain level of completeness, then I think at that point in time, we will be able to think about and be able to share our plans regarding the in-game trailers and cinematics. ๋ค์ ์ง๋ฌธ ๋ฐ๋๋ก ํ๊ฒ ์ต๋๋ค. Next question, please. ๋ค์์ผ๋ก ์ง๋ฌธํด ์ฃผ์ค ๋ถ์ ์ ์งํฌ์์ฆ๊ถ์ ์ ์ํ ๋์ ๋๋ค. The following question will be presented by Ui-hoon Jeong from Eugene Investment & Securities. Please go ahead with your question. ๋ค, ์๋ ํ์ญ๋๊น? ์ ์งํฌ์์ฆ๊ถ ์ ์ฐ์ค์ ๋๋ค. ๋จผ์ ์ด, ๋ชจ๋ฐ์ผ ๋งค์ถ ๋ถ๊ธฐ๋ณ ํธ์ฐจ๊ฐ ์ข ๋ฐ์ํ ๊ฒ ๊ฐ์๋ฐ, ์ด, ์ค๊ตญ ์ชฝ ๋งค์ถ ์ ๋ง์ ์ง๊ธ ์ด๋ป๊ฒ ํ๊ณ ๊ณ์ ์ง๊ฐ ๊ถ๊ธํ๊ณ ์. ๋ ๋ฒ์งธ๋ ์๊น ์๋์ ์ด, ์ธ๋์์ ์ ์ ์งํ๊ฐ ์ฌ๋ผ์๋ค๊ณ ๋ง์ํด ์ฃผ์ จ๋๋ฐ, ๊ทธ๋ฌ๋ฉด ๋ณธ๊ฒฉ์ ์ธ ์์ตํ ์์ ์ ๋ํด์๋ ์ข ์ง๋ฌธ์ ๋๋ฆฌ๊ณ ์ถ์ต๋๋ค. ์ด, ์ผ ๋ถ๊ธฐ๊น์ง ๊ณ์ํด์ ์ด, ์ ์ ์งํ๋ฅผ ํ๋ณดํ๋ ๋ฐ ์ด์ ์น์ค์ ํ์ค ๊ฑด์ง, ์๋๋ฉด ์ ์ ์งํ๊ฐ ์ด๋ ์ ๋ ์ฌ๋ผ์๋ค๊ณ ํ๋จ์ด ๋์๋ฉด, ๋ญ ์์ตํ์ ๋ณธ๊ฒฉ์ ์ผ๋ก ๋ค์ด๊ฐ์ค ๊ฑด์ง๊ฐ ๊ถ๊ธํ๊ณ . ๊ทธ๋ฆฌ๊ณ ์ธ ๋ฒ์งธ๋ก๋ ์ด, e์คํฌ์ธ ๋ํ ๊ฐ์ต ๋ฑ ํด์ ์ผ์ ๋ณ๊ฒฝ ํน์ ๋ํ ๊ท๋ชจ์ ๋ณ๋์ด ์์๊น์? ์ด๊ฒ ๋น์ฉ ์ ๋ฐ์ ์ผ๋ก ์ด๋ป๊ฒ ๊ฐ์ ธ๊ฐ ๊ฑด์ง. ๊ทธ๋ฌ๋๊น ์ต๊ทผ์ ์ด, ์ผ, ์๋ฐ๊ธฐ ๋ด๋ด ๋น์ฉ ํจ์จํ๊ฐ ๊ต์ฅํ ์ ๋ ๋ชจ์ต์ด ๋ณด์ฌ์ง๊ณ ์๋๋ฐ, ํ๋ฐ๊ธฐ์ ์ด๋ฐ ์ด, ์ข ๊ธฐ์กฐ๊ฐ ์ข ์ด์ด์ง์ง ๊ถ๊ธํด์ ์ฌ์ญค๋ด ๋๋ค. ๊ฐ์ฌํฉ๋๋ค. Thank you. I have a question on your mobile. First of all, on your mobile game revenue, we see that there's been some quarterly fluctuations and variability. Would like to understand, hence, what your take is when it comes to the outlook for the China market. Also, you talked about the India market, and you said that the user metrics have improved. When can we see, start to see monetization from the India market? Would you continue to focus on improving the user metrics in the third quarter, or would your focus be shifting to monetization come the third quarter of the year? Third question has to do with the eports competitions. Are there any specific changes to the schedule of these esports events and the size of such events? The reason why I asked this question is because in the first half of the year, the company has been quite good in controlling your cost efficiency. Would like to understand as to whether you will continue on with that stance going forward. ์ฒซ ๋ฒ์งธ, ๋ชจ๋ฐ์ผ ๋งค์ถ ๊ด๋ จํด์ ์ง๋ฌธ ์ฃผ์ จ์๋๋ฐ์. ์ผ๋จ China๋ฅผ ์ ์ธํ๊ณ , ์ ํฌ๊ฐ PUBG Mobile ๊ธ๋ก๋ฒ, ๊ทธ๋ฌ๋๊น BGMI๋ ban, unban, ์ด๋ฐ ์ข ๋ณต์ก์ฑ์ด ์์ผ๋๊น BGMI ์ผ๋จ ์ ์ธํ๊ณ , ์ ํฌ๊ฐ PUBG Mobile ๊ธ๋ก๋ฒ๋ง ๋ฐ๋ผ๋ณด๋ฉด, ์ฌ์ค์ ์ฌํด 2๋ถ๊ธฐ๊ฐ 1๋ถ๊ธฐ ๋๋น๋ ์ฑ์ฅ์ ํ๊ณ , ์ ๋ ๋๊ธฐ ๋๋น๋ ์ฑ์ฅ์ ํ๊ฑฐ๋ ์. ๊ทธ๋์ ์ ํฌ๊ฐ ์ฝ๋ก๋ ํฌ๋ฐ๋ฏน ์ดํ์ ์๋ฐ๋ฏน ๊ฐ๋ฉด์ ๋ชจ๋ฐ์ผ ๊ฒ์์ด ์์ถ๋๊ณ ํ๋ฝํ์์๋๋ฐ, 1๋ถ๊ธฐ ๋๋ ๋ง์๋๋ ธ๋ค์ํผ, ๋ฐฉํฅ์ฑ์์๋ ํํ๋ ๋๋ค๋ผ๊ณ ์๊ฐํ๊ณ ์. ์ค์ ๋ก ์ค์ ์ด ๊ฐ์ ๋๋ ๋ชจ์ต์ด ๋ณด์ด๊ณ ์๊ณ , ๊ทธ๋ฆฌ๊ณ ์ ์ ์งํ๋ ๋ค์ ์ฌ๋ผ์ค๊ณ ์๊ธฐ ๋๋ฌธ์ ์ผ๋จ ๊ทธ๋ ๊ณ . ์ค๊ตญ ๋งค์ถ ๊ฐ์ ๊ฒฝ์ฐ๋ ์ฌ์ค ์ ํฌ๊ฐ ์ด์ ์ง์ ์๋น์ค๋ฅผ ํ๊ณ ์์ง๋ ์๊ธฐ ๋๋ฌธ์, ์ ๊ฐ ์ ํฌ๊ฐ ์ค๊ตญ ๋งค์ถ ์ ๋ง์ ๋ง์๋๋ฆฌ๊ธฐ๋ ์ข ์ด์ ์ด๋ ค์ธ ๊ฑฐ๋ ๊ฐ๊ณ , ๋ค๋ง ์ด์ ์ ๋ฐ์ ์ธ ์ถ์ธ ๋ฉด์์๋ PUBG Mobile ๊ธ๋ก๋ฒ๊ณผ ์ด๋ ๊ฒ ๋น์ทํ ํธ๋ ๋๋ฅผ ๊ฐ๊ณ ์๋ค๋ผ๊ณ ๋ ์๊ฐํ๊ธฐ ๋๋ฌธ์, ๊ทธ๋ ๊ฒ ์ดํดํด ์ฃผ์๋ฉด ์ข์ ๊ฒ ๊ฐ์ต๋๋ค. First, on our mobile revenue, aside from China, first, if you look at PUBG Mobile Global and also aside from BGMI, because in India, there was ban and uplifting of the bans, so there was another element there. Anyways, if you look at PUBG Mobile Global, our second quarter performance was actually better compared to the first quarter, and there was also an year-over-year growth as well. As we entered into the endemic phase, there's been some slump in the mobile game related performances and the user metrics. As we communicated during the first quarter, we are seeing a turnaround in terms of both the financial performance as well as improvement in the user metrics. Now looking at China, since China is not a market where we directly service our game, it will be difficult for me to be able to share with you what our specific revenue outlook is for that specific market. Having said that, I expect the trend from China to be more or less similar to the trend that we are seeing for PUBG and global. In the in India, well, Regarding India, the ban was lifted, and of course the user traffic actually improved, and yes we will be starting to monetize the business from the Indian market. We think that monetization will start to show and crystalize or materialize as we enter the second half of the year. And you would know since you are familiar with KRAFTON that in no way would we sacrifice or in any way infringe on our user base for us to gain short-term revenue performance. We are more focused on long-term servicing of the game. That is basically where our focus lies. At this point, we are anticipating to see monetization start to really kick in from the second half of the year, and we will consider how the user metrics actually moves in setting that gradual direction. The third question you asked was about e-sports. In fact, we actually announce our annual plans for hosting e-sports events in advance. We do not act spontaneously, such as canceling an e-sports event that we had planned due to cost concerns. Last year, we planned all the to cost concerns. Last year, we planned all the e-sports events for this year, set the schedule, and are working with various partners. Especially this year, because of Especially this year, because of COVID, it was difficult to hold offline events. We revived our global offline event, PGS, and the national competition, PUBG Nations Cup, will be held in Korea this autumn. There are no special short-term changes or schedule adjustments. In terms of cost-effectiveness, we have been doing e-sports for several years, and we found that the effects were not well proven, or in some ways, we had invested a lot in e-sports. a lot in e-sports. From the second half of last year, we actually planned e-sports and our live service to mutually benefit each other like gears, supporting the live service. That is the basis on which we are planning and executing e-sports. We are definitely making efforts in various aspects to be cost-effective during the process. For example, we could bear the cost of hosting the event ourselves, but we also use sponsors and donors to cover the costs, and we share the revenues. Since Since our PUBG IP has that much influence, such things are possible. In any case, regarding e-sports, compared to the past, as we showed in the first half of this year, In any case, regarding e-sports, compared to the past, as we showed in the first half of this year, we plan to proceed more cautiously. Responding to your third question on esports, we come up with an annual plan on holding these events, and we pre-communicate that with the greater market. We do not take on any short-term approaches because of cost burdens. We would not, you know, cancel an event because it has certain cost implications. Already last year, we've set out a plan for this year, which has already been announced, and it's all in the schedule, and we are at this point collaborating with different companies in holding these events. In 2023, we reinstated PGS, because during the COVID period, we were unable to hold offline events, but we will resume with the PGS event. Also in Korea, during the autumn season, there will be PUBG Nations Cup will be hosted. In terms of the size of the schedule of these events, no, there have not been any changes that will happen for this year. From a cost efficiency perspective, for us, what is important is that these esports events work in a very organic manner in providing support to our live services. In the past, esports were considered to be a mere investment, but we have taken on an approach starting second half of last year, where we consider this virtual cycle like a wheel, an organic wheel, that where the esports planning and implementation has positive impact on the live servicing of our games. There has been a shift in that focus. In terms of the cost efficiencies, the hosting fees of these events, the entirety of the cost may not be borne by just KRAFTON. We could engage sponsors and other companies to bear that expense. This is possible because PUBG IP has great level of influence, and of course, we share the revenue that come out of those sports events. From the esports events perspective, as we have shown during the first half of the year, we will approach this in a very prudent manner from cost efficiency perspective. Next question, please. The The following question will be presented by Stanley Yang from JP Morgan. Please go ahead with your question. Yeah, ์๋ ํ์ธ์, ์ ๋ ๊ฐ์ง ์ง๋ฌธ ์์ต๋๋ค. ์ฒซ ๋ฒ์งธ ์ง๋ฌธ์, ๊ทธ ๋ชจ๋ฐ์ผ ๋งค์ถ์ด 23% year-over-year ํ๋ฝ์ ํ๋๋ฐ์. ๊ทธ CEO๋์ด comment ํด ์ฃผ์ค ๋, ์ ๋ ๊ทธ PUBG Mobile Global์ year-over-year ์ฑ์ฅ์ ํ๋ค๊ณ ํ์ จ๋๋ฐ, ๊ทธ๋ฌ๋ฉด์ ๋ญ China, ๊ทธ๋ค์ India ์ด๋ฐ ๋ฐ๋ฅผ ๋นผ๊ณ ๋๋จธ์ง๋ ์ข ์ฑ์ฅ์ ํ๋ค๋ ๋ง์์ธ์ง ํ ๋ฒ ๋ ํ์ธํด ์ฃผ์๋ฉด ๊ฐ์ฌํ๊ฒ ๊ณ ์. China ์ชฝ์์ ๋ง์ด ๋น ์ก๋ค๋ผ๋ ์๊ธฐ๊ฐ ๋๋ ๊ฒ ๊ฐ์๋ฐ์. ๊ทธ๋ฐ ์ชฝ์ด ์ข clarify ํด์ฃผ์๋ฉด ๊ฐ์ฌํ๊ฒ ๊ณ ์. ๋ ๋ฒ์งธ๋ ๊ทธ ์ฐจ๊ธฐ์, ๊ทธ Black Budget์ ๋ํด์ ๊ทธ ๊ฐ๋ฐ ํํฉํ๊ณ , ๊ทธ launch๊น์ง ์ด๋ค ๊ณํ์ด ์์ผ์ ์ง, ์ด์ ์ด Black Budget์ด ๊ธฐ์กด์ ๊ทธ PUBG IP์์ ์ด๋ค ์ฐจ๋ณํ ์ ์ ์ด๋ค ๊ฑด์ง ๋ง์ํด ์ฃผ์๋ฉด ๊ฐ์ฌํ๊ฒ ์ต๋๋ค. Thank you for taking my question. Just two questions. First one is, your mobile revenue had, on a year-over-year basis, dipped by 2%-3%. Previously, you said that your PUBG Mobile Global had posted a growth. Would that mean that excluding China and India, there's been growth from these other markets? I just want to double check on this, because that would mean that there was a significant decline from the China market. If you could give some color there, explain, that would be helpful. Second question is, on the Black Budget project. Can you update us on this and also your launching plan and how the Black Budget game title is different from the PUBG IP? Yes, I'm responding Responding to the question, I think there was a bit of a confusion because of many categories that exist under our mobile business. I was explaining previously, aside from BGMI, KRAFTON's PUBG Mobile Global, that was what I was referring to when I said there was growth. On a consolidated basis, I think, what you're asking is based upon the platform. If you look at on a consolidated basis, the platform performance from mobile, you are correct, it did dip on a year-over-year basis. Black Budget ๊ด๋ จํด์๋ ์ผ๋จ ๋ญ ์ ํฌ ๊ทธ์ ์๋ ์ด์ ๋ง์๋๋ ธ๋ ๊ฒ์ฒ๋ผ, ๋ด๋ Q4 ์ด์ ๋ฐ์นญํ๋ ๋ชฉํ๋ ๊ทธ๋๋ก ์ด์ ๊ฐ๊ณ ์๊ณ ์. ๊ทธ๋ฆฌ๊ณ ์ด์ ์ผ๋ง ์ ์ ์ด์ ์ฌ๋ด์์, ์ฌ๋ด์์ ์ด์ ๊ตฌ์ฑ์๋ค๋ผ๋ฆฌ ์ด์ , vertical slice์ ๋ํด์ ์ด์ ํ ์คํธ๋ฅผ ํ์์๋๋ฐ, ์ ํฌ ๋ด๋ถ์ ์ผ๋ก๋, ๋ฐ์์ด ๋๊ฒ ์ข์์์ต๋๋ค. ๊ทธ๋์ ์ผ๋จ ๊ธฐ๋ํ๊ณ ์๊ณ ์. ์ ํฌ๊ฐ ๊ณํํ ๋๋ก ๊ฐ๋ฐํ๊ณ ์๊ณ , PUBG IP, PUBG Studio์์ ๋ง๋ค๊ธด ํ์ง๋ง, ๋ญ ๊ทธ๋ ๋ค๋ผ๊ณ ํด์ ์ด์ PUBG IP์ ๋ญ ๊ฐ๊ฑฐ๋ ์ ์ฌํ๋ค๋ผ๊ณ ๋ณด์๊ธฐ๋ ์ด๋ ต๊ณ ์. ๋ฌผ๋ก gunplay๊ฐ ํฌํจ๋์ฃ . PUBG Studio๊ฐ ์๋ ์ด์ ์ฌ์ค์ ์ธ gunplay, ์ด๊ฑฐ ๊ตฌํํ๋ ๋ฐ ๋๋จํ ์ด์ ๊ฐ์ ์ด ์๋ ์คํ๋์ค์ธ๋ฐ, ๊ธฐ์กด์ PUBG๊ฐ ์ด์ battle royale ์ฅ๋ฅด์๋ค๋ฉด, ์ ํฌ๊ฐ ์ง๊ธ ๊ฐ๋ฐํ๊ณ ์๋ Black Budget์ ๋ญ ์ฝ๊ฒ ์๊ธฐํ๋ฉด, ์ ํฌ๊ฐ extraction shooter, ๋ญ looter shooter ์ฅ๋ฅด๋ผ๊ณ ๋ณด์๋ฉด ๋๊ณ ์. ์ด์ in-game๊ณผ out-game ๊ฐ์, ์ด ์ฐ๊ณ, ๋ญ ์ด๋ฐ ๊ฒ๋ค์ด ๋๊ฒ ์ค์ํ๊ณ , ์์ฅ์ ํ์ฌ ์ด์ ๋ช๋ช ์ํ๋ค์ด ์์ง๋ง, ์ ์์๋ฏ ๊ฒฐ๊ตญ ์ด๋ค ์ฅ๋ฅด๋ฅผ ์ define ํด๋ด๋ IP๊ฐ, ๊ฒฐ๊ตญ์ ๊ทธ ํด๋น ์ฅ๋ฅด๋ฅผ ์ด์ ์ ํจํ๋ IP๊ฐ, ๋๋ ๊ฒฝํฅ์ฑ์ ๊ณผ๊ฑฐ์ ๊ธ๋ก๋ฒ ๊ฒ์ ์์ฅ์์ ๋ง์ด ์ ํฌ๊ฐ ๋ญ ๋ณด์์๋๋ฐ, ์์ง์ ์ ์ ํฌ ์๊ฐ์๋ ์ ์ ์๋์ง ์์ extraction shooter ์ฅ๋ฅด์์, Black Budget์ด ๋์ ํด์, ๋ญ๊ฐ ์ข ์ฑ๊ณผ๋ฅผ ๋ด๋ณด๊ฒ ๋ค, ๋ญ ์ด๋ฐ ์๊ฐ์ ๋๋ค. Regarding your question on Black Budget, our objective is to launch this game title in Q4 of 2024. There is no change to that previous planning. Internally, we've conducted an in-house vertical slice testing. The responses and the feedback that we got was quite positive. We have high expectations for this game title and going forward. Yes, you are right. It is being developed by PUBG Studios. One cannot say that this game title has same characteristics as the PUBG IP. Of course, it does incorporate gunplay. PUBG Studios is well known to have a very strong competitiveness in rendering a most, most reality-like gunplay in its games. The difference between the two is PUBG is battle royale, while the Black Budget is more of an extraction shooter or looter shooter game, game. The link between the in-and-out game experience is considered very important. We believe that it's been proven in the global market that a game title that really defines the genre is going to be the one flagship game that's going to dominate that certain category. We think that at this point in time, there is no single game title that has been able to define, completely define the extraction shooter game genres. We think that with the launch of this game, we'll be able to enjoy and gain and generate good performance. Well, Well, thank you very much. This brings us to the end of KRAFTON's second quarter 2023 earnings presentation. I would like to once again thank our investors and analysts for your undivided support and interest that you've shown our company. Thank you.
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