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Event Tracking

Nov14
GameSquare released FY2025 9 Months Earnings on November 13 After-Market EST, Actual Revenue: USD 41.9 M, Actual EPS: USD -0.227
00:00
GameSquare released FY2025 Q3 earnings on November 13 After-Market EST, actual revenue USD 11.32 M (forecast USD 18.84 M), actual EPS USD -0.0091 (forecast USD 0)
00:00
Nov6
GameSquare to release FY2025 Q3 earnings on November 13 After-Market EST, forecast revenue USD 18.7 M, EPS USD 0
00:05
Oct30
GameSquare Holdings Partners with Katana to Manage Ethereum Treasury through DeFi Strategies
13:31
Sep24
GameSquare Holdings Inc. Increases Sponsorship of FaZe Clan's Counter-Strike Team to $3.25 Million
12:01
Sep4
GameSquare Reports Holding 15,731 ETH in Monthly Earnings
13:36

Schedules & Filings

Schedules
Filings
Nov13
Earning Release(EST)

FY2025 Q3 Earning Release (USD) Revenue 11.32 M, Net Income -808.44 K, EPS -0.0091

Aug14
Earning Release(EST)

FY2025 Q2 Earning Release (USD)

May15
Earning Release(EST)

FY2025 Q1 Earning Release (USD) Revenue 14.73 M, Net Income -5.156 M, EPS -0.1403

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DolphinResearch

NetEase: The Last Kneel Before the 'Pig Cycle'?
11-20 22:29

NetEase 3Q25 Quick Interpretation: Overall, the third-quarter performance fell short of Bloomberg consensus expectations, with the main expectation gaps in gaming revenue and sales expenses.

However, the market may have already been somewhat prepared, as some institutions mentioned earlier this month that current market expectations were too high and that results might miss.

Among the underperforming metrics, the only bright spot was deferred revenue, which provided some comfort: Despite a higher base, the year-on-year growth rate accelerated slightly compared to the previous quarter.

Given that PC games and overseas games were the main sources of growth this quarter, Dolphin Research believes that the revenue expectation gap is likely related to changes in the deferred recognition cycle for games. The market may not be satisfied with this quarter's results, but since the stock price has been adjusting recently and the long-term resilience of games remains strong, the punishment might be somewhat mitigated.

The most critical focus now is the launch plans and revenue targets for next year's two major games, "Forgotten Sea" and "Infinity," and it is advisable to pay attention to the upcoming earnings call.

1. Slowing Game Growth: Third-quarter game growth did not accelerate as expected by the market compared to Q2. The expectation gap may primarily lie in PC games, although, in terms of absolute growth rates, the pressure is on mobile games. However, during the summer season in Q3, "Eggy Party" and "Yan Yun: Sixteen Tones" released content updates, driving domestic mobile game revenue back to positive growth. Overseas mobile games also performed well due to the contribution from the new game "Destiny: Stars."

Therefore, Dolphin Research speculates that market expectations for PC game revenue were too high. There is no reliable third-party data source for tracking PC games, so it is understandable that institutions had significant expectation gaps. Although there was growth from the Blizzard series games in Q3, competition in PC games intensified, especially from Tencent's titles like "Delta Action," which may have had a 分流 effect.

2. Deferred Revenue Shows It Wasn’t That Bad: Notably, Q3 deferred revenue significantly exceeded market expectations, and its growth rate was better than seasonal changes in previous periods, similar to Q3 last year when Blizzard had just returned. Therefore, this quarter's revenue performance may also be related to the deferred recognition cycle. Generally, overseas games and PC games have slightly longer deferred cycles than domestic mobile games. The growth in Q3 mainly came from overseas mobile games and domestic PC game revenue.

3. Other Businesses Mostly Fell Short of Expectations: Among non-gaming businesses, Youdao Education and Cloud Music slightly missed Bloomberg expectations, but the larger drag was from Yanxuan.

4. Stable Gross Margin, High Expense Growth: On the profit side, gross margin remained relatively stable. Gaming and value-added services gross margin declined slightly quarter-on-quarter but increased by 1 percentage point year-on-year, mainly due to a higher proportion of self-developed games. Sales expenses surged 17% year-on-year in Q3 due to promotions for new games and summer version marketing for existing games, missing market expectations by nearly 500 million yuan.

Additionally, administrative expenses returned to positive growth this quarter, but given the team optimization and restructuring efforts by NetEase since Q3, we do not expect sustained significant expansion in this expense item.

Ultimately, Non-GAAP net profit was 9.5 billion yuan, which met expectations mainly due to adjustments for SBC expenses and items like investment income (up 800 million year-on-year). Core operating profit from the main business was 8 billion yuan, below market expectations. $NTES-S(09999.HK) $NetEase(NTES.US)

11-20 18:26

Sea 3Q25 Quick Interpretation: Overall, Sea's performance this quarter is somewhat fragmented, with both highlights and shortcomings. The highlight is on the growth side, where the revenue and business metrics of the three major segments exceeded expectations, and the extent of the outperformance was significant.

Before the earnings release, the market's main concern was that the company's increased focus on growth would lead to a slowdown in margin improvement. This quarter indeed validated this concern, as the adjusted EBITDA of the most important e-commerce and financial segments both fell short of expectations, and the segment margins continued to decline sequentially.

Specifically,

1) Total revenue for the quarter grew by 38% year-on-year, maintaining the high growth rate of the previous quarter and significantly exceeding the market expectation of 30%. The revenue growth of all three business segments surpassed expectations by 3-7 percentage points, with no segment lagging behind.

2) In terms of key operating metrics, the year-on-year growth rate of e-commerce GMV was 28.3%, continuing to accelerate slightly from the previous quarter and significantly better than expected. The traffic volume of the gaming business also grew by an impressive 51%, far exceeding expectations, reportedly stimulated by collaborations with the Naruto anime and Squid Game.

The loan balance of the financial segment reached 7.9 billion this quarter, with a year-on-year growth rate of 72%, also far exceeding the expected 60%. It is evident that the core metrics of the three major segments grew significantly stronger than expected.

3) In terms of profit, the group's overall adjusted EBITDA for the quarter was 870 million, which at first glance is slightly higher than Bloomberg's expectations, but this is mainly due to the unexpectedly strong yet potentially unsustainable performance of the gaming business. (The gaming segment is currently the largest contributor to profits, but it is the least important segment in terms of valuation.)

4) By segment, the gaming business indeed had the best profit performance, with actual profits exceeding expectations by about 60 million, and the adjusted EBITDA margin did not decline significantly sequentially. However, the e-commerce segment's profit was about 30 million less than expected, and the profit margin narrowed from 0.76% to 0.58% (based on adj. EBITDA/GMV), although the market had anticipated a decline in margin, the actual extent was greater.

Adding insult to injury, the profit margin of the financial business, which is the second most important for the company's future growth, also declined more than expected, at 26.1% this quarter, down 2.8 percentage points sequentially.

As a result, despite a 61% increase in revenue for the financial segment, the segment's adjusted EBITDA only grew by 37% year-on-year. Therefore, overall, although the growth of the three major segments was stronger than expected, the sequential contraction in margins across all three segments meant that profit growth was not as robust as revenue growth. $Sea(SE.US)

11-11 21:05
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