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Sea Limited Reports Fourth Quarter and Full Year 2018 Results

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Sea Limited Reports Fourth Quarter and Full Year 2018 ResultsReading Time: 29 minutes

 

Sea Limited today announced its financial results for the fourth quarter and full year ended December 31, 2018.

Highlights

– Group

  • Total adjusted revenue for the full year of 2018 reached US$1,048.7 million, more than 10.4% above the midpoint of our previous guidance, which was revised upwards twice during 2018.

– Digital Entertainment

  • Adjusted revenue for the full year of 2018 reached US$661.0 million, more than 8.4% above the midpoint of our previous guidance.
  • Adjusted revenue was up 60.0% from the third quarter to the fourth quarter of 2018 to reach US$231.4 million, and is expected to show further robust growth in the first quarter of 2019.
  • Adjusted EBITDA margin increased to 45.5% for the fourth quarter of 2018 from 37.2% for the third quarter of 2018, and is expected to improve further in the first quarter of 2019.
  • Our first fully self-developed game, Free Fire, continued to see good momentum and recently achieved more than 350 million registered users and more than 40 million peak daily active users, and was the world’s fourth most downloaded game across the Apple App Store and the Google Play Store combined in 2018, according to App Annie.
  • Free Fire is also one of the most popular games in Latin America. According to App Annie, Free Fire was the top ranked game in Brazil in 2018 by average monthly active users, downloads and consumer spend, and ranked in the top five in each category in both Mexico and Argentina. We believe this demonstrates our ability to penetrate fast growing emerging markets globally, which greatly expands our total addressable market base beyond just our core markets.
  • We also recently launched Speed Drifters, a localized version of Tencent’s hit game QQ Speed, and the first game published under our right of first refusal arrangement with Tencent.
  • We have partnered with PUBG Corporation to bring PUBG LITE to several of our key markets in Southeast Asia.

– E-commerce

  • Gross merchandise value (“GMV”) for the full year of 2018 reached US$10.3 billion, more than 8.8% above the midpoint of our previous guidance.
  • GMV was US$3.4 billion for the fourth quarter of 2018, up 27.3% quarter-on-quarter from US$2.7 billion for the third quarter of 2018.
  • Gross orders for the fourth quarter of 2018 totaled 206.9 million, up 30.5% quarter-on-quarter from 158.5 million for the third quarter of 2018.
  • Annual active buyers for 2018 totaled 49.9 million, up 130.0% year-on-year from 21.7 million for 2017.
  • According to App Annie, Shopee was the most downloaded app in the Shopping category in Southeast Asia and Taiwan in 2018.
  • Adjusted revenue for the full year of 2018 reached US$290.7 million, up 1,540.8% year-on-year. In the fourth quarter of 2018, adjusted revenue was up 78.2% from the third quarter of 2018, to reach US$126.9 million.
  • Adjusted revenue as a percentage of GMV increased to 3.7% in the fourth quarter of 2018, up from 2.6% in the previous quarter and 0.6% for the same period a year ago.
  • Sales and marketing expenses as a percentage of GMV fell once again to 5.4% in the fourth quarter of 2018, down from 5.7% in the previous quarter and 8.5% for the same period a year ago.
  • Shipping subsidies declined in absolute dollar terms in the fourth quarter compared to the third quarter, even as order numbers grew by 30.5% during the same period.
  • We expect sales and marketing expenses to start trending downwards in absolute dollar terms in 2019, as Shopee continues to scale with increasing efficiency, benefiting from strong organic user growth, and solidify its market leadership in our region.
  • We expect Shopee to record a positive quarterly adjusted EBITDA before allocation of the headquarters’ common expenses for the first time in the first quarter of 2019 in Taiwan.
  • In Indonesia, Shopee’s largest market, Shopee recorded 83.8 million orders in the fourth quarter of 2018, or a daily average of 0.9 million, further extending its leadership as the largest e-commerce platform in the market.

Guidance

For the full year of 2019, we currently expect adjusted revenue for digital entertainment to be between US$1.2 billion and US$1.3 billion, representing 81.5% to 96.7% growth from 2018.

We currently expect adjusted revenue for e-commerce for the full year of 2019 to be between US$630 million and US$660 million, representing year-on-year growth of 116.7% to 127.0%.

Fourth Quarter 2018 Key Metrics

– Group

  • Total adjusted revenue was US$389.3 million, up 136.6% year-on-year from US$164.5 million for the fourth quarter of 2017 and up 60.3% quarter-on-quarter from US$242.8 million for the third quarter of 2018.
  • Total adjusted EBITDA was US$(203.6) million, compared to US$(140.2) million for the fourth quarter of 2017 and US$(183.8) million for the third quarter of 2018.

– Digital Entertainment

  • Adjusted revenue was US$231.4 million, up 63.1% year-on-year from US$141.9 million for the fourth quarter of 2017 and an increase of 60.0% quarter-on-quarter from US$144.6 million for the third quarter of 2018.
  • Adjusted EBITDA was US$105.2 million, up 100.0% year-on-year from US$52.6 million for the fourth quarter of 2017 and an increase of 95.9% quarter-on-quarter from US$53.7 million for the third quarter of 2018.
  • Quarterly active users reached 216.2 million, an increase of 146.2% year-on-year from 87.8 million for the fourth quarter of 2017 and up 22.8% quarter-on-quarter from 176.1 million for the third quarter of 2018.
  • Average revenue per user was US$1.1 compared to US$1.6 for the fourth quarter of 2017 and US$0.8 for the third quarter of 2018.

– E-commerce

  • GMV was US$3.4 billion, an increase of 117.0% year-on-year from US$1.6 billion for the fourth quarter of 2017 and up 27.3% quarter-on-quarter from US$2.7 billion for the third quarter of 2018.
  • Gross orders for the quarter totaled 206.9 million, an increase of 110.5% year-on-year from 98.3 million for the fourth quarter of 2017 and up 30.5% quarter-on-quarter from 158.5 million for the third quarter of 2018.
  • Adjusted revenue was US$126.9 million, up 1,261.9% year-on-year from US$9.3 million for the fourth quarter of 2017 and up 78.2% quarter-on-quarter from US$71.2 million for the third quarter of 2018.
  • Adjusted revenue included US$87.6 million of marketplace revenue[1], up 884.3% year-on-year from US$8.9 million for the fourth quarter of 2017 and up 74.2% quarter-on-quarter from US$50.3 million for the third quarter of 2018, and US$39.3 million of product revenue[2], up 9,725.0% year-on-year from US$0.4 million for the fourth quarter of 2017 and up 88.0% quarter-on-quarter from US$20.9 million in the third quarter of 2018.
  • Adjusted revenue as a percentage of GMV increased to 3.7% in the fourth quarter of 2018, up from 2.6% in the previous quarter and 0.6% for the same period a year ago.
  • Adjusted EBITDA was US$(277.5) million, compared to US$(175.4) million for the fourth quarter of 2017 and US$(214.9) million for the third quarter of 2018.
  • Sales and marketing expenses as a percentage of GMV declined to 5.4% from 8.5% for the fourth quarter of 2017 and 5.7% for the third quarter of 2018, while Shopee achieved record-breaking transaction volumes in its 11.11 and 12.12 sales events during the fourth quarter.

Full Year 2018 Key Metrics

– Group

  • Total adjusted revenue was US$1,048.7 million, up 89.4% year-on-year from US$553.6 million for the full year of 2017.
  • Total adjusted EBITDA was US$(694.0) million, compared to US$(332.1) million for the full year of 2017.

– Digital Entertainment

  • Adjusted revenue was US$661.0 million, up 33.3% year-on-year from US$495.9 million for the full year of 2017.
  • Adjusted EBITDA was US$262.5 million, an increase of 50.1% year-on-year from US$174.9 million for the full year of 2017.

– E-commerce

  • GMV was US$10.3 billion, an increase of 149.9% year-on-year from US$4.1 billion for the full year of 2017.
  • Gross orders totaled 604.5 million, an increase of 146.9% year-on-year from 244.8 million for the full year of 2017.
  • Adjusted revenue was US$290.7 million, up 1,540.8% year-on-year from US$17.7 million for the full year of 2017. Adjusted revenue included US$197.3 million of marketplace revenue1, up 1,040.5% year-on-year from US$17.3 million for the full year of 2017, and US$93.4 million of product revenue2, up 23,250.0% year-on-year from US$0.4 million for the full year of 2017.
  • Adjusted revenue as a percentage of GMV increased to 2.8%, up from 0.4% in the previous year.
  • Adjusted EBITDA was US$(860.3) million, compared to US$(444.3) million for the full year of 2017.
  • Sales and marketing expenses as a percentage of GMV was 5.9% compared to 8.3% for the full year of 2017.

[1]

Marketplace revenue mainly consists of commission and advertising income and revenue generated from other value-added services.

[2]

Product revenue mainly consists of revenue generated from direct sales.

Strategic Business Updates

Digital Entertainment

In 2018, Garena recorded strong results and materially expanded our digital entertainment business from being a PC-focused regional publisher to a leading global developer and publisher, with core strengths in mobile games and a key focus on emerging markets. In the fourth quarter of 2018, our adjusted revenue from mobile games, self-developed game, and regions outside our current core markets accounted for 85.1%, 44.5% and 28.0% of our total digital entertainment adjusted revenue, respectively.

Our game development studio in Shanghai now has more than 200 developers focused on enhancing our existing game and building out our pipeline of self-developed games. Our first global self-developed hit game, Free Fire, is now one of the world’s most popular mobile battle royale titles. According to App Annie, for the full year of 2018, Free Fire was the fourth most downloaded game across the Apple App Store and the Google Play Store combined. It has also hit the milestone of recording more than 100 million monthly active users. Moreover, since late 2018, we have been rolling out our first global eSports tournament for Free Fire, the Free Fire World Cup.

Meanwhile, we continued to strengthen our relationships with our long-term game publishing partners and leading global developers to enhance Garena’s portfolio of top quality content. In January 2019, we launched Speed Drifters, a localized version of Tencent’s hit game QQ Speed. Speed Drifters is the first game from the Tencent portfolio published under our recently announced right of first refusal arrangement with Tencent. Furthermore, we have agreed with PUBG Corporation to bring into several of our key markets in Southeast Asia PUBG LITE, a PC game adapted from their global hit game PUBG.

E-commerce

Shopee saw sustained strong growth in the fourth quarter and full year of 2018, with GMV, orders, and adjusted revenue each increasing sharply, and sales and marketing expenses as a percentage of GMV continuing to decline.

Just three years since the launch of the platform, Shopee’s annual GMV has exceeded US$10 billion. We believe that Shopee’s rapid growth and ascent to regional market leadership over such a short period of time reflects the success of our strategy to build a mobile-centric, socially engaging marketplace with the right product category focus and with integrated and comprehensive user services – as well as our ability to execute this strategy efficiently and effectively.

Shopee continues to scale with increasing efficiency as it enjoys the increasingly powerful flywheel effects of an e-commerce marketplace. During the fourth quarter, we saw robust consumer engagement in our large-scale sales events for 11.11 and 12.12. We set a new record for orders in a single day with more than 12 million orders recorded over the 24 hours of December 12, 2018. Approximately 5.4 million of those orders were recorded in Indonesia alone.

While the level of user engagement in the fourth quarter of 2018 broke all previous records, Shopee’s sales and marketing expenses as a percentage of GMV declined further during the fourth quarter to 5.4%, compared to 5.7% in the third quarter of 2018. Moreover, shipping subsidies fell in absolute dollar terms in the fourth quarter compared to the third quarter, even as GMV and order numbers continued to grow sharply.

Our focus on engaging with sellers and enhancing the online shopping experience for buyers is also delivering strong financial results for Shopee. During the fourth quarter, e-commerce adjusted revenue reached US$126.9 million, up 1,261.9% year-on-year from US$9.3 million for the fourth quarter of 2017 and up 78.2% quarter-on-quarter from US$71.2 million for the third quarter of 2018. This strong growth in revenue was primarily driven by the expansion of our e-commerce marketplace, as we deepened our relationships and engagement with sellers and buyers, and enhanced our e-commerce ecosystem. Ramping up monetization in tandem with promoting the efficient growth of the Shopee ecosystem will continue to be our key focus for 2019.

Unaudited Summary of Financial Results

(Amounts are expressed in thousands of US dollars “$”)



For the Three Months

ended December 31,



For the Full Year

ended December 31,





2017

2018



2017

2018





$

$

YOY%

$

$

YOY%



(unaudited)

(unaudited)



(unaudited)

(unaudited)



Revenue













Service revenue













  Digital Entertainment

106,323

131,257

23.5%

365,167

462,464

26.6%

  E-commerce and other services

17,754

112,356

532.8%

47,444

270,049

469.2%

Sales of goods

527

39,611

7,416.3%

1,579

94,455

5,882.0%



124,604

283,224

127.3%

414,190

826,968

99.7%















Cost of revenue













Cost of service













  Digital Entertainment

(60,240)

(77,846)

29.2%

(217,986)

(267,359)

22.6%

  E-commerce and other services

(40,257)

(171,229)

325.3%

(107,260)

(446,281)

316.1%

Cost of goods sold

(562)

(42,108)

7,392.5%

(1,632)

(98,570)

5,939.8%



(101,059)

(291,183)

188.1%

(326,878)

(812,210)

148.5%

Gross profit

23,545

(7,959)

(133.8)%

87,312

14,758

(83.1)%

Other operating income

2,157

4,291

98.9%

3,497

9,799

180.2%

Sales and marketing expenses

(156,418)

(207,487)

32.6%

(425,974)

(705,015)

65.5%

General and administrative expenses

(51,754)

(87,160)

68.4%

(137,868)

(240,781)

74.6%

Research and development expenses

(8,671)

(26,642)

207.3%

(29,323)

(67,529)

130.3%

Total operating expenses

(214,686)

(316,998)

47.7%

(589,668)

(1,003,526)

70.2%

Operating loss

(191,141)

(324,957)

70.0%

(502,356)

(988,768)

96.8%

Non-operating (loss) income, net

(62,283)

52,984

(185.1)%

(46,153)

34,888

(175.6)%

Income tax expense

(8,730)

(2,993)

(65.7)%

(10,745)

(4,088)

(62.0)%

Share of results of equity investees

(986)

(1,092)

10.8%

(1,912)

(3,066)

60.4%

Net loss

(263,140)

(276,058)

4.9%

(561,166)

(961,034)

71.3%

Adjusted net loss (1)

(199,613)

(321,187)

60.9%

(480,580)

(944,172)

96.5%















Adjusted revenue of Digital

Entertainment (1)

141,883

231,352

63.1%

495,878

661,042

33.3%

Adjusted revenue of E-commerce (1)

9,319

126,914

1,261.9%

17,717

290,706

1,540.8%

Adjusted revenue of Digital Financial

Services (1)

4,102

3,063

(25.3)%

16,270

13,512

(17.0)%

Revenue of Other Services

9,213

27,963

203.5%

23,719

83,468

251.9%

Total adjusted revenue (1)

164,517

389,292

136.6%

553,584

1,048,728

89.4%















Adjusted EBITDA for Digital

Entertainment (1)

52,607

105,198

100.0%

174,939

262,538

50.1%

Adjusted EBITDA for E-commerce (1)

(175,414)

(277,497)

(58.2)%

(444,280)

(860,322)

(93.6)%

Adjusted EBITDA for Digital

Financial Services (1)

(7,551)

(9,805)

(29.9)%

(36,697)

(32,156)

12.4%

Adjusted EBITDA for Other

Services (1)

(7,276)

(17,403)

(139.2)%

(18,190)

(54,058)

(197.2)%

Unallocated expenses (2)

(2,579)

(4,138)

(60.4)%

(7,887)

(10,003)

(26.8)%

Total adjusted EBITDA (1)

(140,213)

(203,645)

(45.2)%

(332,115)

(694,001)

(109.0)%

(1) For a discussion of the use of non-GAAP financial measures, see “Non-GAAP Financial Measures.” The 2017 comparative numbers for adjusted net loss were restated due to a change in computation basis in 2018 to exclude impact from changes in fair value of convertible notes.

(2) Unallocated expenses are mainly related to share-based compensation and general and corporate administrative costs such as professional fees and other miscellaneous items that are not allocated to segments. These expenses are excluded from segment results as they are not reviewed by the Chief Operation Decision Maker (“CODM”) as part of segment performance.

Three Months Ended December 31, 2018 Compared to Three Months Ended December 31, 2017

Revenue

The table below sets forth revenue generated from our reported segments. Amounts are expressed in thousands of US dollars (“$”).



For the Three Months ended December 31,





2017



2018





$

% of

revenue



$

% of

revenue

YOY%











Revenue













Service revenue













  Digital Entertainment

106,323

85.3



131,257

46.3

23.5%

  E-commerce and other services

17,754

14.3



112,356

39.7

532.8%

Sales of goods

527

0.4



39,611

14.0

7,416.3%

Total revenue

124,604

100.0



283,224

100.0

127.3%

















2017



2018





$

% of total adjusted revenue



$

% of total adjusted revenue

YOY%







Adjusted revenue













Service revenue













  Digital Entertainment

141,883

86.3



231,352

59.4

63.1%

  E-commerce and other services

22,107

13.4



118,210

30.4

434.7%

Sales of goods

527

0.3



39,730

10.2

7,438.9%

Total adjusted revenue

164,517

100.0



389,292

100.0

136.6%

Our total revenue increased by 127.3% to US$283.2 million in the fourth quarter of 2018 from US$124.6 million in the fourth quarter of 2017. Our total adjusted revenue increased by 136.6% to US$389.3 million in the fourth quarter of 2018 from US$164.5 million in the fourth quarter of 2017. These increases were mainly driven by the growth in each of the segments detailed as follows:

  • Digital Entertainment: Revenue increased by 23.5% to US$131.3 million in the fourth quarter of 2018 from US$106.3 million in the fourth quarter of 2017. Adjusted revenue increased by 63.1% to US$231.4 million in the fourth quarter of 2018 from US$141.9 million in the fourth quarter of 2017. This increase was primarily due to our enlarged user base and continued efforts to improve the monetization of our games.
  • E-commerce and other services: Revenue increased by 532.8% to US$112.4 million in the fourth quarter of 2018 from US$17.8 million in the fourth quarter of 2017. Adjusted revenue increased by 434.7% to US$118.2 million in the fourth quarter of 2018 from US$22.1 million in the fourth quarter of 2017. This increase was primarily driven by the expansion of our e-commerce marketplace. As we deepened our relationships and engagement with sellers and buyers, and enhanced our e-commerce ecosystem, more users are using our integrated and value-added services, as well as ancillary services we provide.
  • Sales of goods: Revenue increased by 7,416.3% to US$39.6 million in the fourth quarter of 2018 from US$0.5 million in the fourth quarter of 2017. Adjusted revenue increased by 7,438.9% to US$39.7 million in the fourth quarter of 2018 from US$0.5 million in the fourth quarter of 2017. The increase was primarily due to the increase in our product offerings.

Cost of Revenue

Our total cost of revenue increased by 188.1% to US$291.2 million in the fourth quarter of 2018 from US$101.1 million in the fourth quarter of 2017.

  • Digital Entertainment: Cost of revenue increased by 29.2% to US$77.8 million in the fourth quarter of 2018 from US$60.2 million in the fourth quarter of 2017. The increase was largely in line with revenue growth in our digital entertainment business.
  • E-commerce and other services: Cost of revenue for our e-commerce and other services combined increased by 325.3% to US$171.2 million in the fourth quarter of 2018 from US$40.3 million in the fourth quarter of 2017. The increase was primarily due to costs incurred in line with the expansion of our e-commerce marketplace, higher bank transaction fees driven by GMV growth from our e-commerce business, higher costs associated with other ancillary services we provided to our e-commerce platform users, as well as higher staff compensation and benefit costs.
  • Cost of goods sold: Cost of goods sold increased by 7,392.5% to US$42.1 million in the fourth quarter of 2018 from US$0.6 million in the fourth quarter of 2017. The increase was primarily due to the increase in our product offerings.

Sales and Marketing Expenses

Our total sales and marketing expenses increased by 32.6% to US$207.5 million in the fourth quarter of 2018 from US$156.4 million in the fourth quarter of 2017. The table below sets forth the breakdown of our sales and marketing expenses of our two major reporting segments. Amounts are expressed in thousands of US dollars (“$”).



For the Three Months

ended December 31,





2017



2018

YOY%

Sales and Marketing Expenses

$



$



Digital Entertainment

16,854



14,016

(16.8)%

E-commerce

134,961



184,477

36.7%

  • Digital Entertainment: Sales and marketing expenses decreased by 16.8% to US$14.0 million in the fourth quarter of 2018 from US$16.9 million in the fourth quarter of 2017. Spending on marketing efforts in 2017 was higher as we expanded our games into new markets and launched new games.


For the Three Months

ended December 31,



2017



2018

Digital Entertainment

$



$

Sales and marketing expenses

16,854



14,016

Adjusted revenue

141,883



231,352

Sales and marketing expenses as a percentage of adjusted revenue

11.9%



6.1%

Sales and marketing expenses as a percentage of adjusted revenue decreased to 6.1% in the fourth quarter of 2018 from 11.9% in the fourth quarter of 2017 as we continue to improve the efficiency of our marketing efforts.

  • E-commerce: Sales and marketing expenses increased by 36.7% to US$184.5 million in the fourth quarter of 2018 from US$135.0 million in the fourth quarter of 2017. The increase in marketing efforts was aligned with our strategy to fully capture the market growth opportunity and was primarily attributable to the ramping up of offline and online digital marketing and other promotions on our platform that were designed to increase our user base and enhance user engagement, particularly during the festive seasons in the fourth quarter.


For the Three Months

ended December 31,



2017



2018

E-commerce

$



$

Sales and marketing expenses

134,961



184,477

GMV

1,578,599



3,425,158

Sales and marketing expenses as a percentage of GMV

8.5%



5.4%

Sales and marketing expenses as a percentage of GMV decreased to 5.4% in the fourth quarter of 2018 from 8.5% in the fourth quarter of 2017 as we continue to improve the efficiency of our marketing efforts and leverage organic user acquisition opportunities.

General and Administrative Expenses

Our general and administrative expenses increased by 68.4% to US$87.2 million in the fourth quarter of 2018 from US$51.8 million in the fourth quarter of 2017. This increase was primarily due to the expansion of our staff force, the increase in office facilities and related expenses, impairment loss on our assets, as well as the increase in professional fees and other expenses.

Research and Development Expenses

Our research and development expenses increased by 207.3% to US$26.6 million in the fourth quarter of 2018 from US$8.7 million in the fourth quarter of 2017, primarily due to the increase in our research and development staff force as we expanded and enriched our product offerings.

Non-operating Income or Losses, Net

Non-operating income or losses consists of interest income, interest expense, investment gain (loss), fair value change for convertible notes and foreign exchange gain (loss). The amount was a net non-operating income of US$53.0 million in the fourth quarter of 2018, compared to a net non-operating loss of US$62.3 million in the fourth quarter of 2017. The non-operating gain in 2018 was primarily due to a fair value gain of US$61.2 million in this quarter on the convertible notes issued before our initial public offering partially offset by interest expense on our convertible notes issued in 2018, while the net non-operating loss in 2017 was primarily due to a fair value loss of US$52.0 million in the quarter on the convertible notes issued before our initial public offering coupled with interest expense on these convertible notes.

Income Tax Expense

We had a net income tax expense of US$3.0 million and US$8.7 million despite a group net loss position in the fourth quarter of 2018 and 2017, respectively. This was primarily due to withholding tax and corporate income tax expenses incurred by our digital entertainment segment, partially offset by deferred tax assets recognized during the period.

Share of Results of Equity Investees

We had share of losses of equity investees of US$1.1 million in the fourth quarter of 2018, compared with a loss of US$1.0 million in the fourth quarter of 2017.

Net Loss

As a result of the foregoing, we had net losses of US$276.1 million and US$263.1 million in the fourth quarter of 2018 and 2017, respectively.

Adjusted Net Loss

Adjusted net loss, which is net loss adjusted to remove share-based compensation expenses and fair value change for convertible notes, was US$321.2 million and US$199.6 million in the fourth quarter of 2018 and 2017, respectively.

Full Year Ended December 31, 2018 Compared to Full Year Ended December 31, 2017

Revenue

The table below sets forth revenue generated from our reported segments. Amounts are expressed in thousands of US dollars (“$”).



For the Full Year ended December 31,





2017



2018





$

% of

revenue



$

% of

revenue

YOY%











Revenue













Service revenue













  Digital Entertainment

365,167

88.2



462,464

55.9

26.6%

  E-commerce and other services

47,444

11.4



270,049

32.7

469.2%

Sales of goods

1,579

0.4



94,455

11.4

5,882.0%

Total revenue

414,190

100.0



826,968

100.0

99.7%

















2017



2018





$

% of total adjusted revenue



$

% of total adjusted revenue

YOY%







Adjusted revenue













Service revenue













  Digital Entertainment

495,878

89.6



661,042

63.0

33.3%

  E-commerce and other services

56,127

10.1



292,954

27.9

421.9%

Sales of goods

1,579

0.3



94,732

9.1

5,899.4%

Total adjusted revenue

553,584

100.0



1,048,728

100.0

89.4%

Our total revenue increased by 99.7% to US$827.0 million for the full year ended December 31, 2018 from US$414.2 million for the full year ended December 31, 2017. Our total adjusted revenue increased by 89.4% to US$1,048.7 million for the full year ended December 31, 2018 from US$553.6 million for the full year ended December 31, 2017. These increases were mainly driven by the growth in each of the segments detailed as follows:

  • Digital Entertainment: Revenue increased by 26.6% to US$462.5 million for the full year ended December 31, 2018 from US$365.2 million for the full year ended December 31, 2017. Adjusted revenue increased by 33.3% to US$661.0 million for the full year ended December 31, 2018 from US$495.9 million in the full year ended December 31, 2017. This increase was primarily due to the growth of our user base in 2018, as we launched new games and increased the number of paying users.
  • E-commerce and other services: Revenue increased by 469.2% to US$270.0 million for the full year ended December 31, 2018 from US$47.4 million for the full year ended December 31, 2017. Adjusted revenue increased by 421.9% to US$293.0 million for the full year ended December 31, 2018 from US$56.1 million in the full year ended December 31, 2017. This increase was primarily driven by the expansion of our e-commerce marketplace. As we deepened our relationships and engagement with our sellers and buyers, and enhanced our e-commerce ecosystem, more users are using our integrated and value-added services, as well as ancillary services we provide.
  • Sales of goods: Revenue increased by 5,882.0% to US$94.5 million for the full year ended December 31, 2018 from US$1.6 million for the full year ended December 31, 2017. Adjusted revenue increased by 5,899.4% to US$94.7 million for the full year ended December 31, 2018 from US$1.6 million in the full year ended December 31, 2017. The increase was primarily due to increase in our product offerings.

Cost of Revenue

Our total cost of revenue increased by 148.5% to US$812.2 million for the full year ended December 31, 2018 from US$326.9 million for the full year ended December 31, 2017. This increase was in line with the overall growth of our businesses:

  • Digital Entertainment: Cost of revenue increased by 22.6% to US$267.4 million for the full year ended December 31, 2018 from US$218.0 million for the full year ended December 31, 2017. The increase was largely in line with revenue growth in our digital entertainment business.
  • E-commerce and other services: Cost of revenue for our e-commerce and other services combined increased by 316.1% to US$446.3 million for the full year ended December 31, 2018 from US$107.3 million for the full year ended December 31, 2017. The increase was primarily due to costs incurred in line with the expansion of our e-commerce marketplace, higher bank transaction fees driven by GMV growth from our e-commerce business; higher costs associated with other ancillary services we provided to our e-commerce platform users; as well as higher staff compensation and benefit costs.
  • Cost of goods sold: Cost of goods sold increased by 5,939.8% to US$98.6 million for the fill year ended December 31, 2018 from US$1.6 million for the full year ended December 31, 2017. The increase was primarily due to the increase in our product offerings.

Sales and Marketing Expenses

Our total sales and marketing expenses increased by 65.5% to US$705.0 million for the full year ended December 31, 2018 from US$426.0 million for the full year ended December 31, 2017. The table below set forth the breakdown of our sales and marketing expenses of our two major reporting segments. Amounts are expressed in thousands of US dollars (“$”).



For the Full Year

ended December 31,





2017



2018

YOY%

Sales and Marketing Expenses

$



$



Digital Entertainment

61,472



68,222

11.0%

E-commerce

339,768



602,651

77.4%

  • Digital Entertainment: Sales and marketing expenses increased by 11.0% to US$68.2 million for the full year ended December 31, 2018 from US$61.5 million for the full year ended December 31, 2017. The increase was primarily due to our continued efforts to expand our existing games into new markets and the launch of new games.


For the Full Year

ended December 31,



2017



2018

Digital Entertainment

$



$

Sales and marketing expenses

61,472



68,222

Adjusted revenue

495,878



661,042

Sales and marketing expenses as a percentage of adjusted revenue

12.4%



10.3%

Sales and marketing expenses as a percentage of adjusted revenue decreased to 10.3% for the full year ended December 31, 2018 from 12.4% for the full year ended December 31, 2017 as we continue to improve the efficiency of our marketing efforts.

  • E-commerce: Sales and marketing expenses increased by 77.4% to US$602.7 million for the full year ended December 31, 2018 from US$339.8 million for the full year ended December 31, 2017. The increase in marketing efforts was aligned with our strategy to fully capture the market growth opportunity and was primarily attributable to the ramping up of offline and online digital marketing and other promotions on our platform that were designed to increase our user base and enhance user engagement.


For the Full Year

ended December 31,



2017



2018

E-commerce

$



$

Sales and marketing expenses

339,768



602,651

GMV

4,112,732



10,279,276

Sales and marketing expenses as a percentage of GMV

8.3%



5.9%

Sales and marketing expenses as a percentage of GMV decreased to 5.9% for the full year ended December 31, 2018 from 8.3% for the full year ended December 31, 2017 as we continue to improve the efficiency of our marketing efforts and leverage organic user acquisition opportunities.

General and Administrative Expenses

Our general and administrative expenses increased by 74.6% to US$240.8 million for the full year ended December 31, 2018 from US$137.9 million for the full year ended December 31, 2017. This increase was primarily due to the expansion of our staff force, the increase in office facilities and related expenses, impairment loss on our assets, as well as the increase in professional fees and other expenses.

Research and Development Expenses

Our research and development expenses increased by 130.3% to US$67.5 million for the full year ended December 31, 2018 from US$29.3 million for the full year ended December 31, 2017, primarily due to an increase in research and development staff force as we expanded and enriched our product offerings.

Non-operating Income or Losses, Net

Non-operating income or losses consists of interest income, interest expense, investment gain (loss), fair value change for convertible notes and foreign exchange gain (loss). The amount was a net non-operating income of US$34.9 million for the full year ended December 31, 2018, compared to a net non-operating loss of US$46.2 million for the full year ended December 31, 2017. The net non-operating income in 2018 was primarily due to a fair value gain of US$41.3 million on the convertible notes issued before our initial public offering partially offset by interest expenses on our convertible notes, while the net non-operating loss in 2017 was primarily due to a fair value loss of US$52.0 million and interest expenses on the convertible notes, partially offset by an investment gain arising from the disposal of and a net gain arising from re-measurement of our investments.

Income Tax Expense

We had an income tax expense of US$4.1 million and US$10.7 million despite a group net loss position for the full year ended December 31, 2018 and 2017, respectively. This was primarily due to withholding tax and corporate income tax expenses incurred on our digital entertainment segment, partially offset by deferred tax assets recognized during the year.

Share of Results of Equity Investees

We had share of losses of equity investees of US$3.1 million for the full year ended December 31, 2018, compared with US$1.9 million for the full year ended December 31, 2017.

Net Loss

As a result of the foregoing, we had net losses of US$961.0 million and US$561.2 million for the full year ended December 31, 2018 and 2017, respectively.

Adjusted Net Loss

Adjusted net loss, which is net loss adjusted to remove share-based compensation expenses and fair value change for convertible notes, was US$944.2 million and US$480.6 million for the full year ended December 31, 2018 and 2017, respectively.

Webcast and Conference Call Information

The Company’s management will host a conference call today to review Sea’s business and financial performance.

Details of the conference call and webcast are as follows:

Date and time:

7:00 PM U.S. Eastern Time on February 26, 2019



8:00 AM Singapore / Hong Kong Time on February 27, 2019







Webcast link:

https://services.choruscall.com/links/se190226.html







Dial in numbers:

US Toll Free: 1-888-317-6003

Hong Kong: 800-963-976



International: 1-412-317-6061

Singapore: 800-120-5863



United Kingdom: 08-082-389-063









Passcode for Participants:

7169346



A replay of the conference call will be available at the Company’s investor relations website (https://www.seagroup.com/investor/financials). An archived webcast will be available at the same link above.

For enquiries, please contact:

Investors / analysts: [email protected]

Media: [email protected]

About Sea Limited

Sea’s mission is to better the lives of the consumers and small businesses of our region with technology. Our region includes the key markets of Indonesia, Taiwan, Vietnam, Thailand, the Philippines, Malaysia and Singapore. Sea operates three platforms across digital entertainment, e-commerce, and digital financial services, known as Garena, Shopee, and AirPay, respectively.

Forward-Looking Statements

This announcement contains forward-looking statements. These statements are made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as “will,” “expects,” “anticipates,” “future,” “intends,” “plans,” “believes,” “estimates,” “confident,” “guidance,” and similar statements. Among other things, statements that are not historical facts, including statements about Sea’s beliefs and expectations, the business, financial and market outlook, and projections from its management in this announcement, as well as Sea’s strategic and operational plans, contain forward-looking statements. Sea may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission (the “SEC”), in its annual report to shareholders, in press releases, and other written materials, and in oral statements made by its officers, directors, or employees to third parties. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differ materially from those contained in any forward-looking statement, including but not limited to the following: Sea’s goals and strategies; its future business development, financial condition, financial results, and results of operations; the growth in, and market size of, the digital entertainment, e-commerce and digital financial services industries in the region, including segments within those industries; changes in its revenue, costs or expenditures; its ability to continue to source, develop and offer new and attractive online games and to offer other engaging digital entertainment content; the growth of its digital entertainment, e-commerce and digital financial services platforms; the growth in its user base, level of user engagement, and monetization; its ability to continue to develop new technologies and/or upgrade its existing technologies; growth and trends of its markets and competition in its industries; government policies and regulations relating to its industries; and general economic and business conditions in the region. Further information regarding these and other risks is included in Sea’s filings with the SEC. All information provided in this press release and in the attachments is as of the date of this press release, and Sea undertakes no obligation to update any forward-looking statement, except as required under applicable law.

Non-GAAP Financial Measures

To supplement our consolidated financial statements, which are prepared and presented in accordance with U.S. GAAP, we use the following non-GAAP financial measures to help evaluate our operating performance:

  • “Adjusted revenue” of our digital entertainment segment represents revenue of the digital entertainment segment plus change in digital entertainment deferred revenue. This financial measure is used as an approximation of cash spent by our users in the applicable period that is attributable to our digital entertainment segment. Although other companies may present such measures related to gross billings differently or not at all, we believe that the adjusted revenue of our digital entertainment segment provides useful information to investors about the segment’s core operating results, enhancing their understanding of our past performance and future prospects.
  • “Adjusted revenue” of our e-commerce segment represents revenue of the e-commerce segment (currently consisting of marketplace revenue and product revenue) plus certain revenues that were net-off against their corresponding sales incentives. This financial measure enables our investors to follow trends in our e-commerce monetization capability over time and is a useful performance measure.
  • “Adjusted revenue” of our digital financial services segment represents revenue of the digital financial services segment plus certain revenues that were net-off against their corresponding sales incentives.
  • “Total adjusted revenue” represents the sum of the adjusted revenue of our digital entertainment segment, the adjusted revenue of our e-commerce segment, the adjusted revenue of our digital financial services segment, and the revenue of our other services. This financial measure enables our investors to follow trends in our overall group monetization capability over time and is a useful performance measure.
  • “Adjusted net loss” represents net loss before share-based compensation and changes in fair value of convertible notes. We believe that the adjusted net loss helps to identify underlying trends in our business that could otherwise be distorted by the effect of certain expenses that are included in net loss. The use of adjusted net loss has its limitations in that it does not include all items that impact the net loss or income for the period, and share-based compensation and changes in fair value of convertible notes are significant expenses.
  • “Adjusted EBITDA” for our digital entertainment segment represents operating income (loss) before share-based compensation plus (a) depreciation and amortization expenses, and (b) the net effect of changes in deferred revenue and its related cost for our digital entertainment segment. Although other companies may calculate adjusted EBITDA differently or not present it at all, we believe that the segment adjusted EBITDA helps to identify underlying trends in our operating results, enhancing their understanding of the past performance and future prospects.
  • “Adjusted EBITDA” for our e-commerce segment, digital financial services segment and other services segment represents operating income (loss) before share-based compensation plus depreciation and amortization expenses. Although other companies may calculate adjusted EBITDA differently or not present it at all, we believe that the segment adjusted EBITDA helps to identify underlying trends in our operating results, enhancing their understanding of the past performance and future prospects.
  • “Total adjusted EBITDA” represents the sum of adjusted EBITDA of all our segments combined, plus unallocated expenses. Although other companies may calculate adjusted EBITDA differently or not present it at all, we believe that the total adjusted EBITDA helps to identify underlying trends in our operating results, enhancing their understanding of the past performance and future prospects.

These non-GAAP financial measures have limitations as analytical tools. None of the above financial measures should be considered in isolation or construed as an alternative to revenue, net loss/income, or any other measure of performance or as an indicator of our operating performance. These non-GAAP financial measures presented here may not be comparable to similarly titled measures presented by other companies. Other companies may calculate similarly titled measures differently, limiting their usefulness as comparative measures to Sea’s data. We compensate for these limitations by reconciling the non-GAAP financial measures to their nearest U.S. GAAP financial measures, all of which should be considered when evaluating our performance. We encourage you to review our financial information in its entirety and not rely on any single financial measure.

The tables below present selected financial information of our reporting segments, the non-GAAP financial measures that are most directly comparable to GAAP financial measures, and the related reconciliations between the financial measures. Amounts are expressed in thousands of US dollars (“$”).



For the Three Months ended December 31, 2018



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(3)

Unallocated expenses(4)

Consolidated



$

$

$

$

$

$















Revenue

131,257

121,660(1)

2,344

27,963

283,224

Changes in deferred revenue

100,095

100,095

Sales incentives net-off

5,254

719

5,973

Adjusted revenue

231,352

126,914(2)

3,063

27,963

389,292















Operating income (loss)

16,121

(290,616)

(10,314)

(19,952)

(20,196)

(324,957)

Net effect of changes in deferred revenue and its related cost

78,659

78,659

Depreciation and amortization

10,418

13,119

509

2,549

26,595

Share-based compensation

16,058

16,058

Adjusted EBITDA

105,198

(277,497)

(9,805)

(17,403)

(4,138)

(203,645)







For the Three Months ended December 31, 2017



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(3)

Unallocated expenses(4)

Consolidated



$

$

$

$

$

$















Revenue

106,323

4,966(1)

4,102

9,213

124,604

Changes in deferred revenue

35,560

35,560

Sales incentives net-off

4,353

4,353

Adjusted revenue

141,883

9,319(2)

4,102

9,213

164,517















Operating income (loss)

18,102

(178,780)

(8,038)

(8,269)

(14,156)

(191,141)

Net effect of changes in deferred revenue and its related cost

26,724

26,724

Depreciation and amortization

7,781

3,366

487

993

12,627

Share-based compensation

11,577

11,577

Adjusted EBITDA

52,607

(175,414)

(7,551)

(7,276)

(2,579)

(140,213)

(1) For the fourth quarter of 2018, revenue of $121,660 included marketplace revenue of $82,483 and product revenue of $39,177 net of sales incentives. For the fourth quarter of 2017, revenue of $4,966 included marketplace revenue of $4,558 and product revenue of $408, net of sales incentives.

(2) For the fourth quarter of 2018, adjusted revenue of $126,914 included marketplace revenue of $87,618 and product revenue of $39,296. For the fourth quarter of 2017, adjusted revenue of $9,319 included marketplace revenue of $8,911 and product revenue of $408, net of sales incentives.

(3) A combination of multiple business activities that does not meet the quantitative thresholds to qualify as reportable segments are grouped together as “Other Services.”

(4) Unallocated expenses are mainly related to share-based compensation and general and corporate administrative costs such as professional fees and other miscellaneous items that are not allocated to segments. The expenses are excluded from segment results as they are not reviewed by the CODM as part of segment performance.



For the Year ended December 31, 2018



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(3)

Unallocated expenses(4)

Consolidated



$

$

$

$

$

$















Revenue

462,464

269,578(1)

11,458

83,468

826,968

Changes in deferred revenue

198,578

198,578

Sales incentives net-off

21,128

2,054

23,182

Adjusted revenue

661,042

290,706(2)

13,512

83,468

1,048,728















Operating income (loss)

69,449

(893,489)

(34,056)

(62,548)

(68,124)

(988,768)

Net effect of changes in deferred revenue and its related cost

157,918

157,918

Depreciation and amortization

35,171

33,167

1,900

8,490

78,728

Share-based compensation

58,121

58,121

Adjusted EBITDA

262,538

(860,322)

(32,156)

(54,058)

(10,003)

(694,001)







For the Year ended December 31, 2017



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(3)

Unallocated expenses(4)

Consolidated



$

$

$

$

$

$















Revenue

365,167

9,034(1)

16,270

23,719

414,190

Changes in deferred revenue

130,711

130,711

Sales incentives net-off

8,683

8,683

Adjusted revenue

495,878

17,717(2)

16,270

23,719

553,584















Operating income (loss)

45,637

(452,233)

(38,038)

(21,199)

(36,523)

(502,356)

Net effect of changes in deferred revenue and its related cost

100,678

100,678

Depreciation and amortization

28,624

7,953

1,341

3,009

40,927

Share-based compensation

28,636

28,636

Adjusted EBITDA

174,939

(444,280)

(36,697)

(18,190)

(7,887)

(332,115)

(1) For the year of 2018, revenue of $269,578 included marketplace revenue of $176,434 and product revenue of $93,144, net of sales incentives. For the year of 2017, revenue of $9,034 included marketplace revenue of $8,626 and product revenue of $408, net of sales incentives.

(2) For the year of 2018, adjusted revenue of $290,706 included marketplace revenue of $197,285 and product revenue of $93,421. For the year of 2017, adjusted revenue of $17,717 included marketplace revenue of $17,309 and product revenue of $408, net of sales incentives.

(3) A combination of multiple business activities that does not meet the quantitative thresholds to qualify as reportable segments are grouped together as “Other Services.”

(4) Unallocated expenses are mainly related to share-based compensation and general and corporate administrative costs such as professional fees and other miscellaneous items that are not allocated to segments. The expenses are excluded from segment results as they are not reviewed by the CODM as part of segment performance.

UNAUDITED INTERIM CONDENSED CONSOLIDATED STATEMENT OF OPERATIONS

Amounts expressed in thousands of US dollars (“$”) except for number of shares & per share data





For the Three Months

ended December 31,

For the Year

ended December 31,



2017

2018

2017

2018



$

$

$

$



(unaudited)

(unaudited)

(unaudited)

(unaudited)

Revenue









Service revenue









  Digital Entertainment

106,323

131,257

365,167

462,464

  E-commerce and other services

17,754

112,356

47,444

270,049

Sales of goods

527

39,611

1,579

94,455





















Total revenue

124,604

283,224

414,190

826,968











Cost of revenue









Cost of service









  Digital Entertainment

(60,240)

(77,846)

(217,986)

(267,359)

  E-commerce and other services

(40,257)

(171,229)

(107,260)

(446,281)

Cost of goods sold

(562)

(42,108)

(1,632)

(98,570)





















Total cost of revenue

(101,059)

(291,183)

(326,878)

(812,210)





















Gross profit

23,545

(7,959)

87,312

14,758





















Operating income (expenses):









Other operating income

2,157

4,291

3,497

9,799

Sales and marketing expenses

(156,418)

(207,487)

(425,974)

(705,015)

General and administrative expenses

(51,754)

(87,160)

(137,868)

(240,781)

Research and development expenses

(8,671)

(26,642)

(29,323)

(67,529)





















Total operating expenses

(214,686)

(316,998)

(589,668)

(1,003,526)





















Operating loss









Interest income

760

2,953

2,922

11,520

Interest expense

(9,043)

(9,882)

(26,501)

(31,295)

Investment (loss) gain, net

(352)

(771)

33,591

8,603

Changes in fair value of convertible notes

(51,950)

61,187

(51,950)

41,259

Foreign exchange (loss) gain

(1,698)

(503)

(4,215)

4,801











Loss before income tax and share of results of equity investees

(253,424)

(271,973)

(548,509)

(953,880)

Income tax expense

(8,730)

(2,993)

(10,745)

(4,088)

Share of results of equity investees

(986)

(1,092)

(1,912)

(3,066)











Net loss

(263,140)

(276,058)

(561,166)

(961,034)











Net loss (profit) attributable to non-controlling interests

480

(565)

681

(207)











Net loss attributable to Sea Limited’s ordinary shareholders

(262,660)

(276,623)

(560,485)

(961,241)





















Adjusted net loss (1)

(199,613)

(321,187)

(480,580)

(944,172)











Loss per share:









    Basic and diluted

(0.90)

(0.81)

(2.72)

(2.84)











Weighted average shares used in loss per share computation:









    Basic and diluted

293,324,598

340,397,564

205,727,195

338,472,987

(1) For a discussion of the use of non-GAAP financial measures, see “Non-GAAP Financial Measures.”

UNAUDITED INTERIM CONDENSED CONSOLIDATED BALANCE SHEETS

Amounts expressed in thousands of US dollars (“$”)





As of

December 31,

As of

December 31,



2017

2018



$

$





(unaudited)







ASSETS





Current assets





Cash and cash equivalents

1,347,361

1,002,841

Restricted cash

95,300

254,100

Accounts receivable, net

61,846

97,782

Prepaid expenses and other assets

186,181

312,387

Inventories, net

9,790

37,689

Short-term investment

18,000

690

Amounts due from related parties

2,235

5,224













Total current assets

1,720,713

1,710,713







Non-current assets





Property and equipment, net

74,348

192,357

Intangible assets, net

37,333

12,887

Long-term investments

28,216

111,022

Prepaid expenses and other assets

46,297

69,065

Restricted cash

2,317

2,371

Deferred tax assets

48,104

63,302

Goodwill

30,952

30,952













Total non-current assets

267,567

481,956













Total assets

1,988,280

2,192,669



UNAUDITED INTERIM CONDENSED CONSOLIDATED BALANCE SHEETS

Amounts expressed in thousands of US dollars (“$”)





As of

December 31,

As of

December 31,



2017

2018



$

$





(unaudited)







LIABILITIES AND SHAREHOLDERS’ EQUITY





Current liabilities





Accounts payable

8,644

37,163

Accrued expenses and other payables

285,248

636,880

Advances from customers

27,155

29,355

Amount due to related parties

36,790

46,025

Short-term bank borrowings

2,013

856

Deferred revenue

268,241

426,675

Income taxes payable

9,614

9,539













Total current liabilities

637,705

1,186,493













Non-current liabilities











Accrued expenses and other payables

7,547

7,894

Long-term bank borrowings

1,026

Deferred revenue

133,481

171,262

Convertible notes

726,950

1,061,796

Deferred tax liabilities

4,378

679

Unrecognized tax benefits

3,088

2,974













Total non-current liabilities

875,444

1,245,631













Total liabilities

1,513,149

2,432,124



















Shareholders’ equity





Class A Ordinary shares

91

94

Class B Ordinary shares

76

76

Additional paid-in capital

1,564,656

1,809,232

Accumulated other comprehensive income

10,701

15,199

Statutory reserves

46

46

Accumulated deficit

(1,106,545)

(2,067,786)













Total Sea Limited shareholders’ equity (deficit)

469,025

(243,139)

Non-controlling interests

6,106

3,684













Total shareholders’ equity (deficit)

475,131

(239,455)







Total liabilities and shareholders’ equity (deficit)

1,988,280

2,192,669













UNAUDITED INTERIM CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS

Amounts expressed in thousands of US dollars (“$”)





For the Three months ended

December 31,

For the Year ended

December 31,



2017

2018

2017

2018



$

$

$

$



(unaudited)

(unaudited)



(unaudited)











Net cash used in operating activities

(88,388)

(138,191)

(259,228)

(495,220)

Net cash used in investing activities

(51,140)

(65,590)

(118,614)

(224,528)

Net cash generated from financing activities

927,401

1,522

1,623,843

546,628

Effect of foreign exchange rate changes on cash, cash equivalents and restricted cash

3,925

2,193

8,153

(12,546)

Net increase (decrease) in cash, cash equivalents and restricted cash

791,798

(200,066)

1,254,154

(185,666)

Cash, cash equivalents and restricted cash at beginning of the period

653,180

1,459,378

190,824

1,444,978





















Cash, cash equivalents and restricted cash at end of the period

1,444,978

1,259,312

1,444,978

1,259,312











1           UNAUDITED SEGMENT INFORMATION

The Company has three reportable segments, namely digital entertainment, e-commerce and digital financial services. The Chief Operation Decision Maker (“CODM”) reviews the performance of each segment based on revenue and certain key operating metrics of the operations and uses these results for the purposes of allocating resources to and evaluating the financial performance of each segment. Amounts are expressed in thousands of US dollars (“$”).



For the Three Months ended December 31, 2018



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(1)

Unallocated expenses(2)

Consolidated



$

$

$

$

$

$















Revenue

131,257

121,660

2,344

27,963

283,224















Operating income (loss)

16,121

(290,616)

(10,314)

(19,952)

(20,196)

(324,957)

Non-operating income, net











52,984

Income tax expense











(2,993)

Share of results of equity investees











(1,092)

Net loss











(276,058)



For the Three Months ended December 31, 2017



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(1)

Unallocated expenses(2)

Consolidated



$

$

$

$

$

$















Revenue

106,323

4,966

4,102

9,213

124,604















Operating income (loss)

18,102

(178,780)

(8,038)

(8,269)

(14,156)

(191,141)

Non-operating loss, net











(62,283)

Income tax expense











(8,730)

Share of results of equity investees











(986)

Net loss











(263,140)



For the Year ended December 31, 2018



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(1)

Unallocated expenses(2)

Consolidated



$

$

$

$

$

$















Revenue

462,464

269,578

11,458

83,468

826,968















Operating income (loss)

69,449

(893,489)

(34,056)

(62,548)

(68,124)

(988,768)

Non-operating income, net











34,888

Income tax expense











(4,088)

Share of results of equity investees











(3,066)

Net loss











(961,034)



For the Year ended December 31, 2017



Digital

Entertainment

E-commerce

Digital Financial Services

Other

Services(1)

Unallocated expenses(2)

Consolidated



$

$

$

$

$

$















Revenue

365,167

9,034

16,270

23,719

414,190















Operating income (loss)

45,637

(452,233)

(38,038)

(21,199)

(36,523)

(502,356)

Non-operating loss, net











(46,153)

Income tax expense











(10,745)

Share of results of equity investees











(1,912)

Net loss











(561,166)

(1) A combination of multiple business activities that does not meet the quantitative thresholds to qualify as reportable segments are grouped together as “Other Services.”

(2) Unallocated expenses are mainly related to share-based compensation and general and corporate administrative costs such as professional fees and other miscellaneous items that are not allocated to segments. The expenses are excluded from segment results as they are not reviewed by the CODM as part of segment performance.

SUPPLEMENTAL OPERATIONAL METRICS







For the Three Months

ended September 30,


2018



For the Three Months

ended December 31,

2018













Digital Entertainment

Unit





















Quarterly active users

millions



176.1



216.2

Monthly active users (last month)

millions



104.5



135.7

Quarterly paying users

millions



7.2



11.9

Average revenue per user

US$



0.8



1.1

Average revenue per paying user

US$



20.1



19.4













E-commerce























Gross GMV

US$ millions



2,690.9



3,425.2

Gross orders

millions



158.5



206.9

 

Source: Sea Limited


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Sea Limited Reports Fourth Quarter and Full Year 2018 Results

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

Latest News

GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together

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Ready to Fight by Oleksandr Usyk and GR8 Tech have joined forces in a technological partnership that bridges the worlds of sports and innovation.

As Ready To Fight’s exclusive Partner in Tech, GR8 Tech combines its UNrivaled expertise in iGaming with RTF’s experience as the UNdisputed champion’s team to deliver solutions that push boundaries and achieve extraordinary results.

The iGaming industry is a highly fluid environment, very similar to boxing as a competitive sport: The winners in it are strategic thinkers, relentless in preparation and flawless in execution. These qualities unite GR8 Tech and Ready to Fight by Oleksandr Usyk and serve as the foundation of our partnership, empowering GR8 Tech to help its clients achieve UNdisputed success in their own rings,” said Sergey Ghazaryan, CRO at GR8 Tech.

“Our partnership with GR8 Tech is about bringing the boxing world closer through technology and creating something new for fighters, fans, and industry leaders. We’re combining GR8 Tech’s expertise in iGaming with our vision to build a stronger, smarter platform. Together, we’ll be rolling out new features and innovations to bring people together and make the boxing experience better with great tech,” said Oleksandr Usyk, Co-Founder of Ready to Fight.

GR8 Tech’s top-tier Sportsbook and iGaming platform stands out for its scalability, precision, and exceptional performance – qualities that align with Usyk’s UNwavering drive and UNstoppable track record. Just as Ready To Fight by Usyk wins the global boxing market, GR8 Tech excels with UNparalleled event coverage, sophisticated margin management, and a geo-specific approach, providing everything operators need to achieve extraordinary success in any market.

Ready to Fight’s mission to merge technology with boxing comes to life through GR8 Tech’s advanced platform. By leveraging GR8 Tech’s technological expertise, RTF meets the high operational standards of iGaming leaders. Both brands share a data-driven, innovative approach, empowering their audiences to break boundaries and achieve UNprecedented success at the intersection of sports and technology.

This UNdisputedly GR8 partnership marks the start of an exciting 2025, bringing digital activations, exclusive merch, and a groundbreaking product tech collaboration. Stay up-to-date with all the latest news by following GR8 Tech on its website and LinkedIn.

 

The post GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together appeared first on European Gaming Industry News.

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Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands

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Study of almost 4,000 Gen Alpha/Z respondents reveals how brands can best engage the vital but elusive kid and teen audience –

SuperAwesome, the leading youth technology and insights provider, has launched a groundbreaking in-depth study into the passions and fandoms that enable brands and IP owners to forge deeper connections with young audiences.

Kids and teens remain a vital but elusive audience. They shift across a hyper-fragmented media landscape, immersed in (and defining) cultures that move faster than ever before. The long-standing challenge of data scarcity relating to under-18 audiences makes connecting meaningfully with them incredibly difficult for brands.

Conducted among 3,750 under-18s and their parents across the US, UK and Germany, the new research provides critical insights to help brands decode the passions and fandoms that fuel youth audiences. Launched today at the London Toy Fair, ‘Fandoms & Passions: The Antidotes to Hyper-Fragmented Youth Audiences’ reveals that meaningful and lasting relationships are developed throughout childhood and teenhood that impact brand loyalty in this timespan and beyond.

Kate O’Loughlin, CEO of SuperAwesome, said: “The fragmentation of kids’ and teens’ digital behaviors continues to grow, yet the insights on how to engage them have been limited to rudimentary observations of what they interact with online – without understanding the WHY. We conducted this research to uncover the complex drivers of how brands can build real resonance with young audiences.”

Fandoms and Passions – What’s the Difference? 

Passions are hobbies or interests (think gaming, sports, or music). They’re important for self-discovery and shaping individual perspectives, and are primarily focused on the personal connection with an activity or interest. Tapping into passions gives an instant connection to young audiences on a personal level.

Fandoms can elevate this further by adding a social dimension. They’re built around community or consumable content that unites people (think particular video games, film franchises, or a musician, for example). They allow kids to be part of a collective, creating a sense of community and belonging. This shared experience strengthens their connection to the fandom and the brands that interact with them authentically.

How Important Are Fandoms and Passions Really? 

3 in 5 kids engage with their passions daily, and 56% of kids engage with their fandoms daily. On average, young people have 4 passions but only 2 fandoms at any given time due to the social and potential financial investment fandoms require. More than half (55%) of those surveyed said their top fandom had an enormous influence on their daily lives, rating its impact at least 9 out of 10.

How Do Fandoms and Passions Translate Into Engagement Opportunities with Gen Alpha & Gen Z? 

Young audiences are naturally drawn to brands that reflect their values: 74% say they feel more connected to brands that share their passions, while 73% feel more positive about brands that collaborate with something or someone they’re a fan of. Not every brand can create a fandom, but it is possible to leverage passions and collaborate with fandoms to maximize the potential of understanding and connecting with young people.

Kate O’Loughlin, CEO of SuperAwesome added: “With this research, making safe connections to Gen Alpha and Gen Z can be as sophisticated as they are. The ability to take an audience-based approach with youth – rooted in a comprehensive understanding of their values, passions and emotions – is a necessary leap forward to meet the challenge of engaging kids and teens as they rapidly evolve.”

The research highlights that brands that are looking to connect with youth audiences cross-platform can begin with understanding their deep interests, emotional engagement and commitment. 47% of respondents watch content (like on YouTube) and shows (on streaming platforms) related to their fandoms, plus 22% also play games, use apps or buy merchandise related to the fandoms too.

Far from trying to exclude brands from their fandoms and passions, the research shows that 67% of young people think brands could do more to connect with them. It’s up to brands to make sure they do this with a deep understanding of their audience, enabling them to engage with meaning and authenticity.

Download the full report at this link: superawesome.com/identities-fandoms-and-understanding-youth-audiences/

The post Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands appeared first on European Gaming Industry News.

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iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry

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 iGX, a leading voice in the iGaming industry, and Optimove, the #1 CRM Marketing platform for iGaming and sports betting operators, announce the release of a report exploring the transformative role of gamification and Generative AI (Gen AI) in the iGaming industry. This comprehensive study highlights the trends, strategies, and innovations shaping the future of iGaming, providing valuable insights for operators navigating this rapidly evolving landscape.

Methodology: 
iGX Insights surveyed 100 Heads of Marketing, CMOs, Brand Directors, and similar executives from iGaming organizations across Europe to find out how the industry is continuing its gamification efforts and the impact AI is having on iGaming. 

Key Findings Previewed 

The forthcoming report reveals critical insights into how gamification and AI are revolutionizing player engagement, retention, and overall gaming experiences: 

  • Gamification’s Universal Adoption: The report highlights that 100% of surveyed iGaming operators have implemented gamification strategies, underscoring its universal adoption. Popular elements such as achievements, tournaments, and personalized challenges have proven effective in driving player activity and loyalty. 
  • Generative AI’s Growing RoleWith 61% of operators already deploying Gen AI solutions and 39% planning to do so, AI is reshaping iGaming. Applications such as personalized promotions, automated content creation, and predictive analytics are driving hyper-personalization and streamlining operations. 
  • Data-Driven Personalization: The study emphasizes the increasing importance of player data in tailoring experiences. Organizations that leverage data insights effectively can deliver highly targeted content, predict player behavior, and optimize engagement strategies. 

Industry Implications 

The report positions gamification and AI as pivotal to the future of iGaming, enabling operators to deliver immersive, personalized experiences. By integrating these technologies, organizations can foster deeper player loyalty, enhance lifetime value, and remain competitive in a dynamic market. However, the study also addresses the challenges of data analytics and ethical use, which will be critical for sustained success. 

As noted by Pini Yakuel, CEO of Optimove, “Gamification and Generative AI are no longer optional strategies—they are essential for operators looking to thrive in today’s competitive iGaming landscape. This report provides a roadmap for leveraging these tools to enhance player engagement and deliver meaningful, data-driven experiences.”  

Added Gabriela Martins da SilvaContent Director iGX, It’s important to note that implementing Generative AI solutions successfully also requires a strong data foundation. Any gaps in data can lead to inaccurate results, introducing potential risks when deploying these technologies. That said, it’s clear that AI is poised to become a cornerstone of the gaming industry, and the number of companies leveraging Generative AI will only increase in the coming years.” 

The post iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry appeared first on European Gaming Industry News.

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