Garena Pays for Everything Else
In the September quarter of 2017, Sea Limited was still, financially, a gaming company that happened to also run an e-commerce marketplace and a payments app. The three platforms it operated — Garena (Digital Entertainment), Shopee (E-Commerce), and AirPay (Digital Financial Services) — would later become far more balanced, but at this point Garena's licensed and co-developed mobile games generated roughly 85% of Sea's actual GAAP revenue, while Shopee, the business getting most of the growth headlines, contributed barely 3% of it.
This is Sea's first quarterly report as a public company. It listed on the NYSE on October 20, 2017, roughly three weeks after this quarter closed, and this call — held November 21/22, 2017 — was management's first chance to explain a quarter that had almost entirely already happened by the time investors could actually buy the stock. Group President Nick Nash used the call to frame the loop the company was betting on: "synergies across our three core platforms continue to deepen, with early success in cross-selling Shopee to our Garena users as well as increased integration between Shopee and AirPay for payments" — more Garena players discovering Shopee, more Shopee orders flowing through AirPay, each platform feeding the others' growth.
The strategic story management chose to tell wasn't really about Garena, though — it was about Shopee. Chief Strategy Officer Alan Hellawell, freshly hired off a decade covering Asian internet stocks at Deutsche Bank, used his first call to argue flatly that "Shopee is winning," that the marketplace model beats a direct-selling "1P" approach in Greater Southeast Asia, and that the window to build a Shopee-scale competitor "closed sometime in late 2015 or early 2016." It's a confident, well-argued thesis. It's also a thesis about a business that this quarter recognized $2.8 million of GAAP revenue — against $134.5 million from Garena's gross gaming billings». The numbers below are worth reading with that gap in mind.
Chairman and CEO Forrest Li was also explicit about where Garena's own growth engine sits: "our most important mobile game, Arena of Valor... is based on our strategic partner Tencent's highly successful game, Honor of Kings, and we have deeply localized the game for Greater Southeast Asia." The company's next-biggest launch, announced on the same call, was Onmyoji — "a mobile RPG game licensed from Netease." Garena's growth this quarter, in other words, rested on two licensing/co-development relationships with two Chinese gaming companies, not on owned intellectual property (see Beyond the Usual).
The Prescription
Sea's own numbers this quarter make the case for itself: Digital Financial Services (AirPay) generated more actual GAAP revenue ($12.7 million) than E-Commerce (Shopee, $3.2 million) despite Shopee getting the growth narrative and most of the sales-and-marketing budget. AirPay's growth is also the least capital-intensive of the three platforms — its main product is routing payments Garena and Shopee users are already making, not buying market share. Sea should lean harder into building out AirPay's own transaction economics (merchant fees, lending, the virtual debit card it mentioned launching in Vietnam) rather than treating it purely as Shopee's payment rail, because it's the one platform this quarter that's already proving it can monetize its own users without a subsidy.
What it should stop doing: leading investor communications with "Group Monetization" — GAAP revenue plus the change in Digital Entertainment's deferred revenue plus E-Commerce commission income — as the headline growth number. That measure grew 73% year-over-year this quarter. Actual consolidated GAAP revenue, the number that reflects what Sea can currently show auditors it has actually earned, grew 3.9%. That's not a rounding difference — it's the entire story. A company three weeks removed from its IPO leading with a non-GAAP measure that's nearly 70 percentage points removed in growth terms from its own audited revenue line sets a bad precedent for what "measures that matter" will look like for a company this early in its monetization curve (see Beyond the Usual).
Key Financial Metrics
Q3 2017 vs. Q3 2016, all figures in USD as reported (Sea reports in US dollars)
| Metric | Q3 2017 | Q3 2016 | YoY |
|---|---|---|---|
| Total GAAP revenue | $94.1M | $90.5M | ⚠️ +3.9% |
| "Group Monetization" (non-GAAP, revenue + DE deferred-revenue change + EC commission)» | $151.7M | $87.5M | ✅ +73% (see Beyond the Usual) |
| Gross profit | $10.8M (11.5% margin) | $31.8M (35.1% margin) | ⚠️ Margin fell by two-thirds |
| Operating loss | -$160.7M | -$52.9M | ⚠️ Loss ~3x wider |
| Net loss | -$132.8M | -$65.6M | ⚠️ Loss ~2x wider |
| Adjusted net loss (excl. share-based comp) | -$127.1M | -$60.2M | ⚠️ Loss ~2.1x wider |
| Loss per share (basic/diluted) | -$0.75 | -$0.38 | ⚠️ Loss ~2x wider |
| Net cash used in operating activities | -$89.8M | -$36.5M | ⚠️ Burn ~2.5x wider |
| Total cash and cash equivalents | $581.5M (Sep 30, 2017) | $170.1M (Dec 31, 2016) | ✅ +242% (financing-driven, see below) |
Free cash flow isn't disclosed as its own line and can't be cleanly derived from what's reported — "net cash used in investing activities" (-$50.1 million this quarter) mixes capital expenditure with other investing items like the disposal of the Vietnam equity investee below, so a true capex-based FCF figure is not available this quarter.
The revenue-line gap deserves its own explanation before anything else on this table: Digital Entertainment's own GAAP revenue actually fell year-over-year, from $86.2 million to $79.8 million, something CFO Tony Hou called out on the call as "a technical accounting matter" driven by the "relatively longer recognition period for our new major mobile game Arena of Valor." What made the segment's non-GAAP "gross billings" figure rise 62% instead was a swing in deferred revenue — Digital Entertainment's deferred-revenue balance decreased $3.0 million in Q3 2016 (revenue recognized faster than cash came in) but increased $54.7 million in Q3 2017 (cash came in faster than revenue was recognized). Both effects are real and disclosed, but stacking them into a single non-GAAP "Group Monetization" growth rate produces a headline number that is mostly an artifact of unearned revenue building up, not new business.
Gross margin compression is the other genuine concern hiding under the revenue-growth debate: cost of revenue for the "Others" bucket (E-Commerce plus Digital Financial Services combined in the P&L breakout) rose from $12.3 million to $27.7 million against just $4.3 million to $14.3 million of matching revenue — meaning Sea is currently spending roughly double what it earns just on the direct cost of running Shopee and AirPay, before a dollar of sales and marketing is counted.
Segment Comparison
Sea disclosed three reportable segments this quarter — Digital Entertainment (Garena), E-Commerce (Shopee), and Digital Financial Services (AirPay) — plus an "All others" and inter-segment elimination line. Digital Financial Services was only just becoming its own reporting line at this stage; Sea would not brand it "SeaMoney" for several more years, and this quarter it appears simply as AirPay.
| Segment | Q3 2017 Revenue | Q3 2016 Revenue | YoY | Key Operating Metric |
|---|---|---|---|---|
| Digital Entertainment (Garena) | $80.5M | $86.2M | ⚠️ -6.6% (GAAP) / ✅ +62% (gross billings) | QAU» 69.0M (+54%), MAU 42.7M (+61%), paying users 6.5M (+38%), ARPPU» $20.7 (+22%) |
| E-Commerce (Shopee) | $3.2M | $0.0M | New monetization this quarter | GMV» $1,064.8M (+219%), gross orders 65.9M (+204%), monthly active buyers 5.9M (+247%) |
| Digital Financial Services (AirPay) | $12.7M | $5.9M | ✅ +115% | GTV» $448.2M (+172%) |
| All others / eliminations | -$2.3M | -$1.6M | — | — |
| Total | $94.1M | $90.5M | +3.9% | — |
Note the segment table's Digital Entertainment revenue ($80.5 million) doesn't exactly match the $79.8 million shown on the income statement itself — the difference is intersegment sales from Garena to the other two platforms, netted out at the consolidated level. It's a normal reconciling item, not an inconsistency, but worth flagging since it's easy to read the wrong Digital Entertainment number if pulling from the wrong table.
The gap between Shopee's operating metrics and its actual revenue contribution is the sharpest thing in this quarter's numbers. A $1.06 billion GMV quarter produced $3.2 million of segment revenue — a rounding error next to Garena's contribution — because Shopee had barely begun charging anyone. Management explained on the call that Shopee was monetizing in only three markets (Taiwan, Indonesia, Malaysia) as of Q2 2017, adding three more (Thailand, Vietnam, Singapore) during Q3, and was still building out what Nick Nash described as a "grid" of seven markets times four revenue tools (cross-border commissions, domestic commissions for branded and smaller sellers, and advertising) — most of that grid still empty. AirPay, monetizing transaction volume it was already routing for Garena and Shopee users, generated four times Shopee's revenue on a fraction of the growth narrative.
Sales-and-marketing spend allocation tells the same story from the cost side: Digital Entertainment's share of total S&M expense fell from 21% to 16% year-over-year, while E-Commerce's share rose from 70% to 78% — Sea is spending nearly five dollars acquiring Shopee growth for every dollar spent defending Garena's already-dominant position.
Beyond the Usual
A 73% growth headline built mostly on a deferred-revenue swing
Sea's press release and presentation both lead with "Total GAAP revenue plus change in Digital Entertainment deferred revenue» and E-Commerce commission income" growing 73% year-over-year to $151.7 million — a non-GAAP measure the company itself calls "Group Monetization." Actual consolidated GAAP revenue for the same quarter grew 3.9%, from $90.5 million to $94.1 million. The overwhelming majority of the gap is a single swing: Digital Entertainment's deferred-revenue balance moved from a $3.0 million decrease in Q3 2016 to a $54.7 million increase in Q3 2017 — meaning more of Garena's cash inflows this quarter are sitting on the balance sheet as unearned revenue rather than being recognized as it was a year earlier. That's a legitimate accounting effect of shifting toward mobile games with longer content-consumption cycles, and management does explain the mechanic on the call — but leading investor-facing materials with the 73% figure while the audited revenue line grew under 4% is exactly the gross-versus-net framing this newsletter treats skeptically regardless of which specific non-GAAP label a company uses for it.
Goodwill and a minority stake appear with no acquisition explained anywhere
Sea's balance sheet shows goodwill of $31.0 million and non-controlling interests» of $8.3 million as of September 30, 2017 — both effectively zero as of December 31, 2016. Neither the press release, the presentation, nor the call transcript for this quarter mentions an acquisition, a new subsidiary, or a stake purchase that would explain either figure appearing. Combined, the two line items are about 3.5% of total assets — not a material misstatement risk — but a real business combination happened somewhere in the first nine months of 2017 that Sea chose not to narrate to investors in its first quarterly materials as a public company.
$674 million of convertible debt sitting on the balance sheet the quarter before it converts
Sea carried $674.4 million of convertible promissory notes» as a non-current liability at quarter-end — zero at the start of the year — alongside $205.1 million of mezzanine equity» (Seed, Series A, and Series B contingently redeemable convertible preference shares, unchanged since December 2016). Interest expense jumped from essentially nothing in Q3 2016 to $8.5 million this quarter, almost entirely attributable to the notes. All of this is pre-IPO financing structure that converted to ordinary equity when Sea listed three weeks after this quarter closed, so it overstates how leveraged the company actually was going into its public life — but it's also why this quarter's balance sheet shows a $424.6 million shareholders' deficit that bears no resemblance to the company's actual post-IPO capital structure. A reader pulling this filing without that context would see a company that looks insolvent on paper the same quarter it was raising nearly a billion dollars from the public market.
The growth engine is licensed, not owned
Garena generated roughly 85% of Sea's GAAP revenue this quarter, and the two games management named as its current and next growth drivers are both third-party arrangements: Arena of Valor, co-developed with and based on Tencent's Honor of Kings, and Onmyoji, "licensed from Netease" and launched the same month as this earnings call. Neither is disclosed in this filing as carrying contractual renewal risk or a specific term length, but the concentration itself is worth watching — the large majority of Sea's actual revenue currently depends on the continued cooperation of two Chinese gaming companies rather than owned intellectual property.
A one-time Vietnam investment gain is propping up this quarter's loss number
Within Sea's $25.8 million net gain on interest, investment, and foreign exchange this quarter sits a $34.3 million investment gain, which the company said was "primarily attributable to an investment gain from the disposal of an equity investee» in Vietnam" (plus a re-measurement gain on other holdings) — a stake CFO Tony Hou separately described as "no longer core for us." Strip that $34.3 million gain out and the $132.8 million net loss would have been closer to $167 million — a reminder that this quarter's reported loss already benefits from a non-recurring item rather than reflecting the platforms' underlying run-rate economics alone.
Shopee's entire commission income was wiped out by its own sales incentives
The revenue footnote shows Shopee generated $2,883 thousand of gross commission income this quarter — and $2,883 thousand of "Shopee coins and other sales incentives" deducted directly against it, netting to exactly zero commission revenue recognized. Only $2.8 million of advertising income survived as actual GAAP revenue for the segment. It's a specific, disclosed accounting mechanic (any sales incentive beyond that offset gets booked as a marketing expense instead), but it explains concretely why a $1.06 billion GMV quarter shows up as barely any revenue at all.
A gaming backlog worth 4.5x the quarter's recognized revenue
Digital Entertainment's deferred revenue balance reached $360.6 million as of September 30, 2017, up from $257.9 million a year earlier — 4.5 times the segment's own $79.8 million of GAAP revenue this quarter. That's the flip side of the deferred-revenue finding above: it's real cash Garena has already collected from players and will recognize as revenue over future quarters, a large banked backlog most companies this size don't carry.
What Management Chose to Emphasize on Its First Call as a Public Company
This was Sea's first earnings call as a listed company, and the tone was explicitly celebratory — Forrest Li opened by thanking "everyone on the call from the research community who played a role in our October 20th listing" before getting to a single number. The call's actual center of gravity, though, wasn't Garena, the segment carrying the P&L — it was newly hired Chief Strategy Officer Alan Hellawell's extended bull case for Shopee, delivered as his introductory pitch to the investment community: "Shopee is winning," the marketplace model beats 1P direct-selling in the region, and a competitor spending $2 billion had only moved regional order share from 6.6% to 6.8% while Shopee "grew from nothing in May 2015 to now 15%." It's a well-constructed argument, and management chose to give it more airtime than the segment that's actually funding the company (see the licensing-concentration finding above, which the call didn't dwell on either — Arena of Valor and Onmyoji got a few sentences each, framed purely as growth catalysts, not as dependencies).
On the number that matters most for this post, management was more forthcoming than the press release's headline framing suggests: Tony Hou did walk through the deferred-revenue mechanic behind Digital Entertainment's declining GAAP revenue, calling it "a technical accounting matter" rather than hiding it. But the fact that it takes several sentences of technical framing, buried after the celebratory open and Alan's Shopee thesis, to explain why the audited revenue line grew 4% instead of the 73% headlined up top, is itself a framing choice — see Beyond the Usual above.
One number management was specific and unprompted about: Shopee's net-to-gross GMV ratio, which Nick Nash said was "76-77%" overall this quarter (72-73% excluding Singapore and Taiwan), a figure the company said it would not disclose on an ongoing basis "for competitive reasons." Given how central the gap between gross and net numbers is to this quarter's story everywhere else, a metric management chose to share once and then stop disclosing is worth remembering the next time Shopee's GMV growth is the headline.
Target Valuation Range
No numeric range is computable this quarter — not even a rough one. Sea Limited's shares did not begin trading until October 20, 2017, three weeks after the period this report covers, so no market price, market cap, or peer multiple exists to anchor a DCF, reverse-DCF, or multiples-based range against. That isn't a judgment call being deferred; the input a valuation range requires (a traded price) simply didn't exist yet.
Sea Limited's shares did not begin trading until October 20, 2017 — three weeks after the September 30, 2017 quarter this report covers ended, and roughly a month before this earnings call was even held. No public share price existed during the period these financial results describe, so there is nothing to build a market-cap-based valuation range, peer-multiple comparison, or DCF against for this specific quarter. A verified quarter-end share price and the IPO's actual pricing details will be available starting with Sea's next quarter's report, once the company has traded for a full period.
The number worth carrying into that first priced quarter isn't a multiple — it's that a company built almost entirely on Garena's licensed games was already spending nearly five dollars chasing Shopee's growth for every dollar spent defending the business actually paying the bills.
Sea Limited's Third Quarter 2017 Results press release (including unaudited interim condensed consolidated statements of operations, balance sheets, and cash flows), its Q3 2017 investor presentation, and its Q3 2017 earnings call prepared remarks (November 21/22, 2017).