Form 6-K
UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington D.C. 20549
REPORT OF FOREIGN ISSUER
PURSUANT TO RULE 13a-16 OR 15d-16 OF THE
SECURITIES EXCHANGE ACT OF 1934
For the month of May 2008
Commission File Number: 001-33759
GIANT INTERACTIVE GROUP INC.
2/F No. 29 Building, 396 Guilin Road
Shanghai 200233
Peoples Republic of China
(Address of principal executive office)
Indicate by check mark whether the registrant files or will file annual reports under cover Form 20-F or Form 40-F.
Form 20-F þ Form 40-F ¨
Indicate by check mark if the registrant is submitting the Form 6-K in paper as permitted by Regulation S-T Rule 101(b)(1): ¨
Indicate by check mark if the registrant is submitting the Form 6-K in paper as permitted by Regulation S-T Rule 101(b)(7): ¨
Indicate by check mark whether by furnishing the information contained in this Form, the registrant is also thereby furnishing the information to the Commission pursuant to Rule 12g3-2(b) under the Securities Exchange Act of 1934. Yes ¨ No þ
If Yes is marked, indicate below the file number assigned to the registrant in connection with Rule 12g3-2(b):82- N/A
Giant Interactive Group Inc.
Form 6-K
Page | ||
3 | ||
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35 |
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Pursuant to the requirements of the Securities Exchange Act of 1934, the registrant has duly caused this report to be signed on its behalf by the undersigned, thereunto duly authorized.
Giant Interactive Group Inc. | ||
By: | /s/ Eric He | |
Name: | Eric He | |
Title: | Chief Financial Officer |
Date: May 20, 2008
3
Roadshow, May 2008
GIANT
Safe Harbor Statement
This presentation does not constitute an offer to sell or issue or the solicitation of an offer to buy or acquire securities of Giant Interactive Group Inc. (Giant or the Company) in any jurisdiction or an inducement to enter into investment activity, nor may it or any part of it form the basis of or be relied on in connection with any contract or commitment whatsoever. Specifically, this presentation does not constitute a prospectus within the meaning of the U.S. Securities Act of 1933, as amended. The Company has filed a registration statement (including a prospectus) with the United States Securities and Exchange Commission for the securities to be offered in the United States. Any public offering of the securities to be made in the United States will be made solely by means of the prospectus in the registration statement. Any decision to purchase securities in the proposed offering should be made solely on the basis of the information contained in the statutory prospectus in due course in relation to the proposed offering.
This presentation has been prepared by the Company solely for use at the roadshow presentation held in connection with the proposed offering. The information contained in this presentation has not been independently verified. No representation, warranty or undertaking, express or implied, is made as to, and no reliance should be placed on, the fairness, accuracy, completeness or correctness of the information or the opinions contained herein. None of the Company or any of its affiliates, advisors or representatives will be liable (in negligence or otherwise) for any loss howsoever arising from any use of this presentation or its contents or otherwise arising in connection with the presentation.
This presentation contains statements that constitute forward-looking statements. These statements include descriptions regarding the intent, belief or current expectations of the Company or its officers with respect to the consolidated results of operations and financial condition of the Company. These statements can be recognized by the use of words such as expects, plans, will, estimates, projects, intends, or words of similar meaning. Such forward-looking statements are not guarantees of future performance and involve risks and uncertainties, and actual results may differ from those in the forward-looking statements as a result of various factors and assumptions. The Company has no obligation and does not undertake to revise forward-looking statements to reflect future events or circumstances.
The slides used in this presentation are strictly confidential. By attending this presentation, participants agree not to remove this document, or any materials provided in connection herewith, from the conference room where such documents are provided. Participants agree further not to photograph, copy or otherwise reproduce these materials in any form or pass on these materials to any other person for any purpose, during the presentation or while in the conference room. Participants must return this presentation and all other materials provided in connection herewith to the Company at the completion of the presentation.
© 2008 Giant Interactive Group, Inc. All Rights Reserved
2
GIANT
Table of Contents
Company Overview
Myths of the Online Game Industry & of Giant Interactive Market Opportunity Product & Operational Highlights Financial Highlights Growth Strategy & Execution
© 2008 Giant Interactive Group, Inc. All Rights Reserved 3
GIANT
Company Overview
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Giant: NYSE Listed
NYSE IPO: November 1, 2007
Ticker: GA
US$3.9B Market Cap: May 15, 2008 Outstanding Shares: Approximately 240M
About Giant:
Headquarters: Shanghai, China Over 4,000 Employees: including 3,000+ liaison personnel
Investor Information: www.ga-me.com
GA LISTED NYSE
© 2008 Giant Interactive Group, Inc. All Rights Reserved 5
GIANT
A Leading Developer and Operator of Online Games in China
Chinas Leading Online Game Developer and Operator
Flagship game ZT Online voted 2006s Most Popular Online Game in China1
ZT Online achieved over 2.1 million Peak Concurrent Users (PCU) in second quarter 2008
Giant Online achieved over 237,000 PCU during its open beta launch on March 28, 2008 and over 344,000 PCU in May 2008
Free-to-Play Model Creates Large and Sticky In-Game Community
Multiple monetization opportunities
Potentially enhanced ARPU
Extended game lifecycle
Gamer First Ideology Results in Compelling and Fun Gameplay
Comprehensive Encyclopedia game features enhance user experiences for all types of gamers
State of the art server technology maximizes in-game interactivity
Online Game 2.0 Continuous game design & enhancements evolving from gamers feedback
One of the Fastest Growing and the Most Profitable Online Game Companies in China
Revenue growth of over 270% for FY 2007
Net margin of over 70% for Q1 2008
1 Source: IDC
© 2008 Giant Interactive Group, Inc. All Rights Reserved 6
GIANT
Experienced Management Team
Key Senior Management Team
Mr. Yuzhu Shi Renowned entrepreneur
Founder, Chairman and Extensive IT and consumer product experience Certain core members
CEO working together for
15 years
Ms. Wei Liu 15 years of general management experience Director, President Extensive experience in sales and marketing
Mr. Lu Zhang 23 years of software industry and consumer Proven track record in
Director, COO product experience executing innovative business strategies
Mr. Eric He 24 years of financial, accounting and investment CFO experience
Elite and passionate
Mr. Shiliang Song 7 years of software industry experience game development CTO talent
Mr. Hui Yuan 13 years of software industry experience
Vice President of R&D
Intimate knowledge of the Chinese
Mr. Yonghua Lu 14 years of sales and marketing experience consumer market
Vice President of Sales & Marketing
© 2008 Giant Interactive Group, Inc. All Rights Reserved 7
GIANT
Myths of the Online
Game Industry & of Giant Interactive
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Dispelling 3 Common Myths
1 The success of an online game is purely hit or miss
Product diversification lowers risk
2
Focused strategy raises risk
3D graphics are vital for success
3
2D games cannot compete in China
© 2008 Giant Interactive Group, Inc. All Rights Reserved 9
GIANT
Myth 1:
Game Success is Hit or Miss by Nature
Traditional Movie & Console Giants Online Game 2.0 Game Development Model Development Model
Hit or Miss Reduces Risk
CONTINUED GAME ENHANCEMENTS
Process PLAYER FEEDBACK
GAME GAME RELEASE RELEASE
Development TARGETED
MARKETING MARKETING
BLITZ FOCUSED
R&D
HEAVY R&D
© 2008 Giant Interactive Group, Inc. All Rights Reserved 10
GIANT
Case Study:
ZT Onlines Continuous Development and Success
PCU of ZT Online 01/08 Exp pack
2,500,000 Neighboring Friends 2.1 Million PCU
01/07 07/07
2,000,000 11/06 Exp pack Exp pack 1.5 Million
07/06 Exp pack Shi Wai Tao Zhong Zhi PCU Exp pack Kua Fu Yuan Yuan Cheng Cheng 1,500,000 Feng Yu Tong Zheng Zhou
1 Million PCU
1,000,000 680K PCU
Open beta hits 500,000 200K PCU
0
Q1/06 Q2/06 Q3/06 Q4/06 Q1/07 Q2/07 Q3/07 Q4/07 Q1/08 Q2/08
Constant Enhancements
Xmas promo Decorate New map & Cookie Virtual IPO Virtual red Car quests Balance Balance Country Free credits if Break Introduce Chat Game & Monster your lottery for monsters stock, envelopes Archer & Medic vs gamers refer level salary functions cards storm house open beta with 2x tradable for for Team PK Wizard role country friends to join limit system available anniversary Exp Dragon in-game Chinese Tournament roles revenge paid to in-game Auto- Mazes Bicycle boat races items New Year battles Adds Exp players Collect all Flower Optimize Heal Raise with race Decrease points for perfect Carriages 800x600 when power rewards with Exp time Team vs Free weapons Naval Weak country green resolution critical for rewards needed team points and Exp points Battles Reincarnation countries battles Reincarnation outfits for horses for salary given to inactive 5X can team Security break max New magic Custom accounts Raise Virtual Mining Less up New & anti- level limit boss defense Auto Exp equipment max Holy fireworks tasks materials against map virus has service PK Tournament level equipment for balance to make strong to Increase diamond Chinese 1st PK Chinese non- weapons when you Horse to 170 ones invade skill level rewards New Year Tournament Unleash New Year payers log off carriage race lion dance Spirit
11
05/08 04/08 03/08 02/08 01/08 12/07 11/07 10/07 09/07 08/07 07/07 06/07 05/07 04/07 03/07 02/07 01/07 12/06 11/06 10/06 09/06 08/06 07/06 06/06 05/06 04/06 03/06
02/06
01/06 2008 Giant Interactive Group, Inc. All Rights Reserved © 11
GIANT
Myth 2:
Focused Strategy Raises Risk
In 2007, over 350 online games were released in China1.
ZT Online 2,100 Fantasy Westward Journey 2,080 World of Warcraft 1,000 Popkart 800 Audition 780 AskTao 700 Bomb and Bubble 700 QQ Fantasy 680 Legend of Mir II 670
0 500 1,000 1,500 2,000 2,500
PCU achieved to date2
In thousands
Most fail. So the larger the in-game community, the more likely an online game will succeed.
1 Source: IDC & GBC, 2007 2 Source: Company research
© 2008 Giant Interactive Group, Inc. All Rights Reserved 12
GIANT
Myth 3:
2D Games Cannot Compete in China
Top 9 Online Games in China 2D/2.5D Games Have Larger Market Share Based on PCU
2D/2.5D ZT Online 2,100
Games 2,080
Fantasy Westward Journey
World of Warcraft 1,000 Popkart 800
66.1%
Audition 780 AskTao 700
33.9%
Bomb and Bubble 700 QQ Fantasy 680
3D
Games Legend of Mir II 670
0 500 1,000 1,500 2,000 2,500
1H 2007 PCU Achieved to Date
In thousands
2D Games 3D Games
Source: iResearch Source: Company research
© 2008 Giant Interactive Group, Inc. All Rights Reserved 13
GIANT
Market Opportunity
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Accelerating Growth in Chinas Market
Robust Growth of Chinas Rapid Growth of Online Game Players with Online Game Market Increasing Paying Player Penetration
(RMB¥ in millions)(In millions)
Online Game Players
6 %
AGR: 1
12 C 85 2007 76
67
% 57 . 9 48
9 40
:1 26,230
R
C AG
2 23,610
1
0 7 20,950
2 0 2007 2008E 2009E 2010E 2011E 2012E
18,130 Source: IDC, 2008
Total Addressable Market 2007 12
14,580
CAGR: 17.6%
10,570 Paying Player Penetration
59.6% 58.4% 57.3% 56.7% 56.1% 55.7%
2007 2008E 2009E 2010E 2011E 2012E 2007 2008E 2009E 2010E 2011E 2012E
Source: IDC, 2008 Source: IDC, 2008
© 2008 Giant Interactive Group, Inc. All Rights Reserved 15
GIANT
Well Positioned to Capitalize on Market Opportunities
MMO Games Have Dominant Market Share Locally-Developed Games Prevail
Casual Licensed Online Overseas Games Games 24.0% 34.9% MMO Locally
Games Developed 76.0% Games 65.1%
Source: IDC, 2008, based on 2007 revenues Source: IDC, 2008, based on 2007 revenues
2D/2.5D Games Have Larger Market Share Larger Dominance of Free-to-Play Games
68% 71% 75%
2D/2.5D 78% 81% 84%
Games 3D Games 66.1% 33.9%
32% 29%
25% 22% 19%
16%
2007 2008E 2009E 2010E 2011E 2012E
Subscription-Based Free-to-Play
Source: iResearch, based on 1H 2007 MMORPG revenues in China Source: IDC, 2008, based on 2007 revenues
© 2008 Giant Interactive Group, Inc. All Rights Reserved 16
GIANT
Product & Operational Highlights
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Current Game: ZT Online
Commercial service began January 2006
Free of charge to play
Revenues derived from in-game purchases of virtual items and services
Voted 2006s Most Popular Online Game in China in its first year of operation1 Achieved PCU of over 2.1 million in April 2008
Five expansion packs since commercial launch
Players remain engaged by continually updated content
Proprietary technology allows over 40,000 gamers to play together in a single shard
1 Source: IDC
© 2008 Giant Interactive Group, Inc. All Rights Reserved 18
GIANT
Newest Game: Giant Online
Open beta launch in March 2008
Free of charge to play
Revenues derived from in-game purchases of virtual items and services
Achieved PCU of over 237,000 during its open beta launch in March 2008 Achieved PCU of over 344,000 in May 2008
Modern military theme MMORPG blended with hundreds of casual game elements 14 innovative roles and hundreds of modern weapons
Proprietary technology allows 1 million gamers to play together in a single shard
© 2008 Giant Interactive Group, Inc. All Rights Reserved 19
GIANT
Focused Game Pipeline
ZT Online
Neighboring Friends Giant Online Empire of Sports King of Kings III
(Expansion Pack)
Further enhanced Free-to-play 2.5D 3D multi-sports Free-to-play 3D interactivity based on MMORPG with modern- MMORPG with football, MMORPG with medieval physical locations of era military theme basketball, tennis, magical theme players skiing, track & field
14 innovative roles, Second sequel in the
Encourage players to coupled with hundreds Compete with other King of Kings series, form local bonds, and of casual game players in tournaments, first MMORPG face foreign friends or elements play together as a developed in Greater foes together team, or start a club China
Advanced server
Social networking technology intended to Developed by Infront Developed by Lager features with new in- enable 1 million Sports & Media and F4 Network in Taiwan game virtual products concurrent players in a and services single shard
© 2008 Giant Interactive Group, Inc. All Rights Reserved 20
GIANT
Key Operating Metrics
Active Paying Accounts (APA) Average Concurrent Users (ACU)
1,405 1,447 1,400 1,318
1,248 600 546
Thousands 515 512 1,200 481 986 Thousands 500 450 1,000 400 800 in 300
Accounts 600
200 400 Users in
200 100
0 0
1Q07 2Q07 3Q07 4Q07 1Q08 1Q07 2Q07 3Q07 4Q07 1Q08
Average Revenue per User (ARPU) Peak Concurrent Users (PCU)
400
1,800 1,646
350 320 325
305 309 1,600
295 Thousands
300
RMB 1,400
250 1,200 1,073
983 1,000 874 888
200
800
150
600
100 Users in
400
50 200
0 0
1Q07 2Q07 3Q07 4Q07 1Q08 1Q07 2Q07 3Q07 4Q07 1Q08
4Q07 and onward figures include ZT Online, ZT Online PTP and Giant Online
© 2008 Giant Interactive Group, Inc. All Rights Reserved 21
GIANT
Financial Highlights
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Solid Revenue Growth
Total Net Revenues, USD millions
12.7 %
Rate : wth
70 rly Gro
uarte
und Q 67.3
ompo
60 1Q08 C
Q07 59.6
1
50 54.1 48.6 40 41.7 30
20
10
0
1Q07 2Q07 3Q07 4Q07 1Q08
© 2008 Giant Interactive Group, Inc. All Rights Reserved 23
GIANT
Outstanding Profitability
Gross Profit, USD millions
Gross Margin (%)
70 12.1 % 100% 91.2% 89.6% ate : 89.2% 88.8% wth R
y Gro rterl
60 Qua
ound
omp 85.7% 60.0 80%
08 C
1Q
50 1Q07
51.1 48.0
60%
40 43.6 38.0 30
40%
20
20% 10
0 0% 1Q07 2Q07 3Q07 4Q07 1Q08
© 2008 Giant Interactive Group, Inc. All Rights Reserved 24
GIANT
Efficient Operation
Net Income, USD millions
Net Margin (%)
60% 3 80%
te: 10.
th Ra 71.8% 78.3% 71.4% Grow uarterly 76.8%
50 ound Q 70% Comp 71.6%
1Q08 48.3
1 Q07
40 45.8 60% 38.7 34.7
30 32.6 50%
20 40%
10 30%
0 20% 1Q07 2Q07 3Q07 4Q07 1Q08
© 2008 Giant Interactive Group, Inc. All Rights Reserved 25
GIANT
Growth Strategy & Execution
© 2008 Giant Interactive Group, Inc. All Rights Reserved
GIANT
Growth Strategy
Increase Player Loyalty and Enhance Online Community to 1 Grow Our Player Base
Strengthen Our Technology and Product Development 2 Platforms
Pursue Opportunities for Acquisitions, Strategic Joint Ventures 3 and Opportunistic Investments
© 2008 Giant Interactive Group, Inc. All Rights Reserved 27
GIANT
Grow Our Player Base
Gamer First ideology and Free-To-
Play model Gamer First + Free-to-Play
Comprehensive features for all types of gamers ?Hardcore MMORPG with casual game elements Community
?Attract both male and female gamers
Community and game stickiness
In-game
Group activities and team play rewards Stickiness revenue
Players grab their friends to join
Players feel more invested in game
In-game revenue opportunities grow
Game life User number ARPU grows
Players conduct viral marketing for cycle extends grows Giant
Blogs
Message boards Giants sustainable and highly
Videos scalable growth model
© 2008 Giant Interactive Group, Inc. All Rights Reserved 28
GIANT
Deepened Penetration in Medium/Smaller Cities and in Countryside
Unique and Effective Grassroots Strategy Leads to Expansion of Distribution Points
Metropolitan
Cities (1) Large Cities Increasing Urbanization Rate
(2)
population
700 50% 562.1 577.1 600 542.8 523.8 millions 502.1 480.6 500
MEDIUM/ 43.9% SMALLER 400 43.0%
In 41.8% 40% CITIES 300 40.5% 39.1%
Increasing 200 37.7%
100
0 30% 2001 2002 2003 2004 2005 2006 Urban population% of total population
COUNTRYSIDE
AREA
Robust Economic Growth in Medium / Small Cities and Countryside Area
Medium / smaller cities and countryside area accounted for 59.2% of national GDP in 2006
2001 2006 CAGR of 12.0%
Source: China Statistics Yearbook 2007
1 Include Beijing, Shanghai and Guangzhou
2 Include Chongqing, Tianjin, Shenzhen, Qingdao, Xiamen, Ningbo, Dalian and capital cities of all provinces and autonomous regions
© 2008 Giant Interactive Group, Inc. All Rights Reserved 29
GIANT
Giants R&D and State of the Art Server Technology
Increase R&D Department to Over 800 Members by Year End
Advanced and Reliable Server Technology and Operational Infrastructure
Over 40,000 players can Advanced sever technology simultaneously interact in intended to enable 1 million the same game shard concurrent players in a single shard
Concurrent user capacity is larger than most other Will have the largest concurrent ZT Online MMO games currently Giant Online user capacity in a single shard operating in China among all MMO games in China
Enhanced Playability More Intense Interaction Complex Social Network
© 2008 Giant Interactive Group, Inc. All Rights Reserved 30
GIANT
Conclusion
To Develop and Operate the Largest Online Game Network in Asia by Providing the Most Compelling Games and Community Experiences
© 2008 Giant Interactive Group, Inc. All Rights Reserved 31
NYSE Ticker GA Price $16.29
Company Overview Market Cap 3.9B
Shares Outstanding Approx 240M
Giant Interactive Group is a leading developer
Bloomberg data as per May 15, 2008
and operator of massively multiplayer online
(MMO) games for the growing online gaming community 2007 was an in China. The companys high quality MMO game under a exciting year for free-to-play model is tailored to Chinas core game audience Giant . We continued between the ages of 18 and 40. to grow by focusing on our strengths,
The companys flagship game, ZT Online, was commercially launched in namely our passion January 2006 and was voted the most popular online game in China in 2006, for games, strong product according to IDC. development and
Investment Highlights technology
Yuzhu Shi
Key Success Factors A leading position in the online game market in China Chairman and CEO platforms, in Game Development Strong product and technology development and and our focus on creating fun and exciting
Greater interactivity enhancement capabilities game experiences for our customers.
Local appeal Extensive nationwide distribution and marketing networks With our strong marketing and distribution Comprehensive features Experienced management team expertise and distinguished development Continuous updates Strong operational and financial results pipeline, we are confident that this is only the beginning.
A Leading Developer and Operator of Massive Multiplayer Online Games in China
Chinas Exploding Online Game Market Dominance of Free-to-Play Games
(RMB¥ in millions) 19.9%
R:
12CAG 26,230
07 23,610 20,950
18,130 68% 71% 75% 78% 81%
84%
14,580 10,570
32% 29% 25% 22%
19% 16%
Source: IDC, 2008 2007 2008E 2009E 2010E 2011E 2012E Source: IDC, 2008, based on 2007 revenues
2007 2008E 2009E 2010E 2011E 2012E Subscription-Based Free-to-Play
Financial and Operational Highlights
Strong Top & Bottom Line Growth Increasing Active Paying Accounts Solid Margins
(US$ in millions)
80 1600 100%
70 1400 80%
60 67.3 1200 1,405 1447 92.4% 92.8% 91.2% 89.6% 88.8% 89.2% 1,318 60% 85.3% 85.7%
50 54.1 59.6 1000 1,248 71.3% 74.9% 78.2% 71.4% 71.6% 76.8% 71.8%
40 48.6 45.8 48.3 800 986 40% 62.6%
30 41.7 600 787 49.9% 34.7 38.7 698 20%
20 32.6 400 602 -4.3% 22.7 0%
10 20.1 200 117 220 220 320 295 305 309 325 1.6-0.1 9.2 5.8 15.1 11.3 14384
0 0 -20%
-10 1Q06 2Q06 3Q06 4Q06 1Q07 2Q07 3Q07 4Q07 1Q08 1Q06 2Q06 3Q06 4Q06 1Q07 2Q07 3Q07 4Q07 1Q08 1Q06 2Q06 3Q06 4Q06 1Q07 2Q07 3Q07 4Q07 1Q08 Net Revenue Net Income Active Paying Accounts (APA) (in thousands) Gross Profit Margin Net Income Margin Average Revenue per User (ARPU) (in RMB)
www.ga-me.com
GIANT
1/2008 Neighboring 11/2006 01/2007 Friends* Flagship Game: Kua Fu Yuan Shi Wai Tao Yuan* Zheng*
ZT Online 07/2006
Feng Yu Tong 07/2007 Zhou* Zhong Zhi
Two-dimensional MMO role-playing 1,800,000 Cheng Cheng* game in ancient Chinese martial 1,600,000 arts setting 1,400,000 ACU
1,200,000 PCU
Surpassed the 2.1 million peak 1,000,000 concurrent user mark in
800,000
April 2008
600,000
Enables over 40,000 players 400,000 on a single shard 200,000
0
Regular expansion pack releases 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q enhance player interest and extend 2008
2006 2007 game lifecycle * Expansion Packs
Q4 07 & Q1 08 figures include ZT Online, ZT Online PTP and Giant Online
Upcoming Game Pipeline
Q1 2008 2008
Giant Online Empire of Sports King of Kings III
Free-to-play 2.5D 3D MMORPG Free-to-play 3D MMORPG with set in the first European medieval modern-era true multi-sports magical game military theme gaming world Second sequel in the King Launched open beta testing Exclusive license from Swiss- of Kings series, the first on March 28, 2008 based Empire of Sports Ltd. online game self-developed Reached PCU of over Games include basketball, in the Greater China region 344,000 in May 2008 football, tennis, skiing, in 2000 bobsleigh, and fitness 2008 launch in Taiwan and to be tailored for China
Key Growth Strategies Extensive Marketing Network
Expand and enhance our product offering Over 530 proprietary liaison offices Enhance interactive community features Over 270 distributors and 116,500 to attract new players and increase player retail outlets loyalty Over 3,000 dedicated liaison Expand our player base in China and personnel internationally Penetration in nationwide markets Strengthen our technology and operational with focus on medium to smaller platforms cities Pursue both organic and non-organic Frequent on-site internet café events growth opportunities
Contact Information
China: Hong Kong:: US:
Eric He, CFO Ruby Yim Mahmoud Siddig Giant Interactive Group Inc. Taylor Rafferty Taylor Rafferty +86-21-6451-5001 +852-3196-3712 +1-212-889-4350
IR@ZTGame.com giantinteractive@taylor-rafferty.com giantinteractive@taylor-rafferty.com