市场/账面比率与创意产业——以波兰电子游戏开发商为例

Rafał Rydzewski
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引用次数: 1

摘要

研究目的。人们对电子游戏开发者的研究和分析越来越感兴趣的原因有很多。首先,它源于该行业具有吸引力的高投资回报率。其次,笔者认为电子游戏开发者是商业与文化的良好结合,是创意产业发展的基础。资本密集型的制作过程和电子游戏的无形性给开发者的估值带来了问题。对未来现金流量进行估值的市场参与者与会计中使用的历史成本法存在冲突。这就引出了一个问题,即这两种极端估值方式的对抗是否能够成为分析电子游戏领域以及创意产业中未确认资产的一种有价值的方法。本研究的目的是探讨市净率在该行业分析中的可能作用和用途。设计/方法/方法。本研究首先对应用于知识型产业的市净率进行文献回顾。研究的第二部分是将波兰视频游戏行业的19家最大的上市代表与华沙证券交易所的其他部门进行比较。进一步的分析将选定的波兰代表与该部门的世界最大代表并列。这样就可以得出关于所检查比率的有用性的结论。发现。研究显示,波兰电子游戏行业的市场/账面比率明显高于其他行业,与世界其他行业相当。可以说,市场的估值考虑了未确认资产(智力资本),这与未来可能的现金流量有很大关系。有趣的是,对于一些选定的波兰公司,市净率与IPO时的水平相比不断下降。这指的是与可能出现的投机泡沫相关的市场效率,该行业的公司经常被指责存在投机泡沫。创意/价值/实际意义。所得结果适用于该行业的投资者、分析师和管理者。通过研究,可以更好地理解市净率作为创意产业公司经济地位的指标及其盈利预测。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers
Abstract Research purpose. There are many reasons for which a growing interest in research and analysis of video game developers is observed. First, it results from attractive high rates of return on investment in this sector. Second, video games developers, in the author’s opinion, constitute a good combination of business and culture which is a ground for development of creative industry. A capital-intensive process of production and the intangibility of video games cause a problem in valuation of developers. Market participants who value future cash flows are in conflict with a historical cost approach used in accounting. This leads to a question of whether the confrontation of these two extreme ways of valuation could be a valuable measure of unrecognised assets for the analysis of video games sector and, as a consequence, of creative industry. The aim of the study is to explore a possible role and use of market-to-book ratio for analysis of this sector. Design/Methodology/Approach. The study starts with a literature review on market-to-book ratio applied to knowledge-based industries. The second part of the research is a comparison of results obtained for 19 biggest listed representatives of the video games sector in Poland to other sectors of Warsaw Stock Exchange. Further analysis juxtaposes the selected Polish representatives with world’s biggest ones in this sector. This will allow to draw conclusions about the usefulness of the examined ratio. Findings. The research shows that the video games sector represents noticeably higher level of market-to book ratio than other industries in Poland and is comparable to the world’s representatives. It can be stated that the market’s valuation takes into account unrecognised assets (intellectual capital), which are greatly related to possible future cash flows. What is interesting is that, for some of the selected Polish companies, market-to-book ratio keeps decreasing compared to the levels at IPO. This refers to market efficiency in relation to possible speculative bubbles which companies of this sector are often accused of. Originality/Value/Practical implications. The obtained results are applicable to the investors, analysts and managers of this sector. The research conducted enables a better understanding of the market-to-book ratio as an indicator of economic standing of creative industry companies and its earnings’ prediction.
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