Social Commerce in Indonesia - Empowering entrepreneurs with smart connected capital - AC Ventures
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Social Commerce in Indonesia Empowering entrepreneurs with smart connected capital The information contained within this Presentation is proprietary to Agaeti Convergence Capital III L.P. (ACV). It is confidential, legally privileged and protected by the relevant laws. It is not intended to be distributed to any third party without the written consent of ACV. All of the information contained in the Presentation is subject to further modification and any and all forecasts, projections or forward-looking statements contained herein shall not be relied upon as facts nor relied upon as any representation of future results which may materially vary from such projections and forecasts.
Research Agenda Identifying New Consumer Models Social Commerce: Market Overview Segmentation Success stories Local Players KPI & Valuation Investment Timing Impact of COVID-19 2
Social Commerce is a subset of eCommerce that involves social-sharing, allowing businesses to leverage on social networks to drive sales. Consumer Commerce Models Marketplace Directory/Listing D2C Platforms Social Commerce New Retail (O2O) Rental Reseller/Agent Group- Media/Content MLM Buying/Team Purchase “The fundamental driving principle behind social commerce is trust, where individuals are Online/Offline Influencer/ Dropshipper Offline Agent empowered to sell and recommend your products to Agent Affiliate their community, network, followers, and friends. Social commerce innovation empowers both online and offline channels, allowing individuals to commercialize their relationships with others.” 5
Indonesia’s eCommerce market is a US$12B sector, with the potential to reach US$53B-US$200B by 2025 Indonesia E-commerce Market Size (US$B) Indonesia eCommerce Market (US$B) 60 250 53 201 50 200 43 40 35 150 134 28 30 23 100 90 19 20 15 60 12 50 40 10 27 12 18 8 - 0 2018 2019 2020 2021 2022 2023 2024 2025 2017 2018 2019 2020 2021 2022 2023 2024 2025 Source: McKinsey (2017) Source: WeAreSocial (2018) eCommerce penetration is only 14% of total eCommerce User in Indonesia (#M) and Whatsapp Users in Indonesia (#M) population (2018, #M) ARPU (US$) 300 50 47.42 200 113.50 268.2 44.42 112.37 41.60 187 250 38.97 111.26 40 36.50 161 34.19 150 110.16 200 30 32.03 139 109.07 150 150 107.99 142 130 30 120 150 103 100 106.92 105.86 20 89 100 75 37 63 50 50 10 0 Indonesian Urban Internet Mobile Mobile eCommerce - 0 2017 2018 2019 2020 2021 2022 2023 2024 2017 2018 2019 2020 2021 2022 2023 2024 Population Population Users Internet Social Media Users Source: McKinsey, Statista, WeAreSocial Users Users
Social Commerce is the amalgamation of eCommerce and Social; 49% of the Indonesian population is active on social media. • 130 million active social media users in Indonesia (120 millions of which are on mobile), comprising 49% of the population. • According to Indonesia’s Ministry of Finance, 64 per cent of all e-commerce transactions in 2018 occurred through social media. • With about 150 million internet users in a country of 250 million people, Indonesia’s internet population size is fourth worldwide after China, India and Japan. • Consumers are becoming more digitally savvy; people spend over 3 hours on social media browsing, discovering, and interacting with friends. • PayPal’s survey of 1.4K merchants in 7 Asian countries found that 80% of merchants were already selling through social media channels, and 92% found that selling through social media improved their financial condition. Source: WeAreSocial, PayPal 2017 8
Social, Economic and Technology trends demonstrate that Social Commerce is well positioned to succeed in Indonesia • Indonesians spend 3h23m on social media daily. • McKinsey forecasts state that online-commerce sales will grow • 49% of Indonesia’s population is are active on social eightfold, with social commerce contributing to U$25B by media platforms. Indonesia is ranked 3rd for social media 2022. usage in the world. • 35% of online sales are generated by women; eCommerce has • 76% of users shopped online in 2018 via mobile phone led to savings of 11 to 25 percent for customers outside Java. (survey of ages 16-64)., of which 35% of users make • An estimated 90 million Indonesians will have joined the online payments. consuming class by 2030. • Annual consumption in other cities is 3x greater than Jabodetabek, where offline consumption is 6.5x of online, whilst Jakarta’s offline consumption is only 2x of online • 100 million Indonesians purchased consumer goods online in 2018, growing at 5.9% YoY. • Growing eWallet adoption – GoPay, Dana, LinkAja, and others, with only 3.1% of Indonesian populatin owning a mobile money account. • eCommerce users only at ~40M users, with ARPU estimated to be US$89. Source: WeAreSocial, PayPal, CLSA
Social Commerce is more than social-media marketing; it is a go-to- market strategy to acquire scalably, efficiently and effectively Social Commerce In the context of Asia, Social Commerce is NOT: • Social media marketing • Content Marketing • Omni-channel software that enable SMEs to sell on social media Reseller/Agent Group-Buying Media/Content MLM From traditional commerce: With examples like Pinduoduo, Meesho and Yunji, Social Commerce has the use of social network in the context of eCommerce transactions. It is the utilising of online and offline network, that Principal Distributor Retailer Consumer enables social interaction to facilitate online buying and selling of products and services Now with social commerce as an additional distribution channel: Social Agents / Principal Distributor Commerce Friends / Consumer Platform Members Social commerce is a go-to-market model for platforms to acquire customers in a faster, more cost-efficient (lower CaC) and effective way, and allows for trust. 10
Segmenting Social Commerce in Indonesia 11
Social Commerce’s four main models are Agent/Reseller, Group-Buying, Media/Content Driven, and Membership/MLM Consumer Commerce Models Marketplace Directory/Listing D2C Platforms Social Commerce New Retail (O2O) Rental Reseller/Agent Group-Buying Media/Content MLM /Team Purchase “The fundamental driving principle behind social commerce is trust, where individuals are Online/Offline Influencer/ Dropshipper Offline Agent empowered to sell and recommend your products to Agent Affiliate their community, network, followers, and friends. Social commerce innovation empowers both online and offline channels, allowing individuals to commercialize their relationships with others.” 12
Social Commerce’s four main models are Agent/Reseller, Group-Buying, Media/Content Driven, and Membership/MLM Reseller/Agent Group-buying Offering products and discounted prices based on users sharing to their social Platform that reaches out to end consumers that allows them to access product network to form a team-purchase through online/offline resellers, that are incentivized through monetary rewards Value-Adds: - Significantly reduced / discounted prices Value-Adds: - Lower CaC due to virality and sharing features - Access (additional distributional channel, especially for Rural) - Aggregating demand and high frequency allows for negotiating power with - Lower customer acquisition costs suppliers, and presents a good channel for brands to clear inventory - High customer trust & loyalty Challenges: Challenges: - Usually focus on products that are cheaper and have high frequency, making it - Product cannot be easily comparable / must be more complex difficult to monetize as margins are slim - On-going agent acquisition, retention and education - With rising middle class, demand for cheaper and unbranded products could decrease over time Content/Media Membership/MLM – offline/online Utilising user-generated content, reviews and influencers to enhance discoverability, Platforms that empower members with training to manage own stores, promote promote product and sell on platform product to communities, incentivized by aggregate discounts or cash rewards Value-Adds: Value-Adds: - UGC brings trust and authenticity, building positive brand perception - Trust and loyalty due to community and member’s feedback - Focus on high value goods (high referral items) - Lower CaC, leveraging on community building - An effective marketing channel through content and partnerships with influencers Challenges Challenges: - Reliance on members to generate revenue - Product will be more complex and have lower purchase frequency - Difficulties in recruiting and retaining members - Content becomes King, but content may be expensive (made in-house as UGC - Risk of being considered a Pyramid Scheme, as members must continue to not always reliable) recruit to access rewards - Sales are dependent on trustworthiness of KOLs 13
Social Commerce was built to acquire users with lower CaC, utilizing social networks to help other users discover product to bridge trust gaps Reseller Group-Buying Content Driven Discoverability • Referral-based • Browse-based • Content-based • Based on agent/reseller • Discovery from referral • Influencer-based content referrals (offline and by friends (mostly online, online) aspirational) Social sharing • Sharing on social media & F&F • Sharing to F&F network • Sharing on social media network (mainly whatsapp, chat- • Affiliate marketing • Accessing agent’s catalogue based) • Gamification • Agent-referral • Virality through sharing • Lower CaC due to UGC, but CaC • Lower CaC • Lower average CaC can have digital marketing • Agent acquisition costs and content creation costs required • Influencer marketing costs Social Commerce is essentially eCommerce, but the go-to-market strategy (reselling, group-buying) utilizes social features which helps bring the CaC down, hence decreasing the cost of GMV, allowing it to scale faster than traditional eCommerce platforms. 14
Social Commerce is also meant to increase consumer reach, both offline and online, with users incentivized to continue to share Reseller Group-Buying Content Driven • Strong offline component, starts • F&F and social network • Social media audience with F&F • Mostly online • Mostly online • Mostly focused towards tier 2-4 • Reach Sharing to result in virality cities due to low eCommerce • Use of community leaders for penetration logistics • Logistics hub built around agents Incentives • Agent commission fee • Discounted prices for high • Affiliate marketing fee or frequency items % commission fee Nature of Product • Medium complexity, products • Low complexity, commoditized • High complexity that require trust • High frequency • Various frequency levels • Lower frequency • Lower margin • Various margins • Higher margin • Unbranded items • Stronger brand recognition The multiple models of social commerce will specialize in different products and utilize different incentivizes to increase customer reach and transactions, selling different products that vary in complexity, frequency and margins. 15
In Indonesia, majority of Social Commerce players are targeting the Agent/Reseller space, focusing on different product categories Global/Regional Local Reseller/Agent Group-Buying Media/Content MLM 16
Most Social Commerce players focus on mid to high frequency products; Fashion all the way to FMCG and Fresh Produce Frequency Customer Motive High Frequency Cheap/Discount Reseller Consumer Reseller Consumer Low Frequency Access/Referral 17
The platforms that focus more on high frequency products are likely to suffer from lower margins, although CaC will still be lower than marketplaces due to sharing via personal network Margins High Margin Awareness Via Friends / personal network Reseller Consumer Reseller Consumer Low Margin Via influencer / “aspirational” 18
The challenges for the Agent/Reseller Model include agent acquisition and retention, as well as high competition Without negotiating power, social commerce platforms start out by working directly with retailers generate sales or scraping catalogues from existing eCommerce platforms, Establishing negotiating power with Principals negotiating bulk discounts or generating bulk discounts by purchasing SKUs upfront (and taking on the capital risk). Cannot be too complex requiring professional intervention (real estate, etc), but also Products offered must be complex to require cannot be too simple such as products which can be made without much trust (pencils, etc). trust and validation element Need to focus on product that require trust, reference and advice (i.e. fashion) Offline presence is required, as the individuals that need agent intervention are ones that Offline presence required to tap into areas cannot access or do not trust traditional eCommerce platforms, which could be expensive as it with lower eCommerce penetration requires local community leader recruitment and agent management, and “landgrabbing”. Although platforms do not have to incur a high CaC, recruiting and retaining agents have been one of the greatest challenges for a reseller platform. Many platforms adopt a “controlled Acquiring and retaining agents/resellers agents” model, where retention is stronger, however investment in training and agent management is essential. There are many platforms in the agent/reseller space – the landscape is crowded with players Strong competition from agent/reseller testing with different consumer products, raising lots of money, going-to-market through community leaders, and working on a strategy called “landgrabbing”, as they are trying to platforms “grab” one city/area first, to have a strong presence there. E.g. Dagangan’s territory is Jogja, but Super’s territory is Surabaya. 19
Group-buying also sees challenges in establishing negotiating power with suppliers, and also competition from established eCommerce giants Without negotiating power, social commerce platforms start out by working directly with Establishing negotiating power with Principals retailers generate sales, negotiating bulk discounts or generating bulk discounts by purchasing SKUs upfront (and taking on the capital risk). Focus for group-buying usually starts with fast-moving and high frequency goods as this will Products sold has to be low complex, fast- result in frequency of sharing and virality, but margins are low and monetization from this will moving, and thus have low margins not be enough (though there is opportunity to white label). To overcome the challenges facing Indonesia in online commerce, priority moves include Requires streamlining of logistics and cash less resolving logistical bottlenecks, encouraging more cashless payments, and getting more micro, payments small, and midsize enterprises online. As growth is driven by price and discounts, One of the concerns about Pinduoduo is product quality, due to Pinduoduo capturing supply unbranded items result in issues of counterfeit from unbranded FMCG suppliers, which creates concerns around product quality and counterfeit products. product Tokopedia, Shopee, Bukalapak and the other giants are well-funded and have reached a Strong competition from well-funded certain level of scale – users, merchants and GMV, building out their network effects. Shopee marketplaces/platforms already offers a ”group-buying” option, although it’s still in the early stages. 20
In Indonesia, the highest grossing consumer category in eCommerce is Travel & Accommodation, with Fashion coming next Margins High Margin Breakdown of Online Consumer Goods (2019) 0% 3% 15% 14% 40% Reseller Consumer 10% 9% 10% Fashion & Beauty Electronics & Physical Media Food & Personal Care Furniture & Appliances Toy & Hobbies Travel & Accommodation Digital Music Video Games ~ ~ ~ ~ Source: WeAreSocial Low Margin 21
The industry gross profit margins for different consumer products vary, with beauty and fashion presenting the highest margins Beauty & Skincare Fashion FMCG Personal Care FMCG Packaged Foods ~ 60 - 90% ~ 30 - 50% ~ 3 - 5% ~ 20 - 30% Furniture Agriculture Electronics Travel & Accommodations ~ 30 – 40% ~10 - 25% ~ 30 – 40% ~ 30 – 40% 22
The gross margins for different consumer products vary, with some social commerce platforms focusing on one category more than others Homemade Packaged Goods Snacks F&B Sembako ~ 12 - 15% ~ 8 - 9% ~ 5 - 15% ~ 5 - 6% Cigarettes Fashion Beauty Skincare ~ 0 – 3% ~30 - 40% ~ 80 - 90% ~ 70– 80% 23
Success Stories 24
We have seen high value companies adopting each of the four models we identified in Social Commerce in both India and China Reseller/Model Group-Buying EST: 2015, India EST: 2015, China Valuation: US$575M Valuation: ~US$47B market cap Category: Fashion & Lifestyle Category: Fashion, FMCG, Electronics, Business Model: % GMV take Fresh Product rate Business Model: Advertising (90% of Traction: 2M+ resellers, 21K revenue) & Merchant Services suppliers Traction: 536M active buyers, 135 DAU, US$142B GMV, US$4.2B Revenue Content/Media MLM/Membership EST: 2013, China EST: 2015, China Valuation: US$2.7B Valuation: US$690M market cap Category: Fashion & Beauty Category: Fashion, Beauty, Business Model: Advertising & Household, Travel, Electronics Commission Business Model: Direct sales Traction: 713M users, 100M commissions (87% of revenue) active users, 29K brands Traction: 23.2 million buyers, 7.1 million members 25
Group-buying/Team Purchase Case Study: Pinduoduo User Offering Merchant Offering Products: lesser known, cheaper brands, small ticket • Marketplace that adopts a group- • Helping merchants boost GMV through size strategy buying / team-purchase mechanism larger volume orders • Household Items Apparel is PDD’s to allow for discounted prices • Lower barriers to transact online (lower take • Fresh Produce largest grossing • Gamified experience to enhance rate, brand requirements) • Apparel / Clothing category shopping experience • Inventory management and analytics to • Electronics • Women make up 70% of user-base help merchants reach targets Key Moats 5.2% PDD 2018 Expenses Breakdown Risks Market Share 12% • Clear use-case in tier 3 / 4 cities and • Inconsistent suppliers that platform 5% for price sensitive user groups are dependent on • User acquisition costs is much • Reliance on existing social media lower than other major eCommerce platforms (WeChat) 56% platforms due to snowball effect of • Intense competition from giants 27% group-buying and retailers • AI for user screening, engagement • User loyalty due to high price data sensitivity Sales & Marketing G&A R&D Cost of Revenues Traction FY 2019 Revenue generation is similar to Alibaba’s marketplace play Revenue Model Advertising / 536M 135M US$142B US$4.2B 3.6M CAC Merchant Premium Active Buyers DAU GMV Revenue Merchants US$2 Services Listing Online advertising take rate now 2.6% 26
Agent/Reseller Case Study: Meesho User/Agent Offering Merchant/Seller Offering Products: household purchases, driven by women at • Suite of tools that enable resellers • Sellers have additional online sales home to sell products to their friends via channel, expanding their reach to • Apparel/Clothing Apparel is social media, mainly fashion tier 2-3 cities • Home Meesho’s largest • Network of • Logistics and supply chain support • Kitchen grossing category wholesalers/manufacturers/sellers • Beauty to give vast supply for resellers to sell • Resellers can set prices Key Moats Risks Meesho 2018 Revenue Breakdown Meesho 2018 Expenses Breakdown 3% 19% • Resellers bridges trust gap in • Logistics costs is high, spending eCommerce and creates stronger 91% of its total revenue in 2018 on interaction, as online shopping is still deliveries, and 41.5% of total 3% 45% governed by personal networks in rural expenses 46% 51% India • Agents require training and 17% • Meesho carries no inventory, as sellers retention/re-engagement actvities send products to Meesho’s last-mile 12% fulfillment center Logistics Advertising & Marketing • Negotiating power to go direct to Comission Delivery Fee Penalty Income Seller Bonus, Rewards, Discount Employee Benefits manufacturers to source supply Traction FY 2018 Revenue Model 10-20% 2M US$200M US$11.7M 22K Return commission Delivery fees Resellers GMV Revenue Merchants Penalties from sellers 51% of Revenue comes from Commission Income 27
Membership/MLM Case Study: Yunji User/Member Offering Supply Offering Membership Model: decentralized network of • Initially, Yunji is more a platform than “members” who help sell products • Social commerce company relying marketplace, acting as a retailer by mostly on WeChat sharing in order to holding own inventory instead of • Members signup to be able to access the platform generate sales by “members” connecting suppliers to buyers • They can then access special discounts/offers along with the ability to open their own • Members access special discounts/offers • Now, Yunji is focusing on building up their stores along with the ability to open their own marketplace model • Members promote their products to other users (mostly via WeChat) stores, and receive incentives through • Apparel is the highest GMV generating • If they manage to sell products or recruit new members, they receive a share of discounts for future purchases category revenue (not directly through cash but through discounts for future purchases) Yunji 2018 Expenses Breakdown Yunji 2018 Expenses Breakdown Key Moats Risks 1% 1% 7% 1% 12% 9% • High network effect through • Yunji has been under scrutiny from membership model Chinese authorities because of • Yunji’s decentralized model enables it suspicion of operating a pyramid to grow with lesser marketing expense. scheme.The company warns in its • Yunji operates 41 warehehouses across prospectus that China could at any 82% China, operated by 3rd Party 87% time redefine what constitutes Cost of Revenues Fulfilment pyramid selling. Merchandise Sales Membership Program Revenues Other Revenues Sales and Marketing Technology & Content General & Adminstrative Traction FY 2018 Revenue Model Revenue generation 7.1M 23.2M Active US$3.2B US$1.6B Merchandise Return is similar to JD.com’s members, 6.1M Delivery fees retailer play (holding transacting members Buyers GMV Revenue sales Penalties inventory) Members contribute to 11% of annual revenue and 66.4% of transactions. 87% of Revenue comes from Merchandise Sales 28
Content/Media Case Study: Xiaohongshu (RED) User Offering Leveraging UGC & Content to convert users to transact: • an ecommerce platform for luxury goods from overseas – primarily fashion and Advertising UGC Content eCommerce beauty products. Focus Areas: • content-based, social commerce • premium quality and exclusivity; it has built a highly-engaged community of platform to discover and review savvy users who research and review their products extensively on the app products, utilising influencers/KOLs. • trusted source of advice and recommendations for its community, working with Focusing on user-generated content to China’s biggest influencers build trust and word of mouth advertising Key Moats Risks • High AOV due to target consumers, • Some users who are window which have mid-high consuming power shoppers finding products on RED as 57% of users are from Tier 1 but purchase from other platforms like Taobao Girls are big purchasers when it comes to cosmetics and fashion. • The site also includes a high focus on • complaint from some users that The conversion rate of Xiaohongshu users is as high as 8%, security, with qualified brands and the site has become too compared with only 2.6% on Tmall, the biggest ecommerce retailers having to submit an commercial and no longer platform for official brands in China. In addition, every customer application before being accepted on encourages the same originality on Xiaohongshu makes 3 orders per month on average. the platform. from users. Traction FY 2018 Revenue Model Products: high-end, luxury items • Fashion 5-10% • Beauty 200M Registered US$105B US$212M 15-20% Users 30M MAU Commission Fee Advertising • Skincare GMV Revenue Campaign Fee • Nutritional Supplements 90% of users are middle to upper class women, a lucrative market for global fashion 29
Local Players 30
Indonesia landscape – Reseller/Agent Model Founded January 2019 March 2018 November 2018 April 2018 2015 Team Size 10-15 11-50 100+ 500+ HQ Jakarta, Indonesia Jakarta, Indonesia Bandung, Indonesia Jakarta, Indonesia Mumbai, India Countries Founders Coal & mining, game development/ Ex bobobox, UrbanIndo, Politeknik Seasoned Media entrepreneur, ex Ex Sony Corp, Seasoned Background animation, traveltech graduate Colombia Entrepreneurs Description Digital MLM, social reseller platform platform for creating online Social commerce platform to agent-led commerce group buying online reseller network of shop websites empower individuals to sell that enables community leaders to housewives and SMBs, who sell Muslim products, connecting become retailers within their products within their network on Muslim brands to resellers communities social channels. Offering Agents – order management Agents – order Agents – order management Super’s main service, SuperAgen – Agents – order management platform, own online catalogue store management platform, platform, store front Shahria compliant, profits from platform, own online catalogue Users – view catalogues and make own online catalogue store reseller, order management store orders Users – view catalogues Users – view catalogues and make and make orders orders Target Demographic Tier 1 cities Middle income women, Tier 1 & 2 SMEs, Tier 1 & 2 cities Middle income women, Tier 1/2/3 cities cities Category Fashion, Lifestyle Fashion, Lifestyle Muslim Fashion, majority for FMCG, packaged food Fashion, Lifestyle women Business Model % GMV take rate % GMV take rate % GMV take rate % GMV take rate % GMV take rate/commission Traction 800 SKUs, 200 Agents, 70 Brands US$10M Annualized GMV 17K resellers 1.1K Agents 2M+ resellers, 21K suppliers Funding Seed (US$1M) - East Ventures (US$3.2M) - Altos Ventures Series A (US$8.3M) – Jungle Undisclosed – Y-Comb, Insignia, SAIF, Sequoia, DST, Facebook, Ventures Alpha JWC, B-Cap Partner’s, Arrive Naspers 31
Indonesia landscape – Group-Buying/Team-Purchase Model WeBuy We haven’t seen that many players in Indonesia that adopt a group-buying Founded November 2019 2018 October 2018 model. Many players in this space Team Size adopt the reseller/agent model, HQ Jakarta, Indonesia Singapore Jakarta, Indonesia focusing on apparel and lifestyle Countries products. Founders Background Seasoned Entrepreneur, ex 2x entrepreneur, Chicago Booth MBA Investment Banking In the past, we’ve seen players such as Description Group-buying platform based in Group-buying platform based in Group-buying platform based in Indonesia DealKeren, Disdus (acquired by Indonesia Singapore (also recently launched a reseller Groupon), LivingSocial (said to rebrand platform) to Ensogo, after being acquired by Category FMCG – essential items FMCG, baby products Fashion, Lifestyle DealKeren), Maiplay (Eduordo Savern was an advisor) and Dskon.com. Target Demographic Middle income customers, Tier 1/2/3 Low to middle income customers, Tier cities 1/2/3 cities None of the players in the services category have failed to find ways to Business Model % GMV take rate % GMV take rate % GMV take rate Advertising & Merchant Services Advertising scale. Assumption is that they focused on non-essential services such as Traction US$2.5 AOV, 5.9 orders per Undisclosed 270K monthly active users transacting users,, April GMV US$22K travel, restaurants, hotels, spas, etc. Mucho is the only established group- buying platform currently present in Indonesia, sourcing product directly Funding Seed (US$1M) – East Ventures, RHL Undisclosed - GFC Seed (US$3M) – Qiming Venture Partners from China. Ventures, AC Ventures 32
Indonesia landscape – Group-Buying + Agent (Hybrid) Founded July 2019 April 2018 October 2018 ChiliBeli’s model is an agent-model, Team Size 246 100+ however there is a group-buying Founders Background Serieal tech entrepreneurs, ex Seasoned Media entrepreneur, ex Jakarta, Indonesia component to it, where Agents can be consultants, ex Ant Financial, ex MIT, Colombia incentivized by discounts, and not just ex Nanyang, Ex Lazada, Ex Tmall financial incentives. Description social commerce platform that agent-led commerce group buying that 2x entrepreneur, Chicago Booth MBA connects manufactures/farmers with enables community leaders to become agents directly through various instant retailers within their communities messaging tools Similar to ChiliBeli, Super also started Model Marketplace model connecting Super’s main service, SuperAgen – Group-buying platform based in Indonesia farmers with agents, with agents then Shahria compliant, profits from (also recently launched a reseller platform) as an agent model for FMCG and sharing it with their network and reseller, order management packaged foods products for Mom & earning a comission Pops. However, they now have an Category Fresh produce FMCG, packaged foods Fashion, Lifestyle element of group buying. Revenue Model . 3.5% gross margin, -6.8% CM2 margin. % GMV take rate % GMV take rate GMV take rate Mucho has two separate platforms – Traction US$600K Feb GMV, Undisclosed Undisclosed one for group-buying (Mucho) and the other for agent/reseller (Milliku). Mucho’s group-buying platform is for fashion items, whilst Milikku is for FMCG/Sembako items. This is quite opposite from both Meesho and PDD. Funding Seed (Undisclosed) Undisclosed – Y-Comb, Insignia, Alpha Seed (US$3M) – Qiming Venture Partners Series A (US$10M) – Lightspeed, JWC, B-Cap Partner’s, Arrive Kenesys, Golden Gate, Surge 33
Valuation 34
The Valuation Comps for Social Commerce platforms are are 0.6x – 1.6x EV/GMV and 7x – 25x for EV/Rev Model Monetization Agent/Reseller Model Group-Buying Model 10.0 Agent-Reseller % GMV take 14.0 13.3 7.7 Model rate/commission 12.0 8.0 % Agent fee 10.0 6.0 8.0 6.0 4.0 Group-Buying % GMV take rate Model Advertising 4.0 2.0 0.6 Merchant Services 2.0 0.9 0.0 0.0 EV/GMV EV/Rev EV/GMV EV/Rev All Social % GMV take rate Commerce Advertising Models Merchant Services India – All Social Commerce Models China – Social Commerce Models 8.0 7.4 30.0 25.1 7.0 25.0 6.0 20.0 5.0 15.0 4.0 3.0 10.0 2.0 5.0 1.6 0.7 1.0 - 0.0 EV/GMV EV/Rev EV/GMV EV/Rev Confidential and proprietary to CV 35
Is the opportunity now? 36
The long-term goal for Social Commerce platforms would be to aggregate demand, optimize operations and establish a powerful supply side Lower number of SKUs that are Social commerce is highly selling at a higher frequency allows operational, especially in for platform to negotiate better logistics and marketing. prices, thus reducing costs. Key is to Improving efficiencies dominate a category of SKUs. operationally is necessary to continuously improve Aggregating demand allows for economics. platform to optimize operations and Large network of agents or White-labelling popular SKUs logistics. Potential to utilize based on customer data is also agents/community leaders/mitras to users/eyeballs that allows for an option for future, through carry out last-mile delivery, or build manufacturing or repackaging, last-mile logistics hubs around these monetization via advertising or as it increases margins up to communities. 30%, depending on SKU. premium listing Supply side access has to be strong, through bringing offline businesses Agent and merchant online, or acquiring supply that have stickiness is essential, so yet to succeed in current platforms, add on services such as to help them gain significant marketing, analytics and customer access, and in return also micro-financing can obtain products at better prices. help with retention. 37
Social Commerce in Indonesia presents an interesting opportunity for investment, although there are risks to consider such as competition and current logistics infrastructure Score (1-10) Description Funding Requirements 7 Funding requirements are high due to the need to build scale, supply defensibilities and compete with eCommerce giants Fundraising Landscape 9 Space has seen traction from notable investors due to the tier 2/3 opportunity, especially in the reseller space Competitive Landscape 4 Landscape is crowded with multiple players, however no clear winner yet Market Potential 10 eCommerce will hit US$200B by 2025, with opportunities for social to drive that growth Consumer Behavior 9 With more users spending time online, social commerce is well positioned to tap into social behavior and eCommerce activity Supply Chain 6 Need to achieve scale first to build supply chain, but more brands are keen to build stronger online presence Logistics Infrastructure 4 Not quite there yet, especially in remote areas. Logistics costs will continue to be a challenge Tech Infrastructure 8 Simple and straightforward Growth Vs. Risk 5 Potential to scale with funding discounts and marketing, but competition is high risk Regulatory Environment 10 Only concerns will be around MLM / Pyramid scheme Note that each of attribute above is weighted equally, with 0 being most unfriendly factor and 10 being most friendly factor. Market Timing Score 71/100 Overall timing score is 71, indicating that there is strong opportunity but also risks 38
So why is Social Commerce interesting NOW? Is it because there is more opportunities in tier 2-4 Is It because social Is it because social commerce platforms cities, and the current commerce models has had high interest form investors eCommerce solutions are have been successful worldwide, and would be able to not tailored to that? in other countries? continue to raise? Is it Indonesia’s eCommerce space is massive but still have untapped potential that there is Is it because there a valid pain still much space for Social point that social commerce Commerce to grow, and scale Is it because social commerce platforms effectively solve faster than traditional platforms have the potential to better than other eCommerce eCommerce platforms? scale faster through their reach platforms? I.e. trust gap? than traditional eCommerce platforms? 39
Impact of COVID-19 40
Impact of Co-Vid 19 Strengths Weaknesses • Selling via online network, social media • Offline agent recruitment will be challenging, so (Whatsapp, Line, etc) reduces the need for marketing via online channels is essential offline presence. Both agent and team • Increase competition from eCommerce players with purchase model strongly depends on online funds to burn via discounts, marketing and logistics, sharing. as well as stronger merchant base • Can scale faster than traditional commerce, as • Supply chain disruptions due to factory closures and people spending more time online and on import challenges social media • Fall in demand for non-essential items Opportunities • Doubling down on essential/FMCG/sembako items, as well as medical supplies • Renegotiating contracts merchants, retailers, factories and distributors • Potential to onboard more businesses, as SMEs are now looking to build stronger presence online (also supported by the government) • Opportunity to scale and capture eyeballs, through gamification and social media sharing 41
Michael Soerijadji | Managing Partner Adrian Li | Managing Partner michael@acv.vc adrian@acv.vc Confidential and proprietary to ACV
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