2017/18 INTERIM RESULTS
27 MARCH 2018
2017/18 INTERIM RESULTS 27 MARCH 2018 GAME DIGITAL PLC INTERIM - - PowerPoint PPT Presentation
2017/18 INTERIM RESULTS 27 MARCH 2018 GAME DIGITAL PLC INTERIM RESULTS 2017/18 Forward looking statements This presentation includes statements that are, or may be deemed to be, forward- looking statements. These forward-looking
27 MARCH 2018
This presentation includes statements that are, or may be deemed to be, “forward- looking statements”. These forward-looking statements can be identified by the use
forward-looking terminology, including the terms “believe”, “estimates”, “plans”, “projects”, “anticipates”, “expects”, “intends”, “may”, “will”, or “should” or, in each case, their negative or other variations or comparable terminology. These forward-looking statements include matters that are not historical facts and include statements regarding the Company’s intentions, beliefs or current expectations. Any forward-looking statements in this presentation reflect the Company’s current expectations and projections about future events. By their nature, forward-looking statements involve a number of risks, uncertainties and assumptions that could cause actual results
events to differ materially from those expressed or implied by the forward-looking statements. These risks, uncertainties and assumptions could adversely affect the outcome and financial effects of the plans and events described herein. Forward-looking statements contained in this presentation regarding past trends or activities should not be taken as a representation that such trends or activities will continue in the future. You should not place undue reliance on forward- looking statements, which speak only as of the date of this presentation. No representations
warranties are made as to the accuracy of such statements, estimates or projections. Please note that the Directors
the Company are, in making this presentation, not seeking to encourage shareholders to either buy or sell shares in the Company. Shareholders in any doubt about what action to take are recommended to seek financial advice from an independent financial advisor authorised by the Financial Services and Markets Act 2000.
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Strategic progress made across the Group
cycle, has high margins and a unique position in the significant growth area of esports
transformation of the business
Positive UK & Spanish GTV trading performance, with reported GTV up +3.8%
Increased level of cost savings and operational improvements delivered
the business Cash & liquidity position improved
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Casual / Amateur Higher participation, Low viewership
COMPETITIVE GAMING EXPERIENCE
Tournaments Tournaments
Customer Proposition B2B Proposition
GRASSROOTS AMATEUR UK PRO GLOBAL PRO
1 2 3 4
Professional / Elite Fewer participation, greater viewership
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50 100 150 200 250 300 350 400 FY17 H1 FY17 H2 FY18 H1
Average Gaming Hours per week per arena
Arenas have held over 450 parties
+38% +58%
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BELONG Locations
1
BELONG Arenas Insomnia Gaming Festival
2 3 4 5 6
BELONG.gg Website Booking Platform Tournament Platform Studio & Production
UK Masters (Semi-pro streamed tournament) BELONG Arena Clash Tribes Team partnerships Industry and charity collaborations PC, hardware, accessories, digital VR and merchandise Food and drink GAME has the required specialist gaming resource
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Number of Stations Operating Margin Annual Pay To Play Revenue Hours Utilisation Price Per Hour Other Revenue Total Revenue
Collaboration Agreement allows for larger arenas going forward with c.40 desks or more Our most recent
large arenas with 24- 36 desks The annual pay to play hours per desk per arena are 1,156 78 hours per week, per arena x 52 weeks x average large arena utilisation c.28.5% Assumed average price paid for every hour of gameplay is £4.50 Including activities such as:
Average pay to play revenue per arena is c.£200k Average arena retail sales of £500k per large arena pa Each arena includes additional sales for Food and Beverage, PC hardware, accessories, digital and Virtual Reality Average total revenue per arena is £700k pa GAME share of average annual operating margin per large arena c.23% £150k - £175k Each location also generates profits from GAME Retail (including potential incremental uplifts) Average capex per large BELONG/ GAME £350k Average arena capex £230k and average retail capex of £120k Average payback per large BELONG/ GAME c.2 - 2.5 years
Capex
Stations Growth Utilisation Growth Price Per Hour Growth
294 334 270 280 290 300 310 320 330 340 FY17 H2 FY18 H1
Cumulative BELONG PC Gaming Desks
18.7% 28.5% 0.0% 5.0% 10.0% 15.0% 20.0% 25.0% 30.0% FY17 H2 FY18 H1
Desk Utilisation %
£3.97 £4.19 £6.75 £7.48 £4.23 £4.43 £0.00 £1.00 £2.00 £3.00 £4.00 £5.00 £6.00 £7.00 £8.00 FY17 H2 FY18 H1
Gross Price Per gaming hour
Std Pay to Play Parties Desk P2P
+10.8% +5.5% +4.7%
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Most participated PC Games in arenas are the largest esports titles
Publisher: Riot Games Released: 2009 Status:
(access to content)
Publisher: Valve Released: 2012 Status:
tournaments
Publisher: BlueHole Released: 2017 Status:
Titles participated from BETA
Publisher: Epic Games Released: 2017 Status:
launched
tournament support
tournaments
greet
parties
tie in
Mass Effect Andromeda, FIFA 18, Star Wars Battlefront II
& stream
NFL 2018
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January 2018
event/tournament announcements for BELONG
Clash show
to pre-book arena time and guarantee their booking slot and drive utilisation
community can associate with
since season 1
Insomnia Gaming Festival
best matches of the week
initiative to host 20 schools for an Overwatch tournament
esports teams such as eXcel and MCM
introduce autism friendly sessions into selected BELONGs
the Arena Clash
Website & Booking Platform Arena Clash Gaming Community & CSR
incentivise player participation
across multiple physical locations
Tournament Platform
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Locations and Gaming Station Count
stations
GAME performance and share of wallet
Delivering Transformation in High Growth Market, High Profit & Fast Payback
and ladders over the next 12 months Collaboration supports Locations and Gaming Station Count by:
within an SPD store, in SPD owned property or stand alone
more gaming stations and improved retail performance Collaboration supports delivery of Transformation in High Growth Market, High Profit & Fast Payback by:
repayment on each BELONG /GAME
from new and existing venues
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All figures in £m (unless stated) H1 20171 H1 2018 VAR, % Gross Transaction Value (GTV)2 565.4 586.8 3.8 Revenue 498.1 517.4 3.9 GTV & Revenue for Events & Esports 5.4 7.1 31.5 UK operating costs pre except & adjusting items (71.3) (67.3) 5.6 Adjusted EBITDA 23.3 21.2 (9.0) Adjusted profit before tax 16.9 14.2 (16.0) Adjusted (basic) EPS 7.9p 6.4p (19.0) Net cash from operating activities 25.7 32.2 25.3 Cash 73.0 84.9 16.3
Retail
rate impact on Spanish operations
period
million with recently expanded facilities of up to c£130 million
1.2017 restated for the reclassification of marketing income 2.Gross Transaction Value is a non-IFRS measure defined as total retail receipts excluding VAT and before the deduction of revenue deferral relating to reward points. Gross Transaction Value reflects the full sales value of digital sales, agency sales (including sales by business partners on GAME’s Marketplace website), warranties and other similar arrangements and thereby includes the publishers’ and sellers’ shares of those transactions
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All figures in £m (unless stated) H1 2017 H1 2018 VAR, % Total Hardware 117.6 146.7 24.7 Total Content 262.1 265.3 1.2 Physical software 184.7 190.8 3.3 Digital content 77.4 74.5 (3.7) Total A&O 90.0 87.3 (3.0) Core A&O 82.3 78.4 (4.7) Events & Esports 5.4 7.1 31.5 Digital1 2.3 1.8 (21.7) Total Preowned 95.7 87.5 (8.6) Preowned (core) 71.4 63.2 (11.5) Preowned tech 24.3 24.3
565.4 586.8 3.8
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X launch and stronger relative PlayStation 4 performance
performance in the prior year
declines in VR (major launches in H1 2017) and Toys to Life category
profit up 250% driven by higher margin events
Nintendo Switch
perennial titles e.g. Destiny 2 and stronger year on year performance of Call of Duty
1 Multiplay Digital sold on 28 November 2017 and activities discontinued
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Note: Calculated as % of GTV
H1 2017% H1 2018% % PT CHANGE Hardware 5.7 7.1 1.4 A&O 29.9 32.9 3.0 Content 23.0 21.6 (1.4) Physical software 24.3 24.5 0.2 Digital content 16.9 14.2 (2.7) Preowned 34.6 30.5 (4.1) Total 22.5 21.0 (1.5)
new console launches including Nintendo Switch full price sales
products in this category (VR launches LY at lower average rates)
management and further supplier support
and PlayStation 4 which achieve lower margin rates than older formats, as well as lower gross profit rate on preowned technology products
million, reduced by 1.0%
amortisation reduced by 1.8% to £101.9 million
efficiencies realised in the UK
million
local currency, significantly lower than growth rate of GTV
£0.1 million to £4.0 million, reflecting the continued expansion of BELONG and lower costs in Game Esports & Events and Multiplay Digital (following the sale)
Group Continuing Costs1 £m (unless otherwise stated) H1 20173 H1 2018 VAR, £m Selling & Distribution costs 82.2 80.5 1.7 Administrative costs 27.2 27.8 (0.6) Total Operating expenses 109.4 108.3 1.1 Less: Underlying Depreciation & Amortisation (5.6) (6.4) 0.8 Total Operating expenses before D&A 103.8 101.9 1.9 as % of GTV 18.3% 17.3% Group Continuing costs by division1,2 £m (unless otherwise stated) H1 20173 H1 2018 VAR, £m Core Retail 99.7 97.9 1.8 UK Retail 71.3 67.3 4.0 Spain Retail 28.4 30.6 (2.2) Spain Retail, €m 32.9 34.3 (1.4) Events, Esports & Digital 4.1 4.0 0.1
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period including rent and rates
redesign and store staffing efficiencies
measures and procurement activities
across property, payroll, distribution, procurement and central operations plus cost initiatives within gross profit including changes to loyalty arrangements and refunds and returns £m Total savings achieved in FY17 Total savings realised in H1 Targeted savings for in H2 Property 1.4 1.6 c.1.5 Payroll 3.8 1.6 c.1.5 Procurement, distribution, efficiency savings and
1.4 1.8 c.3.0 Total 6.6 5.0 c.6.0
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1 Since UK action plan initiated in January 2016
estate costs including store closures
and 272 over the next 2 years
233 39 13 9 1
50 100 150 200 250 To Dec 18 2019 2020 2021 2022 2023+
UK Lease Expiry Profile
million up 29.6% with strong working capital management
escrow balance) received from the sale of Mulitplay Digital
expenditure of £6.2 million in the first half, and planned acceleration of the BELONG roll out under the Sports Direct collaboration
£m H1 2017 H1 2018 Var, £m Operating profit 17.3 12.9 (4.4) Depreciation & amortisation 10.4 11.1 0.7 Exceptional profit on sale of assets (6.3) (6.0) 0.3 Working capital and other items 6.6 18.3 11.7 Cash generated by operations 28.0 36.3 8.3 Proceeds from sale of business/property 13.3 14.9 1.6 Sub-total 41.3 51.2 9.9 Capital expenditure (5.8) (6.2) (0.4) Taxation (1.4) (3.7) (2.3) Net interest (0.8) (0.3) 0.5 FREE CASH FLOW 33.3 41.0 7.7
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total available facilities have been increased to c£130 million (2017: £80 million)
£75 million in peak
provided by SPD (Capex facility of £35 million and working capital facility of £20 million)
2018, with potential to extend for a further year
Spain of €28 million, rising to €44 million in peak
c£169 million £m H1 2017 H1 2018 Var, £m Opening cash 43.1 47.2 4.1 Cash generated by operations 28.0 36.3 8.3 Proceeds from sale of business/property 13.3 14.9 1.6 Tax, interest, dividends & other (4.9) (6.0) (1.1) Capex (5.8) (6.2) (0.4) Movement in borrowings (0.7) (1.3) (0.6) Movement in cash 29.9 37.7 7.8 Closing cash 73.0 84.9 11.9 Finance leases (4.0) (2.7) 1.3 Net cash 69.0 82.2 13.2
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1 Source GfK Chart-track
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SOURCE – NEWZOO 2017 GLOBAL ESPORTS MARKET REPORT
A new business model into the group that directly commercialises gamers outside of retail (pay to play / food & drink) Converting the average gamer into a competitive gamer significantly increases their lifetime value By reaching existing competitive gaming communities & PC gamers that sit outside of GAME’s current retail sphere of influence Help negotiate better margin, terms and exclusive content from partners. New monetisation routes through event/ tournament organisation Frontline engagement of the next generation of customers Have access to a more holistic understanding of the gamer behaviour through retail and their engagement in esports/ competitive gamers
Introduce new revenue/ margin streams for GAME
By increasing the value of our existing customers By acquiring new customers Through the increased support of existing and new suppliers and partners GAME’s value proposition remains relevant in changing market conditions Increasing the volume, range of data and our understanding of gamer behaviour
$0.3 $0.7 $1.5
0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 2013 2014 2015 2016 2017 2018 2019 2020 2021
Total Esports Rev
120M 191M 286M
Number of eSports enthusiasts
Revenue in bn’s ($)
$11 $5.2 $2.7
>$3.0bn $1.0bn
Average Esports Global Revenue per Enthusiast
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1.8% 15.7% 8.3% H1 16/17 H2 16/17 17/18 YTD*
8.8% 10.0% H1 16/17 H2 16/17 17/18 YTD*
Mint Video Game Market Performance
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33 Weeks to 17 March
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1 2 3 4 5 6 7 8 9 10
Month 1 Month 3 Month 5 Month 7 Month 9 Month 11 Month 13 Month 15 Month 17 Month 19 Month 21 Month 23 Month 25 Month 27 Month 29 Month 31 Month 33 Month 35 Month 37 Month 39 Month 41 Month 43 Month 45 Month 47 Month 49 Month 51 Month 53 Month 55 Month 57 Month 59
Months Since Launch
Comparison of latest generation (PS4/Xbox One vs Prior generation (PS3/Xbox 360) – UK
UK Latest Generation (PS4/Xbox One) Prior Generation (PS3/Xbox 360) 1 1 2 2 3 3
Month 1 Month 3 Month 5 Month 7 Month 9 Month 11 Month 13 Month 15 Month 17 Month 19 Month 21 Month 23 Month 25 Month 27 Month 29 Month 31 Month 33 Month 35 Month 37 Month 39 Month 41 Month 43 Month 45 Month 47 Month 49 Month 51 Month 53 Month 55 Month 57 Month 59
Months Since Launch
Comparison of latest generation (PS4/Xbox One vs Prior generation (PS3/Xbox 360) – Spain
Latest Generation (PS4/Xbox One) Prior Generation (PS3/Xbox 360)
Units sold million Units sold million
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56% 43% 44% 57%
PS3/Xbox 360 PS4/Xbox One Xbox PlayStation
369 383 313 473 56 195 177 143 601 490 501 426 21 106 149 178 200 400 600 800 1000 1200 1400 16/17 17/18 18/19 19/20
UK Market Value Hardware & Software: Playstation, Xbox and Nintendo Switch
PS & XB HW Switch HW PS & XB SW Switch SW
490
650 596
Market Value +12% Market Value +7%
616
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IHS (March 2018)
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Esports growth will continue at pace
Nintendo Switch continues to grow
New release schedule across all formats is strong
announced for Oct 18 & Shadow of the Tomb Raider
Current generation of consoles growth expected to continue’
PlayStation 5 launch forecast by market analysts for peak ‘19
Continued pressures factored in
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E V E N T S
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efficiency whilst investing for the future 1. Optimise fixed & variable store costs 2. Distribution efficiencies 3. Procurement & business process improvements 4. Supplier arrangements
retail businesses in the UK & Spain in order to maximise market potential 1. Continue to enhance the Group’s specialist proposition 2. Build new categories & services 3. Multichannel development 4. Store optimisation
gaming services for gamers and publishers 1. Local competitive gaming and esports, headlined under BELONG 2. Insomnia Gaming Festival 3. Major third party contract events
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33 UK MASTERS FINALS BELONG CUPS LOCAL (TOWN) TOURNAMENTS LOCAL ARENA TOURNAMENTS BELONG ARENA CLASH
BELONG T/MENT PLATFORM
REGIONAL TOURNAMENTS WEBSITE & BOOKING SYSTEM BELONG KIDS TOURNAMENTS UKM BYOC LAN TOURNAMENTS
GRASSROOTS AMATEUR UK PRO GLOBAL PRO
ESPORTS MERCHANDISE PLAYER PRODUCTS
RETAIL OPPORTUNITIES
PC AND VR HW, SW, DIGITAL AND ACC HIGH END PERIPHERALS UK MASTERS SEASONS UKM ONLINE CUPS
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Events Overview
Insomnia Overview
Influencers (78m subscribers)
last year
attending Insomnia Franchise
Third Party Events
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retail businesses in the UK & Spain in order to maximise market potential 1. Continue to enhance the Group’s specialist proposition 2. Build new categories & services 3. Multichannel development 4. Store optimisation
gaming services for gamers and publishers
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Continue to improve
in the UK & Spain in
market potential
Continue to enhance the Group’s specialist proposition
Store estate optimisation Multi-channel development
Build new categories & services
Continued development and improvement of customer loyalty programmes
Securing “Only at GAME” exclusive ranges from supplier partners
Creating a relevant and credible marketing strategy to engage with gamers
Content first strategy through social media channels
March with Facebook and September with Twitter
following 37.1m
gaming community
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accessories / digital
up on non-arena locations in Q2 FY18
P2P margin at 100%
dwell times in arenas
gamers and esport participants
VR PC LICENSED MERCHANDISE SERVICES CORE CONSOLE & DIGITAL FOOD & DRINK
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Customer Retention
Customer Retention
Delivery Services
Delivery Services
Omni-Channel Services
across 250 stores Omni-Channel Services
despatched from stores
BELONG PC build Ways To Pay
Ways To Pay
Pre-Orders
Pre-Orders
Specialist Games Retailer
Specialist Games Retailer
improvements
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Small store offering, a reduced range and task, with less operating and staff costs. Concessions in markets where standalone stores are not financially viable
SMALL / CONCESSION
SMALL STORE / CONCESSION STORE RECONSTRUCTION
accessories, console digital, PC and accessories TO ACHIEVE
GAME / BELONG
Leverage BELONG fully for footfall and experience and deliver a specialist range catering for improved core console proposition with greatly increased engagement with PC gamers
BELONG WITH A GAME STORE 233 39 13 9 1
50 100 150 200 250 To Dec 18 2019 2020 2021 2022 2023+
UK Lease Expiry Profile
THE TWO MODELS
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efficiency whilst investing for the future 1. Optimise fixed & variable store costs 2. Distribution efficiencies 3. Procurement & business process improvements 4. Supplier arrangements
gaming services for gamers and publishers
GAME DIGITAL PLC – INTERIM RESULTS 2017/18
suppliers
Supplier Arrangements
Organisational Efficiency and Design
Property
Operational Costs & Business Processes
Cash & Working Capital
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Whilst fully optimising BELONG and the Collaboration Agreement
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Business transformation activities fully developed with a clear strategy and plans to address long term structural changes in our markets
impact on core retail
Right-sizing of retail continues
delivered in H1 and further initiatives in place
Strong cash generation and disciplined use of capital Spanish market and GAME’s performance remain strong
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Expand live and online gaming services for gamers and publishers
margins and reduces previous console market cyclicality
competitive gaming approach Continue to improve our retail business in the UK and Spain in order to maximise market potential
marketing and content first approach
development
Optimise the Group’s efficiency whilst investing for the future
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500 1,000 1,500 2,000 2,500 FIFA 18 v FIFA 17 COD WW2 v COD IW Assassins Creed v Watch Dogs 2 Star Wars v Battlefield Destiny 2 SWITCH: Super Mario / Mario Kart
H1 FY17/18 H1 FY16/17
500 1,000 1,500 2,000 2,500 FIFA 18 v FIFA 17 COD WW2 v COD IW Assassins Creed v Watch Dogs 2 Star Wars v Battlefield Destiny 2 SWITCH: Super Mario / Mario Kart
H1 FY17/18 H1 FY16/17
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Source: GfK Chart-Track, Spanish market, units sold in H1 18 vs. H1 17
equivalent titles in the previous year
equivalent title in the previous year
Source: IHS
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429 580 725 875 934 1,022
2013 A 2014 A 2015 A 2016 A 2017 A 2018 E
Total UK console digital content market £m (UK Only) 60.4 72.3 79.3 96.8 57.5 59.5
FY14 FY15 FY16 FY17 H1 FY17 H1 FY18
GAME console digital sales (GTV), £m Total UK console digital content market £m (UK only)
10,000 20,000 30,000 40,000 50,000 60,000
SWITCH weekly sales - 52 weeks since launch (excludes launch week)
1,373,102 138,567 653,451 200,000 400,000 600,000 800,000 1,000,000 1,200,000 1,400,000 1,600,000
Install Base 1st Year of Launch - Nintendo Consoles
Wii Wii-U SWITCH
78% 47% 22% 53%
NINTENDO PLAYSTATION Physical Digital
UK & Spain Markets – Nintendo software market is dominated by physical content sales
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