GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
GAME CHANGING
GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
21ST MARCH 2019
GAME CHANGING GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 21 ST MARCH - - PowerPoint PPT Presentation
GAME DIGITAL PLC 2018/19 INTERIM RESULTS GAME CHANGING GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 21 ST MARCH 2019 GAME DIGITAL PLC 2018/19 INTERIM RESULTS FORWARD LOOKING STATEMENTS This presentation includes statements that are, or
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
21ST MARCH 2019
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
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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 of 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
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 or 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.
CHIEF EXECUTIVE OFFICER
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SOLID GTV AND GROSS PROFIT RATE PERFORMANCE ACHIEVED IN A CHALLENGING RETAIL ENVIRONMENT
DRIVING OPERATIONAL EFFICIENCIES
improved gross profit rate and the delivery of £4.9 million of operational efficiencies and cost savings
renegotiated in the period of 59%
the UK with savings in distribution, head office, store payroll and store rent
million) and access to aggregated facilities as at today’s date of up to £110 million across the UK and Spain STRATEGY PROGRESSION TOWARDS REPOSITIONING THE BUSINESS
enlargement of existing arenas
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Each arena can support more community members than the number of stations. A network of gamers forms around the arena
Our arenas provide a physical home for the community The community talks to each
BELONG that reaches new potential community members Arena Clash and CRM retain and continuously engage BELONG gamers in the network, further building customer value
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1. Competitive & community – Strong interest in esports 2. Fun with friends – Enjoy playing together in one location 3. Private player – Solo gamers playing to unwind in their downtime 4. Time together – Parents & children who like to game together 5. Grateful guardians – Parents not interested in gaming, but children are
utilisation
community cups and leader board competitions (individual arenas)
pricing per hour and incentivising them to visit BELONG more frequently
as parties and casual play which drives utilisation within these segments
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APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER ACADEMY BOOT CAMPS
TOURNAMENT ZONE AT I64 ARENA CLASH FINALS AT I64 ARENA CLASH SUMMER MINIMUM OF FIVE TITLES ARENA CLASH WINTER MINIMUM OF FIVE TITLES ARENA RIVALS
ACADEMY CLASSES ESPORTS TEAMS MEET & GREETS
TOURNAMENT ZONE AT I65 ARENA CLASH FINALS AT I65 ARENA CLASH SPRING JUNIOR ARENA CLASH ARENA RIVALS ESPORTS TEAMS RELATIONSHIPS FORMALISED ACADEMY CLASSES
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Increase in stations this FY Increase in stations YoY at Jan 19 Increase in pay-to-play revenue in arenas with an increased station count for H1 FY19 Increase in pay-to-play revenue in H1 FY19 H1 FY19 Average Price Per Hour vs H1 FY 18 £4.43
Increase in average customer value Jan 19 vs Jan 18 (Rolling 12 months)
Utilisation rate for the H1 FY19 vs 28.5% H1 FY18 Parties hosted in H1 FY19, a 64% increase vs H1 FY18 (450) Total gaming hours in H1 FY19, a 25% increase vs H1 FY18 (179k) More spent by subscription customer
segment 1 gamer
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CURRENT BELONG GAMING ARENA LOCATIONS
January 2019 vs 3051 in January 2018
Thurrock (Lakeside Sports Direct Concession), catering to two different gaming communities
increasing station count, with seven arenas increased
decline in utilisation that is more than compensated for by the total increased revenue
requirement being larger locations to accommodate higher station counts
property landscape
Station Count Increased New Arena Location FY18/19 Station Count unchanged
1 EXCLUDING ALT GAMING LOUNGE
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LARGER 100-SEATER LOCATIONS LOCAL COMMUNITY AREAS & COMPETITIVE LEADER BOARDS ESPORTS TRIBE JERSEYS HIGH-SPEC KIT DESIGNED FOR COMPETITIVE PLAY
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Supplier partners and publishers seek ways to promote their products or brand BELONG Gaming Arenas social channels and programmes provide authentic engagement mechanics to reach gamers Lapsed, existing and new gamers generate content by engaging Partners and/or BELONG utilise this content to sell/promote brands and products
OUR PARTNERS & BRANDS WE WORK WITH
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CHIEF FINANCIAL OFFICER
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All figures in £m (unless stated) H1 2019 H1 2018 VAR, % Gross Transaction Value (GTV)1 578.4 586.8 (1.4) Gross profit rate² 21.0% 21.0%
(95.8) (101.9) 6.0 Adjusted EBITDA 25.8 21.2 21.7 Adjusted profit before tax 19.9 14.2 40.1 Net cash from operating activities 41.6 32.2 29.2 Net cash 95.5 84.9 12.5
20.9% respectively
million of savings realised in UK Retail
million at 26 January 2019 and current facilities of up to £110 million
¹ GROSS TRANSACTION VALUE IS A NON-IFRS MEASURE DEFINED AS TOTAL RETAIL RECEIPTS AND ALL OTHER GROUP REVENUE EXCLUDING VAT AND BEFORE THE DEDUCTION OF LOYALTY POINTS AND OTHER ACCOUNTING ADJUSTMENTS. GTV REFLECTS THE FULL SALES VALUE OF DIGITAL SALES, AGENCY SALES, WARRANTIES AND OTHER SIMILAR ARRANGEMENTS AND THEREBY INCLUDES THE PUBLISHERS' AND SELLERS' SHARES OF THOSE TRANSACTIONS ² GROSS PROFIT EXPRESSED AS A PERCENTAGE OF GTV ³ OTHER OPERATING EXPENSES EXCLUDING DEPRECIATION AND AMORTISATION CHARGES, AND BEFORE EXCEPTIONAL AND ADJUSTING ITEMS
22% GROWTH IN ADJUSTED EBITDA WITH SIGNIFICANT IMPROVEMENT IN UK RETAIL GROUP REMAINS WELL FUNDED AND HAS £110M OF FACILITIES AVAILABLE
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All figures in £m (unless stated) H1 2019 H1 2018 VAR, % Total Content 280.8 265.3 5.8 Physical software 190.1 190.8 (0.4) Digital content 90.7 74.5 21.7 Total Hardware 133.1 146.7 (9.3) Total Accessories & other 95.3 87.3 9.2 Core Accessories & other 89.8 78.4 14.5 Events & Esports 5.5 7.1 (22.5) Multiplay Digital¹
69.2 87.5 (20.9) Preowned core 51.1 63.2 (19.1) Preowned tech 18.1 24.3 (25.5) Total 578.4 586.8 (1.4)
PlayStation 4, but older formats and Xbox sales down
growing 3% and improving market share
Fortnite and enhancing gaming experience
merchandise and figurines offset the decline in VR categories
Bricklive and Minecon events
where the market continues structural decline
slowdown in the mobile replacement cycle
¹MULTIPLAY DIGITAL SOLD 28 NOVEMBER 2017
STRONG GTV GROWTH IN DIGITAL, ACCESSORIES AND LICENSED MERCHANDISE TO PARTLY MITIGATE PREOWNED AND HARDWARE DECLINE
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H1 2019 H1 2018 % PT CHANGE Total Content 21.7 21.6 0.1 Physical software 25.6 24.5 1.1 Digital content 13.5 14.2 (0.7) Hardware 7.7 7.1 0.6 Accessories & Other 30.1 32.9 (2.8) Preowned 31.5 30.5 1.0 Total 21.0 21.0
the Group secured higher margin exclusives for the majority of these releases
console sales
PlayStation bundling on new software releases
improvements on accessories & licensed merchandise
management
higher mix of lower margin digital and declining sales
HIGHER MARGIN RATES ACHIEVED ACROSS SOFTWARE, HARDWARE AND PREOWNED
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efficiencies realised in the UK as detailed
currency, largely volume-related, and in sterling this equated to an increase of £0.3 million
expansion of BELONG were offset by savings in Game Esports & Events and from the sale of Multiplay Digital part way through last year
Group operating expenses1 All figures in £m (unless stated) H1 2019 H1 2018 VAR, £m Selling & distribution costs 76.7 80.5 (3.8) Administrative costs 24.4 27.8 (3.4) Total operating expenses 101.1 108.3 (7.2) Less: Underlying depreciation & amortisation (5.3) (6.4) (1.1) Total operating expenses before D&A 95.8 101.9 (6.1) As % of revenue 19.4% 19.7% Group continuing costs by division1,2 All figures in £m (unless stated) H1 2019 H1 2018 VAR, £m Core Retail 93.3 97.9 (4.6) UK Retail 62.4 67.3 (4.9) Spain Retail 30.9 30.6 0.3 Spain Retail, €m 34.7 34.3 0.4 Events, Esports & Digital 2.5 4.0 (1.5)
¹EXCLUDES EXCEPTIONAL AND ADJUSTING ITEMS ² BEFORE DEPRECIATION AND AMORTISATION
CONTINUED STRONG COST REDUCTION PROGRAMME IN THE UK BUSINESS
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aspects of the UK operation
estate through annualisation of prior year reductions and new in-year negotiations
while maintaining customer service levels
during the period
delivered ongoing benefits in distribution and controllable costs
to date
Total UK Retail savings £m H1 2019 TOTAL Property (rent & rates) 1.7 Payroll 1.6 Procurement, distribution, efficiency savings and other 1.6 Total 4.9
CONTINUED DELIVERY OF EFFICIENCY INITIATIVES & OTHER COST SAVING ACTIONS
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UK estate costs
realised in H1 representing a 59% reduction
£2.2 million
negotiated and large, multi-site landlord negotiations have commenced
for BELONG growth strategy and to respond to UK retail market conditions
52 potential events before December 2019
138 52 54 19 11
20 40 60 80 100 120 140 160 Rolling Break To December 2019 December 2020 December 2021 2022+
UK Store Lease Expiries at H1 2019
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All figures in £m (unless stated) H1 2019 H1 2018 VAR, £m Cash generated by operations 42.8 36.3 6.5 Finance costs and tax (1.2) (4.1) (2.9) Net cash from operating activities 41.6 32.2 9.4 Capital expenditure (4.0) (6.2) 2.2 Disposal of Multiplay Digital
(14.9) Dividends
1.7 Finance leases (0.3) (1.3) 1.0 Other (0.5) (0.2) (0.3) Movement in cash 36.8 37.7 (0.9) Opening net cash 58.7 47.2 11.5 Closing net cash 95.5 84.9 10.6
yet to be drawn
million in peak
€28 million, rising to €44 million in peak
STRONG CASH GENERATION AND UK FACILITIES YET TO BE DRAWN
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GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
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CORE SPECIALIST RETAIL MAJOR GAMING EVENTS ESPORTS, BELONG & COMPETITIVE GAMING
BUILDING THE MOST VALUABLE COMMUNITY FOR GAMERS
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Continue to improve our core multichannel retail business, based around the needs and behaviours of customers, in
potential and profitability Optimise the organisation’s efficiency while investing for the future Expand the group’s live and
consumers and publishers in
gamer engagement and generate incremental revenues
IMPROVE OPTIMISE EXPAND
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IMPROVE Continue to improve our core multichannel retail business, based around the needs and behaviours of customers, in order to maximise market potential and profitability 1. Expansion of the Group’s exclusive proposition across new game releases and licensed merchandise 2. Ongoing development of new product categories including PC gaming accessories and licensed merchandise for gamers 3. Continued growth of market share in online through proposition improvements:
planned in H2
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OPTIMISE Optimise the organisation’s efficiency while investing for the future 1. Leveraging our specialist retailer credentials to improve supplier terms 2. Focus on better service across our channels resulted in a 30% reduction in inbound customer service contacts, with wait times reduced by more than 80% vs. last year 3. Significant operating cost savings delivered through efficiencies and better procurement in distribution and across the store estate 4. Further material savings in property costs 5. More selective investment in marketing across our channels, spending only where the ROI justifies it 6. Maintained robust stock and cash disciplines across all areas of the business ensuring our available cash resources provide adequate headroom
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EXPAND Expand the group’s live and online gaming services for consumers and publishers in order to build customer & gamer engagement and generate incremental revenues 1. Delivering growth of revenue and margin through our existing arena network: 2. Ongoing focus on identifying suitable arena locations to support expansion 3. Expansion of Arena Clash to feature 5 major titles across 21 participating arenas 4. Growth of the BELONG online community and unique visitors to Belong.gg 5. Evaluating potential strategic international opportunities for BELONG 6. Continued growth of Insomnia in the UK with I64 (April) to feature more esports tournament zones 7. International expansion of Insomnia franchise events. First overseas event held in Egypt in Oct 2018, with Dubai and Dublin scheduled later this year
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GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
8.8% 14.1% 5.8% 3.6%
2.7%
H1 16/17 H2 16/17 H1 17/18 H2 17/18 H1 18/19 WEEKS 27-32 WEEKS 1-32
UK MINT VIDEO GAME MARKET
both shown growth in the period
PlayStation 4 and Nintendo Switch consoles
accessories growth driven by Fortnite and
market in the UK market was down 5.9% and in Spain it was down 2.3% on a constant currency basis
and digital
declines in hardware and digital
28 1.9% 15.4% 13.5% 3.5% 1.9%
1.5%
H1 16/17 H2 16/17 H1 17/18 H2 17/18 H1 18/19 WEEKS 27-32 WEEKS 1-32
SPAIN MINT VIDEO GAME MARKET
SOURCE: GFK CHART-TRACK
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weakening consumer confidence and economic uncertainty
managing the low point of the current cycle through our cost savings programme and investment and growth in BELONG
margin console sales
and Division 2 anticipated to perform well in H2
launch in 2020
considerably with the opportunity to monetise through digital currency, high-end accessories and licensed merchandise
physical products to a provider of gaming experiences and services
SOURCE: IHS
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GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
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SUMMARY
near term CONTINUE TO IMPROVE OUR CORE MULTICHANNEL RETAIL BUSINESS
development, market leading customer service and expertise
increased customer engagement and spend OPTIMISE THE ORGANISATION’S EFFICIENCY WHILE INVESTING FOR THE FUTURE
BELONG growth and evolving UK retail market conditions
EXPAND THE GROUP’S LIVE AND ONLINE GAMING SERVICES
profitable expansion of BELONG
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GAME DIGITAL PLC | 2018/19 INTERIM RESULTS
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
34 NUMBER OF STATIONS Collaboration Agreement allows for larger arenas going forward with c.40 stations or more Our most recent openings have been of large arenas with 24-36 stations HOUR UTILISATION The annual pay to play hours per station per arena are 1,156 78 hours per week, per arena x 52 weeks x average large arena utilisation c.28.5% PRICE PER HOUR Assumed average price paid for every hour of gameplay is £4.50 Including activities such as: Station hire Party hire Arena Clash ANNUAL PAY TO PLAY MARGIN Average pay to play revenue per arena is c.£200k CAPEX 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
CORE ELEMENTS OF BELONG PROPOSITION
BELONG Gaming Arenas Insomnia Gaming Festival
Belong.gg Website Booking Platform Tournament Platform Studio & Production
BELONG Arena Clash BELONG Arena Cups
BELONG Tribes Academy Team Partnerships Industry & Charity Collaborations
PC Hardware, Accessories & Digital VR & Merchandise Food & Drink
GAME & BELONG Specialist Resource
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Strong interest in esports and are likely have experience in Amateur tournaments
38%
20-21 yrs.
69% View
esports competitions
TOP AGE RANGE ESPORTS
HOW LONG
Average usage: 3 hours at a time
WHEN
Evenings & weekday afternoons
% OF TOTAL
19%
% of bookings
7%
% of users
Kids / teens who are passionate about gaming and also parents who go along to play alongside their children
47%
30+ yrs.
15% View
esports competitions
TOP AGE RANGE ESPORTS
HOW LONG
Average usage: 1.5 hours at a time
WHEN
Early afternoons & weekends
% OF TOTAL
19%
% of users
14%
% of bookings
This segment is made up of parents who do not have an interest in gaming themselves but whose children do.
66%
30+ yrs.
27% View
esports competitions
TOP AGE RANGE ESPORTS
HOW LONG
Average usage: 1.5 hours at a time
WHEN
Early afternoons & weekends
% OF TOTAL
8%
% of users
13%
% of bookings
These players are motivated by having all their friends in one place, the environment and using the best quality equipment.
17%
12-15 yrs.
50% View
esports competitions
TOP AGE RANGE ESPORTS
HOW LONG
Average usage: 2 hours at a time
WHEN
Afternoons during weekends & weekdays
% OF TOTAL
42%
% of users
35%
% of bookings
19%
% of bookings
24%
% of users
These gamers use BELONG for some private down time and to unwind playing video games,
21%
12-15 yrs.
50% View
esports competitions
TOP AGE RANGE ESPORTS
HOW LONG
Average usage: 2 hours at a time
WHEN
Weekdays & early afternoon
% OF TOTAL
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS 192 222 253 347 143 173 201 297 2017 2018 2019 2022 Esports Enthusiasts Occasional Viewers
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SOURCE: NEWZOO 2019 GLOBAL ESPORTS MARKET REPORT
ESPORTS AUDIENCE GROWTH (M) GLOBAL | FOR 2017, 2018, 2019, 2022 ESPORTS REVENUE GROWTH ($M) GLOBAL | FOR 2017, 2018, 2019, 2022
655 865 1,096 1,790 2017 2018 2019 2022 456.7 251.3 189.2 103.7 95.2
Sponsorship Media Rights Advertising Merchandise & Tickets Game Publisher Fees
2019 ESPORTS REVENUE STREAMS | GLOBAL INCLUDING YEAR-ON-YEAR GROWTH
335M 395M
+17.8%
YOY
454M
+15.0%
YOY
645M
+14.0%
CAGR 2017- 2022
+32.0%
YOY
+26.7%
YOY
+22.3%
CAGR 2017-2022
+34.3%
YOY
+41.8%
YOY
+14.8%
YOY
+22.4%
YOY
YOY
$1.1Bn
2019 total esports revenues, +26.7% YOY
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS
60.4 72.3 79.3 96.8 111.9 59.5 76.7
0.0 20.0 40.0 60.0 80.0 100.0 120.0 FY14 FY15 FY16 FY17 FY18 H1 FY18 H1 FY19
Group Console Digital Sales
37
SUBSCRIPTIONS CURRENCY CONTENT FULL GAME DOWNLOADS
29%
£m
SOURCE IHS: CALENDAR
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SOURCE HIS CALENDAR
458 664 649 537 650 656 733 744 627 556
200 400 600 800 1,000 1,200 1,400 1,600 2016 2017 2018 2019 2020
UK MINT MARKET VALUE - HARDWARE & SOFTWARE (£M)
PS, XB & SWITCH HW PS, XB & SWITCH SW
235 340 330 269 265 211 298 328 291 270
200 400 600 800 1,000 1,200 1,400 1,600 2016 2017 2018 2019 2020
SPAIN Mint Market Value - Hardware & Software (€m)
PS, XB & SWITCH HW PS, XB & SWITCH SW
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UK SPAIN GROUP Stores at beginning of the year 276 267 543 Openings 3 3 6 Closures (5) (1) (6) Stores at H1 2019 274 269 543 Relocations 3 2 5 Average years to first break 0.8 0.8 0.8
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distribution centre leases
corresponding obligation for the lease liabilities
costs will be replaced by depreciation charges on the asset and a finance cost on the liability
assumptions applied to all leases, show a minimal impact on profit before tax but a significant improvement in adjusted
impact of IFRS 16 and actual restatements for FY19 may differ from this illustration
negotiation with the landlord
52 weeks ended 28 July 2018 (Underlying) AS REPORTED IFRS 16 RESTATED VAR, £M Revenue
782.3 782.3 0.0
Cost of sales
(586.1) (586.1) 0.0
Gross profit
196.2 196.2 0.0
Other operating costs
(198.4) (195.5) 2.9
Operating (loss) / profit
(2.2) 0.7 2.9
Net finance costs
(1.3) (4.7) (3.4)
Loss before tax
(3.5) (4.0) (0.5)
Adjusted EBITDA
10.1 42.0 31.9
Depreciation & amortisation
(12.3) 41.3 (29.0)
Operating (loss) / profit
(2.2) 0.7 2.9