September 2018
September 2018 Prosperously navigating unexpected events with - - PowerPoint PPT Presentation
September 2018 Prosperously navigating unexpected events with - - PowerPoint PPT Presentation
September 2018 Prosperously navigating unexpected events with great skill and agility 2 AGENDA Who We Are Investment Methodology Performance Current Opportunity and Investment pipeline GAMING & ESPORTS Summary 3 WHO WE ARE
Prosperously navigating unexpected events with great skill and agility
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AGENDA
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Who We Are Investment Methodology Performance Current Opportunity and Investment pipeline – GAMING & ESPORTS Summary
WHO WE ARE
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BLACK SWAN DEXTERITAS (“BSD”)
TECHNOLOGY EXPERTISE
- Unique insight
from entrepreneurs leading international tech development based on needs creation
- Advisory Committee of tech leaders
who determine the global adoption and success of new technologies
- Representation in all BSD-invested
tech sectors and sub-sectors, for unrivalled expertise
- Portfolio Manager with 30 years of
portfolio management experience across various asset classes at asset management companies (LGT, TAL, CIBC Asset Management), and a pension (British Petroleum)
- Exceptional research team with a
wide breadth of knowledge in research, finance, and engineering
- Intense due diligence process for our
stock selection process
- Unique risk management overlay
to minimize drawdowns and volatility
PORTFOLIO MANAGEMENT EXPERIENCE
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INVESTMENT METHODOLOGY
SECTOR ASSESSMENT
- Life Cycle: Sectors in introduction and growth stages with
high Total Addressable Market (TAM)
- Competition: High barrier of entry with differentiated products
and services within the sector COMPANY ANALYSIS
- Business Model: Public ccompanies with high recurring revenue,
easily able to leverage network effects, strong negotiating power with suppliers and customers, and strong corporate governance
- Size: Target small (500M+) to large cap public companies with
established track record of executing the business.
- Growth: Public companies with high and/or consistent revenue
growth
- Valuation: Determine if opportunities exist based on our fair
value expectation of stocks versus current stock prices PORTFOLIO CONSTRUCTION
- Weightings: Determine % of portfolio allocated to holdings
based on risk-reward expectations
- Diversification: Well-diversified across 35 to 40 holdings to
maximize risk-adjusted returns
- Hedging: Utilize derivatives and fixed income products to
minimize drawdowns and generate alpha IDEATION
- BSD Investment Advisory Committee: seek out global
growth themes and trends to overweight and underweight various subsectors
- Experienced investment team sourcing trade ideas and
discussing vital macro economical forces in play
- Draw on sector experiences from members of the committee and
discuss emerging technology from the private and public space
- Deep dive into industry verticals to identify beneficiaries in other
primary, secondary, and tertiary markets
PORTFOLIO CONSTRUCTION
IDEATION SECTOR ASSESSMENT COMPANY ANALYSIS
PUBLIC COMPANIES
PERFORMANCE
PERFORMANCE METRICS* FUND RETURNS
FUND S&P 500 Return Since Inception YTD Return 60 Day Return 20 Day Return Daily Standard Dev. Sharpe Ratio Sortino Ratio Correlation 64.68% 6.17%
- 0.97%
1.62% 0.71% 0.86 1.19
- 72.53%
7.95% 4.65% 2.61% 0.78% 0.89 1.25 0.97
* Management fees and expenses may be associated with investments. Investment funds are not guaranteed, their values change frequently and past performance may not be repeated. The indicated rate of return is the historical compounded total return including changes in share value and reinvestment of all dividends.October 1, 2013 to August 31, 2018
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Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec YTD S&P 500 YTD
- 2.08% 3.63% -2.07% -4.39% 2.38% 2.80% 2.21% 3.53% -1.64% 4.95% 2.89% -1.51% 10.69%
11.43% 2014 2013
GLOBAL TECH FUND MONTHLY PERFORMANCE SINCE INCEPTION
BSD has outperformed our portfolio benchmark with lower risks through active diversification across various subsectors
1.32% 0.35% 2.82% 4.55% 9.60% 0.53% 5.39% -0.16% 2.98% 0.90% -0.91% 0.43% -6.67% -1.48% 9.68% 0.63% -0.76% 10.16% 0.47% 2015
- 7.41% -2.78% 5.31% -0.02% 2.33% -0.29% 3.66% 0.65% 1.63% 0.38% -3.75% -0.71%
- 1.63% 9.50%
2016 4.97% 2.14% 2.99% 2.08% 3.85% -2.55% 2.68% 2.12% 0.51% 3.41% 0.11% -0.20% 24.49% 19.42% 2017 2.89% 0.63% -0.62% -1.57% 4.11% -1.63% 0.63% 1.72% 2018
6.17% 7.95%
- 10.00%
0.00% 10.00% 20.00% 30.00% 40.00% 50.00% 60.00% 70.00% 80.00% 10/1/2013 10/1/2014 10/1/2015 10/1/2016 10/1/2017
BSD gross vs BSD net vs Benchmark since inception
BSD S&P 500
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HOW BSD COMPARES TO OTHER HEDGE FUNDS
HEDGE FUND STRATEGIES* 2014 RETURN 2015 RETURN 2016 RETURN 2017 RETURN
PERFORMANCE
BSD Global Technology Hedge Fund Absolute Return Multi-Region Equal Weighted Strategies Relative Value Arbitrage Macro/CTA Fixed Income - Credit Global Hedge Fund Equity Hedge North America Emerging Markets Composite Market Directional Event Driven 10.69% 0.67% 1.71%
- 0.56%
- 3.06%
5.09%
- 1.86%
- 0.60%
1.37%
- 4.13%
- 8.03%
5.13%
- 4.06%
Our outperformance relative to other funds are indicative of our core competency in generating outsized returns and navigating a challenging market environment
* Hedge fund index data is provided by Hedge Fund Research Index (HFRI) as of January 2018.
10.16% 2.86%
- 1.19%
- 1.54%
- 3.10%
- 1.96%
- 4.38%
- 3.64%
- 2.33%
- 9.35%
- 5.26%
- 8.58%
- 6.94%
- 1.63%
0.31% 1.95% 3.78% 1.03%
- 2.93%
4.97% 2.50% 5.49% 4.14% 6.77% 9.86% 10.50% 24.99% 3.91% 6.58% 6.10% 4.28% 7.43% 4.55% 8.04% 12.78% 6.25% 8.99% 4.68% 7.22%
TOP 10 STRATEGIC TECH TRENDS FOR 2018-2020
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CURRENT OPPORTUNITIES AND INVESTMENT PIPLINE
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- Modern personal computers owe many advancements and innovations to the
game industry: sound cards, graphics cards and 3D graphic accelerators, faster CPUs, and dedicated co-processors like PhysX are a few of the more notable improvements.
- As of 2017, games industry generated $121.7 Billion in revenues worldwide,
and were the third-largest segment in the U.S. entertainment market, behind broadcast and cable TV.
- Gaming market to grow at a CAGR of +11.0% toward 2021 to reach $180.1
Billion
- Global Esports economy will reach $905.6 Million in 2018 as brand investment
grows by 48%
- The global Esports audience will reach 380 Million this year, made up of 165
million Esports Enthusiasts and 215 Million Occasional Viewers
- On its current trajectory, the Esports industry will reach $1.4 Billion by 2020
GAMING
GAMING
Publishers Distributors Hardware Users Esports
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Source: Newzoo
2017 Total
$122B
+14.3% YoY
VIDEO GAMING ECOSYSTEM
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GAMING
Chinese Tencent is the clear leader in the space
Source: Newzoo
Bn Bn $1.91 $1.94 $2.09 $2.21 $2.27 $2.40 $3.60 $5.10 $5.30 $5.60 $6.50 $7.10 $8.00 $10.50 $18.10 Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn
2017 TOP 15 COMPANIES BY GAME REVENUE
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2016-2021 ESPORTS GLOBAL REVENUE GROWTH
GAMING
2016 2017 2018 2019 2020 2021
$1650M $493M $655M $906M $1154M $1471M
Revenue Growth
+33.0%
YoY
Expected Revenue Growth
+38.2%
YoY
Expected Revenue Growth
+27.4%
CAGR 2016-2021
Source: Newzoo
ESPORTS
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2018 ESPORTS GLOBAL REVENUE EXPECTATIONS
GAMING 2018 Total
$906M
+38.2% YoY
18% 6% 38% 32%
In 2018 China and North America expected to generate
$509M
56%
- f the global
esports revenue
Source: Newzoo
ESPORTS
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2018 ESPORTS EXPECTED GLOBAL REVENUE STREAMS
GAMING
Source: Newzoo
Game publisher Fees
$116.30
+11.0 YoY Merchandise & tickets
$95.50
+16.2 YoY Advertising
$173.80
+23.8 YoY
2018 Total
$906M
+38.2% YoY
Media rights
$160.70
+72.1 YoY Sponsorship
$359.40
+53.2 YoY
13% 11% 40% 18% 19%
ESPORTS Video game streaming platforms:
Fb.gg
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TOP ESPORTS ORGANAIZERS
GAMING
573M
Total organizer hours
11% 9% 28% 23%
Riot and ESL combined, are responsible for more than half of these organizer hours.
Source: Newzoo
ESPORTS
Riot Games ESL Dreamhack Valve Starladder
9%
MLG
5%
Beyondthesamit
5%
Other
10%
League of Legends, developed and published by Riot Games, is easily the most popular and lucrative eSports game out there. At the 2017 Season World Championship, the final competition of the 2017 League of Legends competitive season, 24 teams received invitations to play for a prize pool of $4,596,591 (the initial prize pool was $2,250,000, while the rest was fan contributions). Samsung Galaxy, a South Korean team and member of KeSPA, took first place in the competition and walked away with $1,723,721. SK Telecom T1 finished second and won $620,539, while Royal Never Give Up and Team WE finished in third and fourth to take home $321,761 apiece.
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ESPORTS GLOBAL AUDIENCE GROWTH
GAMING
Source: Newzoo
2016 2017 2018 2019 2020 2021
Esports enthusiasts Occasional viewers $160M $121M $192M $143M $215M $165M $246M $189M $281M $216M $307M $250M
Total Audience
+19.3%
YoY
Expected Revenue Growth
+14.4%
CAGR 2016-2021
Total Audience
+13.8%
YoY
In 2018 Asia-Pacific will account for 52% of Esport Enthusiasts ESPORTS
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AUGUST 2018 MOST WATCHED GAMES ON TWITCH BY TOTAL HOURS
GAMING
Source: Newzoo
ESPORTS
Esports hours consists of content from professionally organized esports competitions and does not include individual (pro-player) streams. This content combined with consumer content makes up the total hours watched.
RANK TITLE TOTAL HOURS ESPORTS HOURS 1 Fortnite Epic Games (Private) 129.2M 0.0M 2 League of Legends Riot Games (Private) 80.1M 19.5M 3 Dota 2 Valve Corporation (Private) 69.5M 47.3M 4 World of Warcraft Activision Blizzard 55.4M 0.1M 5 Hearthstone Activision Blizzard 37.5M 5.1M 6 PLAYERUNKNOWN'S BATTLEGROUNDS Bluehole (Private) 34.9M 1.8M 7 Overwatch Activision Blizzard 22.6M 2.9M 8 Counter-Strike: Global Offensive Valve Corporation (Private) 21.4M 7.4M 9 Grand Theft Auto V Take-Two Interactive 11.4M 0.0M 10 Tom Clancy's Rainbow Six: Siege Ubisoft 13.7M 2.3M
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MAY 2018 MOST WATCHED GAMES ON TWITCH BY ESPORTS HOURS
GAMING
Source: Newzoo
ESPORTS
Esports hours consists of content from professionally organized esports competitions and does not include individual (pro-player) streams. This content combined with consumer content makes up the total hours watched.
RANK TITLE TOTAL HOURS ESPORTS HOURS 1 Dota 2 Valve Corporation (Private) 69.5M 47.3M 2 League of Legends Riot Games (Private) 80.1M 19.5M 3 Counter-Strike: Global Offensive Valve Corporation (Private) 21.4M 7.4M 4 Hearthstone Activision Blizzard 37.5M 5.1M 5 Street Fighter V Capcom 5.2M 3.0M 6 Overwatch Activision Blizzard 22.6M 2.9M 7 Heroes of the Storm Activision Blizzard 5.6M 2.6M 8 Tom Clancy's Rainbow Six: Siege Ubisoft 4.4M 1.5M 9 StarCraft II Activision Blizzard 5.4M 2.3M 10 Call of Duty: WWII Activision Blizzard 3.2M 2.0M
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ESPORTS LEAGUES
GAMING
ESPORTS
Organized by the Electronic Sports League and E-Sports Entertainment Association, CS:GO Pro League (also called ESL Pro League) is the premier worldwide league for the game and features multiple month pro league seasons in Europe and North America, with 12 teams participating in each region. A professional esports league which broadcasts its events on North American television channel TBS, with Counter-Strike: Global Offensive as its primary featured esport. The ELEAGUE features sixteen of the best CS:GO teams picked from around the world competing in two 10-week league seasons annually, with a regular season, play-offs and championship finals. The annual World Championship Dota 2 esports tournament run by Valve Corporation since 2011 and officially the largest and highest-paying esports tournament in the world based on audience (400,000 million) and record-breaking prize-pools (US$24 million). Electronic Major League Soccer (eMLS): The official e-League for FIFA 18 run by Major League Soccer, North America’s major professional soccer league. The eMLS is in partnership with EA Sports, the developer and publisher of the FIFA video game series and will feature high-level FIFA 18 competitions. The HWC is the largest esports event held for competitive Halo since 2014. Sponsored by current Halo developer 343 Industries, the 2018 season is produced by the Electronic Gaming League and Major League Gaming. The EU and NA League of Legends Championship Series are the premier national LoL tournaments in their respective regions, acting as the path for European and North American to earn their way to the World Championships. The premier esports league for Overwatch run by Blizzard Entertainment, the creators and publishers of the game. It is arguably the most popular new esports league of 2018, with millions of viewers tuning in across Twitch.tv and MLG.tv. The first and only professional esports league advertised, managed and endorsed by the NBA in partnership with 2K Games. Set to launch in mid-2018 after a series of virtual try-outs, 17 of the NBA’s 30 teams are confirmed to be a part of the inaugural 2018 2K League season.
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ESPORTS LEAGUES
GAMING
ESPORTS High School Esports Competitions to Begin in U.S. This Year
In October, PlayVS will launch its inaugural season, bringing organized esports to more than 18 states and approximately 5 million students across 5,000 high schools. Competitions will focus on three genres: multiplayer
- nline battle arena (MOBA) games, fighting games, and sports games.
PlayVS partnering with the National Federation of State High School Associations (NFHS) and the NFHS
- Network. The NFHS organizes education-based athletic activities around the country, while the NFHS Network is
the national leader in streaming high school sports online.
Nearly 200 colleges in the U.S. and Canada are now actively recruiting and offering scholarships to players.
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ESPORTS LEAGUES
GAMING
ESPORTS ESPN signed a deal with Activision for TV rights to the Overwatch League
The league's "Grand Finals", which will be telecast on ESPN, marks the first time live competitive gaming will air
- n the network in prime time, and will be the first broadcast of an e-sports championship on ABC
Earlier this year, Activision announced a two-year deal to broadcast the first two seasons of the league on Twitch.
Goldman Sachs predicted that esports will have 276 million viewers worldwide by 2022, on a par with the NFL. Total revenue could reach $3 billion by then, up from $655 million last year.
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VIDEO GAMES MAY BE PART OF THE 2024 OLIMPICS
GAMING
ESPORTS The International Olympic Committee is considering adding e-sports to the 2024 Olympic Games
Tony Estanguet, co-president of the Paris bid committee, has confirmed that he will speak with the International Olympic Committee and eSports representatives about the full-fledged inclusion of competitive video gaming when the Games come to France in seven years’ time. E-sports will also be included in the 2022 Asian Games in Hangzhou, China.
Yes, video games may soon be an Olympic.
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FORTNITE BATTLE ROYALE PHENOMENON
GAMING
ESPORTS The most Watched Games on Twitch & YouTube
149.3M hours in July and 129.2M hours in August, but only 0.2M esport hours and 0.0M esport hours respectively
New Fortnite Release Downloads Shatter Record for Internet Traffic
To put this into perspective, this level of traffic would be like downloading the average mobile game 2.8 million times per minute
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FORTNITE BATTLE ROYALE PHENOMENON
GAMING
ESPORTS Fortnite Creators Put Up $100 Million for Tournament Prize Pool
Epic Games, the maker of Fortnite, has announced plans to provide $100 million for a prize pool in the title’s first year of competitive play.
“We’re getting behind competitive play in a big way, but our approach will be different – we plan to be more inclusive, and focused on the joy of playing and watching the game,” Epic Games said in a blog post
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PUBLIC COMPANIES INVOLVED
GAMING
ESPORTS Pure Players Big Companies exposed
Activision Tencent EA Sony Capcom Alibaba Ubisoft Facebook Take Two Interactive Google Nexon Disney NetEase Microsoft Nintendo Amazon HUYA
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SUMMARY
- We bring unique, proven strengths
- Principal with 30 years of portfolio management experience
- Dynamic stock selection methodology
- Disciplined risk management process
- Our expertise in technology is unparalleled
- Team consisting of seasoned entrepreneurs that have co-founded billion dollar companies
- Global networks of advisors and analysts examining tech vendors and tech end-users
- Significant out-performance in risk-adjusted returns
- The BSD Global Tech Hedge Fund returned 60.87% since inception versus S&P 500 index
return of 61.54%
- Exhibited only 58% of the S&P 500 index volatility in 2017
- Hedging strategy acts as an “insurance policy” in anticipation of adverse market events,
by limiting drawdowns and often generating alpha
* Management fees and expenses may be associated with investments. Investment funds are not guaranteed, their values change frequently and past performance may not be
- repeated. The indicated rate of return is the historical compounded total return including changes in share value and reinvestment of all dividends.