2017/18 INTERIM RESULTS - 27 MARCH 2018 - GAME Digital plc
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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 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 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 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 or warranties are made as to the accuracy of such statements, estimates or projections. Please note that the Directors of 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. 2
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 H1 Group headlines Strategic progress made across the Group • Redefining the Group through BELONG which is not exposed to the traditional console gaming cycle, has high margins and a unique position in the significant growth area of esports • Collaboration agreement signed with Sports Direct on 12 February 2018, which will accelerate transformation of the business • Sale of Multiplay Digital during H1 for £19 million Positive UK & Spanish GTV trading performance, with reported GTV up +3.8% • GTV improvement of +24.7% in hardware • Physical software GTV up +3.3% • GTV in Events and Esports (excluding Digital) up +31.5% • Preowned decline of (8.6)% reflecting 2016/17 release schedule Increased level of cost savings and operational improvements delivered • UK retail costs reduced by £5 million year on year • Continued focus on costs and property optimisation, with 272 lease events over the next 2 years • Even greater efficiencies and savings being implemented during H2 that will completely right size the business Cash & liquidity position improved • Group remains well funded with net cash of £84.9 million • Total current facilities increased to up to c£130 million on signing of collaboration agreement 4
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 1 Our proposition exploits all elements of esports Professional / Elite Fewer participation, greater viewership GLOBAL PRO 2 1 UK PRO 2 AMATEUR 3 Tournaments 3 GRASSROOTS Tournaments Casual / Amateur 4 COMPETITIVE GAMING EXPERIENCE 4 Higher participation, Low viewership Customer Proposition B2B Proposition 6
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 BELONG overview and trajectory Average Gaming Hours per Overview Improved retail performance week per arena 5.6% improved core retail LFL performance in Q2 400 • BELONG is the leader in local and regional esports whilst driving GAME Customer type & spend revenues 350 24% of customers are new to GAME • Expanded to 19 locations alongside 36% of them are ‘Big Time Spenders GAME retail with wide geographical 56% of customers are under 30 300 +58% spread £364 Av. annual customer value (GAME £192) • Relatively low capex with high ROI and 250 fast payback Gaming hours & utilisation +38% • Creates a very high margin profile for 370 average store gaming hours per week 200 pay to play 176,000 gaming hours in H1 Arenas have held over 450 parties 150 • Margin rate of arenas circa. 45% across pay to play, PC hardware and food & 28.5% utilisation across all arenas beverage 100 Attracting high value PC gamers 27% purchase PC products 50 £5.1k av. store per week through PC categories 0 FY17 H1 FY17 H2 FY18 H1 7
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Core elements of the proposition 1 Venues 2 Infrastructure 3 Tournaments 19 BELONG Locations BELONG.gg Website Booking Platform UK Masters (Semi-pro streamed BELONG Arenas Tournament Platform tournament) Insomnia Gaming Festival Studio & Production BELONG Arena Clash 4 Player Support 5 Retail 6 Team Tribes PC, hardware, accessories, digital Team partnerships VR and merchandise GAME has the required specialist Industry and charity collaborations Food and drink gaming resource 8
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 BELONG illustrative financials Number of Hours Price Per Annual Pay To Other Total Operating Stations Utilisation Hour Play Revenue Revenue Revenue Margin Collaboration The annual pay to play Assumed average price Average pay to play Average arena retail Average total revenue GAME share of average Agreement allows for hours per desk per paid for every hour of revenue per arena is sales of £500k per per arena is £700k pa annual operating larger arenas going arena are 1,156 gameplay is £4.50 c.£200k large arena pa margin per large arena forward with c.40 c.23% Each arena includes desks or more 78 hours per week, per Including activities such £150k - £175k additional sales for arena x 52 weeks x as: Food and Beverage, PC Each location also Our most recent average large arena • Desk hire hardware, accessories, generates profits from openings have been of utilisation c.28.5% • Party hire digital and Virtual GAME Retail (including large arenas with 24- • Arena Clash Reality potential incremental 36 desks uplifts) Stations Growth Utilisation Growth Price Per Hour Growth Cumulative BELONG PC Gaming Desk Utilisation % Capex Std Pay to Play Gross Price Per gaming hour Parties Desks 30.0% £8.00 Desk P2P 340 Average capex per £7.00 large BELONG/ GAME 25.0% 330 +10.8% £350k £6.00 320 20.0% £5.00 +4.7% Average arena capex 310 £4.00 £230k and average 15.0% 28.5% retail capex of £120k 300 334 £3.00 10.0% 18.7% £3.97 £6.75 £4.23 £4.19 £7.48 £4.43 Average payback per 290 £2.00 large BELONG/ GAME 294 5.0% c.2 - 2.5 years 280 £1.00 +5.5% 270 0.0% £0.00 FY17 H2 FY18 H1 FY17 H2 FY18 H1 FY17 H2 FY18 H1 9
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Broad spectrum of games and support NEW PUBLISHER AND DEVELOPER PARTNERS LONG STANDING PUBLISHER PARTNERS INVESTING Most participated PC Games in Titles participated arenas are the largest esports titles from BETA • UK World team meet & greet Publisher: Epic Games • Arena Clash title Publisher: Riot Games Publisher: Valve Released: 2017 1st birthday promotion Released: 2009 Released: 2012 • Status: Status: Status: Overwatch league viewing • Available to play 6 x PlayStation arenas • • Pay to play live • Pay to play live • Streams from BELONG • parties • League Unlocked launched • Full launch events for: • Monthly (access to content) tournaments • 6x PSVR executions Mass Effect Andromeda, • Arena Clash title • Team partnerships • Third party event & FIFA 18, Star Wars • Team partnerships tournament support Battlefront II • Merchandise • Madden 2018 tournament • First party title tournaments • WWII launch events & stream • WWII BETA event • Players signings for FIFA & NFL 2018 • WWII DLC event Publisher: BlueHole • Arena Clash activity CWL Released: 2017 Status: tie in • P2P tournament agreement • Monthly tournaments • Merchandise BELONG delivers participation in major established esports titles and new releases 10
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 BELONG infrastructure has been created Website & Booking Platform Tournament Platform Arena Clash Gaming Community & CSR • Site re-designed and relaunched in • Player profile and reward mechanics to • All arenas have ‘tribes’ which the local • Supported UKIE’s Digital School House January 2018 incentivise player participation community can associate with initiative to host 20 schools for an Overwatch tournament • Focus on messaging our key news and • Capability to organise tournaments • 3 game Arena Clash seasons established event/tournament announcements for across multiple physical locations • Venue and promotional support for pro • Strong continual growth in participation BELONG esports teams such as eXcel and MCM since season 1 • Hosts the video of the weekly Arena • Partnership with Dimensions to • Arenas play off against each other Clash show introduce autism friendly sessions into • League winners go through to finals at selected BELONGs • Hosts the booking platform for players Insomnia Gaming Festival to pre-book arena time and guarantee • Coaching support for players as part of their booking slot and drive utilisation • Weekly video produced to showcase the the Arena Clash best matches of the week 11
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 BELONG summary and the Collaboration Agreement Locations and Gaming Station Count Delivering Transformation in High Growth Market, High Profit & Fast Payback • BELONG proposition developing rapidly with 19 locations and 334 gaming • Delivers strategic transformation in high growth market stations • Remove cyclicality at high margin • Pay to play gaming station utilisation continues to grow • Assumed £350k Capex requirement to site a BELONG arena and GAME store • Necessity for larger premises and 24 gaming station minimum going forward • £150 - £175k illustrative arena contribution • Our 270+ lease negotiations over the next 20 months allow for re-organisation • c.2 - 2.5 year payback for the joint unit of the estate • All infrastructure has been built with further development such as local leagues • Closing stores replacing with one larger unit to house a BELONG and improve and ladders over the next 12 months GAME performance and share of wallet • Flexibility allows for larger esports competitions at local level Collaboration supports Locations and Gaming Station Count by: Collaboration supports delivery of Transformation in High Growth Market, High Profit & Fast Payback by: • The Collaboration Agreement allows for speed, space, flexibility and scale • Provision of £35m capex facility for BELONG roll out with a seven year loan • Gives ability to partner with Sports Direct to deliver a BELONG/GAME offer repayment on each BELONG /GAME within an SPD store, in SPD owned property or stand alone • Provision of a £20m working capital facility • Supports lease expiry and relocation strategy • Facilitates strategic procurement of fit out costs and improved supplier terms • Supports our landlord negotiations • Management fee charged as percentage of store turnover • Allows for more space to be allocated to BELONG and GAME to capitalise on more gaming stations and improved retail performance • 100% of BELONG team charged to the new P&L • £3.2m cash received for 50% of BELONG IP and share of up to 50% of profits from new and existing venues 12
MARTIN HOPCROFT Interim Chief Financial Officer 13
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 H1 2017/18: Group financial summary H1 H1 All figures in £m (unless stated) VAR, % 20171 2018 • Group GTV up 3.8% including the benefits of: Gross Transaction Value (GTV)2 565.4 586.8 3.8 • Hardware improvement of +24.7% • Physical software increase of +3.3% Revenue 498.1 517.4 3.9 • Events and Esports sales up +31.5% GTV & Revenue for Events & Esports 5.4 7.1 31.5 • Preowned down (8.6)% • Strong cost discipline across the business, with UK operating costs pre except & adjusting items (71.3) (67.3) 5.6 over £5 million of costs savings realised in UK Retail Adjusted EBITDA 23.3 21.2 (9.0) • Overall cost decrease includes exchange Adjusted profit before tax 16.9 14.2 (16.0) rate impact on Spanish operations • Positive cash generation continued in the Adjusted (basic) EPS 7.9p 6.4p (19.0) period Net cash from operating activities 25.7 32.2 25.3 • Group remains well funded with net cash of £84.9 million with recently expanded facilities of up to Cash 73.0 84.9 16.3 c£130 million Sales growth delivered in UK and Spain with significant cost savings achieved in UK Retail Strong cash position and significantly higher facilities available to deliver continued growth 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 14
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Group GTV by category All figures in £m (unless stated) H1 2017 H1 2018 VAR, % Total Hardware 117.6 146.7 24.7 • Strong hardware sales supported by Nintendo Switch benefit, Xbox One X launch and stronger relative PlayStation 4 performance Total Content 262.1 265.3 1.2 Physical software 184.7 190.8 3.3 • Physical software increase driven by the strong performance of Nintendo Switch Digital content 77.4 74.5 (3.7) • Xbox One and PlayStation 4 sales increase of 0.5% supported by non perennial titles e.g. Destiny 2 and stronger year on year performance of Total A&O 90.0 87.3 (3.0) Call of Duty Core A&O 82.3 78.4 (4.7) • Growth in core console accessories and pc accessories of 8.2% offset declines in VR (major launches in H1 2017) and Toys to Life category Events & Esports 5.4 7.1 31.5 Digital1 2.3 1.8 (21.7) • Sales across BELONG and Game Esports and Events up 31.5% and gross Total Preowned 95.7 87.5 (8.6) profit up 250% driven by higher margin events Preowned (core) 71.4 63.2 (11.5) Preowned tech 24.3 24.3 - • Preowned tech flat, core preowned down 11.5% given mint software performance in the prior year Total 565.4 586.8 3.8 Strong GTV growth across hardware, physical software and Esports & Events 1 Multiplay Digital sold on 28 November 2017 and activities discontinued 15
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Group gross margin (as % of GTV) by category H1 2017% H1 2018% % PT CHANGE • Hardware margins up 1.4% pts, benefiting from improved terms and Hardware 5.7 7.1 1.4 new console launches including Nintendo Switch full price sales A&O 29.9 32.9 3.0 • Mix effect, predominantly higher margin achieved in E,E&D and mix of products in this category (VR launches LY at lower average rates) Content 23.0 21.6 (1.4) Physical software 24.3 24.5 0.2 • Software margins increased 0.2% pts, with improved stock management and further supplier support Digital content 16.9 14.2 (2.7) • Digital margins down 2.7% pts year-on-year Preowned 34.6 30.5 (4.1) • Preowned margin rates fell 4.1% pts due to increasing mix of Xbox One and PlayStation 4 which achieve lower margin rates than older formats, Total 22.5 21.0 (1.5) as well as lower gross profit rate on preowned technology products Note: Calculated as % of GTV Higher margin rates achieved across hardware, physical software and accessories & other Overall Group gross margin % impacted by higher mix of lower margin hardware 16
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Group operating costs Group Continuing Costs1 H1 20173 H1 2018 VAR, £m £m (unless otherwise stated) • Total underlying operating costs1 of £108.3 Selling & Distribution costs 82.2 80.5 1.7 million, reduced by 1.0% Administrative costs 27.2 27.8 (0.6) • Continuing costs1 excluding depreciation and Total Operating expenses 109.4 108.3 1.1 amortisation reduced by 1.8% to £101.9 million Less: Underlying Depreciation & Amortisation (5.6) (6.4) 0.8 • Significant cost savings and operational efficiencies realised in the UK Total Operating expenses before D&A 103.8 101.9 1.9 as % of GTV 18.3% 17.3% • UK Retail costs down £4.0 million or 5.6% to £67.3 million Group Continuing costs by division1,2 H1 20173 H1 2018 VAR, £m • Spain Retail costs up €1.4 million or 4.3% in £m (unless otherwise stated) local currency, significantly lower than growth Core Retail 99.7 97.9 1.8 rate of GTV UK Retail 71.3 67.3 4.0 • Events, Esports and Digital costs1,2 reduced by Spain Retail 28.4 30.6 (2.2) £0.1 million to £4.0 million, reflecting the continued expansion of BELONG and lower costs in Game Spain Retail, €m 32.9 34.3 (1.4) Esports & Events and Multiplay Digital (following Events, Esports & Digital 4.1 4.0 0.1 the sale) Strong cost reduction programme continues in UK business 1. Excludes exceptional and adjusting items 2. Before depreciation and amortisation 3. 2017 restated for the reclassification of marketing income 17
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Operational efficiencies and cost savings have continued Targeted Total savings Total savings Further property savings realised in the £m savings for • achieved in FY17 realised in H1 period including rent and rates in H2 • Payroll cost savings from organisational redesign and store staffing efficiencies Property 1.4 1.6 c.1.5 • Business wide savings from efficiency measures and procurement activities Payroll 3.8 1.6 c.1.5 • Pursuing even greater savings in H2 17/18 across property, payroll, distribution, Procurement, distribution, procurement and central operations plus efficiency savings and 1.4 1.8 c.3.0 cost initiatives within gross profit including other changes to loyalty arrangements and refunds and returns Total 6.6 5.0 c.6.0 Continued delivery of efficiency initiatives, procurement benefits and other cost saving actions 18
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Property optimisation programme update • Successfully realising opportunities to significantly reduce UK UK Lease Expiry Profile estate costs including store closures 250 233 • Total annualised group rent reduction of c.£4.7m to date1 • 66 leases renewed in stores to date1 200 • 23 renewed at zero rent 150 • Average rent reduction of 41% 100 • 25 renewals in H1 17/18 with 23 on improved terms 39 • Average length to first break 1.1 years 50 13 9 1 0 • Planning for 233 UK lease events in the current calendar year 0 and 272 over the next 2 years To Dec 18 2019 2020 2021 2022 2023+ • Total annual rent of c.£16.7m No. of Leases Expiring 1 Since UK action plan initiated in January 2016 19
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Cash flow generation £m H1 2017 H1 2018 Var, £m • Cash generated by operations of £36.3 Operating profit 17.3 12.9 (4.4) million up 29.6% with strong working capital management Depreciation & amortisation 10.4 11.1 0.7 Exceptional profit on sale of assets (6.3) (6.0) 0.3 • Proceeds of £14.9 million (net of fees and escrow balance) received from the sale of Working capital and other items 6.6 18.3 11.7 Mulitplay Digital Cash generated by operations 28.0 36.3 8.3 • Continuing investment for growth with capital expenditure of £6.2 million in the first half, and Proceeds from sale of business/property 13.3 14.9 1.6 planned acceleration of the BELONG roll out under the Sports Direct collaboration Sub-total 41.3 51.2 9.9 • Free cash flow of £41.0 million, up 23.1% on LY 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 Continued strong free cash generation 20
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Cash flow & net cash £m H1 2017 H1 2018 Var, £m • Strong closing cash position of £84.9 million Opening cash 43.1 47.2 4.1 • As at 27 January 2018, all facilities were undrawn Cash generated by operations 28.0 36.3 8.3 • Following the completion of the SPD agreement, total available facilities have been increased to Proceeds from sale of 13.3 14.9 1.6 c£130 million (2017: £80 million) business/property • UK ABL facility of up to £50 million, rising to Tax, interest, dividends & other (4.9) (6.0) (1.1) £75 million in peak • Additional new facilities in UK of £55 million, Capex (5.8) (6.2) (0.4) provided by SPD (Capex facility of £35 million and working capital facility of £20 million) Movement in borrowings (0.7) (1.3) (0.6) • New 2 year Spanish facilities finalised in January Movement in cash 29.9 37.7 7.8 2018, with potential to extend for a further year Closing cash 73.0 84.9 11.9 • Working capital and guarantee facilities in Spain of €28 million, rising to €44 million in Finance leases (4.0) (2.7) 1.3 peak • Total maximum facilities over peak season of Net cash 69.0 82.2 13.2 c£169 million Strong cash position and increased available facilities 21
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Market update and outlook • Positive market trends seen in H2 16/17 last year continued throughout H1 17/18 in both territories for core console categories. Cumulatively the UK and Spanish markets remain in growth so far this year • Strong demand for Nintendo Switch has continued to deliver growth to the overall market and consumer interest is expected to remain strong from newly announced software titles (Super Smash Bros. and a Pokémon game) together with associated products including the new LABO range • Cost focus has been intensified for the balance of H2 to mitigate margin pressures • Further supportive market developments in the second half of the calendar year, with major new game titles announced, e.g. Call of Duty: Black Ops 4 and a number of non-perennials including Red Dead Redemption 2 and Shadow of the Tomb Raider • Growth in BELONG and Events & Esports planned under major transformation strategy 1 Source GfK Chart-track 22
MARTYN GIBBS Chief Executive Officer 23
MARKET UPDATE 24
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Market Update – Esports and monetisation Average Esports Global Revenue per Enthusiast A new business model into the group that directly Introduce new revenue/ margin >$3.0bn 1 streams for GAME commercialises gamers outside of retail (pay to play / food 1.6 & drink) $11 1.4 Total Esports Rev By increasing the value of our Converting the average gamer into a competitive gamer 2 existing customers significantly increases their lifetime value 1.2 1 By reaching existing competitive gaming communities & PC Revenue in bn’s ($) $1.0bn 3 By acquiring new customers gamers that sit outside of GAME’s current retail sphere of 0.8 influence $5.2 0.6 Through the increased support of Help negotiate better margin, terms and exclusive content 4 existing and new suppliers and from partners. New monetisation routes through event/ 0.4 partners tournament organisation $2.7 0.2 GAME’s value proposition remains $0.3 $0.7 $1.5 5 relevant in changing market Frontline engagement of the next generation of customers 0 conditions 2013 2014 2015 2016 2017 2018 2019 2020 2021 Number of eSports enthusiasts 120M 191M 286M Increasing the volume, range of Have access to a more holistic understanding of the gamer 6 data and our understanding of behaviour through retail and their engagement in esports/ gamer behaviour competitive gamers SOURCE – NEWZOO 2017 GLOBAL ESPORTS MARKET REPORT 25
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Market Update – UK & Spain performance Mint Video Game Market Performance • First half FY 17/18 growth driven by: 15.7% • Nintendo Switch • Xbox One X launch 10.0% • Stronger new release performance 8.8% 8.3% • Impacted by: • Low margin hardware 1.8% • Continued online growth • Preowned software and GameTronics decline H1 16/17 H2 16/17 17/18 YTD* • Positive dynamics in H2: • Continued Switch availability • Further Nintendo releases -12.5% H1 16/17 H2 16/17 17/18 YTD* 33 Weeks to 17 March 26
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Market Update – Latest generation of consoles performing well Units sold Comparison of latest generation Comparison of latest generation million Units sold (PS4/Xbox One vs Prior generation (PS3/Xbox 360) – UK million (PS4/Xbox One vs Prior generation (PS3/Xbox 360) – Spain 10 3 9 44% 8 57% 3 7 56% 2 6 43% 5 2 PS3/Xbox 360 PS4/Xbox One 4 Xbox PlayStation 1 3 2 1 1 0 0 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 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 Months Since Launch UK Latest Generation (PS4/Xbox One) Prior Generation (PS3/Xbox 360) Latest Generation (PS4/Xbox One) Prior Generation (PS3/Xbox 360) • Console unit sales of current generation continues to outperform previous console cycle in UK & Spain • PlayStation mix growing in UK 27
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 New console cycle UK Market Value Hardware & Software: Playstation, Xbox and Nintendo Switch 1400 Market Value +7% Market Value +12% 1200 106 178 21 149 1000 800 490 426 596 601 501 650 600 143 195 400 56 177 490 473 616 200 369 383 313 0 16/17 17/18 18/19 19/20 PS & XB HW Switch HW PS & XB SW Switch SW • 17/18 overall market value forecast to increase by 12% (H1: +14.3%) • 18/19 market growth in high margin software category of c9% has been forecast • 19/20 Hardware growth of c26% based on market analyst expectation of PS5 launch, with start of the next console cycle • 19/20 overall market value forecast to grow by 7% • Forecast may change for new releases as further announcements are made IHS (March 2018) 28
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Major drivers in core business Esports growth will continue at pace • Revenues are growing exponentially in all areas of esports both from viewership and participation Nintendo Switch continues to grow • Significant installed base established and high tie-ratios supporting mint and preowned margin • Any future price point reduction will drive further growth New release schedule across all formats is strong • New non-perennial titles will drive positive overall market dynamics e.g. Red Dead Redemption 2 announced for Oct 18 & Shadow of the Tomb Raider • Super Smash Bros. and strong line up of other games will support Switch growth • Call of Duty launch window redefined with Black Ops 4 announced for October release Current generation of consoles growth expected to continue’ • Significant installed base established, future expected price point reduction will drive further growth PlayStation 5 launch forecast by market analysts for peak ‘19 • Increased penetration levels expected in both UK and Spain Continued pressures factored in • Reduced preowned revenues across software and mobile phones • Continued move to online but growing share of the online channel • Digital downloading continues to grow but with further retail opportunities to exploit the market 29
BUSINESS & STRATEGY UPDATE 30
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Building the most valuable community for gamers CORE SPECIALIST RETAIL MAJOR GAMING EVENTS 4.6m Active (LTM) EVENTS ESPORTS, BELONG & COMPETITIVE GAMING 31
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Game changing strategy recap: Pillars & 2018 priorities 1. Expand live and online 2. Continue to improve our 3. Optimise the Group's gaming services for gamers retail businesses in the UK efficiency whilst investing and publishers & Spain in order to for the future maximise market potential 1. Local competitive 1. Continue to enhance the 1. Optimise fixed & gaming and esports, Group’s specialist variable store costs headlined under proposition 2. Distribution efficiencies BELONG 2. Build new categories & 3. Procurement & business 2. Insomnia Gaming services process improvements Festival 3. Multichannel 4. Supplier arrangements 3. Major third party development contract events 4. Store optimisation 32
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Our Esports approach GLOBAL PRO UK MASTERS FINALS UK PRO UK MASTERS SEASONS UKM BYOC LAN WEBSITE & TOURNAMENTS BELONG BOOKING T/MENT SYSTEM PLATFORM AMATEUR REGIONAL BELONG ARENA TOURNAMENTS CLASH BELONG CUPS UKM ONLINE CUPS GRASSROOTS LOCAL ARENA LOCAL (TOWN) TOURNAMENTS TOURNAMENTS BELONG KIDS TOURNAMENTS ESPORTS PC AND VR HW, SW, DIGITAL HIGH END RETAIL OPPORTUNITIES PLAYER PRODUCTS MERCHANDISE AND ACC PERIPHERALS 33
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Expanding the Group’s live gaming services Events Overview • Events business increase in EBITDA H1 versus LY through higher margins and cost savings • Stronger performing events in H1 YOY (RuneFest and Minecon) • Core Insomnia continues to grow and evolve with more focus on BELONG and esports Insomnia Overview • Insomnia 61 is the most successful to date driven by Esports / BELONG and gaming Influencers (78m subscribers) • Insomnia 62 Call of Duty World League with a $200,000 prize fund, the only open event outside of the US in 2018, to be held at Insomnia 62 after hugely successful Easter event last year • Insomnia 62 influencers with 50m+ subscribers and Microsoft, Nintendo and Sony all attending Insomnia Franchise • Insomnia Franchise (with esports as the key differentiator) now an established program • Four initial territories in negotiation to drive additional margin as well as licence fees Third Party Events • All four BRICKLIVE shows delivered over 72,000 footfall in total • Rentals up YOY with exclusive agreements now with HTC-Vive and Intel for events 34
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Game changing strategy recap: Pillars & 2018 priorities 1. Expand live and online 2. Continue to improve our gaming services for gamers retail businesses in the UK and publishers & 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 35
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Maximising retail priorities 1 Continue to enhance the Group’s specialist proposition 3 Multi-channel development Continue to improve our retail businesses in the UK & Spain in order to maximise 2 Build new categories & services market potential 4 Store estate optimisation 36
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 1. Specialist proposition Continued development and improvement of customer loyalty programmes • GAME Reward card scheme with 4.6m active reward customers in the UK & Spain • GAME Elite subscription model launched May 2017 in the UK • Enhanced points and exclusive offers driving higher spend and greater engagement • Strong engagement with over 80,000 sign-ups to date Securing “Only at GAME” exclusive ranges from supplier partners • In 2017, 8 out of the top 10 peak titles had an “Only at GAME” exclusive element • Ongoing discussion with supplier partners to secure a number of specialist exclusives for 2018 Creating a relevant and credible marketing strategy to engage with gamers • New marketing strategy established to drive reach and engagement of gamers through peak • Black Friday ‘Deadline Deal’ campaign featuring Harry Redknapp delivered 137.5m impressions • Shortlist Media partnership driving 1.54m engagements • Mail Online & Metro partnership, reaching gamers & gifters, creating 264.7m impressions Content first strategy through social media channels • Improved impressions (engagement with content) to 2.2m on Twitter & 1.5m on Facebook since March with Facebook and September with Twitter • Player 1 Talent influencer programme expanded with over 350 talents signed up with a combined following 37.1m • Weekly YouTube show TL;DR launched in February 2018 bringing gaming news and content to gaming community 37
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 2. Build new categories & services Build on current success achieved in BELONG locations • Margin rate of arenas circa. 45% with pay to play, food and drink, PC hardware / accessories / digital • Arenas have supported improved performance in core retail in LFL arenas is 5.6% up on non-arena locations in Q2 FY18 VR PC • Margin rates of combined arenas and stores are higher than non-arenas given the P2P margin at 100% • Supplier support on exclusive offers for core console categories • PC category • Entrance into PC hardware sales at higher margin than console LICENSED • Redefined PC accessories sales MERCHANDISE SERVICES • Digital sales to those playing in arenas • Food and drink proposition launched and opportunity to further exploit with long dwell times in arenas • Exploiting services especially warranties and consumer finance • Sales of VR through creating the experience CORE CONSOLE & FOOD & DRINK • New licensed merchandise category opportunities to deliver for most engaged PC DIGITAL gamers and esport participants 38
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 3. Multi-channel development 2017 Developments 2018 Priorities Customer Retention Customer Retention • Improvements to the customer end to end journey • New checkout for Mobile & Desktop • Customer self service & efficiency programme • Launch of new product categories and Services • Improved product recommendations and customer upsell tools Delivery Services Delivery Services • Order in-store, now available in ALL stores • Collection points increased (new service with Collect +) • Free next day (Royal Mail) order placed before 3 pm (later cut off) • Basket up-sell to qualify for free delivery • Launch of new tracked services with Yodel and DPD • Launch of tracked service for International Orders (Asscendia) Omni-Channel Services Omni-Channel Services • Click & Reserve/Collect from Store enhanced or launched • Expanded range of store product categories available on-line & • Trade-in online launched despatched from stores • Store stock available on-line & despatch from stores launched • Additional online services e.g. GAME Elite, warranties, disc-care, across 250 stores BELONG PC build Ways To Pay Ways To Pay • PayPal credit launched with over £17m in sales in H1 • Consumer finance product implemented • Delivery upgrade prompts when purchasing Pre-Orders Pre-Orders • Implemented customer self service for pre-order payments • Further improvements to customer journey & self service • Improved product content and information • Pre-order on-line collect from store service • Pre-order upgrade proposition to fully exploit exclusives Specialist Games Retailer Specialist Games Retailer • Refresh content and improved merchandising and attach • Site Navigation, and new PLP and PDP pages together with content • New Homepage design launched improvements 39
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 4. Store estate optimisation STORE RECONSTRUCTION THE TWO MODELS • Exit stores unless significant fixed costs reduction achieved • Low Capex in secondary locations • Low operating costs in smaller locations • Capitalise in larger properties on expanding categories esp. console accessories, console digital, PC and accessories TO ACHIEVE • Further negotiating power with landlords BELONG WITH A GAME STORE SMALL STORE / CONCESSION • Space in all major cities and towns • Cash and facilities to enact property strategy Leverage BELONG fully for footfall Small store offering, a reduced range and experience and deliver a and task, with less operating and UK Lease Expiry Profile specialist range catering for staff costs. 250 233 improved core console proposition Concessions in markets where with greatly increased engagement standalone stores are not financially 200 with PC gamers viable 150 • 4,000 – 7,000 sq. ft. • Lighter task levels • Efficient hours usage • Cluster management 100 • 48-100 gaming stations • 80/20 range • Expanded specialist range • Low operating costs 50 39 • Bespoke look & feel 13 9 • New brand 1 0 0 GAME / BELONG SMALL / CONCESSION To Dec 18 2019 2020 2021 2022 2023+ No. of Leases Expiring 40
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Game changing strategy recap: Pillars & 2018 priorities 1. Expand live and online 3. Optimise the Group's gaming services for gamers efficiency whilst investing and publishers for the future 1. Optimise fixed & variable store costs 2. Distribution efficiencies 3. Procurement & business process improvements 4. Supplier arrangements 41
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Right sizing our retail business through significant cost savings Whilst fully optimising BELONG and the Collaboration Agreement • Collaboration Agreement allows for broader, longer term approach to improving agreements with 1 Supplier suppliers • Positive specialist support, including improved exclusives Arrangements • Active engagement on strategic live gaming initiatives • Planning for lease events across over 70% of the UK estate by end of 2018 and over 90% by end of 2019 2 • Total annualised benefits of over £4.7m since programme implemented Property • Target property savings of a further £1.5m in H2 • BELONG/GAME enacted in ideal locations and close existing stores • Strong cash position increased year on year £11.9m to £84.9m 3 Cash & • Stock management strengthened delivering £11.7m improved working capital • Total facilities in place of up to £130m Working Capital • Collaboration agreement gives £55m of additional facilities 4 Organisational Efficiency • Head Office reorganisation actioned across all levels • 10% of roles impacted and Design • Stores management structure in retail improved 5 Operational Costs & • Loyalty scheme, refund policy, GAME Elite introduction, DC efficiencies and store payroll Business Processes • Savings in excess £11m targeted in this financial year 42
CLOSING REMARKS 43
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 H1 Summary Business transformation activities fully developed with a clear strategy and plans to address long term structural changes in our markets • Targeting major new growth markets across the group especially esports • Pleasing build of BELONG pay to play activities, entry into new retail categories and positive impact on core retail • Collaboration Agreement entered into to realise full BELONG potential • Infrastructure created to improve further utilisation and price per hour initiatives • New esports innovations to drive growth and impetus in 2018 Right-sizing of retail continues • Positive market growth in the UK and Spain • Margin challenged through hardware mix and pressure on preowned • Successful negotiations at lease events as we enact 200+ lease renegotiations • Significant cost saving and efficiency programme successfully enacted £5m saving delivered in H1 and further initiatives in place • Investment in multichannel and our differentiated, specialist proposition • Prepared for improving line up of games in 2018/19 Strong cash generation and disciplined use of capital Spanish market and GAME’s performance remain strong 44
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Future priorities Expand live and online gaming services for gamers and publishers • Continue to transform our retail business to one which delivers high growth and high margins and reduces previous console market cyclicality • Increase station count, drive utilisation and price per hour in BELONG arenas • Move our customer proposition to a unique model to deliver the very best esports and competitive gaming approach Continue to improve our retail business in the UK and Spain in order to maximise market potential • Maximise new product launches and exploit current market • Further develop our specialist proposition through customer loyalty, exclusives, credible marketing and content first approach • Utilising BELONG to drive core retail performance and bring in new retail revenue streams • Grow share of wallet in the online channel through online services and proposition development • Fully utilise the 230+ lease events to deliver the desired BELONG and GAME future approach Optimise the Group’s efficiency whilst investing for the future • Gain further supplier support for BELONG and GAME • Realise the full benefit of the improved negotiated property deals • Continued focus on cash generation and disciplined use of capital • Realise all upside from the cost savings programme to deliver over £11m in FY17/18 45
QUESTIONS 46
APPENDIX 47
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Software market top titles – UK & Spain H1 FY17/18 H1 FY17/18 H1 FY16/17 H1 FY16/17 2,500 2,500 2,000 2,000 1,500 1,500 1,000 1,000 500 500 0 0 FIFA 18 v FIFA 17 COD WW2 v COD Assassins Creed v Star Wars v Destiny 2 SWITCH: Super FIFA 18 v FIFA 17 COD WW2 v COD Assassins Creed v Star Wars v Destiny 2 SWITCH: Super IW Watch Dogs 2 Battlefield Mario / Mario Kart IW Watch Dogs 2 Battlefield Mario / Mario Kart • Total mint market up 14.3% in H1 • Total mint market up 13.5% in H1 in local currency • Total software mint market up 6% in H1 • Total software mint market up in H1 12.4% in local currency • Software market growth supported by stronger: • Software market growth supported by stronger: • Call of Duty performance • FIFA, Call of Duty and Assassin’s Creed performance • Destiny 2, a non-perennial title without an equivalent in the previous year • Switch new releases – Super Mario Odyssey & Mario Kart, without an • Switch new releases – Super Mario Odyssey and Mario Kart, without an equivalent title in the previous year equivalent titles in the previous year Source: GfK Chart-Track, Spanish market, units sold in H1 18 vs. H1 17 48
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Console digital market continues to enable growth for GAME Total UK console digital content market GAME console digital sales (GTV), £m Total UK console digital content £m (UK only) market £m (UK Only) 1,022 934 96.8 875 79.3 725 72.3 580 60.4 59.5 57.5 429 2013 A 2014 A 2015 A 2016 A 2017 A 2018 E FY14 FY15 FY16 FY17 H1 FY17 H1 FY18 Source: IHS 49
GAME DIGITAL PLC – INTERIM RESULTS 2017/18 Nintendo Switch performance SWITCH weekly sales - 52 weeks since launch UK & Spain Markets – Nintendo software market is (excludes launch week) dominated by physical content sales 60,000 50,000 40,000 30,000 22% 20,000 10,000 53% 0 Install Base 1st Year of Launch - Nintendo Consoles 1,600,000 78% 1,373,102 1,400,000 1,200,000 47% 1,000,000 800,000 653,451 600,000 400,000 138,567 NINTENDO PLAYSTATION 200,000 0 Physical Digital Wii Wii-U SWITCH 50
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