GAME CHANGING GAME DIGITAL PLC | 2018/19 INTERIM RESULTS - 21ST MARCH 2019
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GAME CHANGING GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 21ST MARCH 2019
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS 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 – 2018/19 INTERIM RESULTS H1 GROUP HEADLINES SOLID GTV AND GROSS PROFIT RATE PERFORMANCE ACHIEVED IN A CHALLENGING RETAIL ENVIRONMENT • Group GTV broadly flat on a like-for-like basis • GTV improvement of 5.8% in Content (physical and digital) • GTV increased by 9.2% in Accessories & Other • GTV in Hardware down (9.3)% and Preowned down (20.9)% • Group gross profit rate maintained at 21.0% • Group Adjusted EBITDA up 21.7% to £25.8 million (2018: £21.2 million) DRIVING OPERATIONAL EFFICIENCIES • Strong Core UK Retail performance with Adjusted EBITDA growth of 49.5% to £14.8 million from improved gross profit rate and the delivery of £4.9 million of operational efficiencies and cost savings • Average length to break on leases in the UK and Spain under 1 year and average savings on rents renegotiated in the period of 59% • Further strategic progress achieved towards repositioning and right sizing the retail business in the UK with savings in distribution, head office, store payroll and store rent • Continued strong liquidity with Group cash of £95.5 million as at 26 January 2019 (2018: £84.9 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 • 20% increase in station count this period, and 44% increase in stations YoY • 2 new arenas opened, Stratford and West Thurrock Lakeside • 52% Increase in pay-to-play revenue in H1 FY19 vs H1 FY18, driven by new arenas and enlargement of existing arenas 4
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BELONG IS A SOCIAL GAMING NETWORK 1 2 3 4 Our arenas provide a physical Each arena can support more The community talks to each Arena Clash and CRM retain home for the community community members than other generating content for and continuously engage the number of stations. A BELONG that reaches new BELONG gamers in the network of gamers forms potential community network, further building around the arena members customer value 6
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BELONG GAMER SEGMENTATION • Five BELONG gamer segments established and profiled: 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 • Establishing programmes to target different segments that increases utilisation • Segmentations inform decision making when planning new arena locations • Primary focus is segment one, competitive gamers, with a tailored programme of activities such as Arena Clash and Arena Cups (multi-arena), as well as community cups and leader board competitions (individual arenas) • Subscription trials target segment one gamers, offering them better value pricing per hour and incentivising them to visit BELONG more frequently • Other four segments continue to be important, with tailored experiences such as parties and casual play which drives utilisation within these segments 7
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BELONG’S ESPORTS PROGRAMME IN 2019 APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER ARENA ARENA CLASH SUMMER ARENA CLASH WINTER CLASH MINIMUM OF FIVE TITLES MINIMUM OF FIVE TITLES SPRING ARENA RIVALS ARENA RIVALS JUNIOR ARENA CLASH ACADEMY BOOT CAMPS ESPORTS TEAMS ACADEMY ACADEMY CLASSES ESPORTS TEAMS MEET & GREETS RELATIONSHIPS FORMALISED CLASSES TOURNAMENT TOURNAMENT ZONE AT I64 ZONE AT I65 ARENA CLASH ARENA CLASH FINALS AT I64 FINALS AT I65 8
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS CREATING VALUE THROUGH BELONG 52% 20% 44% 72% £4.71 Increase in pay-to-play Increase in Increase in Increase in pay-to-play H1 FY19 Average revenue in H1 FY19 stations this FY stations YoY at Jan 19 revenue in arenas with Price Per Hour vs an increased station H1 FY 18 £4.43 count for H1 FY19 28% 740 47% 224k 54% Utilisation rate for the H1 Parties hosted Increase in average Total gaming hours More spent by FY19 vs 28.5% H1 FY18 in H1 FY19, a 64% customer value in H1 FY19, a 25% subscription customer increase vs H1 FY18 (450) Jan 19 vs Jan 18 increase vs H1 FY18 (179k) on arena play time than (Rolling 12 months) segment 1 gamer 9
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BELONG LOCATIONS • Total number of stations increased by 44% to 4401 by CURRENT BELONG GAMING Station Count unchanged January 2019 vs 3051 in January 2018 ARENA LOCATIONS Station Count Increased New Arena Location Two new arenas opened in the half – Stratford and West FY18/19 • Thurrock (Lakeside Sports Direct Concession), catering to • Bradford two different gaming communities • Bristol Cribbs Causeway • Bristol City Centre • Ongoing focus to drive hours played in existing arenas by • Cardiff increasing station count, with seven arenas increased • Colchester • Craigavon • Arenas with an increased station count have seen a slight • Gateshead • Glasgow decline in utilisation that is more than compensated for by • Hull • Kingston the total increased revenue • London Wardour Street • Top 50 locations identified across the UK, with the key • London Stratford • Manchester requirement being larger locations to accommodate • Milton Keynes • Norwich higher station counts • Portsmouth • Establishing larger premises for higher station count • Preston • Plymouth • Defining the best possible rent deals based on current • Teesside • West Thurrock property landscape • York 1 EXCLUDING ALT GAMING LOUNGE 10
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS VENUE IMPROVEMENTS FOR THE COMPETITIVE GAMER HIGH-SPEC KIT DESIGNED FOR COMPETITIVE PLAY LARGER 100-SEATER LOCATIONS ESPORTS TRIBE JERSEYS LOCAL COMMUNITY AREAS & COMPETITIVE LEADER BOARDS 11
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS THE VALUE WE DELIVER FOR OUR SUPPLIER PARTNERS BELONG Gaming Arenas social Supplier partners and publishers Partners and/or BELONG utilise channels and programmes Lapsed, existing and new gamers seek ways to promote their this content to sell/promote provide authentic engagement generate content by engaging products or brand brands and products mechanics to reach gamers OUR PARTNERS & BRANDS WE WORK WITH 12
RAY KAVANAGH CHIEF FINANCIAL OFFICER 13
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS H1 GROUP FINANCIAL SUMMARY All figures in £m (unless stated) H1 2019 H1 2018 VAR, % • Group GTV down 1.4% reflecting: Gross Transaction Value (GTV)1 578.4 586.8 (1.4) • LFL sales broadly flat • Content improvement of 5.8% Gross profit rate² 21.0% 21.0% - • Accessories & Other up 9.2% • Hardware and Preowned down 9.3% and 20.9% respectively Underlying operating costs³ (95.8) (101.9) 6.0 • Gross profit rate maintained at 21.0% • Strong cost discipline across the Group with £4.9 Adjusted EBITDA 25.8 21.2 21.7 million of savings realised in UK Retail • Adjusted EBITDA increased by £4.6 million as a result Adjusted profit before tax 19.9 14.2 40.1 of UK Retail improvement • Positive cash generation continued in the period Net cash from operating activities 41.6 32.2 29.2 • Group remains well funded with net cash of £95.5 million at 26 January 2019 and current facilities of up Net cash 95.5 84.9 12.5 to £110 million 22% GROWTH IN ADJUSTED EBITDA WITH SIGNIFICANT IMPROVEMENT IN UK RETAIL GROUP REMAINS WELL FUNDED AND HAS £110M OF FACILITIES AVAILABLE 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 14
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GROUP GTV BY CATEGORY All figures in £m (unless stated) H1 2019 H1 2018 VAR, % Total Content 280.8 265.3 5.8 • Physical software in line with previous year with UK growing 3% and improving market share Physical software 190.1 190.8 (0.4) • Digital growth driven by continued popularity of Digital content 90.7 74.5 21.7 Fortnite and enhancing gaming experience Total Hardware 133.1 146.7 (9.3) • Hardware sales growth in Nintendo Switch and PlayStation 4, but older formats and Xbox sales down Total Accessories & other 95.3 87.3 9.2 Core Accessories & other 89.8 78.4 14.5 • Growth in PC & console accessories, licensed merchandise and figurines offset the decline in VR Events & Esports 5.5 7.1 (22.5) categories Multiplay Digital¹ - 1.8 - • Sales in Events declined from removal of Runefest, Bricklive and Minecon events Total Preowned 69.2 87.5 (20.9) Preowned core 51.1 63.2 (19.1) • Decline in core driven by both hardware and software where the market continues structural decline Preowned tech 18.1 24.3 (25.5) • Tech has also seen a decline, partly due to the general slowdown in the mobile replacement cycle Total 578.4 586.8 (1.4) STRONG GTV GROWTH IN DIGITAL, ACCESSORIES AND LICENSED MERCHANDISE TO PARTLY MITIGATE PREOWNED AND HARDWARE DECLINE ¹MULTIPLAY DIGITAL SOLD 28 NOVEMBER 2017 15
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GROUP GROSS PROFIT RATE (AS % OF GTV) BY CATEGORY H1 2019 H1 2018 % PT CHANGE Total Content 21.7 21.6 0.1 • Benefiting from improved mix of new releases where the Group secured higher margin exclusives for the majority of these releases Physical software 25.6 24.5 1.1 • Digital margins down from mix of console and non- console sales Digital content 13.5 14.2 (0.7) • Lower promotional activities together with improved PlayStation bundling on new software releases Hardware 7.7 7.1 0.6 • Mix effect of products and services in this category, with improvements on accessories & licensed merchandise Accessories & Other 30.1 32.9 (2.8) offsetting decline on VR & toys • Driven by hardware & tech trading and tighter stock Preowned 31.5 30.5 1.0 management • Overall Group gross profit rate maintained despite Total 21.0 21.0 - higher mix of lower margin digital and declining sales of preowned HIGHER MARGIN RATES ACHIEVED ACROSS SOFTWARE, HARDWARE AND PREOWNED 16
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GROUP OPERATING COSTS Group operating expenses1 H1 2019 H1 2018 VAR, £m All figures in £m (unless stated) Selling & distribution costs 76.7 80.5 (3.8) • Significant cost savings and operational efficiencies realised in the UK as detailed Administrative costs 24.4 27.8 (3.4) on the next page Total operating expenses 101.1 108.3 (7.2) • Spain Retail costs up €0.4 million in local Less: Underlying depreciation & amortisation (5.3) (6.4) (1.1) currency, largely volume-related, and in Total operating expenses before D&A 95.8 101.9 (6.1) sterling this equated to an increase of £0.3 million As % of revenue 19.4% 19.7% • Events & Esports costs down £1.5 million Group continuing costs by division1,2 • Higher costs from the continued H1 2019 H1 2018 VAR, £m All figures in £m (unless stated) expansion of BELONG were offset by Core Retail 93.3 97.9 (4.6) savings in Game Esports & Events and UK Retail 62.4 67.3 (4.9) from the sale of Multiplay Digital part way through last year 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) CONTINUED STRONG COST REDUCTION PROGRAMME IN THE UK BUSINESS ¹EXCLUDES EXCEPTIONAL AND ADJUSTING ITEMS ² BEFORE DEPRECIATION AND AMORTISATION 17
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS UK OPERATIONAL EFFICIENCIES & COST SAVINGS CONTINUED Total UK Retail savings £m H1 2019 TOTAL • H1 savings of £4.9 million delivered across all aspects of the UK operation Property (rent & rates) 1.7 • Significant savings delivered on property estate through annualisation of prior year reductions and new in-year negotiations Payroll 1.6 • Store payroll hours reduced over peak trading while maintaining customer service levels • Head office reorganisation fully embedded during the period Procurement, distribution, efficiency savings and other 1.6 • Annualisation of changes made during FY18 delivered ongoing benefits in distribution and controllable costs Total 4.9 • Further property savings already secured in H2 to date CONTINUED DELIVERY OF EFFICIENCY INITIATIVES & OTHER COST SAVING ACTIONS 18
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS UK PROPERTY OPTIMISATION PROGRAMME UPDATE • Average length to first break 0.8 years UK Store Lease Expiries at H1 2019 • Successfully realising opportunities to further reduce 160 UK estate costs 140 • Annualised rent reductions of c.£0.5 million 138 realised in H1 representing a 59% reduction 120 • Since the end of the period this has increased to £2.2 million 100 • Further potential opportunities continue to be 80 negotiated and large, multi-site landlord negotiations have commenced 60 • Flexibility is being retained in the estate which allows 52 54 for BELONG growth strategy and to respond to UK 40 retail market conditions 20 • 26 leases on zero rent at the end of H1 2019 19 11 • A total 138 lease events on rolling breaks, plus 0 Rolling Break To December 2019 December 2020 December 2021 2022+ 52 potential events before December 2019 19
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS CASH FLOW & NET CASH All figures in £m (unless stated) H1 2019 H1 2018 VAR, £m Cash generated by operations 42.8 36.3 6.5 • Strong closing cash position of £95.5 million • All facilities undrawn at end of the period and UK facilities Finance costs and tax (1.2) (4.1) (2.9) yet to be drawn Net cash from operating activities 41.6 32.2 9.4 • Total available facilities c.£110 million as at today’s date Capital expenditure (4.0) (6.2) 2.2 • UK ABL facility of up to £50 million, rising to £75 million in peak Disposal of Multiplay Digital - 14.9 (14.9) • SPD capex facility of £35 million Dividends - (1.7) 1.7 • Working capital and guarantee facilities in Spain of Finance leases (0.3) (1.3) 1.0 €28 million, rising to €44 million in peak • Total maximum facilities over peak season of c.£149 million 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 STRONG CASH GENERATION AND UK FACILITIES YET TO BE DRAWN 20
BUSINESS & STRATEGY GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 21
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BUILDING THE MOST VALUABLE COMMUNITY FOR GAMERS CORE SPECIALIST RETAIL MAJOR GAMING EVENTS BUILDING THE MOST VALUABLE COMMUNITY FOR GAMERS ESPORTS, BELONG & COMPETITIVE GAMING 22
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GAME CHANGING STRATEGY PROGRESS & PRIORITIES Continue to improve our core Expand the group’s live and multichannel retail business, online gaming services for Optimise the organisation’s based around the needs and consumers and publishers in efficiency while investing for the behaviours of customers, in order to build customer & future order to maximise market gamer engagement and IMPROVE potential and profitability OPTIMISE EXPAND generate incremental revenues 23
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GAME CHANGING STRATEGY PROGRESS & PRIORITIES Continue to improve our core multichannel retail business, based around the needs and behaviours of customers, in order to maximise market potential and profitability IMPROVE 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: • Enhanced customer journey across desktop, mobile and social channels • New ‘paid for’ delivery services offered increasing choice and convenience. Further service enhancements planned in H2 • Access to extended ranges online including through Marketplace • Increased range and availability of preowned stock online using store fulfilment 24
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GAME CHANGING STRATEGY PROGRESS & PRIORITIES Optimise the organisation’s efficiency while investing for the future OPTIMISE 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 25
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GAME CHANGING STRATEGY PROGRESS & PRIORITIES Expand the group’s live and online gaming services for consumers and publishers in order to build customer & gamer engagement and generate incremental revenues EXPAND 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 26
MARKET UPDATE GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 27
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS UK & SPAIN MARKET UPDATE • The UK and Spanish mint console markets have UK MINT VIDEO GAME MARKET SPAIN MINT VIDEO GAME MARKET both shown growth in the period • Driven by consumer demand for the 15.4% PlayStation 4 and Nintendo Switch 14.1% 13.5% consoles • Digital currency, PC and console 8.8% accessories growth driven by Fortnite and other Battle Royale games 5.8% • For the 6 weeks ended 9 March 2019, the mint 3.6% 3.5% 2.7% 1.9% 1.9% 1.5% market in the UK market was down 5.9% and in Spain it was down 2.3% on a constant currency basis -2.3% • UK market has seen a decline in hardware and digital -5.9% • The Spanish market has seen similar declines in hardware and digital • Accessories is up in both markets -12.5% H1 16/17 H2 16/17 H1 17/18 H2 17/18 H1 18/19 WEEKS WEEKS H1 16/17 H2 16/17 H1 17/18 H2 17/18 H1 18/19 WEEKS WEEKS 27-32 1-32 27-32 1-32 SOURCE: GFK CHART-TRACK 28
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS MARKET OUTLOOK • Challenging retail climate in the UK likely to continue in the short term due to weakening consumer confidence and economic uncertainty • Our retail performance is impacted by the console cycle timings and we are managing the low point of the current cycle through our cost savings programme and investment and growth in BELONG • Current console cycle has entered its sixth year with projected decline in low margin console sales • Physical software has held up well in the year to date, with Kingdom Hearts and Division 2 anticipated to perform well in H2 • Preowned revenues will continue to decline • The current IHS market expectations is for a new PlayStation and Xbox console to launch in 2020 • Apex Legends launched in February 2019 and has disrupted the market considerably with the opportunity to monetise through digital currency, high-end accessories and licensed merchandise • Our focus remains on our transformational strategy to move from a seller of physical products to a provider of gaming experiences and services SOURCE: IHS 29
CLOSING REMARKS GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 30
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS SUMMARY & H2 PRIORITIES SUMMARY • Delivered a 22% growth in adjusted EBITDA in the first half • Material improvement in cash and liquidity during the period • Ongoing economic uncertainty and market headwinds expected to affect performance in the near term CONTINUE TO IMPROVE OUR CORE MULTICHANNEL RETAIL BUSINESS • Continuous improvement of our customer proposition through exclusive offers, range development, market leading customer service and expertise • Further enhancements and development of our online channel and mobile app, encouraging increased customer engagement and spend OPTIMISE THE ORGANISATION’S EFFICIENCY WHILE INVESTING FOR THE FUTURE • Realise further opportunities to reduce UK estate costs whilst retaining flexibility to allow for BELONG growth and evolving UK retail market conditions • Continued focus on cost management across all areas of the Group • Disciplined approach to cash management and use of capital EXPAND THE GROUP’S LIVE AND ONLINE GAMING SERVICES • Ongoing transformation of our business to a provider of gaming experiences and services • Focus on identifying suitable arena locations with the right cost infrastructure to support profitable expansion of BELONG • Development of content at Insomnia and international Insomnia franchises 31
QUESTIONS GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 32
APPENDIX GAME DIGITAL PLC | 2018/19 INTERIM RESULTS 33
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS BELONG ILLUSTRATIVE FINANCIALS & CORE ELEMENTS NUMBER OF STATIONS HOUR UTILISATION PRICE PER HOUR ANNUAL PAY TO PLAY CAPEX MARGIN Collaboration Agreement The annual pay to play hours Assumed average price paid Average capex per large allows for larger arenas going per station per arena are for every hour of gameplay is Average pay to play revenue BELONG/GAME £350k forward with c.40 stations or 1,156 £4.50 per arena is c.£200k more Average arena capex £230k 78 hours per week, per arena x Including activities such as: and average retail capex of Our most recent openings 52 weeks x average large Station hire £120k have been of large arenas with arena utilisation c.28.5% Party hire 24-36 stations Arena Clash Average payback per large BELONG/GAME c.2 - 2.5 years CORE ELEMENTS OF BELONG PROPOSITION 1. VENUES 2. INFRASTRUCTURE 3. TOURNAMENTS 4. PLAYER SUPPORT 5. RETAIL 6. TEAM BELONG Gaming Belong.gg Website BELONG Arena Clash BELONG Tribes PC Hardware, GAME & BELONG Arenas Booking Platform BELONG Arena Cups Academy Accessories & Digital Specialist Resource Insomnia Gaming Tournament Platform Team Partnerships VR & Merchandise Festival Studio & Production Industry & Charity Food & Drink Collaborations 34
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS A WEALTH OF INSIGHT INTO OUR BELONG CUSTOMERS 1. COMPETITIVE & COMMUNITY 2. FUN WITH FRIENDS 3. PRIVATE PLAYER 4. TIME TOGETHER 5. GRATEFUL GUARDIANS These players are motivated by These gamers use BELONG for Kids / teens who are passionate This segment is made up of Strong interest in esports and are having all their friends in one some private down time and to about gaming and also parents parents who do not have an likely have experience in Amateur place, the environment and using unwind playing video games, who go along to play alongside interest in gaming themselves tournaments the best quality equipment. often filling a gap in the day. their children but whose children do. % OF TOTAL % OF TOTAL % OF TOTAL % OF TOTAL % OF TOTAL 7% 19% 42% 35% 24% 19% 19% 14% 8% 13% % of users % of bookings % of users % of bookings % of users % of bookings % of users % of bookings % of users % of bookings WHEN WHEN WHEN WHEN WHEN Evenings & Afternoons during Weekdays & early Early afternoons & Early afternoons & weekday afternoons weekends & weekdays afternoon weekends weekends HOW LONG HOW LONG HOW LONG HOW LONG HOW LONG Average usage: Average usage: Average usage: Average usage: Average usage: 3 hours at a time 2 hours at a time 2 hours at a time 1.5 hours at a time 1.5 hours at a time TOP AGE RANGE ESPORTS TOP AGE RANGE ESPORTS TOP AGE RANGE ESPORTS TOP AGE RANGE ESPORTS TOP AGE RANGE ESPORTS 69% View 50% View 50% View 15% View 27% View 38% 17% 21% 47% 66% esports esports esports esports esports 20-21 yrs. 12-15 yrs. 12-15 yrs. 30+ yrs. 30+ yrs. competitions competitions competitions competitions competitions 35
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GLOBAL ESPORTS MARKET IN 2019, 1.8 BILLION PEOPLE WILL BE AWARE OF ESPORTS WORLDWIDE ESPORTS AUDIENCE GROWTH (M) ESPORTS REVENUE GROWTH ($M) 2019 ESPORTS REVENUE STREAMS | GLOBAL GLOBAL | FOR 2017, 2018, 2019, 2022 GLOBAL | FOR 2017, 2018, 2019, 2022 INCLUDING YEAR-ON-YEAR GROWTH 645M Esports Enthusiasts +14.0% +22.3% +34.3% CAGR 2017- YOY CAGR Occasional Viewers 2022 2017-2022 $1.1Bn 454M +15.0% 395M YOY 297 2019 total esports +17.8% +26.7% revenues, +26.7% YOY YOY +41.8% YOY YOY 335M +32.0% 201 +14.8% YOY 1,790 456.7 YOY 173 143 +22.4% -3.0% 1,096 251.3 YOY YOY 347 865 189.2 253 655 222 192 103.7 95.2 Sponsorship Media Rights Advertising Merchandise & Game Publisher 2017 2018 2019 2022 2017 2018 2019 2022 Tickets Fees SOURCE: NEWZOO 2019 GLOBAL ESPORTS MARKET REPORT 36
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS CONSOLE DIGITAL MARKET SUBSCRIPTIONS Group Console Digital Sales £m 120.0 111.9 100.0 96.8 CURRENCY 80.0 29% 79.3 76.7 72.3 60.0 60.4 59.5 CONTENT 40.0 20.0 FULL GAME DOWNLOADS 0.0 FY14 FY15 FY16 FY17 FY18 H1 FY18 H1 FY19 SOURCE IHS: CALENDAR 37
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS HARDWARE & SOFTWARE MARKET OUTLOOK – UK & SPAIN UK MINT MARKET VALUE - HARDWARE & SOFTWARE (£M) SPAIN Mint Market Value - Hardware & Software (€m) 1,600 1,600 1,400 1,400 1,200 1,200 1,000 733 744 1,000 556 627 800 656 800 600 600 298 328 400 400 291 270 664 649 650 211 537 200 458 200 340 330 235 269 265 0 0 2016 2017 2018 2019 2020 2016 2017 2018 2019 2020 PS, XB & SWITCH HW PS, XB & SWITCH SW PS, XB & SWITCH HW PS, XB & SWITCH SW SOURCE HIS CALENDAR 38
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS GROUP STORE ESTATE 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 39
GAME DIGITAL PLC – 2018/19 INTERIM RESULTS IFRS 16 – ILLUSTRATIVE IMPACT 52 weeks ended 28 July 2018 AS IFRS 16 VAR, • GAME will adopt IFRS 16 Leases from FY20 (Underlying) REPORTED RESTATED £M • The transition approach is still to be determined Revenue 782.3 782.3 0.0 • Over 540 store leases across the Group plus head office and distribution centre leases Cost of sales (586.1) (586.1) 0.0 • We will recognise right of use assets on the balance sheet and a corresponding obligation for the lease liabilities Gross profit 196.2 196.2 0.0 • In the statement of comprehensive income, operating lease rental Other operating costs (198.4) (195.5) 2.9 costs will be replaced by depreciation charges on the asset and a finance cost on the liability Operating (loss) / profit (2.2) 0.7 2.9 • These high level calculation for FY18, based on general Net finance costs (1.3) (4.7) (3.4) assumptions applied to all leases, show a minimal impact on profit before tax but a significant improvement in adjusted Loss before tax (3.5) (4.0) (0.5) EBITDA. These are estimated calculations to show the potential impact of IFRS 16 and actual restatements for FY19 may differ from this illustration Adjusted EBITDA 10.1 42.0 31.9 • No impact on cash flow • One of the key judgements relates to the treatment of store leases Depreciation & amortisation (12.3) 41.3 (29.0) on rolling breaks or where the lease has expired and we are in Operating (loss) / profit (2.2) 0.7 2.9 negotiation with the landlord 40
You can also read