Nordic Investor Presentation - October 5, 2020 Ticker Nasdaq First North Premier: M8G Ticker Xetra: M8G - Media and Games Invest plc
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Nordic Investor Presentation October 5, 2020 Ticker Nasdaq First North Premier: M8G Ticker Xetra: M8G
Disclaimer Cautionary note regarding forward-looking statements This presentation contains forward-looking statements. These statements are based on current estimates and projections of the Board of Executive Directors and currently available information. Forward-looking statements are not guarantees of the future developments and results outlined therein. These are dependent on a number of factors; they involve various risks and uncertainties; and they are based on assumptions that may not prove to be accurate. Such risk factors include those discussed in Opportunities and Risks on pages 4 to 16 of the Company Description (Link: https://mgi.group/wp-content/uploads/2020/09/Media-and-Games-Invest-plc.- Company-description-secure.pdf). MGI does not assume any obligation to update the forward-looking statements contained in this presentation and beyond the legal requirements.
Initial Public Offering on Nasdaq First North Premier Experienced Nordic gaming investors combined with a strong gaming cluster at Nasdaq Stockholm Listing on NASDAQ First North Premier Nordic peers with strong valuations • First day of trading on 6 October 2020 • Completed SEK 300 million capital increase on 09/30/2020 • 25 million new shares and fully diluted 117.073.507 shares • Applying the Swedish Corporate Governance Code • Quarterly Reporting in IFRS MGI vs Stillfront based on Pareto 2021 estimates 2021 2021 2021 2021 Pareto estimates Sales EBITDA EBIT Op EBIT Media and Games Invest 1.4x 6.0x 11.6x 9.3x Stillfront Group* 8.7x 14.0x 19.3x 15.6x Discount -84.4% -57.3% -40.0% -40.1% 2
Today’s presenters and ownership structure REMCO WESTERMANN, 37% CEO & Chairman of the Board REMCO WESTERMANN ▪ Manager, entrepreneur & investor; more than 25 years Remco Westermann holds his MGI shares via the German holding company Bodhivas GmbH. Bodhivas GmbH is based in Düsseldorf where Remco Westermann lives and experience in various leadership positions holds shares from Remco Westermann as well as voting rights Early gamigo Investors. ▪ Founding, reorganizing and growing various companies in Thereof Remco Westerman indirectly holds more than 50% of the voting rights of Media and Games Invest. the new technologies and media sector, Sonera, Bob Mobile/ Cliq Digital, ▪ MSc at Erasmus University, Rotterdam 15% EARLY INVESTORS The Early Investors are long-term investors who has been largely invested into gamigo AG since Remco Westermann acquired gamigo AG from Axel Springer in 2012. In Q1 2020 they swapped their gamigo shares into MGI shares. They agreed on a 25 month lock-up and therefore underscored their trust into the MGI Management and that it can excecute further value accreditive M&A. PAUL ECHT, Group CFO ▪ Finance Manager with more than 10 years experience in the 48% tech and finance industry FREE FLOAT WITH TIER-1 INVESTORS ▪ Previously; UniCredit Bank in Berlin, Munich and New York The Free Float consists of retail and institutional investors who bought the shares on the and Shopgate Inc. in San Francisco stock market as well as institutional investtors from the 25 million share issue carried out ▪ M.A. in Finance and Accounting and Bachelor of Laws (LL.B.) on 30 September 2020 with Pareto Securities AB as sole manager and bookrunner as well as 8 million shares from a capital increase managed by Hauck & Aufhäuser in July 2019. 3
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information
Media and Games Invest in brief 120 50% 111.9 2018 MGI acquires gamigo 45% 100 40% 83.9 35% 80 EUR +150m Market cap 30% 60 25% EUR million 42.1 45.3 20% Listed on Nasdaq First North Premier 1 and FSE 40 39.0 15% 21.6 22.4 10% 20 15.1 18.1 10.5 13.4 +30 M&A transactions 1.5 4.3 6.9 5% 0 0% 2014A 2015A 2016A 2017A 2018A 2019A Q2 2020 LTM +700 Employees Revenue Gamigo Revenue MGI Adjusted EBITDA* Gamigo Adjusted EBITDA* MGI +25 MMOs (Massively Multiplayer Online games) +5,000 Casual games Media and Games +5,000,000 Monthly active players Invest plc +5.0bn Monthly ads and video views +750m Subscribers across all video channels Gaming Media Synergies 63% of revenue 37% of revenue +5,000 Advertisers 5 Note 1: First Day of Trading scheduled for 6 October 2020
MGI’s two segments The two segments able to increase user acquisition for organic growth and in-game monetization Game development and publishing Influencer and performance marketing In-game purchases Agency fees Revenue streams Game subscriptions Revenue streams SaaS fees Advertisement revenues Ad commission M&A M&A Key performance metrics Key performance metrics Monthly direct active Daily users +600k +5m Monthly users +200m +5bn Monthly ads delivered users Gross margin +50% 30% EBITDA margin Gross margin +30% 8% EBITDA margin Target Group revenue Target Group shares 60%-70% 25%-30% Target EBITDA margin 30%-40% 15%-20% Target EBITDA margin revenue share Wide portfolio of games operating at high margins Marketing channels covering the entire gaming spectrum 6 Note:. EBITDA and Gross margin figures for H1 2020. Daily and monthly data from latest available company information Source: Company information
Broad game portfolio and high growth opportunities: Portfolio of 30 MMO’s & 5,000 casual games alongside media portfolio Well-balanced portfolio + Solid organic pipeline + Strong M&A pipeline ArcheAge Grand Fantasia Shaiya Defiance Realized launches 1 : 3% 3% 2% 1% Acquired: Rift Desert 3% Operations 4% 30+ companies and assets Aura Kingdom 4% Media Pipeline2: 37% Fiesta 5% M&A process # M&A Cumulative status candidates rev. (EURm) Arche Age Unchained 11% Shortlist >65 >900 Contacted >25 >500 Trove 13% Casual games and In talks >10 >200 other 14% No “One-Hit-Wonders“, stable + 8 successful launches incl. DLCs 2019: 5x / 2020: 3x M&A revenues + more in the pipeline + more in the Pipeline Clear focus on risk diversification and high growth 7 Note (1) Green = very positive, light green = positive, yellow = neutral, red = negative. (2) Targets overview of 12 months period August 19, 2019 until August 19, 2020.
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information
Gaming: a substantial growth market Biggest entertainment market, with significant growth Games market: USD >160bn1 200 178.2 Megatrend: More Leisure Time 180 164.6 ▪ Favored form of entertainment; interactive, rewarding, social 160 152.1 138.7 140 Mass Market 121.7 ▪ Gaming market is bigger than the market for books, music and films 120 106.5 ▪ More than two billion players worldwide USD billion 100 93.1 ▪ 42% of all Germans are playing, 41% of whom are female, 29% over the age of 84.8 50 76.5 80 70.6 60 Growth opportunities ▪ Fragmented market 40 ▪ Driven by hits, some with billions in revenues, but also failures 20 ▪ High growth and high margins ▪ Market consolidation, numerous M&A candidates 0 2012 2013 2014 2015 2016 2017 2018 2019 2020E 2021E Mobile games PC games Console gaming 9 Source: (1) Newzoo Global Games Market Report 2019
Gaming subsidiary gamigo: annual growth of 31 percent gamigo is growing almost 3x faster than the gaming market 2019 Revenue: EUR 58.9m 1 EBITDA (A ): EUR 18.2m 58.9 6.0 5.0 45.3 42.1 39.0 4.0 EUR million 3.0 2014 21.6 Revenue: EUR 15.1m 2.0 18.2 15.1 13.4 EBITDA: EUR 1.5m 10.5 1.0 6.9 4.3 1.5 0.0 2014A 2015A 2016A 2017A 2018A 2019A Revenue Adjusted EBITDA High profit margin while expanding fast 10 Note: (1) Adjusted EBITDA consolidated gamigo group excluding one-time M&A and financing costs
Gamers are loyal and good customers Gamers spend EUR 50-80 per month & games have a lifetime of over 10 years Example: Fiesta Online A multi-player role play game Long-term revenues Substantial revenues 63% EUR +50m revenues 12% 11% 13% 6.8m gamers 1 Year 1-3 Years 3-5 Years > 5 Years ▪ An anime-themed role play, first launched 13 ▪ Over 63% of revenues from players who ▪ c. EUR 50m revenue in 13 years (2019: EUR years ago have been active in the same game for 5y+ 2.8m) ▪ Many players on the same servers (MMO) ▪ Free2Play MMO; around 7-10% are paying ▪ 6.8m user accounts created ▪ Community: Playing together is important ▪ EUR 50-80 per month and paying user ▪ Approx. 35k users playing each month ▪ Interactive: go further, become stronger (actuals) Players stick around for a long time and end up spending a lot 11 Source: Company information
COVID-19 has positive effects on MGI growth Increased user activity as an effect of imposed restrictions Gaming ▪ The pandemic and its corresponding lockdowns have boosted user engagement within video games ▪ Online and mobile gaming market is growing as more people stay inside ▪ People use online gaming to cope with social distancing New players1 MMO revenue growth1 +43% Up to +50% Media ▪ Despite the reduced demand for travel and retail advertisement, the media marketing budgets of gaming media companies have been increased ▪ During May, MGI saw revenue in a few verticals, such as SaaS and influencer marketing, increase to pre-COVID levels MGI is perfectly positioned for strong growth in 2020 with an accelerated M&A pipeline 12 Note: (1) April 2020 compared to average for January and February 2020
Case study Fiesta during and after Covid-lockdown • The WHO urged the world to stay at home and play video games Revenue 2019 vs 2020 • Resulting in a surge of new players and increased player activity 600.000 500.000 • Average of +50% increase of cash spenders through whole period 400.000 300.000 • From new players to new spenders 200.000 100.000 • Upkeep of high revenue performance and player engagement: 0 April May June July May 2020 2019 2020 During lock-down in May +127% YoY of revenue Player activity 2019 vs 2020 +27% YoY of player activity 60.000 +141% new players 50.000 40.000 30.000 After lock-down in July July 2020 20.000 10.000 0 +105% YoY of revenue and April May June July +26% YoY of player activity 2019 2020 +50% increase of cash spenders on average since April 13
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information 14
MGI’s business model with gaming as a core Company description Overview of business model Leading European game publishing platform with: Licensing games (52%1) • Licensing games from developer, 3 yr Fast growth; contracts • combining M&A and organic growth • But high switching cost for a running game • Historically 2 drop-outs Profitability • focus on high margins and recurring revenues Acquired games/IP’s (48%1) Tech-Focus; • Game IP’s acquired from 3rd party developers • as a driver of success USP’s and efficiency Synergies; • integrating acquisitions & optimizing value chain ▪ Extensive user base in Europe and North America Acquired publisher / developer entities ▪ gamigo.com is one of multiple gamigo platforms for online gaming Low risk; • Acquiring existing customer base ▪ Browser and mobile-based platforms • Ready-for-market assets • no new game development, focus on ROI • Polished game economy and features ▪ Free-to-play with purchase options in-game ▪ Recurring revenues from users with an average monthly spend (ARPPU 1) of EUR Shareholder value; 30 to EUR 80, and average lifetime of 2+ years for MMO’s • mix of own cash-flow, listed non-equity and equity ▪ Revenue supported by in-game advertising, still limited part 15 Note: (1) Company information. Based on Q2 2020
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information 16
Strategic expansion of the mobile gaming business Building the mobile user acquisition base Using M&A opportunities in mobile gaming 1,500+ €2-3M Mobile Games EBITDA* €13M+ Revenues* Efficient mobile user acquisition capabilities via own media Solid organic growth pipeline Mobile revenue growth Q2 vs. Q4 2020E 1% 10% 9% 11% 10% 10% 78% 71% Expansion of existing PC and Console games to mobile Browser Client Mobile Console Browser Client Mobile Console 17 * Expected for FY 2021
Example advertising based mobile casual games Games and media combined: optimizing the value chain For break even: Gaming alone ( ) €0.15 CPI €2 CPM user acquisition playing user ad-income 75 ad-views versus Efficiency improved by Gaming and media combined ( ) +200% €0.10 CPI €4 CPM user acquisition playing user ad-income 25 ad-views Efficiency Synergies Result High efficiency gain through gaming and • Acquire players efficiently 200% higher efficiency with games media combined due to first party data and • Monetize players (via ads only) as as good as combined with in-house media and media traffic purchasing power at scale possible faster reach of break even 18 Note: (1) CPI = Cost Per Install. (2) CPM = Cost Per Thousand Impression
In-house Media for ArcheAge Unchained Launch MGI provides high customer acquisition capabilities compared to traditional publishers and developers OBJECTIVE STRATEGY Video Spot Created Influencer booked • Launch a Triple A game in the • Setting the right target group using data In-House In-House territories North America and EU from the media companies to acquire the • Efficient user acquisition with long- right players user-lifetime • Centralized booking of influencers across • Create cost efficient video assets via video and social media channels, internal production resources. increasing negotiation power • Combined skillsets of gamigo’s internal marketing graphics team and Mediakraft’s production capabilities with enriched data Approach Sharing gamigo and Verve resources, contacts and market insights, leading to an ever- growing revenue base and long-term active players +65 2.4M €10M+ RESULT: Influencer campaigns Views achieved Organic revenues 19
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information 20
MGI “buy, integrate, build & improve” Consequently implementing this strategy since 7 years, executing 30+ M&A cases Buy Integrate Build & Improve = = = Market consolidation Restructuring & Organic sales growth via M&A realizing synergies ▪ M&A focus distressed & in- ▪ Cost efficiency; unified ▪ Product and technology efficient companies management structure improvements ▪ Also M&A of accretive ▪ Technical integration; one ▪ Increase number of users and technology, product & platform & one cloud customers customer bases. ▪ Internationalization ▪ Cost savings; cancel or renegotiate contracts, merge offices 21
Successful M&A player MGI’s M&A strategy has yielded high growth based on assets acquisitions and synergies with MGI’s scalable business model 1 MGI is a highly skilled acquiror… 2 …with a successful process Typical Pay-back time Negotiation Confirmative Acquisition Number of Typical size of targets Identification / purchase price of & headline due diligence & acquisitions since 2013 (EURm)2 of target acquisitions1 due diligence & contract integration Larger dedicated New reporting lines, 30 negative cases 5 - 30 contact from employees from Finance, IT, needed), start of tech 65 >900 MGI takes harsh initial measures to make acquired targets more efficient and profitable Contacted >25 >500 Through MGI’s synergy-based platform approach, the targets contribute with 20-30% EBITDA- Ongoing >10 margin post-acquisition >200 dialogues Note: (1) Average payback period across all acquisitions since 2013 (excluding Aeria Games which was a large rule changing acquisition paid in shares). (2) Typical size of targets taking into account revenues that are discontinued. (3) Targets overview of 12 months period Augus 19, 2019 until August 19, 2020. Source: Company information 22
MGI “buy, integrate, build & improve” More cost control and efficiency through the use of state-of-the-art technology Gaming (Trion) tech costs1 -74% 543 141 130 Sep -18 2017 Jul - 20 2018 2019 = Monthly spending Media (Verve) tech costs1 -57% 654 284 130 2017 Nov -19 2018 Jul -20 2019 Monthly spending Data centers: Use of Cloud Technology : Result: ❖ High fixed costs ✓ Variable cost / scalable ✓ Massive cost savings and scalable ❖ High personnel costs ✓ Low personnel costs ✓ Reduced risk ❖ Capital-intensive investments ✓ No capital-intensive investments ✓ Reduction of downtimes 23 Note: (1) in kEUR
MGI “buy, integrate, build & improve” Growing games following successful integration Optimization of the rentability Optimization of a s s e t s Organic growth Last Balanced 12 months 1 Use synergies 1 1 Relaunches monetization 24% 2 Improve technology 2 Community Management 2 Sequels Organic Growth First Revenue 3 Internationalize 3 Content updates 12 months €24m Revenue €19m EBITDA €9m EBITDA Acquired for INVESTMENTS IN GAMES € 3.4m €7m EUR 8.5m INCREASE IN PROFITABILITY in October 2018 Trion Assets acquired €3.4m Investment in first 12 month in content, Result: strong cashflow and for EUR 8.5m in Oct 2018 sequels, advertising and Internationalization substantial organic growth with strong margins 24
I. Introduction INVESTMENT HIGHLIGHTS II. Expansion outpaces booming market growth III. Low risk business model and attractive positioning IV. Synergy realization achieved across both business segments V. Solid track record of value accretive M&A in both markets VI. Recurring and diversified revenues promote stable profitability APPENDIX VII. Management & Board VIII. Ownership & legal structure IX. Other selected information 25
Revenue and EBITDA development CAGR +43% 120 95% 111.9 • Launch Trove Delves Acquisitions: • Launch AAU 85% 100 • WildTangent Garden of Gods • ReachHero • Acquisition of75% • AppLift 83.9 Verve • PubNative 80 65% EUR million Acquisition of Acquisition of Acquisition of 55% Aeria Games Mediakraft Trion Worlds 60 Acquisition of Looki 45% 39.0 42.1 45.3 40 35% 29.6% 18.1 22.4 21.6 25% 24.9% 21.6% 20 15.1 19.8% 20.0% 17.8% 10.5 13.4 10.0% 6.9 15% 4.3 1.5 0 5% 2014A 2015A 2016A 2017A 2018A 2019A Q2 2020 LTM Focus on organic growth Revenue Gamigo Revenue MGI Adjusted EBITDA* Gamigo Total Total Total 8% 85% 98% growth growth growth Adjusted EBITDA* MGI Adjusted EBITDA margin* Organic Organic Organic 5% 10% 35% growth growth growth* 26 Note: (1) EBITDA adjusted for one-time, M&A and financing costs. (2) gamigo was acquired by MGI in May 2018. Financial development includes pro forma figures from 2014 – April 2018. (3) Organic Growth in gaming segment in Q1’20 vs Q2’20
Segment and regional performance Q2 2020 Group revenue (mEUR) Q2 2020 EBITDA (mEUR) 18.8 5.3 11.2 63% 84% 37% 16% 1.0 Gaming Media Gaming Media Gaming Media Gaming Media Q2 2020 revenue by region (mEUR) MGI’s main markets 2% 4% 4% 34% 55% EU NA SA Asia RoW 27
Diversified revenues Q2 2020 Group Revenue Q2 2020 Media Revenue Desert ArcheAge Rift* Grand Fantasia Shaiya* Operations* 3% 3% 3% 2% 4% Defiance* 1% Aura Kingdom 4% Branded Marketing Fiesta* 28% 5% Arche Age SaaS Unchained Media 36% 11% 37% Performance Marketing 20% Trove* 13% Casual Games and Influencer other Marketing 14% 16% Note (*) IPs/Source Code owned by gamigo. 28
Games revenue split by device and region Games revenue by device Q2 2020 Customer acquisition Q2 2020 Top 10 countries by revenues Q2 2020 1% 1 USA 11% 10% 2 Germany 22% 3 France 4 Canada 5 UK 6 Brazil 78% 7 Australia 78% 8 Russia The Owned Own Media 9 Browser Client Mobile Console Third Party Netherlands Distribution Channels 10 Spain PC Client is the biggest vertical with strong Strong distribution channels through own Top 3 countries accounts for 64% of the gaming recurring revenues due to social communities in media increases profitability revenues MMO Games 29
Recurring gaming revenues for 5+ years (Q2’2020) Desert Operations Global Deutschland-Spielt Fiesta Online Europe 84% 76% 64% 14% 12% 8% 10% 10% 4% 6% 7% 6% 1 Year 1-3 Years 3-5 Years > 5 Years 1 Year 1-3 Years 3-5 Years > 5 Years 1 Year 1-3 Years 3-5 Years > 5 Years Last Chaos North America Last Chaos Europe Fiesta Online North America 54% 53% 52% 28% 25% 22% 13% 14% 11% 9% 11% 9% 1 Year 1-3 Years 3-5 Years > 5 Years 1 Year 1-3 Years 3-5 Years > 5 Years 1 Year 1-3 Years 3-5 Years > 5 Years 30
Licensed vs owned revenue Organic growth through launches and content updates Increasing focus on owned games in 2020 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% Q1-19 Q2-19 Q3-19 Q4-19 Q1-20 Q2-20 Licensed Owned ✓ Strong organic growth through licensed game launches in 2019 ✓ Content updates in owned games drives organic growth in 2020 31
Consolidated cash flow statement Operating cash flow1 Capital expenditure1 25.000 30.000 27.964 21.289 20.000 25.000 16.200 20.000 15.000 14.113 13.070 15.000 10.000 6.943 10.000 6.551 6.936 4.394 3.801 5.000 5.000 1.393 2.042 1.184 314 0 0 2014 2015 2016 2017 2018 2019 Q2 H12020 2020LTM LTM 2014 2015 2016 2017 2018 2019 Q2 2020 LTM Maintenance capex Expansion capex Adj. Free cash flow2 Highlights 2020 25.000 • Operating Cashflow: Strong increase of 86% in H1 2020 due to realized synergies 20.000 17.277 with the gaming and media segment 15.000 • Free Cashflow: Strong increase in adj. FCF due increasing operating cashflows 12.215 while maintenance capex remained stable underscoring the strong cash generation of the Group 10.000 • Expansion capex in LTM 2020: The Verve M&A transactions and investments into 5.511 media platforms led to an increase in in Q2 2020 LTM while operating cashflow 5.000 3.009 2.149 and adj. Free cash flow increased by EUR 5 million 626 0 2014 2015 2016 2017 2018 2019 Q2 2020 LTM H1 2020 LTM 32 Note (1) Until 2017 gamigo Group figures and since 2018 MGI Group figures including gamigo Note (2): Excluding expansion capex for M&A and Investments in platforms and IP rights
Leverage development (2014 – Q2 2020) Healthy credit metrics with a net leverage of 2.2x to reported EBITDA and 1.9x to adj. EBITDA Conservative credit metrics with a net leverage of 2.1x to reported EBITDA Net interest bearing debt, EURk • 14% deleverage (Q2’20) • Strong EBITDA of €6.3m in (Q2’20) • €1m FCF after total Investments (Q2‘20) 80.000 Net interest bearing debt • Buyout gamigo minorities Net IBD / reported EBITDA • Tap Issue MGI Bond (€5m) 71.775 70.709 70.000 • UniCredit Loan (€10m) 26,00x • Capital Increase NASDAQ (€28m) 60.000 • Capital Increase (€9m) 21,00x • Tap Issue gamigo Bond 50.000 (€18m) • Issue of MGI Bond 43.715 (€15m) Issue of 16,00x 40.000 UniCredit Loan 34.911 Issue of Nasdaq (€17m) gamigo Bond Issue of German 30.000 (€32m) bond in 2013 25.210 11,00x (€12m) 20.453 20.430 20.000 7,0 13.068 7,8 10.543 6,00x 10.000 4,2 3,6 3,6 3,1 2,4 2,2 2,2 0 1,00x 2014 2015 2016 2017 2018 2019 Q1 2020 LTM Q2 2020 LTM Illustrative Note (1) Until December 2017: Net IBD and EBITDA gamigo Group used for calculation. From December 2018 MGI Net IBD and reported EBITDA used for calculation; excluding Shareholder Loans post capital increase starting from 2018. 33
Short-term financial targets 2020 FY 2020 (P) FY 2020 (P) by segment Q2 2020 (A) by segment FY Revenue FY Revenue Q2’20 Revenue (A) €115 – 125m 60%-70% 63% Gaming YoY growth EBITDA Margin EBITDA Margin (A) 37% – 49% 25-30% 28% MGI Group FY EBITDA FY Revenue Q2’20 Revenue (A) €20 – 23m 30%-40% 37% Media YoY growth EBITDA Margin EBITDA Margin (A) 29% – 48% 10-15% 9% 34
Mid-term financial targets Revenue CAGR How to get there ▪ Invest in organic growth projects, e.g. sequels, re-launches & re-skinning and internationalization Growth ▪ Investments in new game licenses, game assets and new game launches 25-30% ▪ Further acquisition of accreditive and synergetic M&A targets with focus at gaming ▪ Further acquisition of intellectual property of games ready or close to ready for launch EBITDA margin EBIT margin Margins 25-30% 15-20% ▪ Reducing OPEX and costs based on economies of scale ▪ Using cost synergies within the group and with newly acquired targets ▪ Using marketing, purchasing and cost benefits based on size ▪ Reducing PPA depreciation in the coming years 35
Further execution of our buy & build growth story Strong revenue CAGR of +25% combined with 25-30% EBITDA margin Low business risk focus • Diversified revenue streams with no hit exposure • Long term revenues from MMO games and media SaaS revenues • No risky and capital-intense development of new games, launches based on licensed games Focus on high growth markets gaming and media • Focus on media and games, no new adventure • Two segments with strong underlying market growth of +10% p.a. • Fragmented markets with good M&A and organic growth opportunities Focus on synergies within and between games and media segments • Unified cloud platform to reduce infrastructure cost • High volumes and purchasing power in media for efficient user acquisition for games • Organic growth through new users for games and more advertising spaces in games Focus on financial targets • Further revenue growth of 25-30% p.a. with an EBITDA margin of 25-30% • Focus on sustainability and shareholder value • Mix of debt and equity to finance M&A with a net leverage target between 2-3x EBITDA 36
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